Monday, May 14, 2012

Classes: Assassin


Assassin


Characteristics:  The Assassin, since the earliest days of the first races there have been those who were paid to kill one another, this has not changed throughout time.  Contract Killer, Executioner, Mercenary, Slayer, Vindicator, Wetwork, the Assassin is known by many names. They are focused warriors who rely on their strength of mind and agility to see them through to their rewards. Their art lies in their ability to slay their foes without being killed or captured in return. Through explosives, long ranged sniping, poisons, traps, and even the classic blade to the gut or throat, the Assassin will make sure their contracts are fulfilled.

Alignment:  Any.

Abilities:  Dex, Int, Cha

Hit Dice: D8

Class skills: The Assassin’s class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis),  Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Local) (Int),Knowledge (Tactics) (Int),  Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Int).

Skill Ranks Per Level: (6+Int modifier) 

Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special
1
+0
+0
+2
+0
Crafty, Deadly Shadow, Poisoned Blade +1D4
2
+1
+0
+3
+0
Assassin Craft, Evasion, Poison Use
3
+2
+1
+3
+1
Poisoned Blade +2D4, Sneak Attack +1D8
4
+3
+1
+4
+1
Assassin Craft, Quick Draw,Uncanny Dodge
5
+3
+1
+4
+1
Devil’s Luck, Poisoned Blade +3D4,        Weapon Discipline
6
+4
+2
+5
+2
Assassin Craft, Sneak Attack +2D8
7
+5
+2
+5
+2
Fast Movement +10, Poisoned Blade +4D4
8
+6/+1
+2
+6
+2
Assassin Craft, Improved Uncanny Dodge
9
+6/+1
+3
+6
+3
Poisoned Blade +5D4, Sneak Attack +3D8
10
+7/+2
+3
+7
+3
Advanced Craft, Assassin Craft, Assassinate,  Weapon Discipline
11
+8/+3
+3
+7
+3
Light Steps. Poisoned Blade +6D4
12
+9/+4
+4
+8
+4
Assassin Craft, Sneak Attack +4D8
13
+9/+4
+4
+8
+4
 Devil’s Whispers, Poisoned Blade +7D4
14
+10/+5
+4
+9
+4
Assassin Craft, Fast Movement + 20
15
+11/+6/+1
+5
+9
+5
 Weapon Discipline, Poisoned Blade +8D4, Sneak Attack +5D8
16
+12/+7/+2
+5
+10
+5
Assassin Craft
17
+12/+7/+2
+5
+10
+5
Poisoned Blade +9D4
18
+13/+9/+4
+6
+11
+6
Assassin Craft, Sneak Attack +6D8
19
+14/+10/+5
+6
+11
+6
Poisoned Blade +10D4
20
+15/+11/+6
+6
+12
+6
Angel of Death, Assassin Craft.                Weapon Discipline

Class Features

Weapon and Armor Proficiency: The Assassin is proficient with all simple and martial weapons, and firearms. They are proficient with light armor, but not with shields. They are also considered to have the Improved Unarmed Strike Feat for free.

Crafty:  An Assassin uses everything to his advantage especially, poisons and traps, the Assassin adds 1/2 his class level to crafting both poisons and traps. The Assassin can use Perception, and Disable Device, to locate and disarm traps of DC 20 or higher including magical traps,


Deadly Shadow (Ex): An assassin adds half his level (minimum 1) to Knowledge and Perception checks made to study or locate an intended target, and to Stealth checks to follow the intended target without being noticed.

Poisoned Blade:  An assassin endeavors to get the most out of the tools of his trade, thus when coating his tool of death in an appropriate poison versus a susceptible opponent, he may cause extra aggravated damage.

Through the use of alchemy an assassin learns to strengthen his poisons, so that they deal extra damage on a successful use of the poison versus his opponent. If used on a weapon, the weapon stays coated for 1 + his Intelligence modifier in rounds, this is aggravated damage that does not require a fort save from the victim.

This extra damage is 1d4 at 1st level, and increases by 1d4 every assassin level thereafter. Should the assassin score a critical hit with a poisoned blade, this extra damage is not multiplied. This extra dammage effects only the opponent the poison is appropriate for, to use alchemical silver on a humanoid will likely do nothing, however versus an undead it will be most effective. Versus, those who are immune to poison due to divine favor, this extra dammage is halved. Only constructs are truly immune to this extra dammage. Although some say even a poison against them is somewhat plausible.

Evasion (Ex): At 2nd level and higher, an Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of evasion.

Assassin Crafts: As an Assassin gains experience, she learns a number of crafts that aid her. Starting at 2nd level, the Assassin gains one Assassin Craft.  She gains an additional Assassin Craft for every 2 levels of Assassin attained after 2nd level. An Assassin cannot select an individual Craft more than once.

-Bleeding Attack (Ex): An assassin with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the assassin's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
-Camouflage (Ex):  Once per day, an assassin with this craft can create simple but effective camouflage from the surrounding foliage. The assassin needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the assassin fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The assassin gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage.


-Charmer (Ex): Once per day, the assassin can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this craft before making the Diplomacy check. An assassin can use this ability one additional time per day for every 5 assassin levels she possesses.

- Combat Trick: An assassin who selects this craft gains a bonus Combat feat.

-Cunning Assassin: (Ex): The assassin that selects this Craft gains Cunning Strike as a bonus feat.

-Cunning Trigger (Ex): An assassin with this craft can use a swift action to set off any trap within 30 + 5 per point of Int mod feet that she constructed.

-Dangerous Opponent (Ex): Assassins with this craft are trained to use anything as a weapon. They take no penalty for using improvised weapons and even their bodies can be used as deadly weapons. See table below:
Level
Unarmed Damage
2 – 3
1d6
4 - 6
1d8
7 - 9
1d10
10 - 12
2d6
13 - 15
2d8
16 - 18
3d6
19 - 20
3d8

-Deft Palm (Ex): An assassin with this craft can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.

-Demolisher (Ex): The assassin that selects this Craft gains Demolition Engineer as a bonus feat.

-Expert Leaper (Ex): When making jump checks, the assassin is always considered to have a running start. Also, when the assassin deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

- Field Alchemist (Ex): The assassin that selects this Craft gains Journeyman Alchemist as a bonus feat.
-Fierce Constitution (Ex): The assassin gains a +3 saving throw bonus against poisons and diseases.
-Hard to Fool (Ex): Once per day, an assassin with this craft can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. An assassin can use this ability one additional time per day for every 5 assassin levels she possesses.
-Hidden Weapons (Ex): An Assassin becomes more adept at hiding weapons on his body. He gains +4 to all Sleight of Hand skill checks made to prevent others from noticing them.

- Hit and Run (Ex): After successfully making a sneak attack or Sleight of Hand check, an assassin with this craft can spend a move action to take the withdraw action. She can move her normal speed + 5 feet per point of Dex mod during this movement.

-Ledge Walker (Ex): This ability allows an assassin to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an assassin with this craft is not flat-footed when using Acrobatics to move along narrow surfaces.

-Loki’s Tongue (Ex): Once per day, the assassin can roll two dice while making a Bluff check, and take the better result. She must choose to use this craft before making the Bluff check. An assassin can use this ability one additional time per day for every 5 assassin levels she possesses.
-Mouse Trap (Ex): As a full-round action, an assassin with this craft can set a simple trap with a CR no greater than 1/2 her assassin level plus her Int mod. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. Special: The type of trap that can be constructed in this way is subject to GM discretion.
-Nimble Climber (Ex): When an assassin with this craft fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The assassin does not take falling damage when she stops her fall in this manner
-Powerful Precision (Ex): Whenever an assassin with this craft attempts a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
-Precise Strike (Ex): The Cunning Strike feat is a prerequisite for this craft. Assassins rely on speed and accuracy in combat. When using a 1 handed or light weapon in melee combat they may add their Intelligence modifier as well as their Strength or Dexterity when determining bonus damage.

-Quick Disguise (Ex): An assassin with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the assassin to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female assassin wants to disguise herself as a male of a different race, that would take 2 minutes.



Disguise
Time
Minor details only
full-round action
Disguise as a different gender
1 minute
Disguise as a different race
1 minute
Disguise as a different age category
1 minute
Disguise as a different size category
1 minute
- Quick Fingers (Ex): Once per day, an assassin with this craft can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this craft before making the Sleight of Hand check. An assassin can use this ability one additional time per day for every 5 assassin levels she possesses.
-Ranged Death (Ex): The Assassin gains the ability to use his sneak attack within the first increment of his ranged weapon.

- Resiliency (Ex): Once per day, an assassin with this ability can gain a number of temporary hit points equal to the assassin's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the assassin's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

-Slow Metabolism (Ex): The assassin has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the assassin is poisoned, the time between saving throws (the poison’s frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.”

-Strong Voice (Ex): Once per day, the assassin can roll two dice while making an Intimidate check, and take the better result. She must choose to use this craft before making the Intimidate check. An assassin can use this ability one additional time per day for every 5 assassin levels she possesses.

-Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to an Assassin with this ability, even if they have already acted.

-Swift Poison (Ex): An assassin with this talent can apply poison to a weapon as a move action, instead of a standard action

-Swift Shadow (Ex): An Assassin can move at full speed while using the Stealth skill without penalty.

-Underhanded (Ex): An assassin with this craft gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. An assassin can only use the underhanded talent a number of times per day equal to her Charisma modifier +1.

-Wall Climber (Su): An assassin with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

-Wall Scramble (Ex): An assassin with this craft rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the assassin is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.

Poison Use: Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison, page 557 PFC).

Sneak Attack:  Starting at 3rd level, If an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The assassin's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. This extra damage is 1d8 at 3rd level, and increases by 1d8 every three assassin levels thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), an assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment.
Quick Draw (Ex): At 4th level, the Assassin gains the Quick Draw feat for free, if they already have the feat they may take another combat feat in its stead.
Uncanny Dodge (Ex): Starting at 4th level, an Assassin can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An Assassin with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If an Assassin already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Weapon Discipline (Ex): Starting at 5th level, an Assassin can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.

At 10th, 15th   and again at 20th level he may choose another group to add the +2 bonus on attack and dammage to. Bonuses granted from overlapping groups do not stack.

An Assassin also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the Assassin’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups can be defined but not limited to the following:

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc doubleaxe, quarterstaff, and two-bladed sword.

Explosives and Splashers: grenades, alchemical and distilled splashers.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Firearms: blunderbuss, hand cannon, pistols, rifles, and other black powder projectile weapons

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, half sling, sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident


Devils Luck (Ex): Starting at 5th lvl, when wearing Light armour or Unarmored and unencumbered, the Assassin adds his intelligence bonus (if any) to his AC and his CMD. This bonus to AC still applies even against touch attacks and when the Assassin is flat-footed. He only loses this bonus when he is immobilized or helpless, or when he carries a medium or heavy load.

 Fast Movement (Ex): At 7th level and again at 14th level, an assassin gains an enhancement bonus to his land and climbing speed. An assassin in anything heavier than light armor or carrying a medium or heavy load loses this extra speed.

Improved Uncanny Dodge (Ex): An Assassin of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Assassin levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Assassin level required to flank the character.

Advanced Craft: At 10th level, and every two levels thereafter, an Assassin can choose one of the following Advanced Crafts in place of an Assassin Craft.

-Cat’s Claws (Ex):  Deadly Precision is a prerequisite for this craft. An assassin with this craft now uses d10s instead of d8s for sneak attack damage.

-Devil’s Constitution (Su)Fierce Constitution is a prerequisite for this craft.  The assassin is now immune to poisons and diseases, including magical or spell-like effects.

-Devil’s Grace (Ex):  The Assassin adds his Int mod to his Reflex saves. He loses this bonus when he is immobilized or helpless, wearing anything other than light armour, or when he carries a medium or heavy load.

-Devil’s Rush (Ex): Cannot take this craft before level 14. 1+ Intelligence Mod times per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still attempt a sneak attack on this target though.

-Deadly Precision (Ex):  Powerful Precision is a prerequisite for this craft. Whenever an assassin with this craft scores a sneak attack, she treats all 1s and 2s on the sneak attack damage dice as 3s.

-Defensive Roll (Ex): With this craft, the assassin can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day per every 5 levels of the assassin, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the assassin can attempt to roll with the damage. To use this ability, the assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin's evasion ability does not apply to the defensive roll.

-Deadly Cocktail (Ex): An assassin with this craft can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time. This also allows the assassin to use two different types of poisons versus two different types of opponents for the sake of the Poisoned Blade ability.

-Greater Defensive Roll (Ex): Having the Defensive Roll and the Devil’s Grace crafts are both prerequisites for this craft. Further trained and more cat like when taking and avoiding hits, when the assassin is struck in combat, she can absorb and roll with the damage in combat (from a weapon or other blow, not a spell or special ability).The assassin can attempt this a total of 3 + her Intelligence modifier times per day. These attempts do not override the Defensive Roll attempts per day, as they follow different conditions. To use this ability, the assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. If she rolls 5 or higher than the DC, she instead takes no damage at all. She must be aware of the attack and able to react to it in order to execute her greater defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin's evasion ability does not apply to the defensive roll.


- Greater Resiliency (Ex): Resiliency is a prerequisite for this craft. Once per day, an assassin with this ability can gain a number of temporary hit points equal to double the assassin's level. Activating this ability is an immediate action that can be performed at any time the assassin is conscious. These temporary hit points last 1 + Int mod minutes.
-Hide in Plain Sight (Ex): An assassin with this craft can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.
Special: An assassin may take this advanced craft more than once, each time selecting a different terrain from the favored terrain list.

-Improved Evasion (Ex): An Assassin’s evasion improves. This ability works like evasion, except that while the Assassin still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Assassin does not gain the benefit of improved evasion.

-Improved Hidden Weapons (Ex): Hidden Weapons is a prerequisite for this craft. An Assassin becomes truly dangerous when hiding weapons on his body. He adds 1/2 his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them, and can quickdraw them as a free action.

-Master of Disguise (Ex):  Her Int mod times per day, an assassin with this craft gains a +10 bonus on a single Disguise check.

-Master of Surprise (Ex): Improved Hidden Weapons is a prerequisite for this craft. Once per combat when using a concealed weapon, the assassin gains a +2 to hit and damage with the concealed weapon. Also, on the first strike with the concealed weapon the assassin doubles the critical threat range and increases the critical multiplier by 1 step.

- Reexamination (Ex): Once per day, an assassin with this craft can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. An assassin can use this ability one additional time per day for every 5 assassin levels she possesses.
-Sniper (Ex): Ranged Death and Stealthy Sniper are prerequisites for this craft. The Assassin has obtained the ability to use his ranged weapon to Sneak Attack at 4 times his range increment, and raises the critical mod of the weapon by one step.

-Stealthy Sniper (Ex): When an assassin with this craft uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

-Third Eye (Ex):  The Assassin adds his Int mod to his Will saves versus enchantments and illusions.

Assassinate (Ex): Starting at 10th level If an assassin studies his victim for 3 rounds and then makes a sneak attack with a weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a standard action.
The assassination fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Check or is flanked). If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies.
If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack.
Once the assassin has completed the 3 rounds of study, he must make the assassination within the next 3 rounds. If a assassination is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another assassination.

Cat Walking (Ex): At 11th level, an assassin learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the assassin ignores any mechanical traps that use a location-based trigger.

Devil’s Whispers (Ex): At 13th level, whenever she successfully assassinates a target during a surprise round, he can also make a stealth check, opposed by perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection. For every 5 levels the assassin has, she gains a +1 bonus to apply to this stealth check.



Angel of Death (Su): at 20th level the Assassin becomes a master of death. The save required by a victim of her assassinate is increased by +5.
Once per day, when the assassin successfully assassinates a target, she can cause the target’s body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect. 
On another note the Assassin has proven herself to be worthy of the Gods of Luck and Shadows’ favor, a devout servant, she is smiled upon. A number of times equal to 1 + her Intelligence mod per day, when a critical is made against the Assassin, she can choose to ignore the attack made against her.