In every society, there are those who commit murder for money. They are Assassins. They stalk and kill for compensation or personal reasons, and their techniques are as varied as their targets. Some are ethical and careful of the targets they pick, some try to avoid collateral damage or injuring innocent bystanders, while others care only about fulfilling the contract and advancing their idea of some sort of ranking within the assassin or organized crime society.

Assassins are not crazed killers but careful, methodical creatures of both habit and adaptability. A good Assassin can quickly react to a changing situation, loves the thrill of competition, and can do whatever is necessary to accomplish his goal.

The majority of Assassins have levels in rogue, bard, monk, and/or Shadowdancer. Some Dex-based fighters follow the Assassin's path at higher levels, as do clerics, sorcerers, and wizards. Few members of other classes become Assassins.

Hit Die: d6.


To qualify to become an Assassin (Asn), a character must fulfill all the following criteria.

Alignment: Any non-good.

Skills: Disguise 4 ranks, Stealth 6 ranks.

Special: The character must accept (and complete) a contract given by the guildmaster for free in order to gain entry into the guild. If he is not trying to get into a guild, then he must simply accept and complete a contract to kill a sentient being.

Class Skills

The Assassin's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Skill Points Per Level: 6 + Int modifier

Table 1: The Assassin
Spells per Day
Level Base
Attack Bonus
Special 1 2 3 4
1st +0 +0 +2 +0 Sneak attack +1d6, spells 0
2nd +1 +0 +3 +0 Death attack, uncanny dodge 1
3rd +2 +1 +3 +1 Assassin path I 2 0
4th +3 +1 +4 +1 Sneak attack +2d6, evasion 3 1
5th +3 +1 +4 +1 Ranged death attack, improved uncanny dodge 3 2 0
6th +4 +2 +5 +2 Assassin path II 3 3 1
7th +5 +2 +5 +2 Sneak attack +3d6 3 3 2 0
8th +6 +3 +6 +3 Death strike, improved evasion 3 3 3 1
9th +6 +3 +6 +3 Assassin path III 3 3 3 2
10th +7 +4 +7 +4 Sneak attack +4d6 3 3 3 3

Class Features
All of the following are class features of the Assassin.

Weapon and Armor Proficiency: Assassins gain no additional weapon or armor proficiencies.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an Assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Spells: Beginning at 1st level, an Assassin gains the ability to cast a number of arcane spells. To cast a spell, an Assassin must have an Intelligence score of at least 10 + the spell's level. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + 1/2 the Assassin's caster level + spell level. When the Assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells.

The Assassin's spell list appears below. An Assassin casts spells like a bard.

Upon reaching 2nd level, and every level after that, an Assassin can choose to learn a new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Assassin spell the Assassin can cast. An Assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table 2: Assassin Spells Known

Spells Known
Level 1 2 3 4
1st 2
2nd 3
3rd 3 2
4th 4 3
5th 4 3 2
6th 4 4 3
7th 4 4 3 2
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4

Death Attack: If an Assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Assassin's choice). While studying the victim, the Assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Assassin or recognize him as an enemy. If the victim of such an attack fails a Fort save (DC 10 + Assassin's class level + Assassin's Int mod) against the kill effect, it 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 class level. 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 death attack within the next 3 rounds.

If a death attack 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 death attack.

Uncanny Dodge (Ex): Starting at 2nd level, an Assassin does not suffer an AC penalty if he is caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge (see below).

Assassin Path: At 3rd level, an Assassin can specialize in a "path" - a series of related abilities that define his method of killing. The Assassin must complete an existing path before choosing abilities in a new one, but there is no limit to the number of paths he can choose, given enough class levels. There are four paths, though the DM could certainly create more. Each is described below.

The Chameleon: The Chameleon is a master of disguise - he can appear as anyone, killing his victims and getting away without anyone even getting a glimpse of his face.

Level I: Mimicry (Ex): The Assassin gains a +4 competence bonus to Disguise checks.

Level II: Alter Self (Su): The Assassin can change his form, as the spell alter self, three times per day, for one minute per class level each time.

Level III: Aura of Normalcy (Su): If the Assassin is moving at normal speed and not drawing attention to himself (i.e., making an excessive amount of noise, wearing eye-catching clothes, or drenched in blood), the eyes of those around him merely slide past him as if he weren't there. Anyone attempting to actually study the Assassin must make a Will save (DC 10 + Assassin's level + Assassin's Cha mod) or fail to see him as anything more significant than a piece of furniture. If the Assassin speaks, moves faster than a walk, or makes an attack of any kind, those around can see him if they look - he must either successfully hide or move out of sight before he can use this ability against anyone in that area again.

The Hunter: The Hunter prefers the hands-on approach.

Level I: Signature Weapon: The Assassin can choose any one weapon as his signature weapon. He gains proficiency with this weapon, if he did not already have it. Additionally, he gains the Weapon Focus feat applied to it for free.

Level II: Death Attack Bonus: When the Assassin uses his signature weapon for a death attack, he adds a +2 competence bonus to the DC.

Level III: Weapon Specialization: The Assassin is so practiced with his weapon that he gains the Weapon Specialization feat applied to it for free.

The Infiltrator: The Infiltrator excels at getting into (and out of) even the most heavily-guarded fortresses.

Level I: Nimble Fingers (Ex): The Assassin gains a +4 competence bonus to Disable Device checks.

Level II: Hide in Plain Sight (Su): An Assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Level III: Invisibility to Traps (Su): The Assassin can make himself undetectable by traps, as per the spell invisibility to traps, three times per day, for one minute per class level each time.

The Poisoner: The Poisoner is an expert in the knowledge and use of all types of poisons.

Level I: Poison Use (Ex): The Assassin is trained in the use of poisons and never risks accidentally poisoning himself when applying poison to a blade.

Level II: Poison Resistance (Ex): The Assassin gains a +4 resistance save vs. all poisons.

Level III: Poison Immunity (Ex): The Assassin can choose two poisons to which he is immune.

Evasion (Ex): 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.

Ranged Death Attack (Ex): The Assassin can make a death attack against a target within 30 feet. All other criteria for the death attack still apply.

Improved Uncanny Dodge (Ex): At 5th level, an Assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack the Assassin. The exception to this defense is that a character whose base attack bonus is at least four higher than the Assassin's can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class, he automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank him.

Death Strike (Ex): The Assassin can make a death attack against a helpless target as a standard action (i.e., in place of a coup de grace) without having to spend the requisite three rounds of study. This attack automatically kills the victim (no save).

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

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