In any star system, problems arise that cannot be solved with guile or conflict, or at least they are too time-consuming or expensive for some parties to solve using traditional means. When tensions run high and the privileged begin to sweat their schemes, assassins are often called to action. Completing their grim task with cold, professional detachment, assassins are skilled at espionage, bounty hunting, and terrorism. An assassin’s versatility stems from their professionalism; an assassin is no mere killer, each is an artisan and their medium is death. Trained in a variety of potent killing techniques, even the foolishly brave fear an assassin’s skill, cunning, and ruthlessness.

Assassins walk many roads of life, and all forms of weaponry are potent in a skilled assassin’s hands. From sniper rifles and long arms to operative weapons and spells, most weapons are well-suited to an assassin’s craft, the only weapons actively avoided being those that lack the discretion and finesse that is so crucial to their trade. Although an assassin may ultimately rely on explosives, grenades, missiles, and similar weaponry to sow discord and terror, these weapons generally lack the proper precision for the darkest of their craft’s deeds.

Alternate Class Features

The assassin grants alternate class features at 6th, 9th, 12th, and 18th level.

Death Attack (Ex) - 6th Level

You can closely study an opponent to deal a deadly blow that paralyzes or slays them as you see fit. To use this ability, you must study your victim by attempting a Bluff, Disguise, or Stealth check as a standard action. The DC for this check is equal to 20 + 1-1/2 times the victim’s CR. This is either a Bluff check to lie, a Disguise check to change your appearance, or a Stealth check to hide. In order to use Stealth, you must have cover, concealment, or an ability that allows you to hide without cover or concealment. If you fail any of these checks, your victim immediately recognizes you as an enemy (though not necessarily that you are studying them with murderous intent), preventing you from studying them or making death attacks against them for 1 day unless you spend 1 Resolve Point. After you have studied your opponent successfully in three consecutive rounds, you can move up to your base speed and then perform a death attack as a full action. A death attack is a single melee or ranged attack that you make with a weapon that you are proficient with or a spell with a casting time of 1 standard action that deals Hit Point damage and requires you to make an attack roll against the target’s AC. When using a spell to make a death attack, you cast the spell as part of the full action to make your death attack.

If your death attack satisfies these requirements and hits the target, you deal your weapon’s normal damage to the target and your victim must succeed on a Fortitude save or become paralyzed or slain (your choice). The save DC for this ability is 10 + 1/2 your level + your class’s key ability score modifier.

If you choose to paralyze your victim, they are paralyzed for 1d6 rounds + a number of rounds equal to 1/2 your level.

If you choose to slay your victim, you replace your weapon’s damage with 1d20 per 2 item levels your weapon possesses, or your spell’s damage with 1d20 per spell level your spell possesses (maximum 6d20; spells from classes capable of casting 9th level spells use their spell level – 1 for 3rd-, 4th-, and 5th-level spells, their spell level – 2 for 6th-, 7th-, and 8th-level spells, and their spell level – 3 for 9th level spells). If the amount of damage that the victim takes exceeds its remaining Hit Points, the target must succeed at a Fortitude save (same DC as for a paralyzing attack) or immediately die.

You can’t make a death attack with an attack that deals nonlethal damage, a weapon that has the explosion or unwieldy special property, or a weapon that requires a full action to make a single attack. If you have the Shot on the Run or Spring Attack feats, you can take your movement from death attack at any time during a death attack with an either an appropriate weapon (instead of only before) without provoking any attacks of opportunity from the target of your attack. Spring Attack allows you to make melee attacks in this manner, while Shot on the Run allows you to make ranged attacks.

Hide in Plain Sight (Ex) - 9th Level

You can use the Stealth skill even while being observed. As long as you are within 10 feet of anything that would provide you with cover or concealment, you can use Stealth to hide as if you had cover or concealment without actually having anything to hide beyond. You can’t use hide in plain sight to hide from a creature that can normally detect you regardless of this source of cover or concealment; for instance, you cannot hide in plain sight from a creature with darkvision if the only source of cover or concealment within 10 feet of you is an area of dim light or darkness. You can, however, use sources of cover and concealment that you can ignore to hide, such as using an area of dim light if you have low-light vision.

Quiet Death (Ex) - 12th Level

Whenever you make a death attack against a victim and the victim dies, you can attempt a Stealth check to hide opposed by the Perception check of all creatures within the vicinity (as determined by the GM, and including the appropriate Perception check penalties due to distance).

Enhanced Death Attack (Ex) - 18th Level

You can spend Resolve Points to reduce the number of rounds that you must study a creature before attempting a death attack against them. Each Resolve Point that you spend reduces the number of rounds that you must study the victim by 1, to a minimum of 1 rounds. (You can spend 2 Resolve Points to death attack an opponent that you have studied for just one round.)

Spending Resolve Points in this manner doesn’t require an action, and you can spend these points whenever you wish. In addition, whenever you make a death attack to slay your victim and it dies from the Hit Point damage, its body crumbles to dust. This prevents the victim from being returned to life from raise dead and resurrection, but true resurrection can return the victim to life if the caster succeeds on a caster level check (DC equals 11 + your level).

Star Log.EM-004: Assassin from Everyman Gaming
Archetype Assassin
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