Navar
Explorer
Assassin
This is an exercise to make a nonspellcasting assassin base class. This is from the class construction engine. Using it and 250 to start or more to make the class I desire.
Good Base attack bonus 50
Adroit saves 25
16 to 20 class skills 25
4 skill points per level 30
d8 hit die 30
Weapon proficiency with all simple weapons plus 5 others 15
Proficiency with Light Armor 10
Prohibited alignment (non-good) -5
Lesser code -10
Wearing armor affects class abilities -10
The total for this part is 150 leaving only 90 points for class abilities.
The class abilities are.
Sneak attack 15
Killing Blow 15
Abilities (1,4, 8, 12, 16, 20) 30
Mark 10
Hide in plain sight 10
Uncanny Dodge 15
This brings the total for the class to 255, about the class average.
This makes the class look something like this
PRESTIGE CLASS TABLE: ASSASSIN
Level Base
Attack Bonus Fort Ref Will
Save Save Save
Special
1 +1 +0 +2 +2
Assassin ability, Mark +1, Sneak attack +1d6
2 +2 +0 +3 +3
Uncanny dodge (Dex bonus to AC), Killing Blow 1/day
3 +3 +1 +3 +3
Sneak attack +2d6, Hide in plain sight
4 +4 +1 +4 +4
Assassin ability
5 +5 +1 +4 +4
Uncanny dodge (can't be flanked), Sneak attack +3d6, Mark +2
6 +6/+1 +2 +5 +5
Killing Blow 2/day
7 +7/+2 +2 +5 +5
Sneak attack +4d6
8 +8/+3 +2 +6 +6
Assassin ability
9 +9/+4 +3 +6 +6
Sneak attack +5d6
10 +10/+5 +3 +7 +7
Uncanny dodge (+1 against traps), Mark +3, Killing Blow 3/day
11 +11/+6/+1 +3 +7 +7
Sneak attack +6d6
12 +12/+7/+2 +4 +8 +8
Assassin ability
13 +13/+8/+3 +4 +8 +8
Uncanny dodge (+2 against traps), Sneak attack +7d6
14 +14/+9/+4 +4 +9 +9
Killing Blow4/day
15 +15/+10/+5 +5 +9 +9
Sneak attack +8d6, Mark +4
16 +16/+11/+6/+1 +5 +10 +10
Uncanny dodge (+3 against traps), Assassin ability
17 +17/+12/+7/+2 +5 +10 +10
Sneak attack +9d6
18 +18/+13/+8/+3 +6 +11 +11
Killing Blow5/day
19 +19/+14/+9/+4 +6 +11 +11
Uncanny dodge (+4 against traps), Sneak attack +10d6
20 +20/+15/+10/+5 +6 +12 +12
Assassin ability, Mark +5
Alignment: Any non-good.
Hit Die: d8.
Starting Gold: 5d4 x 10
Class Skills: The assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis).
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, and they must choose 5 more weapons that they are proficient with 5 other weapons from the following list: Axe (any), Blowgun, Battlepick (Gnome), Blade Boot, Bolas, Bow (any), Chain and Dagger, Claw Bracer, Crescent Knife, Crossbow (hand), Crossbow (repeating), Gauntlet (bladed), Gauntlet (Spring-Loaded), Mouth Darts, Panther Claw, Rapier, Sap, Shuriken, Scimitar, Scourge, Scythe, Sickle, Sword (Elven Thinblade), Sword (long), Sword (short), Tortise Blade (Gnome), Whip, and Whip Dagger. If you select the blowgun, the hand crossbow, or the mouth darts you may give up two other weapon selections and become proficient with poison use.
When wearing armor heavier than light, an assassin loses mark, hide in plain sight, killing blow, and uncanny dodge. Furthermore, the rest of her special abilities all face the arcane spell failure chance that the armor type normally imposes.
Mark: At 1st level, an assassin may, once per day, select a creature as a mark. An assassin may only have one mark at a time. To select a mark an assassin must know of the existence of this creature, and must concentrate on the mark for at least 30 minutes. Selecting a mark is a supernatural ability. Due to his extensive study of his foe and training in the proper techniques for combating them, the assassin gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this creature. Likewise, he gets the same bonus to weapon damage rolls against this creature. An assassin also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the assassin cannot strike with deadly accuracy beyond that range).
At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the assassin may select one new mark per day, and the bonus associated with every mark goes up by +1.
Sneak Attack: Any time the assassin's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks the target, the assassin's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet. The assassin can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. The assassin cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty.
An assassin can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The assassin must 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 a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Killing Blow: At 2nd level, an assassin gains the ability to make a coup-de-grace attack as a standard action once per day. This ability may be used when the assassin’s target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks the target, just like the sneak attack ability. During a surprise round, a killing blow attack can be made as a partial action. The assassin may make an additional killing blow attack every four levels thereafter.
Unlike a coup-de-grace attack against a helpless opponent, the assassin must roll to attack normally. If his attack hits, he scores a critical hit. If the defender survives the damage, he still must make a Fortitude save (DC 10 + damage dealt) or die.
Delivering a killing blow provokes attacks of opportunity from threatening foes (but not a flat-footed target) because it requires intense concentration. You can’t deliver a killing blow against a creature that is immune to critical hits. The assassin must 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 deliver a killing blow while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Ranged attacks can only count as killing blows if the target is within 30 feet. The assassin can't strike with deadly accuracy from beyond that range.
At 14th level, the assassin masters the killing blow and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.
Uncanny Dodge: At 2nd level and above, the assassin retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 5th level, the assassin can no longer be flanked. The exception to this defense is that an assassin at least four levels higher than the assassin can still flank.
At 10th level, the assassin gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
Hide in Plain Sight: At 3rd level and above, assassins can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, assassins can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
Assassin Ability: On achieving 4th level and every four levels thereafter (8th, 12th, 16th, and 20th), an assassin chooses an assassin ability from among the following:
Always Stealthy: Once selected the assassin is always assumed to be taking a 10 on hide and move silently even if stress and distractions would normally prevent the assassin from doing so. The assassin must be at least 12th level in order to select this ability.
Crippling Strike: When the assassin damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. The assassin must be at least 12th level in order to select this ability. This is an extraordinary ability.
Defensive Roll: Once per day, when an assassin would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the assassin can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The assassin must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the assassin can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin's evasion ability does not apply to the defensive roll. This is an extraordinary ability. The assassin must be at least 12th level in order to select this ability.
Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the assassin takes no damage with a successful saving throw. Evasion can only be used if the assassin is wearing light armor or no armor. This is an extraordinary ability.
Deadly Focus: The assassin gains a +2 bonus to saving throws against spells and effects from the Enchantment school
Improved Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the assassin takes no damage with a successful saving throw and only takes half damage on a failed Reflex saving throw. The assassin must have already selected the Evasion assassin ability to select this ability. This is an extraordinary ability.
Opportunist: Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the assassin's attacks of opportunity for that round. Even an assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round. This is an extraordinary ability.
Poison Immunity: The assassin gains immunity to poison of all kinds. Poison Immunity is an extraordinary ability. The assassin must already have the Poison Use ability to select this ability. The assassin must be at least 12th level in order to select this ability.
Poison Use: The assassin becomes trained in the use of poison and never risk accidentally poisoning himself when applying poison to a blade. This is an extraordinary ability.
Ranged Sneak Attack: The assassin may add 30 feet to the range he may make sneak attacks, deliver killing blows, and apply his bonus mark or weapon specialization damage. This ability may be selected multiple times, each time it adds 30 feet to the range of these abilities. The maximum range these abilities will apply is limited to two range increments of whatever ranged weapon the assassin is using. If the assassin is under the effects of a spell or magical item that add to his Spot skill then the maximum range is increased to four range increments. This is an extraordinary ability.
Skill Mastery: The assassin selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the assassin may take 10 even if stress and distractions would normally prevent the assassin from doing so. The assassin may gain this assassin ability multiple times, selecting additional skills for it to apply to each time. This is an extraordinary ability. The assassin must be at least 12th level in order to select this ability.
Slippery Mind: If an assassin with slippery mind is affected by an enchantment and fails the saving throw, 1 round later the assassin can attempt the saving throw again. The assassin only gets this one extra chance to succeed. This is an extraordinary ability. The assassin must be at least 12th level in order to select this ability.
Traps: The assassins can now use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. This is an extraordinary ability.
An assassin who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it
Feat: An assassin may gain a feat from the following list of assassin feats in place of an assassin ability.
Assassin Feats: Acrobatic, Alertness, Ambidexterity, Athletic, Blind-Fight, Blind-sight (20 ft. Radius), Charlatan, Combat Reflexes, Dash, Death Blow, Death From Above, Dodge (Mobility, Spring Attack), Endurance, Exotic Weapon Proficiency*, Expert Tactician, Expertise (Chink in the Armor, Improved Disarm, Improved Trip), Improved Critical*, Improved Initiative, Low Blow, Nobody's Fool, Persuasive, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack, Quick Draw, Run, Shadow (must be your Mark), Sneaky, Track, Trustworthy, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.
Some of the bonus feats available to an assassin cannot be acquired until the assassin has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. An assassin can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. An assassin must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Code of Conduct: An assassin must be of a non-good alignment and loses all special class abilities if she ever allows her alignment to become good. Additionally, an assassin's code requires that she respect children and those that are truly innocent (including not harming them, killing them, stealing from them etc.), also respecting the local law enforcement agencies, within the bounds of her mark of course, keep away from senseless from killing, stealing, raping, or any other senseless violence. Should the assassin violate this code she looses all special class abilities until she atones for her transgression.
This is an exercise to make a nonspellcasting assassin base class. This is from the class construction engine. Using it and 250 to start or more to make the class I desire.
Good Base attack bonus 50
Adroit saves 25
16 to 20 class skills 25
4 skill points per level 30
d8 hit die 30
Weapon proficiency with all simple weapons plus 5 others 15
Proficiency with Light Armor 10
Prohibited alignment (non-good) -5
Lesser code -10
Wearing armor affects class abilities -10
The total for this part is 150 leaving only 90 points for class abilities.
The class abilities are.
Sneak attack 15
Killing Blow 15
Abilities (1,4, 8, 12, 16, 20) 30
Mark 10
Hide in plain sight 10
Uncanny Dodge 15
This brings the total for the class to 255, about the class average.
This makes the class look something like this
PRESTIGE CLASS TABLE: ASSASSIN
Level Base
Attack Bonus Fort Ref Will
Save Save Save
Special
1 +1 +0 +2 +2
Assassin ability, Mark +1, Sneak attack +1d6
2 +2 +0 +3 +3
Uncanny dodge (Dex bonus to AC), Killing Blow 1/day
3 +3 +1 +3 +3
Sneak attack +2d6, Hide in plain sight
4 +4 +1 +4 +4
Assassin ability
5 +5 +1 +4 +4
Uncanny dodge (can't be flanked), Sneak attack +3d6, Mark +2
6 +6/+1 +2 +5 +5
Killing Blow 2/day
7 +7/+2 +2 +5 +5
Sneak attack +4d6
8 +8/+3 +2 +6 +6
Assassin ability
9 +9/+4 +3 +6 +6
Sneak attack +5d6
10 +10/+5 +3 +7 +7
Uncanny dodge (+1 against traps), Mark +3, Killing Blow 3/day
11 +11/+6/+1 +3 +7 +7
Sneak attack +6d6
12 +12/+7/+2 +4 +8 +8
Assassin ability
13 +13/+8/+3 +4 +8 +8
Uncanny dodge (+2 against traps), Sneak attack +7d6
14 +14/+9/+4 +4 +9 +9
Killing Blow4/day
15 +15/+10/+5 +5 +9 +9
Sneak attack +8d6, Mark +4
16 +16/+11/+6/+1 +5 +10 +10
Uncanny dodge (+3 against traps), Assassin ability
17 +17/+12/+7/+2 +5 +10 +10
Sneak attack +9d6
18 +18/+13/+8/+3 +6 +11 +11
Killing Blow5/day
19 +19/+14/+9/+4 +6 +11 +11
Uncanny dodge (+4 against traps), Sneak attack +10d6
20 +20/+15/+10/+5 +6 +12 +12
Assassin ability, Mark +5
Alignment: Any non-good.
Hit Die: d8.
Starting Gold: 5d4 x 10
Class Skills: The assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis).
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, and they must choose 5 more weapons that they are proficient with 5 other weapons from the following list: Axe (any), Blowgun, Battlepick (Gnome), Blade Boot, Bolas, Bow (any), Chain and Dagger, Claw Bracer, Crescent Knife, Crossbow (hand), Crossbow (repeating), Gauntlet (bladed), Gauntlet (Spring-Loaded), Mouth Darts, Panther Claw, Rapier, Sap, Shuriken, Scimitar, Scourge, Scythe, Sickle, Sword (Elven Thinblade), Sword (long), Sword (short), Tortise Blade (Gnome), Whip, and Whip Dagger. If you select the blowgun, the hand crossbow, or the mouth darts you may give up two other weapon selections and become proficient with poison use.
When wearing armor heavier than light, an assassin loses mark, hide in plain sight, killing blow, and uncanny dodge. Furthermore, the rest of her special abilities all face the arcane spell failure chance that the armor type normally imposes.
Mark: At 1st level, an assassin may, once per day, select a creature as a mark. An assassin may only have one mark at a time. To select a mark an assassin must know of the existence of this creature, and must concentrate on the mark for at least 30 minutes. Selecting a mark is a supernatural ability. Due to his extensive study of his foe and training in the proper techniques for combating them, the assassin gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this creature. Likewise, he gets the same bonus to weapon damage rolls against this creature. An assassin also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the assassin cannot strike with deadly accuracy beyond that range).
At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the assassin may select one new mark per day, and the bonus associated with every mark goes up by +1.
Sneak Attack: Any time the assassin's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks the target, the assassin's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet. The assassin can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. The assassin cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty.
An assassin can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The assassin must 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 a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Killing Blow: At 2nd level, an assassin gains the ability to make a coup-de-grace attack as a standard action once per day. This ability may be used when the assassin’s target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks the target, just like the sneak attack ability. During a surprise round, a killing blow attack can be made as a partial action. The assassin may make an additional killing blow attack every four levels thereafter.
Unlike a coup-de-grace attack against a helpless opponent, the assassin must roll to attack normally. If his attack hits, he scores a critical hit. If the defender survives the damage, he still must make a Fortitude save (DC 10 + damage dealt) or die.
Delivering a killing blow provokes attacks of opportunity from threatening foes (but not a flat-footed target) because it requires intense concentration. You can’t deliver a killing blow against a creature that is immune to critical hits. The assassin must 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 deliver a killing blow while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Ranged attacks can only count as killing blows if the target is within 30 feet. The assassin can't strike with deadly accuracy from beyond that range.
At 14th level, the assassin masters the killing blow and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.
Uncanny Dodge: At 2nd level and above, the assassin retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 5th level, the assassin can no longer be flanked. The exception to this defense is that an assassin at least four levels higher than the assassin can still flank.
At 10th level, the assassin gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
Hide in Plain Sight: At 3rd level and above, assassins can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, assassins can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
Assassin Ability: On achieving 4th level and every four levels thereafter (8th, 12th, 16th, and 20th), an assassin chooses an assassin ability from among the following:
Always Stealthy: Once selected the assassin is always assumed to be taking a 10 on hide and move silently even if stress and distractions would normally prevent the assassin from doing so. The assassin must be at least 12th level in order to select this ability.
Crippling Strike: When the assassin damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. The assassin must be at least 12th level in order to select this ability. This is an extraordinary ability.
Defensive Roll: Once per day, when an assassin would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the assassin can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The assassin must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the assassin can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin's evasion ability does not apply to the defensive roll. This is an extraordinary ability. The assassin must be at least 12th level in order to select this ability.
Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the assassin takes no damage with a successful saving throw. Evasion can only be used if the assassin is wearing light armor or no armor. This is an extraordinary ability.
Deadly Focus: The assassin gains a +2 bonus to saving throws against spells and effects from the Enchantment school
Improved Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the assassin takes no damage with a successful saving throw and only takes half damage on a failed Reflex saving throw. The assassin must have already selected the Evasion assassin ability to select this ability. This is an extraordinary ability.
Opportunist: Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the assassin's attacks of opportunity for that round. Even an assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round. This is an extraordinary ability.
Poison Immunity: The assassin gains immunity to poison of all kinds. Poison Immunity is an extraordinary ability. The assassin must already have the Poison Use ability to select this ability. The assassin must be at least 12th level in order to select this ability.
Poison Use: The assassin becomes trained in the use of poison and never risk accidentally poisoning himself when applying poison to a blade. This is an extraordinary ability.
Ranged Sneak Attack: The assassin may add 30 feet to the range he may make sneak attacks, deliver killing blows, and apply his bonus mark or weapon specialization damage. This ability may be selected multiple times, each time it adds 30 feet to the range of these abilities. The maximum range these abilities will apply is limited to two range increments of whatever ranged weapon the assassin is using. If the assassin is under the effects of a spell or magical item that add to his Spot skill then the maximum range is increased to four range increments. This is an extraordinary ability.
Skill Mastery: The assassin selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the assassin may take 10 even if stress and distractions would normally prevent the assassin from doing so. The assassin may gain this assassin ability multiple times, selecting additional skills for it to apply to each time. This is an extraordinary ability. The assassin must be at least 12th level in order to select this ability.
Slippery Mind: If an assassin with slippery mind is affected by an enchantment and fails the saving throw, 1 round later the assassin can attempt the saving throw again. The assassin only gets this one extra chance to succeed. This is an extraordinary ability. The assassin must be at least 12th level in order to select this ability.
Traps: The assassins can now use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. This is an extraordinary ability.
An assassin who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it
Feat: An assassin may gain a feat from the following list of assassin feats in place of an assassin ability.
Assassin Feats: Acrobatic, Alertness, Ambidexterity, Athletic, Blind-Fight, Blind-sight (20 ft. Radius), Charlatan, Combat Reflexes, Dash, Death Blow, Death From Above, Dodge (Mobility, Spring Attack), Endurance, Exotic Weapon Proficiency*, Expert Tactician, Expertise (Chink in the Armor, Improved Disarm, Improved Trip), Improved Critical*, Improved Initiative, Low Blow, Nobody's Fool, Persuasive, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack, Quick Draw, Run, Shadow (must be your Mark), Sneaky, Track, Trustworthy, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.
Some of the bonus feats available to an assassin cannot be acquired until the assassin has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. An assassin can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. An assassin must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Code of Conduct: An assassin must be of a non-good alignment and loses all special class abilities if she ever allows her alignment to become good. Additionally, an assassin's code requires that she respect children and those that are truly innocent (including not harming them, killing them, stealing from them etc.), also respecting the local law enforcement agencies, within the bounds of her mark of course, keep away from senseless from killing, stealing, raping, or any other senseless violence. Should the assassin violate this code she looses all special class abilities until she atones for her transgression.