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)
Class Features
|
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
|
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
|
-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).
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.