From Compendium of Worldly Lore
Requirements
Alignment
Any evil.
Skills
Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special
The character must kill someone for no other reason than to join the assassins.
Summary
Assassin are the quintessential evil dps. They excel in all unsavory things and are perfect for dubious PCs and evil campaigns. Their death attack can dole out great deals of punishment given the proper set up.
Role: DPS
Characteristics: DPS proficient with poison, sneak attacks and a death attack
Source: Dungeon Master's Guide
Game Rule Information
The Assassin has the following game statistics.
Abilities: Dexterity for sneaking around your marks, and Intelligence for poison use and studying your marks
Alignment: Any Evil
Hit Die: d6
Starting Gold: N/A
Class Skills
The Assassin's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pickpocket (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Assassin.
Weapon and Armor Proficiency: A Assassin is proficient with crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shield
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.
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 the assassin as an enemy. 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 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.
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Save Bonus Against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.
Uncanny Dodge Ex: Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being 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 the character automatically gains improved uncanny dodge.
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 rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight Su: At 8th level, an assassin can use the Hide 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 | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, death attack, and poison use |
2nd | +1 | +0 | +3 | +0 | +1 save against poison, uncanny dodge |
3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6 |
4th | +3 | +1 | +4 | +1 | +2 save against poison |
5th | +3 | +1 | +4 | +1 | Improved uncanny dodge, sneak attack +3d6 |
6th | +4 | +2 | +5 | +2 | +3 save against poison |
7th | +5 | +2 | +5 | +2 | Sneak attack +4d6 |
8th | +6 | +2 | +6 | +2 | +4 save against poison, hide in plain sight |
9th | +6 | +3 | +6 | +3 | Sneak attack +5d6 |
10th | +7 | +3 | +7 | +3 | +5 save against poison |