Assassin Abilities in Pathfinder: Wrath of the Righteous covers all the special abilities, be it passive or active, that one of the thirteen Prestige Classes of the game possesses.



Assassin Features/Abilities

Sneak Attack

If a character can catch an opponent when he is unable to defend himself from his attack, he can strike a vital spot for extra damage.

The character's attack deals extra damage anyttime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character Flanks his target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.

The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

Poison Use

Assassins specialize in Poison Use. Every day they create special combat poisons, the number of their doses equal to 3 + Assassin level, which they can use to envenom their melee weapons. As a Move Action, an Assassin can apply one of their poisons to their melee weapon, and the next one successful attack applies it to the target. Save DC of all poisons is 10 + Assassin level + Int modifier. If the attack that applied the poison was a Sneak Attack, the DC is increased by 2.

At 1st level, an Assassin has access to poisons that deal 1d4 stat damage to Strength or Dexterity for 4 rounds.

At 5th level, an Assassin gains access to poison that deals Constitution damage.

At 9th level, the number of successful saving throws needed to remove the poison increases to 2.

At 10th level, an Assassin can apply the poisons as a move or a Switft Action.

Death Attack

An Assassin can make a special attack with a melee weapon against a target that doesn't know about the Assassin. The attack has the additional effect of possibly either paralyzing or killing the target (Assassin's choice). Death Attack is a full-round action. The Death Attack fails if the target detects the Assassin or recognizes the Assassin as an enemy. If the victim of such a death attack fails a Fortitude Save (DC 10 + the Assassin's class level + the assassin's Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act foir 1d6 rounds plus 1 round per level of the Assassin. If the victim's saving throw succeeds, the attack is just a normal attack.

At 10th level, the death attack becomes a Standard Action.

Uncanny Dodge

The character can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-Footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a character already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.


Hide in Plain Sight (Assassin)

At 8th level, an Assassin can use the Stealth skill even while being observed. An Assassin can hide himself from view in the open without having anything to actually hide behind.

Assassin Proficiencies

Assassins are proficient with the Crossbow, dagger, rapier, shortbow, and shortsword. Assassins are proficient with Light Armor but not with Shields.

Save Bonus against Poison

At 2nd level, the Assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels.

Poison Use - Increased Duration

At 3rd and 7th level, the duration of the poisons increases by 1 round.


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