The Assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance.
The Assassin's skill in a variety of dark arts allows him to carry out missions of death with shocking, terrifying precision. Rogues, Monks and Bards are ideal candidates for training as Assassins.
Unlike the Blackguard, the Assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics. These ruthless and avaricious killers have but one requirement other than a predisposition for evil and a penchant for stealth. They must kill another intelligent being for no other reason than pay.
Hit Dice: d6
Proficiencies: simple weapons, light armor
Skill Points: 4 + Int. Modifier
Bonus Feats: The epic Assassin gains a bonus feat every four levels
Epic Assassin Bonus Feats: Epic Reflexes, Epic Skill Focus (hide), Epic Skill Focus (move silently), Great Dexterity, Improved Combat Casting, Improved Sneak Attack, Self Concealment, Superior Initiative
To qualify as an Assassin, a character must fulfill all of the following criteria:
- Alignment: Any evil
- Skills: Hide 8 ranks, Move Silently 8 ranks
Death Attack: This special sneak attack has a chance of paralyzing the opponent. Death Attack damage increases with experience: +1d6 at 1st level; +2d6 at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and +5d6 at 9th level.
Uncanny Dodge: The Assassin is able to avoid and deflect incoming attacks. At 2nd level, the Assassin retains his or her dexterity bonus to armor class, even if flat-footed. At 5th level, the assassin gains a +1 to Reflex saving throws. At 10th level, the Assassin gains a +2 to Reflex saving throws.
Spells: At 2nd level, the Assassin gains the ability to cast Ghostly Visage once per day. At 5th level, the Assassin gains the ability to cast Darkness once per day. At 6th level, the Assassin gains the ability to cast Invisibility once per day. At 9th level, the Assassin gains the ability to cast Improved Invisibility once per day.
Poison Resist: The Assassin's expertise with deadly toxins gives the Assassin an unnatural resistance to poisons of all types. This ability improves with experience: +1 Fortitude save vs. poison at 2nd level; +2 at 4th level; +3 at 6th level; +4 at 8th level; and +5 at 10th level.
Sneak Attack: Improves by +1d6 every two levels after 9th.
Poison Saving Throws: An additional +1 for every two levels after 10th on the Assassin's saving throws against poison.
Conceal Item (weapon) - Allows user a chance to hide an item (weapon) within another item (e.g. hide a dagger in a boot or garment sleeve).
Window Use - Larceny minded characters here can use windows to enter buildings (and escape).
Poison Use - Our poison systems allow for the usual 'blade poisons' but also ingested and contact poisons, even multi-part poisons.
Grifting - Assassins find this useful for secretly drawing extra information out of those they encounter.