My take on an Assassin Base Class

DungeonmasterCal

First Post
This is something that has been boiling in my brain for quite awhile, and I finally sat down to start tinkering with it. Sometime ago, some nameless person posted a non-spell casting variant of the Assassin PrC. I took much of that build, added elements from the DMG build, and threw in some feats and abilities from other WotC sourcebooks.

Please take a look at it, and offer any critiques and suggestions you might have. Is it broken? Is it playable? Feel free to test drive it in your own game and let me know how it plays out. This is my first attempt at creating a base class, so I'm anxious to see if it was worth the time.

Thanks in advance,

DMCal
 

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Any way you could post it in a more view-friendly format?
I just don't like macro-virus agar formats. Nor do I have a viewer for such.

Thanks, -- N
 





formatting

Assassin

The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.

Assassins that multiclass usually seek to take levels in a class that can augment their deadly skills. Fighter/Assassins gain both the power and stealth benefits of both to deliver truly deadly attacks. Assassins who take levels in wizard or sorcerer are truly terrifying, as they can disable or even kill their target without drawing a weapon. Taking levels in bard or rogue make them extremely skillful, relying on stealth and infiltration to carry out their grim tasks.

Assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes they serve more powerful evil characters singly or in a group. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or backup.

Class Features

Good saves: Reflex, Will
BAB: 3/4 (as Rogue)
Hit Die: d6
Alignment: Any nongood
Skills: 6 + Int -- Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), 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), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).

Level / Special
1 / Sneak attack +1d6, death attack
2 / Improved initiative, poison use
3 / Uncanny dodge, death blow
4 / Sneak attack +2d6, Poison affinity +1,
5 / Evasion
6 / Hide in plain sight, Improved ranged sneak attack (+20 feet)
7 / Sneak attack +3d6
8 / Poison affinity +2, Crippling Strike
9 / Skill Mastery
10 / Sneak attack +4d6, Poison affinity +3
11 / Improved Critical
12 / Poison affinity +3, Arcane strike
13 / Sneak attack +5d6, Improved ranged sneak attack (+40 feet)
14 / Shrouded in secrecy, Persistent attacker
15 / Improved uncanny dodge, improved evasion
16 / Sneak attack +6d6, Poison affinity +4
17 / Disemboweling strike
18 / Death comes to all
19 / Sneak attack +7d6, Improved ranged sneak attack (+60 feet)
20 / Poison affinity +5

Weapon and Armor Proficiency: An assassin's weapon training focuses on weapons suitable for stealth and sneak attacks. Assassins are proficient with the 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 shields.
Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks.

Sneak Attack: If an assassin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every third level (+2d6 at 4th level, +3d6 at 7th level, and so on).

Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.

With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.

An assassin can only sneak attack living creatures with discernible anatomies--undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.

If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Death Attack: If the 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 her Fortitude saving throw (DC 10 + the assassin class level + Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely 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 weapon.

Poison affinity: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 4th level that increases by +1 for every four levels the assassin gains (+1 at 4th level, +2 at 8th level, +3 at 12th level, and so on.) Assassins also become increasingly adept at concocting poison, and receive the same bonus to Craft (poisonmaking) checks.

Uncanny Dodge (Ex): Starting at 3rd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge through multi-classing, the character automatically gains improved uncanny dodge (see below).

Evasion (Ex): At 5th 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 (such as a red dragon's fiery breath or a fireball), the assassin instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

If the assassin gains Evasion through multi-classing, the character automatically gains Improved Evasion (see below).

Improved Ranged Sneak Attack (Ex): Beginning at 6th level, the distance for a ranged sneak attack by an assassin increases by 20 feet. At 13th level and 19th level, it increases by another 20 to a maximum of 60 feet.

Hide in Plain Sight (Su): At 6th 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.

Improved Sneak Attack (Ex): Beginning at 7th level, the assassin can choose to increase the sneak attack dice to d8’s for a truly devastating attack. This ability can be used one time per day. It increases to two times per day at 13th level.

Crippling Strike (Ex): At 8th level, the assassin can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

If the character has this ability from another class, the damage bonuses stack.

Skill Mastery (Ex): At 9th level, the assassin becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Improved Critical (Ex): The assassin gains this feat for free at 11th level. If the assassin already possesses this feat, he may choose a bonus feat, instead.

Arcane Strike (Ex): At 12th level, the assassin gains the Arcane Strike feat. As a free action, the assassin may sacrifice a spell to gain +1 to attack and +1d4 extra damage per spell level sacrificed. This ability lasts for a number of rounds equal to the level of the spell sacrificed, or upon making an attack. If the attack misses, the bonuses are still expended. The bonus to hit cannot exceed the assassin’s BAB.

Shrouded in Secrecy (Su): At 14th level, the assassin's life of secrecy has rooted itself into the deepest elements of his being, and he becomes permanently resistant to attempts to discern his true nature through the sheer force of his will. He gains a bonus to his saving throws equal to his assassin level against all Divination spells (and similar effects) and all mind-affecting spells (and similar effects). If the spell or effect requires a caster check, the character's virtual "caster level" is 10 + the assassin's level. (If the character has spellcasting levels from other classes, add them to the check.) Furthermore, when any of these spells or effects are used against the assassin, he is instantly aware of it. The assassin does not normally know the source of the spell or effect, merely that someone is attempting to use such effects on him.

The assassin may voluntarily lower this defense if so desired.

Persistent Attacker (Ex): At 14th level, the assassin gains the Persistent Attacker feat. If the first sneak attack hits, the assassin sacrifices 4d6 of damage. On the assassin’s next turn, he may use sneak attack again, with no loss of damage dice.

Improved Evasion (Ex): At 15th level the assassin gains improved evasion. This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth he takes only half damage on a failed save. A helpless assassin (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
If the assassin gains Improved Evasion through multi-classing, he instead chooses a bonus feat.

Improved Uncanny Dodge (Ex): At 15th level, the 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 through multi-classing, 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. The assassin may then choose a bonus feat of his choice at 15th level.

Disemboweling Strike (Ex): At 17th level, the assassin can sacrifice 4d6 of his sneak attack damage to, regardless whether or not he possesses the Weapon Focus feat. If the attack is successful, the victim suffers 1d4 points of Constitution damage in addition to the sneak attack damage. This can only be used once per day per victim.

Death Comes to All (Ex): At 18th level, if an assassin can studies a group of creatures for the requisite 3 rounds he may use his death attack on each of them so long as he is able to reach them all, and has enough attacks. Example, Justin has attacks at +13, +8, and +3 and he is hidden in the shadows within 30 ft of three guards. After studying them for 3 rounds he uses a full attack action to throw a dagger at each guard. If any daggers hit, the guard must save or die as a result of the attack.
 

Okay, there's what I saw. I saw a table on spells per day, but nothing in the text about spells known or how spellcasting works.

This looks like a 3.0e class. Is this a 3.0e class?

Thanks, -- N
 

Nifft said:
Okay, there's what I saw. I saw a table on spells per day, but nothing in the text about spells known or how spellcasting works.

This looks like a 3.0e class. Is this a 3.0e class?

Thanks, -- N

Thanks for the formatting.

It's for 3.5. I think the original version of the non-spellcasting variant was 3.0. And you're right, I did forget to put the spellcasting description in. I'll fix that. But the way spells are gained and cast are just like the description in the DMG 3.5 state.
 

Board format, ahoy! (For easy reference) :)
---

Assassin (Standard Class)

The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.
Assassins that multiclass usually seek to take levels in a class that can augment their deadly skills. Fighter/Assassins gain both the power and stealth benefits of both to deliver truly deadly attacks. Assassins who take levels in wizard or sorcerer are truly terrifying, as they can disable or even kill their target without drawing a weapon. Taking levels in bard or rogue make them extremely skillful, relying on stealth and infiltration to carry out their grim tasks.
Assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes they serve more powerful evil characters singly or in a group. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or backup.
Hit Die: d6
Alignment: Any nongood

TABLE: THE ASSASSIN

Code:
Level	BAB		Fort	Reflex	Will	Special
1st	+0		+0	+2	+2	Sneak attack +1d6, death attack
2nd	+1		+0	+3	+3	Improved initiative, poison use
3rd	+2		+1	+3	+3	Uncanny dodge, death blow
4th	+3		+1	+4	+4	Sneak attack +2d6, Poison affinity +1
5th	+3		+1	+4	+4	Evasion
6th	+4		+2	+5	+5	Hide in plain sight, Improved ranged sneak attack (+20 feet)
7th	+5/+0		+2	+5	+5	Sneak attack +3d6
8th	+6/+1		+2	+6	+6	Poison affinity +2, Crippling Strike
9th	+6/+1		+3	+6	+6	Skill Mastery
10th	+7/+2		+3	+7	+7	Sneak attack +4d6, Poison affinity +3
11th	+8/+3		+3	+7	+7	Improved Critical
12th	+9/+4		+4	+8	+8	Poison affinity +3, Arcane strike
13th	+9/+4		+4	+8	+8	Sneak attack +5d6, Improved ranged sneak attack (+40 feet)
14th	+10/+5/+0	+4	+9	+9	Shrouded in secrecy, Persistent attacker
15th	+11/+6/+1	+5	+9	+9	Improved uncanny dodge, improved evasion
16th	+12/+7/+2	+5	+10	+9	Sneak attack +6d6, Poison affinity +4
17th	+12/+7/+2	+5	+10	+10	Disemboweling strike
18th	+13/+8/+3	+6	+11	+11	Death comes to all
19th	+14/+9/+4	+6	+11	+11	Sneak attack +7d6, Improved ranged sneak attack (+60 feet)
20th	+15/+10+/+5	+6	+12	+12	Poison affinity +5


Class Skills
The assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), 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), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at 1st level: (6 + Int modifier) x4.
Skill points per level: 6 + Int modifier.

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

Weapon and Armor Proficiency: An assassin's weapon training focuses on weapons suitable for stealth and sneak attacks. Assassins are proficient with the 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 shields.
Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks.

Sneak Attack: If an assassin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every third level (+2d6 at 4th level, +3d6 at 7th level, and so on).
Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
An assassin can only sneak attack living creatures with discernible anatomies--undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Death Attack: If the 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 her Fortitude saving throw (DC 10 + the assassin class level + Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely 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 weapon.

Spells: Beginning at 4th level, an assassin gains the ability to cast a number or arcane spells. To cast a spell, an assassin must have an Intelligence modifier of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + the level of the spell + the assassin’s Intelligence bonus (if any). When an assassin gets 0 spells per day of a given level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that level. An assassin casts spells just as a bard does.

Code:
Class		Spells Known		Spells per Day
Level	1st	2nd	3rd	4th	1st	2nd	3rd	4th	
1st	-	-	-	-	-	-	-	-
2nd	-	-	-	-	-	-	-	-
3rd	-	-	-	-	-	-	-	-
4th	2	-	-	-	0	-	-	-
5th	2	-	-	-	1	-	-	-
6th	3	-	-	-	1	-	-	-
7th	3	-	-	-	1	-	-	-
8th	4	2	-	-	1	0	-	-	
9th	4	2	-	-	2	1	-	-
10th	4	3	-	-	2	1	-	-
11th	4	3	-	-	2	1	-	-
12th	4	4	2	-	2	2	0	-
13th	4	4	3	-	3	2	1	-
14th	4	4	3	-	3	2	1	-
15th	4	4	4	-	3	3	1	-
16th	4	4	4	2	3	3	2	0
17th	5	4	4	3	4	3	2	1
18th	5	5	4	3	4	4	2	1
19th	5	5	5	4	4	4	3	1
20th	5	5	5	5	4	4	3	2


Poison affinity: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 4th level that increases by +1 for every four levels the assassin gains (+1 at 4th level, +2 at 8th level, +3 at 12th level, and so on.) Assassins also become increasingly adept at concocting poison, and receive the same bonus to Craft (poisonmaking) checks.

Uncanny Dodge (Ex): Starting at 3rd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge through multi-classing, the character automatically gains improved uncanny dodge (see below).

Evasion (Ex): At 5th 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 (such as a red dragon's fiery breath or a fireball), the assassin instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
If the assassin gains Evasion through multi-classing, the character automatically gains Improved Evasion (see below).

Improved Ranged Sneak Attack (Ex): Beginning at 6th level, the distance for a ranged sneak attack by an assassin increases by 20 feet. At 13th level and 19th level, it increases by another 20 to a maximum of 60 feet.
Hide in Plain Sight (Su): At 6th 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.

Improved Sneak Attack (Ex): Beginning at 7th level, the assassin can choose to increase the sneak attack dice to d8’s for a truly devastating attack. This ability can be used one time per day. It increases to two times per day at 13th level.

Crippling Strike (Ex): At 8th level, the assassin can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
If the character has this ability from another class, the damage bonuses stack.

Skill Mastery (Ex): At 9th level, the assassin becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Improved Critical (Ex): The assassin gains this feat for free at 11th level. If the assassin already possesses this feat, he may choose a bonus feat, instead.

Arcane Strike (Ex): At 12th level, the assassin gains the Arcane Strike feat. As a free action, the assassin may sacrifice a spell to gain +1 to attack and +1d4 extra damage per spell level sacrificed. This ability lasts for a number of rounds equal to the level of the spell sacrificed, or upon making an attack. If the attack misses, the bonuses are still expended. The bonus to hit cannot exceed the assassin’s BAB.

Shrouded in Secrecy (Su): At 14th level, the assassin's life of secrecy has rooted itself into the deepest elements of his being, and he becomes permanently resistant to attempts to discern his true nature through the sheer force of his will. He gains a bonus to his saving throws equal to his assassin level against all Divination spells (and similar effects) and all mind-affecting spells (and similar effects). If the spell or effect requires a caster check, the character's virtual "caster level" is 10 + the assassin's level. (If the character has spellcasting levels from other classes, add them to the check.) Furthermore, when any of these spells or effects are used against the assassin, he is instantly aware of it. The assassin does not normally know the source of the spell or effect, merely that someone is attempting to use such effects on him.
The assassin may voluntarily lower this defense if so desired.

Persistent Attacker (Ex): At 14th level, the assassin gains the Persistent Attacker feat. If the first sneak attack hits, the assassin sacrifices 4d6 of damage. On the assassin’s next turn, he may use sneak attack again, with no loss of damage dice.

Improved Evasion (Ex): At 15th level the assassin gains improved evasion. This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth he takes only half damage on a failed save. A helpless assassin (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
If the assassin gains Improved Evasion through multi-classing, he instead chooses a bonus feat.

Improved Uncanny Dodge (Ex): At 15th level, the 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 through multi-classing, 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. The assassin may then choose a bonus feat of his choice at 15th level.

Disemboweling Strike (Ex): At 17th level, the assassin can sacrifice 4d6 of his sneak attack damage to, regardless whether or not he possesses the Weapon Focus feat. If the attack is successful, the victim suffers 1d4 points of Constitution damage in addition to the sneak attack damage. This can only be used once per day per victim.

Death Comes to All (Ex): At 18th level, if an assassin can studies a group of creatures for the requisite 3 rounds he may use his death attack on each of them so long as he is able to reach them all, and has enough attacks. Example, Justin has attacks at +13, +8, and +3 and he is hidden in the shadows within 30 ft of three guards. After studying them for 3 rounds he uses a full attack action to throw a dagger at each guard. If any daggers hit, the guard must save or die as a result of the attack.

Assassin Spell list

Assassins choose their spells from the following list
1st level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike;

2nd level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment;

3rd level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection;

4th level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison;

---
Since your file didn't have a spells entry, or a spells known part of the table, I took the liberty of adding them both. The spells known amount is based loosely on the spellthief's progression, modified to fit to your spells per day progression.

More commentary to follow.

EDIT: Ninja'd!! If you want me to remove this one, just say the word. :)
 
Last edited:

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