
master arminas |
7 people marked this as a favorite. |

I remember AD&D 1st Edition very fondly. That was the game system that I grew up with. And I also have many memories of the assassins that our DM used against us, and that occasionally we played. Back in those days, the assassin was a full core class and it served a very good purpose within the game. Whether it was used against us whenever we crossed some powerful individual, or when an assassin adventured alongside of us, they were all memorable occasions.
With the introduction of Third Edition, this went away. Sure, we had the prestige class Assassin (and still do in Pathfinder today), but for those of us who learned to play in the old school, it has always seemed rather bland—a generic assassin that doesn’t really assassinate.
What I hope to accomplish with this class is to once again make the dedicated assassin a foe to be feared, and a valued adventuring companion. Too often, players that dream of making Sean Connery’s James Bond (or Daniel Craig’s), or the Ras’al Ghul portrayed by Liam Neeson in Batman Begins, are disappointed by the reality of the assassin prestige class. I want the experience to be as terrifying, exciting, fun, and (most of all) memorable today as when I first played the game.
Some of you may notice that this assassin is not required to be evil; simply non-good. That is deliberate. James Bond was certainly an assassin, and yet one could argue he was not evil. These films are a large part of the basis of the following class, and many of the abilities are based upon fictional representations of assassins. Only a handful of spell-like and supernatural powers are included, and all of those but one are delayed until very high level. Once again, this is deliberate to reflect that an assassin should not have to rely on spells and supernatural abilities; he should still be rather frightening without them.
Hope that you enjoy it, and remember: I would welcome any feedback, suggestions, critiques, and criticisms. Happy gaming!
Master Arminas
The Pathfinder Assassin Base Class
Alignment: Any non-good.
Hit Die: d8
BAB: Medium
Good Saves: Fort and Reflex
Class Skills: Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Disable Device (Int); Disguise (Cha); Diplomacy (Cha); Escape Artist (Dex); Intimidate (Cha); Knowledge (Local) (Int); Perception (Wis); Perform (Act) (Cha); Profession (Wis); Ride (Dex); Sense Motive (Wis); Sleight of Hand (Dex); Stealth (Dex); and Swim (Str).
Skill Points per Level: 8 plus Intelligence modifier
Weapon and Armor Proficiency: Assassins are proficient with all simple and martial weapons, as well as the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
AC Bonus (Ex): When wearing light armor and carrying nor more than a light load, the assassin adds his Intelligence bonus (if any) to his AC and his CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he uses a shield, or when he carries a medium or heavy load.
If the Assassin has this class feature from levels in the monk class, add his monk and assassin class levels to determine his effective level for this class feature. The character can only apply either his Wisdom bonus or his Intelligence bonus, but not both. He may choose which one applies.
Alignment Mask (Su): An assassin confounds spells such as know alignment and abilities such as detect evil. When these abilities are used against an assassin, the assassin always registers as neutral, despite his true alignment.
Assassinate (Ex): On the first round of combat, an assassin can sometimes land a blow that is particularly deadly. In order to successfully conduct such an attack one of the following conditions must be met: (a) the target must not be aware of the assassin’s presence (either through the use of magic such as the spell invisibility or through mundane methods such as the Stealth skill) or (b) the target must not consider the assassin to be an imminent threat. For example, an assassin could use the Disguise skill to pretend to be one of several dozen homeless beggars squatting outside a castle gate.
If either of these two conditions are met, the assassin can make a surprise attack as a standard action against his target, gaining a +1 competence bonus to hit for each assassin level that he possesses. If this attack successfully hits, the target suffers a critical hit, regardless of whether or not the assassin rolled a critical threat. If the assassin rolls, and then confirms, a critical hit, this damage multiplier is increased by a factor of 1.
The target must be a corporeal creature that is subject to the effects of critical hits. An assassin can use a ranged weapon for this attack, but only if the target is within 60 feet. An assassin can use a sap (or blackjack) or an unarmed strike to deliver an assassinate attempt that deals nonlethal damage instead of lethal damage. He cannot deal nonlethal damage with any other weapon, not even if the assassin takes the usual -4 penalty on his attack roll.
At 4th level, and every four assassin levels gained thereafter, the critical multiplier on a successful assassinate attack increases by 1, to a maximum increase of 5 at 20th level.
Master of Disguise (Ex): An assassin gains a +2 competence bonus on all Disguise and Perform (Act) skill checks. At 5th level, and every four assassin levels gained thereafter, the bonus on these skill checks increases by +2, to a maximum bonus of +10 at 17th level.
Trapfinding (Ex): An assassin adds ½ his assassin level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum of +1). An assassin can use Disable Device to disarm magical traps.
Unarmed Strike (Ex): At 2nd level, an assassin gains Improved Unarmed Strike as a bonus feat. An assassin’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that an assassin may make unarmed strikes with his hands full.
Usually an assassin’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An assassin deals more damage with his unarmed strikes than normal; from 2nd-4th level the damage is 1d6. This increases to 2d4 at 5th level. At 10th level, and every 5 assassin levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 5d4 at 20th level. The unarmed damage is for all assassins, regardless of size. The techniques an assassin learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.
Unseen Step (Ex): Starting at 2nd level, an assassin gains a +2 competence bonus when he uses the Stealth skill. At 6th level, and every four assassin levels gained thereafter, this bonus increases by +2, to a maximum bonus of +10 at 18th level.
Fast Movement (Ex): At 2nd level, an assassin’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is not wearing medium or heavy armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the assassin’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed).
Poison Use (Ex): Beginning at 3rd level, an assassin never risks accidentally poisoning himself when applying poison to a weapon. He also gains Skill Focus (Craft (Poison)) as a bonus feat.
Acrobatics (Ex): At 4th level, an assassin gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 8th level, and every four assassin levels gained thereafter, this bonus increases by +2, to a maximum bonus of +10 at 20th level.
Low-Light Vision (Ex): At 5th level, an assassin’s Perception improves to where he gains the ability to see in conditions of poor illumination. The assassin gains low-light vision. If the character already possessed low-light vision, then the range on the vision doubles.
Improved Feint (Ex): At 5th level, an assassin gains Improved Feint as a bonus feat, even if he does not normally meet the prerequisites. If the assassin already has selected Improved Feint as a feat, he instead gains one feat of his choice, but in this case the assassin must meet all the listed prerequisites for the feat selected.
Uncanny Dodge (Ex): At 6th level, an assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see combat) against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Evasion (Ex): At 7th level, 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, he instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Touch of Death (Ex): Starting at 8th level, an assassin gains his most feared attack—the touch of death. Once per day, when the assassin makes an assassinate attack, he may declare that he is using touch of death. If the assassinate attack is successful, the target must make a Fortitude save (DC of 10 plus ½ the assassin’s class level + the assassin’s Intelligence modifier). If the target fails the save he dies immediately. If the target succeeds, then there is no additional effect (other than the normal damage inflicted by the assassinate attack, see above).
At 12th level, and every four assassin levels gained thereafter, an assassin gains one additional daily use of this ability.
Vanish from Sight (Ex): At 9th level, an assassin can use the Stealth skill while being observed as long as the following conditions are met: (a) there must be concealment within one move action of the assassin’s current position and (b) those who are observing the assassin are distracted, even if for an instant. If both of these conditions are met, the assassin can use the Stealth skill. Many assassins carry thunderstones, flashbombs, and smokebombs for just such a purpose. Alternatively, the assassin may use the Bluff skill in order to feint to distract any observers.
Improved Uncanny Dodge (Ex): An assassin of 10th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Darkvision (Ex): At 11th level, the assassin gains darkvision out to a distance of 30 feet. If the assassin already possesses darkvision, then his current range expands by +30 feet.
Maneuver Training (Ex): At 12th level, the assassin adds his assassin class level to his CMB and CMD instead of his base attack bonus.
Improved Evasion (Ex): At 13th level, the assassin’s evasion ability improves. He still takes no damage on a successful Reflex save against attacks, but henceforth he takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Poison Mastery (Ex): At 14th level, an assassin becomes immune to all poisons. Any poisons that he personally crafts receive a +2 bonus to their save DC.
Instant Escape (Sp): At 15th level, an assassin may dimension door, as per the spell, once per day. He may use this ability as an immediate action, even when it is not his turn. The assassin uses his assassin class level as his effective caster level for this ability.
Mind Blank (Sp): Starting at 16th level, an assassin has a constant mind blank effect, as per the spell, on his person and his equipment.
Blindsense (Ex): At 17th level, an assassin gains blindsense out to a distance of 60 feet.
Live to Fight Another Day (Sp): At 18th level, an assassin can use word of recall, as per the spell, as a swift action once per day.
Master Assassin (Ex): At 19th level, an assassin that makes an assassinate attempt (see above) gains a second attack at his highest base attack bonus against the target. Both attacks suffer a -2 penalty to hit, but each attack deals damage as described in the assassinate ability and the target must make two saving throws versus touch of death if the assassin chooses to use that ability; if either saving throw is failed, the target dies. Regardless of success or failure, this counts as only one use of the touch of death ability for the day.
Grandfather of Assassins (Ex): Upon reaching 20th level, an assassin has reached the peak of his abilities. He gains blindsight out to a distance of 30 feet; at this point darkness, invisibility, and even Stealth provide no protection from an assassin’s sight. The Grandfather of Assassins increases the critical multiplier on any attack that he makes by 1; this stack with his assassinate ability. If the Grandfather of Assassins is hit by an attack that would reduce him to 0 or fewer hit points, he may make a Reflex save against the attack roll to avoid damage. A successful save results in no damage to the assassin, while a failed save results in full damage. An assassin may use this ability only once per day.

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This is significantly better than the Pathfinder Assassin Prestige class and has no prerequisites. There is no need to study your victim and it works with ranged weapons and you get full BAB + your normal BAB for your death attack. You get martial weapon proficiency and a bonus to your movement, even if you wear medium armor (that you aren't proficient with). You get Improved Feint without meeting the prerequisites of Combat Expertise (and 13 Intelligence). Rogues have it bad enough already and this class stomps all over them and ninja.

Wildonion |

My gut reaction, which I am desperately trying to ignore for the sake of objectivity and meaningful discussion, is that the class is too powerful. So I will list some of my concerns and see what comes of it.
Right off I was struck by the number of skill points that the Assassin gets, it geared me for looking at him like I would a Rogue, yet he is packing some great combat abilities into that package; the Assassinate and AC Bonus abilities were especially striking. With that in mind, I would move to make the Assassin's weapon list a little smaller, but include some specialty weapons like the Kukri and (as you have now) the garrote. Gear the weapons toward those that are easily concealing on the Assassin's person, because that seems more fitting for a guy who excels at the brutal strike from out of no where. Further, I would make it so that the Assassinate power only works with those smaller weapons; the smaller damage die balances out against the massive bonuses given by a critical hit. Perhaps also dropping the bonus on the attack roll to half the Assassin's level rather than their level.
Also, I am not sure why you have Perform on the skill list, because there is no means provided to use Perform (Act) in place of your Bluff ability to hide who you really are. It was an interesting character choice, but one that is better replicated between the Bluff and Disguise skills.
I would also halve the bonus granted from Master of Disguise, though I could see the argument for keeping it what with the power of many magical spells that seek to replace the skill.
I am not sure about giving the Assassin the Trapfinding ability, because I think that is still more the domain of a thief. Disable Device is good for opening a lock (which an Assassin may be called on to do quite often in his line of work) but traps are another matter entirely.
Giving the Assassin Unarmed Strike was a brilliant move, because it means they are still a threat even without a weapon, but I am not so sure about how it levels up. I think it would be better to mimic the Monk in this, including raising or lowering the damage based on the character's size. If you did want to avoid the Monk's progression, then perhaps just give them an extra die of damage as they level up (like you do now) and still having the damage die be affected by character size?
Stealth has a whole lot of magical means of boosting itself, so I really was not at all happy to see Unseen Step. Perhaps it would be better to give Assassins the Fast Stealth talent that Rogues get and the Trackless Step ability that Rangers get, though limiting it to an urban environment?
The powers that grant or improve the various senses (low light, darkvision, blindsense) struck me as a little off, because they seemed too supernatural to me. What about giving the Assassin the Blind Fight feats in their place, to represent their aptitude for fighting in the dark?
Instant Escape being something that can be used outside of the Assassin's turn seems quite powerful, despite only being available at level 15. That said, I am not sure it is entirely unwarranted either. The Live to Fight Another Day power further makes it seem unnecessary, because that power fits so well.
What is the save DC for the Reflex save granted by Grandfather of Assassins?
And, with that horrendous amount of text, I just want to end this by saying that I am looking forward to seeing where this class goes. Hopefully you get the feedback you are looking for and the kinks get hammered out.

master arminas |

Sieylianna, fast movement doesn't work in medium or heavy armor. Rogues get sneak attack which they can use anytime they flank; this class gets one attempt for extra damage a round (at best). Yes, it has no prerequisites because it is not a prestige class. Yes, it is better than the assassin prestige class, because quite frankly that class is horrid.
I wanted to try and return to the original 1st edition assassin base (or core) class with this concept instead of the 3.0/3.5/Pathfinder prestige version. Good points, Wildonian. The outline was a starting point, but I think you have given me some ideas on where to take the class to make it fit into Pathfinder.
Right off I was struck by the number of skill points that the Assassin gets, it geared me for looking at him like I would a Rogue, yet he is packing some great combat abilities into that package; the Assassinate and AC Bonus abilities were especially striking. With that in mind, I would move to make the Assassin's weapon list a little smaller, but include some specialty weapons like the Kukri and (as you have now) the garrote. Gear the weapons toward those that are easily concealing on the Assassin's person, because that seems more fitting for a guy who excels at the brutal strike from out of no where. Further, I would make it so that the Assassinate power only works with those smaller weapons; the smaller damage die balances out against the massive bonuses given by a critical hit. Perhaps also dropping the bonus on the attack roll to half the Assassin's level rather than their level.
You know, I was originally going to go with 6 skill points per level, but then I think I listened to my inner munchkin. Back to 6 we go, and I will also follow your suggestion and tighten up the weapon list towards weapons that the assassin could (possibly) conceal with Sleight of Hand. And consider the bonus on assassinate dropped to half-level!
Also, I am not sure why you have Perform on the skill list, because there is no means provided to use Perform (Act) in place of your Bluff ability to hide who you really are. It was an interesting character choice, but one that is better replicated between the Bluff and Disguise skills.
I would also halve the bonus granted from Master of Disguise, though I could see the argument for keeping it what with the power of many magical spells that seek to replace the skill.
I am not sure about giving the Assassin the Trapfinding ability, because I think that is still more the domain of a thief. Disable Device is good for opening a lock (which an Assassin may be called on to do quite often in his line of work) but traps are another matter entirely.
I wanted it on the list to complement Bluff and Disguise. It just seemed natural that an assassin could use Act to carry through, but your question is quite valid. Ok, dropping Perform (Act)--if an assassin wants it, he can still pick it up as a non-class skill, after all. I think I will keep Master of Disguise, but you are right about trap-finding. That does step on the rogue's toes a little too much. Dropped.
Giving the Assassin Unarmed Strike was a brilliant move, because it means they are still a threat even without a weapon, but I am not so sure about how it levels up. I think it would be better to mimic the Monk in this, including raising or lowering the damage based on the character's size. If you did want to avoid the Monk's progression, then perhaps just give them an extra die of damage as they level up (like you do now) and still having the damage die be affected by character size?
Well, thanks. I think I am blushing, now, LOL. And you are right, it is too much. I will change it to mirror the Pathfinder monk's damage (at a slower rate) and also go back to size does matter rules.
Stealth has a whole lot of magical means of boosting itself, so I really was not at all happy to see Unseen Step. Perhaps it would be better to give Assassins the Fast Stealth talent that Rogues get and the Trackless Step ability that Rangers get, though limiting it to an urban environment?
The powers that grant or improve the various senses (low light, darkvision, blindsense) struck me as a little off, because they seemed too supernatural to me. What about giving the Assassin the Blind Fight feats in their place, to represent their aptitude for fighting in the dark?
Done and done. Good ideas and I have used both of them now.
Instant Escape being something that can be used outside of the Assassin's turn seems quite powerful, despite only being available at level 15. That said, I am not sure it is entirely unwarranted either. The Live to Fight Another Day power further makes it seem unnecessary, because that power fits so well.
What is the save DC for the Reflex save granted by Grandfather of Assassins?
Ok, point well taken on Instant Escape: I have replaced it with a more combat oriented feat, one that works extremely well with the assassin: Bleeding Critical. I hope that works better.
The DC for the Grandfather's Reflex save is the attack roll (i.e., you roll a 34 to hit, the DC is a 34). I cleaned up the text to make it a little more clear.
Anyway, thank you for the critique, and I will be posting the Take 2 version below.
Master Arminas

master arminas |
1 person marked this as a favorite. |

The Pathfinder Assassin Base Class, Take 2
Alignment: Any non-good.
Hit Die: d8
BAB: Medium
Good Saves: Fort and Reflex
Class Skills: Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Disable Device (Int); Disguise (Cha); Diplomacy (Cha); Escape Artist (Dex); Intimidate (Cha); Knowledge (Local) (Int); Perception (Wis); Profession (Wis); Ride (Dex); Sense Motive (Wis); Sleight of Hand (Dex); Stealth (Dex); and Swim (Str).
Skill Points per Level: 6 plus Intelligence modifier
Weapon and Armor Proficiency: Assassins are proficient with all light, one-handed, and ranged simple and martial weapons, as well as the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
AC Bonus (Ex): When wearing light armor and carrying nor more than a light load, the assassin adds his Intelligence bonus (if any) to his AC and his CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he uses a shield, or when he carries a medium or heavy load.
If the Assassin has this class feature from levels in the monk class, add his monk and assassin class levels to determine his effective level for this class feature. The character can only apply either his Wisdom bonus or his Intelligence bonus, but not both. He may choose which one applies.
Alignment Mask (Su): An assassin confounds spells such as know alignment and abilities such as detect evil. When these abilities are used against an assassin, the assassin always registers as neutral, despite his true alignment.
Assassinate (Ex): On the first round of combat, an assassin can sometimes land a blow that is particularly deadly. In order to successfully conduct such an attack the assassin must use a light weapon, a one-handed weapon, or a ranged weapon and he must be proficient in its use, and one of the following conditions must be met: (a) the target must not be aware of the assassin’s presence (either through the use of magic such as the spell invisibility or through mundane methods such as the Stealth skill) or (b) the target must not consider the assassin to be an imminent threat. For example, an assassin could use the Disguise skill to pretend to be one of several dozen homeless beggars squatting outside a castle gate.
If either of these two conditions are met, the assassin can make a surprise attack as a standard action against his target, gaining a +1 competence bonus to hit for every two assassin levels that he possesses (minimum +1). If this attack successfully hits, the target suffers a critical hit, regardless of whether or not the assassin rolled a critical threat. If the assassin rolls, and then confirms, a critical hit, this damage multiplier is increased by a factor of 1.
The target must be a corporeal creature that is subject to the effects of critical hits. An assassin can use a ranged weapon for this attack, but only if the target is within 60 feet. An assassin can use a sap (or blackjack) or an unarmed strike to deliver an assassinate attempt that deals nonlethal damage instead of lethal damage. He cannot deal nonlethal damage with any other weapon, not even if the assassin takes the usual -4 penalty on his attack roll.
At 4th level, and every four assassin levels gained thereafter, the critical multiplier on a successful assassinate attack increases by 1, to a maximum increase of 5 at 20th level.
Master of Disguise (Ex): An assassin gains a +2 competence bonus on all Disguise skill checks. At 5th level, and every four assassin levels gained thereafter, the bonus on this skill checks increases by +2, to a maximum bonus of +10 at 17th level.
Unarmed Strike (Ex): At 2nd level, an assassin gains Improved Unarmed Strike as a bonus feat. An assassin’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that an assassin may make unarmed strikes with his hands full.
Usually an assassin’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An assassin deals more damage with his unarmed strikes than normal, and as he gains levels the damage from his unarmed strikes also increases. At 2nd level, an assassin deals 1d6 damage with an unarmed. This increases to 1d8 at 6th level, to 1d10 at 11th level, and to 2d6 at 16th level. This damage is for a medium sized assassin; smaller or larger characters use the damage listed in the Monk core class as appropriate for the damage value given above.
Fast Stealth (Ex): Starting at 2nd level, an assassin can move at full speed when using the Stealth skill.
Fast Movement (Ex): At 2nd level, an assassin’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is not wearing medium or heavy armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the assassin’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases the characters speed).
Blind-fight (Ex): At 3rd level, an assassin gains Blind-Fight as a bonus feat.
Poison Use (Ex): Beginning at 3rd level, an assassin never risks accidentally poisoning himself when applying poison to a weapon. He also gains Skill Focus (Craft (Poison)) as a bonus feat.
Acrobatics (Ex): At 4th level, an assassin gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 8th level, and every four assassin levels gained thereafter, this bonus increases by +2, to a maximum bonus of +10 at 20th level.
Improved Feint (Ex): At 5th level, an assassin gains Improved Feint as a bonus feat, even if he does not normally meet the prerequisites. If the assassin already has selected Improved Feint as a feat, he instead gains one feat of his choice, but in this case the assassin must meet all the listed prerequisites for the feat selected.
Uncanny Dodge (Ex): At 6th level, an assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see combat) against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Evasion (Ex): At 7th level, 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, he instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Touch of Death (Ex): Starting at 8th level, an assassin gains his most feared attack—the touch of death. Once per day, when the assassin makes an assassinate attack (see above), he may declare that he is using touch of death. If the assassinate attack is successful, the target must make a Fortitude save (DC of 10 plus ½ the assassin’s class level + the assassin’s Intelligence modifier). If the target fails the save he dies immediately. If the target succeeds, then there is no additional effect (other than the normal damage inflicted by the assassinate attack, see above).
At 12th level, and every four assassin levels gained thereafter, an assassin gains one additional daily use of this ability.
Vanish from Sight (Ex): At 9th level, an assassin can use the Stealth skill while being observed as long as the following conditions are met: (a) there must be concealment within one move action of the assassin’s current position and (b) those who are observing the assassin are distracted, even if for an instant. If both of these conditions are met, the assassin can use the Stealth skill. Many assassins carry thunderstones, flashbombs, and smoke bombs for just such a purpose. Alternatively, the assassin may use the Bluff skill in order to feint to distract any observers.
Improved Uncanny Dodge (Ex): An assassin of 10th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Blind-fight (Ex): At 11th level, an assassin gains Improved Blind-fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Trackless Step (Ex): At 11th level, as long as the assassin in is an urban environment he leaves no trail and cannot be tracked by non-magical means or by the use of scent.
Maneuver Training (Ex): At 12th level, the assassin adds his assassin class level to his CMB and CMD instead of his base attack bonus.
Improved Evasion (Ex): At 13th level, the assassin’s evasion ability improves. He still takes no damage on a successful Reflex save against attacks, but henceforth he takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Poison Mastery (Ex): At 14th level, an assassin becomes immune to all poisons. Any poisons that he personally crafts receive a +2 bonus to their save DC.
Bleeding Critical (Ex): At 15th level, an assassin gains Bleeding Critical as a bonus feat, even if he does not meet the normal prerequisites for this feat. This feat can be used in conjunction with the assassinate ability (see above).
Mind Blank (Sp): Starting at 16th level, an assassin has a constant mind blank effect, as per the spell, on his person and his equipment.
Greater Blind-fight: At 17th level, an assassin gains Greater Blind-Fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Live to Fight Another Day (Sp): At 18th level, an assassin can use word of recall, as per the spell, as a swift action once per day.
Greater Feint (Ex): At 19th level, an assassin gains Great Feint as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Grandfather of Assassins (Ex): Upon reaching 20th level, an assassin has reached the peak of his abilities. The Grandfather of Assassins increases the critical multiplier on any attack that he makes by 1; this stack with his assassinate ability. If the Grandfather of Assassins is hit by an attack that would reduce him to 0 or fewer hit points, he may make a Reflex save using the attack roll as the DC to avoid damage. A successful save results in no damage to the assassin, while a failed save results in full damage. He may use this ability only once per day.

master arminas |

Rationale of the Class Abilities
OK, having posted my Take 2 (thanks again for the advice, everyone), I thought I would go over each section piece by piece to let you know my thinking behind the concepts of the class.
First of all, we have alignment. In previous editions, the assassin has always been evil. And that is a valid point of view in a class that specializes in murder for hire. But, in fiction and film, we have characters like James Bond; I have always considered him an assassin. But he is not evil. For this class I wanted to give non-evil player characters an opportunity to play with their darker side; of course, if they kill only for money, the character is liable to become evil quite rapidly. To stay neutral, an assassin should use his abilities only in service to a state or a church, and then only for the greater good. But no assassin can be of a good alignment.
The d8 hit die and medium BAB seemed to be appropriate for the class. Assassins are not front-line fighters; a fair fight is anathema to them! Hitting flat-footed PCs (and NPCs), striking once from the shadows, and then fading away into the darkness is more their motif. And for that, a medium BAB is plenty.
Saving throws, I am still not completely sure about. I know they should have good Reflex saves, but I gave them good Fort as well. Might have to get rid of the good Fort; what do you think?
For skills, 6 points per level is plenty (and I did have too many skill points in the first version). Their job requires them to have a large and diverse selection of class skills, and this also allows a player character assassin to serve as a ‘skill monkey’ for an adventuring party. Like all classes, however, they will find that those 6 points run out quickly.
Weapons and Armor: Once again, assassin’s aren’t front-line fighters, for their job they need speed and agility, so light armor and no shields is a no-brainer. Cutting down the weapons list to only light or one-handed simple and martial weapons, plus simple and martial ranged weapons and a few special assassin weapons (like the garrote and blowgun) seems to fit. I would welcome any additional suggestions for other weapons, and we can tweak this a little more as well.
On that same theme, the AC Bonus (ala monk) seemed to fit the class, but using Intelligence instead of Wisdom. I did make certain that someone couldn’t dip a level of monk to add their Int and Wisdom, though.
The alignment mask ability is something that (I think) fits the concept perfectly. I know in some games I have played in, the auto-detect evil of the paladin (seems like they use it more than they take a breath, lol) gives them some justification to always keep a wary eye on anyone they detect as even remotely evil. This lets the assassin carry on without having that to worry about.
The assassinate ability is the main combat ability of this class. Compared to sneak attack, it doesn’t do nearly as much damage over time but it more fits the flavor of the class in that it is one extremely deadly blow. I have never been fond of the study three rounds clause in the prestige assassin, simply because PCs tend to notice someone following them for three rounds and studying them intently. It should be more than enough to catch someone completely off-guard and unprepared without having to go the extra distance of studying their target for several rounds (and since we don’t even count rounds pre-combat, how could they ever make an attempt?). The increasing critical multiplier makes it likely that higher level assassins can deliver a massive amount of damage in a single blow, but even at lower levels an assassin can easily take out even a barbarian with a lucky roll. The ability to use this power at ranges of up to sixty feet also make crossbow (especially poisoned crossbow bolts) an extremely deadly assassin weapon—as it should be.
Master of Disguise seems to fit the genre and motif of the class. It also allows the DM to use the assassin as a kind of master spy, especially if they have also maxed out their ranks in Bluff.
Unarmed strike lets an assassin always have a weapon, even during a party where weapons aren’t allowed. They don’t get as much damage as a monk, but it fits the feel that I was going with. Note the numbers of times that Bond (in any of his films) drops an opponent with a punch or a karate chop to the neck.
Fast stealth/fast movement let the assassin get into position quickly, and also let them escape and evade if their assassination attempt is blown. This isn’t the type of class that sticks around if their plans suddenly GTH (go to h***). These guys are likely to get out of dodge and come back later to finish off the target.
Blind-fight (and the Improved and Greater feats) serve well a character whose role is one of staying in the shadows and operating in the dark. My first thought was giving low-light vision and darkvision, but like ya’ll said, I think these will fit better.
Poison Use and Poison Mastery are two abilities that simply define an assassin. With the way that Pathfinder handles poisons, these abilities alone make the class rather fearsome.
I think the bonus on Acrobatics and Climb fits, but it could be too much for the class. If so, we can tone it down (maybe a straight +2 bonus instead increasing bonuses) or find something else.
Improved Feint (and Greater Feint) are vital to the assassin. This just lets them get the feat without having to have combat expertise.
As lightly armored, medium hit-point character, who specializes in speed and agility, uncanny dodge, improved uncanny dodge, evasion, and improved evasion just make sense. They get these abilities after a rogue or monk would already have them, so their progression is slower in that regard.
For flavor, I prefer my touch of death over the old death attack of the prior assassins. It requires the assassin to use his assassinate ability successfully, and then allows a save, but a progressive save that gets harder and harder to make as the assassin gains levels. Luckily, they can only use it a handful of times per day. Of course, they can use their skills to creep into someone’s bedroom to coup-de-grace them, so do they need more than a handful of uses anyway?
More of a ninja thing, vanish from sight seemed appropriate. It is basically hide in plain sight, with a few more restrictions on it. Very situational, and potentially too good: your thoughts?
Trackless step is one of those flavor powers. How often do people actually try to track someone in a city? The ability to avoid the use of dogs tracking via scent is really good, however, for when they do try to lynch the guy that just assassinated the Duke.
I am a little iffy on maneuver training. It seems to fit the assassin’s motif, but it doesn’t have to be included. We could get rid of this no problem if you don’t like.
A lot of folks will be miffed that I give the assassin the Bleeding Critical feat (at 15th level!) for free. Especially since their assassinate ability is an auto-critical, which means any target of the assassination attempt (if it hits and deals damage) gets 2d6 bleed on top of that damage (and the possibility of a touch of death as well)! But is certainly seems appropriate to the class, don’t it?
Not sure about full up mind blank; I mainly wanted a means by which a high level assassin could foil someone attempting to magically locate them. Any suggestions?
Live to fight another day is for those times (and we have all been there) when we start an encounter and suddenly realize we are in way over our heads. Assassins are not suicide bombers; they want to live to get paid. Bailing is always the smart thing to do, and this ability lets them away cleanly, once per day.
By the time your assassin is 20th level, he is a force to be reckoned with. The bonus critical multiplier is just icing on the cake, and the ability to roll with a single attack that would put him down is very nice—but one he can only do once. Hope his turn comes up soon to flee if he has to use it.

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From an armchair developer - but also player perspective, I don't understand why you made this class a base class when it could easily have been an archetype, or a prestige class ; as being an assassin is more a path you choose, than a totally different concept than what is already available in the rules.
Plus, several rogue talents allow you to do the whole "being unremarkable" thing, especially with APG/UC supplements. I believe it would have been better to focus on giving the current assassin some candy of this kind, like several rogue talents or a choice on progression style, like the Master Chymist choosing from diverse mutagenic abilities.

master arminas |

From an armchair developer - but also player perspective, I don't understand why you made this class a base class when it could easily have been an archetype, or a prestige class ; as being an assassin is more a path you choose, than a totally different concept than what is already available in the rules.
Plus, several rogue talents allow you to do the whole "being unremarkable" thing, especially with APG/UC supplements. I believe it would have been better to focus on giving the current assassin some candy of this kind, like several rogue talents or a choice on progression style, like the Master Chymist choosing from diverse mutagenic abilities.
While you do have a point, I find that I do not fully agree. To tell the truth, I am not particually fond of archetypes. I admit that they do serve a useful purpose and allow for changing out small pieces of a class with something more suited to a particular role, but from what I have seen of them it seems to be more how many archetypes can I get to maximize my character's abilities.
And I wanted to get away from the whole 'assassin as a prestige class' of 3.0 onwards. I do believe that the class, as a whole, if different enough from a rogue that attempting to shoehorn it as a rogue achetype would be very difficult, and yet I wanted a class that could be played from level 1 up to level 20.
I didn't like the explosion of prestige classes in 3.5, but I do like the idea of having discrete, well-constructed base classes centered on a single concept, like the swashbuckler or the dread necromancer, or the hexblade, or the warlock. All of which could (in theory) be done as archetypes of an existing class, but which (in my humble opinion) are better represented as a seperate class.
Not to take away from your point of view, but that is how I feel on the subject.
Master Arminas

Wildonion |

I think that take two is much improved from the perspective of class balance; it fits the theme of the stealthy urban assassin well and I like how it fits in with the more mystically inclined Ninja and the skill oriented Rogue. I also disagree with the idea of making this guy into an archetype for another class, because the Ninja and Samurai have already proven that Paizo is willing to go ahead and make a full on class that mimics another when it is necessary to getting the theme of the class correct. This version of the Assassin would not fit in well as a simple Rogue archetype, even with the existing Assassin prestige class.
I also have to say, this guy is certainly a candidate for the Agile Maneuvers feat once he starts getting into the better versions of Feint! I like that you didn't just give it to him, as a player can choose where he wants to emphasize that part of his character or not. Also, the lower number of skill points meshes quite well with a class that is going to want a better Intelligence to make use of their AC Bonus, so I applaud you on that front. I will see about having my current GM give it a once over, see what he thinks, and maybe we can give the class a few test runs as NPC opponents. Hell, if he manages to bump my Fighter off then I might even see about giving this guy a go in our current campaign, if he will let me. Of course, that is assuming our party Ranger doesn't get offed and come back as a Paladin! *laughs* Might make for some awkward moments.

master arminas |

The ninja is a good alternative class, but it suffers from several problems (in my opinion):
1. It is very hard to fit into a 'western' style of fantasy role-playing game. I know, it can be reworked to remove the 'eastern' weapons, but even so I have seen players and DMs alike cringe when someone asks can they play a ninja (3.5, admittedly).
2. The class still relies on sneak attack. I don't see the assassin as needing an ally to flank to do his damage, even if that is the more effective option.
3. As a whole, the class gets more supernatural and spell-like abilities than I really want to. Sure, the assassin above has a handful, but the ninja has a truck-load.
I hope that explains it.
Master Arminas

master arminas |

I think that take two is much improved from the perspective of class balance; it fits the theme of the stealthy urban assassin well and I like how it fits in with the more mystically inclined Ninja and the skill oriented Rogue. I also disagree with the idea of making this guy into an archetype for another class, because the Ninja and Samurai have already proven that Paizo is willing to go ahead and make a full on class that mimics another when it is necessary to getting the theme of the class correct. This version of the Assassin would not fit in well as a simple Rogue archetype, even with the existing Assassin prestige class.
I also have to say, this guy is certainly a candidate for the Agile Maneuvers feat once he starts getting into the better versions of Feint! I like that you didn't just give it to him, as a player can choose where he wants to emphasize that part of his character or not. Also, the lower number of skill points meshes quite well with a class that is going to want a better Intelligence to make use of their AC Bonus, so I applaud you on that front. I will see about having my current GM give it a once over, see what he thinks, and maybe we can give the class a few test runs as NPC opponents. Hell, if he manages to bump my Fighter off then I might even see about giving this guy a go in our current campaign, if he will let me. Of course, that is assuming our party Ranger doesn't get offed and come back as a Paladin! *laughs* Might make for some awkward moments.
Well, I did incorporate a number of your suggestions, so I am glad that you like it! lol Let me know how it works out for you.
One thing I have found when trying to make a class is to start with everything you want, and then pare it down to where it fits in the established order of classes. Starting low, and then gradually adding powers, it is very easy to creep across the line without realizing it has been crossed. Cutting back to an acceptable level--without adding more power on top--is a lot more difficult, but usually results in a more solid class.
Or at least I think so.
Master Arminas

Mordo |

Good Saves: Fort and Reflex
I'd give Reflex only. Assassins already get Poison Use to prevent himself accidental poisonning.
Weapon and Armor Proficiency: Assassins are proficient with all light, one-handed, and ranged simple and martial weapons, as well as the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
Maybe it's because english is not my native language, but the wording is a bit confusing. The way I read it Assassin would be proficient with all light weapon, one-handed weapons, simple ranged weapon and martial weapon plus garrote and blowgun.
AC Bonus (Ex): When wearing light armor and carrying nor more than a light load, the assassin adds his Intelligence bonus (if any) to his AC and his CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he uses a shield, or when he carries a medium or heavy load.
If the Assassin has this class feature from levels in the monk class, add his monk and assassin class levels to determine his effective level for this class feature. The character can only apply either his Wisdom bonus or his Intelligence bonus, but not both. He may choose which one applies.
Wouldn't be better to only give AC boost/half assassin level? This way it will prevent any temptation for level dip into the class.

master arminas |

And like I said, it depends on how ya'll react to it: Good Fort & Reflex, or just Good Reflex; I could go either way depending on what you opinions are.
Is this phrased better, Mordo?
Weapon and Armor Proficiency: Assassins are proficient with all simple and martial weapons, except for two-handed weapons, and are also proficient with the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
Wouldn't be better to only give AC boost/half assassin level? This way it will prevent any temptation for level dip into the class.
Not quite certain what you mean here. If you mean a straight +1 AC per two assassin levels, that is quite a power boost. If you mean half the bonus as stated in the ability, that is a little too weak. We already have the means of an AC bonus ability (from the Monk class) and I am a firm believer in using an ability that has already been done (whenever possible) than trying a new mechanic.
Master Arminas

Mordo |

And like I said, it depends on how ya'll react to it: Good Fort & Reflex, or just Good Reflex; I could go either way depending on what you opinions are.
Is this phrased better, Mordo?
Weapon and Armor Proficiency: Assassins are proficient with all simple and martial weapons, except for two-handed weapons, and are also proficient with the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
Much more clearer, unless you want to restrict the list and only list the available weapon.
Not quite certain what you mean here. If you mean a straight +1 AC per two assassin levels, that is quite a power boost. If you mean half the bonus as stated in the ability, that is a little too weak. We already have the means of an AC bonus ability (from the Monk class) and I am a firm believer in using an ability that has already been done (whenever possible) than trying a new mechanic.
Master Arminas
Actually if you consider only a AC boost of +1 every two Assasin level, you'll end up with +10 at 20th level but only +1 at level 2.
With your formula you might have a +3 or 4 to AC at fisrt level add an other +1 at level for and end up with roughly +10 or +11 at level 20 if we consider that the player put all his ability bonus into intelligence.
Mordo |

Don't worry, your proposition is not bad, but may bring people to level dip in the assassin class for the AC boost. Mine try to solves this but is not perfect either. The AC bump at low level your proposition has is much better to help the character to survive. It now depends on what you'd prefer. :D

Shiney |

REALLY enjoying this man. Even your take two is slightly overpowered, but much more reasonable, and I love your inclusion of mechanics based on flavor. I just have a couple of suggestions to bring it into scale.
Note: I'm basing my critiques off of what I saw from take one and two.
The fast movement, (Not the fast stealth) and AC bonus? I'd say make them apply only when unarmored. Yes, It makes the assassin more fragile, but I feel that helps scale their severe damage-dealing ability. It also allows him to be more beleivable blending into areas where being armored is not an accepted norm, and still be viable.
The assasinate ability? I suggest removing the attack bonus on it entirely. Magic weapons already provide a good boost to attack scores, and the ability is devastating in terms of damage already. This is also proposed because of my proposed change to unarmed strike.
Trapfinding. I liek disable device for locks, not traps. I would call it something else, and only give that bonus.
Unarmed strike: 1d4 until 4th level. 1d6 from 4 to 8, 2d4 at 8 to 12, 3d4 at 12 to 16. At 16 upwards, it's 4d4. At 20, they count as magical weapons for the purpose of DR. Not as overwhelming damage as a monks, but more reliable, while still being nearly/just as viable as wielding a weapon. I would also include something here that any magic items meant to improve a monk's unarmed strike ability do NOT work with the assasin one.
Unseen step: I like the changes from take one to take two. I would still say fast stealth and trackless step, but I wouldn't limit it to an environment. Sometimes an assassin has to go out into the wilds when his target finds a nice hole to hide in.
Vision abilities: I agree with the changes to blind fight/improved blind fight, but I think that eventually, there should be some form of something like tremorsense/scent of the sort.
Bleeding critical: Not sure on the extra damage. I'm really on the fence here. I like it, but it might be a bit too much. Maybe something else like an ability to UMD as a class skill/taking 10.
Grandfather of Assassins: I would change the save and effect to similar abilities. DC is equal to 10 + damage dealt, and on a successful save, the damage is reduced to leave the assasin with one hit point remaining. Not as OP, but you've already got a lot of escape abilities to be used in conjuction with this, and the ultimate detection ability. Also, considering making it count as a swift action out the assasin's next turn, but kind of iffy on that as well.
My baseline here, was that I looked at the rogue, and the assassin PrC, and used that as a baseline for the power of the class, while trying to keep focused on what your assassin was meant to do.
EDIT: Also, to prevent the dipping for AC bonus, the unarmored thing should help some. Also consider removing that (and maybe 1 or 2 other things) if multiclassing out of assassin.

SmiloDan RPG Superstar 2012 Top 32 |

Assassinate is particularly deadly for a creature with darkvision and a longbow. At 1st level, they can do 4d8+ damage on every hit in the dark, with little chance of being targeted themselves. While that is great for the assassin, it can be gamebreaking for his opponents. Also, adding level to attack rolls is pretty harsh, especially since the opponent is already flat-footed. Combined with Deadly Aim and Rapid Shot, and it gets ridiculous really fast! 8d8+20 by 3rd or 5th level?

Talonhawke |

Just to mention it, back in 2002 / 3 (?) there was an Assassin's Handbook by Wolfgang Bauer and Dave Cook (iirc). An attempt to bring back the Assassin class a la 1st edition AD&D. Done for 3.0 but if you could find a copy probably worth a look...
Yeah decent class but it can get dumb even with limited uses of death attack each one is a Coup de Grace as a standard action so the damage and save can get really dumb

R_Chance |

R_Chance wrote:Just to mention it, back in 2002 / 3 (?) there was an Assassin's Handbook by Wolfgang Bauer and Dave Cook (iirc). An attempt to bring back the Assassin class a la 1st edition AD&D. Done for 3.0 but if you could find a copy probably worth a look...
Yeah decent class but it can get dumb even with limited uses of death attack each one is a Coup de Grace as a standard action so the damage and save can get really dumb
And thinking on it, it involves spell use iirc. I think I skipped it and did my own because I wanted a spell-less assassin (figuring they could multi-class if they wanted magic).

Talonhawke |

Get rid of unarmed strike, trap finding, change perform act to bluff, and the alignment mask must have some sort of mechanic that allows skilled individuals to see through it. Otherwise I think it's on the level the rogue should be.
The alignment thing is fine IMHO i mean the inqusitor can get a similair ability at 2nd or third so maybe a change in the level for but thats about it.

master arminas |
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The Pathfinder Assassin Base Class, Take 3
Alignment: Any non-good.
Hit Die: d8
BAB: Medium
Good Saves: Fort and Reflex
Class Skills: Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Disable Device (Int); Disguise (Cha); Diplomacy (Cha); Escape Artist (Dex); Intimidate (Cha); Knowledge (Local) (Int); Perception (Wis); Profession (Wis); Ride (Dex); Sense Motive (Wis); Sleight of Hand (Dex); Stealth (Dex); and Swim (Str).
Skill Points per Level: 6 plus Intelligence modifier
Weapon and Armor Proficiency: Assassins are proficient with all light, one-handed, and ranged simple and martial weapons, as well as the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
AC Bonus (Ex): When unarmored and carrying no more than a light load, the assassin adds his Intelligence bonus (if any) to his AC and his CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he uses a shield, or when he carries a medium or heavy load.
If the Assassin has this class feature from levels in the monk class, add his monk and assassin class levels to determine his effective level for this class feature. The character can only apply either his Wisdom bonus or his Intelligence bonus, but not both. He may choose which one applies.
Alignment Mask (Su): An assassin confounds spells such as know alignment and abilities such as detect evil. When these abilities are used against an assassin, the assassin always registers as neutral, despite his true alignment.
Assassinate (Ex): On the first round of combat, an assassin can sometimes land a blow that is particularly deadly. In order to successfully conduct such an attack the assassin must use a light weapon or a ranged weapon and he must be proficient in its use, and one of the following conditions must be met: (a) the target must not be aware of the assassin’s presence (either through the use of magic such as the spell invisibility or through mundane methods such as the Stealth skill) or (b) the target must not consider the assassin to be an imminent threat. For example, an assassin could use the Disguise skill to pretend to be one of several dozen homeless beggars squatting outside a castle gate.
If either of these two conditions are met, the assassin can make a surprise attack as a standard action against his target. If this attack successfully hits, the target suffers a critical hit, regardless of whether or not the assassin rolled a critical threat. If the assassin rolls, and then confirms, a critical hit, this damage multiplier is increased by a factor of 1.
The target must be a corporeal creature that is subject to the effects of critical hits. An assassin can use a ranged weapon for this attack, but only if the target is within 30 feet. An assassin can use a sap (or blackjack) or an unarmed strike to deliver an assassinate attempt that deals nonlethal damage instead of lethal damage. He cannot deal nonlethal damage with any other weapon, not even if the assassin takes the usual -4 penalty on his attack roll.
At 4th level, and every four assassin levels gained thereafter, the critical multiplier on a successful assassinate attack increases by 1, to a maximum increase of 5 at 20th level.
Master of Disguise (Ex): An assassin gains a +2 competence bonus on all Disguise skill checks. At 5th level, and every four assassin levels gained thereafter, the bonus on this skill checks increases by +2, to a maximum bonus of +10 at 17th level.
Unarmed Strike (Ex): At 2nd level, an assassin gains Improved Unarmed Strike as a bonus feat. An assassin’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that an assassin may make unarmed strikes with his hands full.
Usually an assassin’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An assassin deals more damage with his unarmed strikes than normal, and as he gains levels the damage from his unarmed strikes also increases. At 2nd level, an assassin deals 1d6 damage with an unarmed. This increases to 1d8 at 6th level, to 1d10 at 11th level, and to 2d6 at 16th level. This damage is for a medium sized assassin; smaller or larger characters use the damage listed in the Monk core class as appropriate for the damage value given above.
The assassin gains a +1 damage bonus on unarmed strikes. At 4th level, and every even assassin levels gained thereafter, an assassin gains an additional +1 bonus on damage when using an unarmed strike.
Fast Stealth (Ex): Starting at 2nd level, an assassin can move at full speed when using the Stealth skill.
Fast Movement (Ex): At 2nd level, an assassin’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is unarmored and carrying no more than a light load. This bonus stacks with any other bonuses to the assassin’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed).
Blind-fight (Ex): At 3rd level, an assassin gains Blind-Fight as a bonus feat.
Poison Use (Ex): Beginning at 3rd level, an assassin never risks accidentally poisoning himself when applying poison to a weapon. He also gains Skill Focus (Craft (Poison)) as a bonus feat.
Acrobatics (Ex): At 4th level, an assassin gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 8th level, and every four assassin levels gained thereafter, this bonus increases by +2, to a maximum bonus of +10 at 20th level.
Improved Feint (Ex): At 5th level, an assassin gains Improved Feint as a bonus feat, even if he does not normally meet the prerequisites. If the assassin already has selected Improved Feint as a feat, he instead gains one feat of his choice, but in this case the assassin must meet all the listed prerequisites for the feat selected.
Uncanny Dodge (Ex): At 6th level, an assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see combat) against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Evasion (Ex): At 7th level, 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, he instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Touch of Death (Ex): Starting at 8th level, an assassin gains his most feared attack—the touch of death. Once per day, when the assassin makes an assassinate attack, he may declare that he is using touch of death. If the assassinate attack is successful, the target must make a Fortitude save (DC of 10 plus ½ the assassin’s class level + the assassin’s Intelligence modifier). If the target fails the save he dies immediately. If the target succeeds, then there is no additional effect (other than the normal damage inflicted by the assassinate attack, see above).
At 12th level, and every four assassin levels gained thereafter, an assassin gains one additional daily use of this ability.
Vanish from Sight (Ex): At 9th level, an assassin can use the Stealth skill while being observed as long as the following conditions are met: (a) there must be concealment within one move action of the assassin’s current position and (b) those who are observing the assassin are distracted, even if for an instant. If both of these conditions are met, the assassin can use the Stealth skill. Many assassins carry thunderstones, flashbombs, and smoke bombs for just such a purpose. Alternatively, the assassin may use the Bluff skill in order to feint to distract any observers.
Improved Uncanny Dodge (Ex): An assassin of 10th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Blind-fight (Ex): At 11th level, an assassin gains Improved Blind-fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Trackless Step (Ex): At 11th level, the assassin leaves no trail and cannot be tracked by non-magical means or by the use of scent.
Trap Detection(Ex): At 12th level, an assassin adds 1/2 his assassin class level to Perception skills checks made to locate traps, but he receives no bonus on Disable Device checks to disarm traps. An assassin cannot use Disable Device to disarm magical traps.
Improved Evasion (Ex): At 13th level, the assassin’s evasion ability improves. He still takes no damage on a successful Reflex save against attacks, but henceforth he takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Poison Mastery (Ex): At 14th level, an assassin becomes immune to all poisons. Any poisons that he personally crafts receive a +2 bonus to their save DC.
Bleeding Wounds (Ex): At 15th level, an assassin deals 1d6 points of bleed damage anytime he makes a successful critical strike against an opponent or when he hits an opponent while using his assassinate ability.
Blindsense (Ex): At 16th level, an assassin gains blindsense out to a distance of 30 feet.
Nondetection (Sp): Starting at 16th level, an assassin has a constant nondetection effect, as per the spell, on his person and his equipment. This ability has an effective caster level equal to the assassin’s class level.
Greater Blind-fight (Ex): At 17th level, an assassin gains Greater Blind-Fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Live to Fight Another Day (Sp): At 18th level, an assassin can use word of recall, as per the spell, as a swift action once per day.
Greater Feint (Ex): At 19th level, an assassin gains Greater Feint as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Grandfather of Assassins (Ex): Upon reaching 20th level, an assassin has reached the peak of his abilities. The Grandfather of Assassins increases the critical multiplier on any attack that he makes by 1; this stacks with his assassinate ability. If the Grandfather of Assassins is hit by an attack that would reduce him to 0 or fewer hit points, he may make a Reflex save against a DC of 10 + the damage dealt. A successful save places the assassin at 1 hit point, while a failed save results in full damage. On a successful save, the Grandfather also feigns death. To any cursory examination, he appears to be dead (even minor magical means are fooled by this ability). While feigning death, the Grandfather remains aware of his surroundings and can take purely mental actions (usually to use word of recall on his next turn). The Grandfather may use this ability only once per day.

master arminas |

All right, then. Took your advice, and here is Take 3. And the summary of changes for those who just skim. lol
Summary of Changes:
AC Bonus: Changed to unarmored
Assassinate: Eliminated bonus on attack rolls, changed range limit to 30 feet, and made it function for light weapons and ranged weapons only. EDIT: Sigh. I didn't pull the attack bonus, but it is now fixed.
Unarmed strike: kept the same damage dice, but added a progressively increasing damage bonus as the assassin gains levels
Trackless Step: Changed it to work in any environment
Maneuver Training: just doesn't fit, removed it and replaced with a trap-finding ability (but not disarming ability).
Bleeding Critical: Changed it to deal 1d6 Bleed on assassinate or a critical strike, renamed it to Bleeding Wounds.
Mind Blank: Changed to nondetection; added blindsense 30' to the class at the same level.
Grandfather: Changed a few things here.

Shiney |

Summary
Looked over it, really like it. Only error I saw was that when looking up, assasinate still had a compitence bonus on attack rolls? I might be misreading, but I thought that had been removed?
Unarmed strike: While I definitely prefer my way (Lots of D4s.) Your way is probably better, though it still strikes me as being a lot of extra flat line damage with the bonus being at 4th level, and every even level thereafter. That's going to be a LOT of damage (+9 flat damage at 20)that doesn't rely on a roll.
Grandfather: I like it, I really do. But to me, it doesn't seem to be that grand comapred to the 1HP survival thing. Sure, if you have 14 HP left, and someone hits you for 16, and you save, great. But if a giant falls on you for 8d6, half damage suddenly becomes a lot less relevant. Either way is good, but I think that the 1hp application is generally more useful in terms of survival.
Don't get me wrong though, really loving the direction this has gone, and I'm going to be badgering my DM's to allow it posthaste.
EDIT: Also of minor, balancing concern. The confirmation of critical boosting the critical ability of assasinate by 1? I honestly beleive that shouldn't apply here, not with some weapons already having viscious critical mults, combined with the total x5 BONUS to a critical mult at level 20. Additionally, grandfather of assassins bonus. I'm not saying I don't like these, I just think they shouldn't stack with the assassinate ability. An inherent critical booster apart from it, and grandfather increasing it by another step? Consider an assassin using a scythe at level 20. That's a flat x10 critical mult, (4 from scythe, 5 from assasinate, 1 frmo grandfather) and x11 if he confirms a crit. While I agree that an assasination should be single strike damage, I don't think an assassin should 1-hit a BBEG.

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I still think the assassinate ability needs to be tweaked. If the assassin hits, they get a free critical. A heavy pick is 4x. So a 1st level assassin with 14 STR and a magic weapon spell could do 4d6+12. I think that is overkill. The issue is that the damage, unlike a rogue's sneak attack, does not scale. I'd be inclined to either 1) start with a reduced list of weapon proficiencies and add more with levels or 2)limit the allowed critical multiplier for assassinate based on level.

Shiney |

I still think the assassinate ability needs to be tweaked. If the assassin hits, they get a free critical. A heavy pick is 4x. So a 1st level assassin with 14 STR and a magic weapon spell could do 4d6+12. I think that is overkill. The issue is that the damage, unlike a rogue's sneak attack, does not scale. I'd be inclined to either 1) start with a reduced list of weapon proficiencies and add more with levels or 2)limit the allowed critical multiplier for assassinate based on level.
I edited my above post to reflect this, but I think that's going a bit too far. The weapons crit bonus shouldn't be restricted, but possibly reducing the bonus from assassinate, and/or making the other critical bonuses not stack with the assassinate power. An assassin's ability to strike with a single, decisive move is at the core of the idea, but it shouldn't, as I said above, be able to singlehandedly decimate the BBEG.

master arminas |

Shiney, I meant to remove it and didn't. It is fixed now. I have also changed the Grandfather ablity and added something I think you will like.
Sieylianna, read the ability again. Light weapons and ranged weapons only, so no heavy picks or scythes.
Shiney, same point. Best you get on an assassinate is a hand axe (x3) or crossbow (x3). 1d6 for the handaxe or 1d10 for heavy crossbow. At 1st level, if the character successfully crits (it takes a nat 20 and a confirmation), then his assassinate does 4d6 or 4d10, instead of 3d6 or 3d10. At 20th level, he does 10d6 or 10d10, which seems just about right for 20th level, right? Especially since that ability takes a standard action to use.
At the same level a rogue is doing 1d6 (for a short sword) +10d6 sneak attack damage on each attack that he lands, if the target is flanked and can be affected by criticals. 2d6+10d6 if he crits--per attack. I don't think it is over powered, but I could be wrong.
Master Arminas

Shiney |

Shiney, I meant to remove it and didn't. It is fixed now. I have also changed the Grandfather ablity and added something I think you will like.
Sieylianna, read the ability again. Light weapons and ranged weapons only, so no heavy picks or scythes.
Shiney, same point. Best you get on an assassinate is a hand axe (x3) or crossbow (x3). 1d6 for the handaxe or 1d10 for heavy crossbow. At 1st level, if the character successfully crits (it takes a nat 20 and a confirmation), then his assassinate does 4d6 or 4d10, instead of 3d6 or 3d10. At 20th level, he does 10d6 or 10d10, which seems just about right for 20th level, right? Especially since that ability takes a standard action to use.
At the same level a rogue is doing 1d6 (for a short sword) +10d6 sneak attack damage on each attack that he lands, if the target is flanked and can be affected by criticals. 2d6+10d6 if he crits--per attack. I don't think it is over powered, but I could be wrong.
Master Arminas
You know what? You're right. I completely missed that. The munchkin in me died a little, but you're right. With those limitations on what attacks can be used, I'd say you're right. Totally reasonable. This is the version I beleive I will be flinging at my DM. Total kudos. This is what a pathfinder class should be: Severely powerful in the range of it's focus, while being a valuable contribution to an adventuring party in or out of combat.

master arminas |

He can take all the proficiencies he wants: remember the critical multiplier is only on attacks made using the assassinate ability, and for that he can only use light weapons or ranged weapons (which does not include ballistas or siege weapons, as much as that might crush some folks hopes, lol).
The Grandfather's additional critical multiplier can apply to any weapon, but it is only an additional +1 to the critical multiple. So, he can swing a scythe for x5 critical on confirmed critical hits, or he stabbity-death someone with an assassinate using a hand axe for a x9 multiplier, x10 if he rolls and confirms a critical.
Master Arminas

Shiney |

He can take all the proficiencies he wants: remember the critical multiplier is only on attacks made using the assassinate ability, and for that he can only use light weapons or ranged weapons.
The Grandfather's additional critical multiplier can apply to any weapon, but it is only an additional +1 to the critical multiple. So, he can swing a scythe for x5 critical on confirmed critical hits, or he stabbity-death someone with an assassinate using a hand axe for a x9 multiplier, x10 if he rolls and confirms a critical.
Master Arminas
Absolutely. That part, on re-reading, is fine.
My only comment remaining on the class: The unarmed strike. It's good, it's not overpowered (Much) In my opinion, but by 20th level, the asassins strikes do an additional 9 points of damage, without a dice roll or enhancement bonus to damage. It's just there, flat nine damage. Were it me, I would have increased the dice slightly, than given a flat damage bonus, but that seems to be more a question of preference.

master arminas |

Duh! I changed the weapon/armor proficiencies earlier, and didn't put it back into the class!
Weapon and Armor Proficiency: Assassins are proficient with all simple and martial weapons, except for two-handed weapons, and are also proficient with the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
Just put that into the text in place the weapon/armor proficiencies already there. Sorry about that.
Master Arminas

Count_Rugen |
Lovin it. Keep up the great work! As mentioned by others, the core of the assassin is: "I kill people." In that vein, please don't water down the damage aspect.
Begin my random musings...take them as you will. I'm not trying to direct your project, just give my thoughts on assassins. Hope it's helpful.
In my mind, non-magical assassins should come in 4 broad flavors (archetypes?) and their ability to rapidly deal huge amounts of damage should reflect that flavor. Aside from the "spy" variant, I don't see assassins as being particularly multifaceted.
1) The poisoner/face. This variant is not geared towards combat, but has an extensive skill list. Infiltration, disguise, poison, and social skills are the order of the day here. Any sort of combat is not friendly to this variant. Get in, poison the noble in some way, and get out.
2) The melee attack wet works/ninja. This variant is not geared towards poison and has less in the way of skills but is heavily geared towards stealth and dealing massive amounts of combat damage in a short time. Lengthy battles are not friendly to this variant. Intercept the noble, cut them down ASAP, and then disappear.
3) The ranged attack wet works? I guess this can be lumped into #2 though.
4) The spy/007. I'm not sure how this variant would work. A hybrid of 1 and 2 I suppose?
I'm curious if your class could support the 4 flavors I describe.
Thanks!

Shiney |

Duh! I changed the weapon/armor proficiencies earlier, and didn't put it back into the class!
Weapon and Armor Proficiency: Assassins are proficient with all simple and martial weapons, except for two-handed weapons, and are also proficient with the garrote and blowgun. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
Just put that into the text in place the weapon/armor proficiencies already there. Sorry about that.
Master Arminas
Allrightey. I like the profeciency limit, Originally I was a bit iffy about handing over entire martial weapon profeciency, but the light/one handed limit on it seems a fair trade off. I'd still like to hear your opinion/reasoning for the flat damage on unarmed strike.

master arminas |

Shiney,
I decided on the flat bonus to unarmed strike because it seems to work. And it doesn't freak people out quite as much as seeing 4d4, 5d4, or 6d4 damage--which believe me I have seen on my monk thread! And purely as a game mechanic, that flat bonus damage gets multiplied on a critical hit (and assassinate ability) making the assassin's unarmed strikes very deadly weapons.
Lovin it. Keep up the great work! As mentioned by others, the core of the assassin is: "I kill people." In that vein, please don't water down the damage aspect.
Begin my random musings...take them as you will. I'm not trying to direct your project, just give my thoughts on assassins. Hope it's helpful.
In my mind, non-magical assassins should come in 4 broad flavors (archetypes?) and their ability to rapidly deal huge amounts of damage should reflect that flavor. Aside from the "spy" variant, I don't see assassins as being particularly multifaceted.
1) The poisoner/face. This variant is not geared towards combat, but has an extensive skill list. Infiltration, disguise, poison, and social skills are the order of the day here. Any sort of combat is not friendly to this variant. Get in, poison the noble in some way, and get out.
2) The melee attack wet works/ninja. This variant is not geared towards poison and has less in the way of skills but is heavily geared towards stealth and dealing massive amounts of combat damage in a short time. Lengthy battles are not friendly to this variant. Intercept the noble, cut them down ASAP, and then disappear.
3) The ranged attack wet works? I guess this can be lumped into #2 though.
4) The spy/007. I'm not sure how this variant would work. A hybrid of 1 and 2 I suppose?
I'm curious if your class could support the 4 flavors I describe.
Thanks!
1. Poison use + poison master + bluff + diguise? Yep, I think we qualify for this one.
2. Not so much. Assassinate gives solid damage, but any rogue out there that sets up a flank will at least as much and probably more if he hits with two attacks. But then again, our weapons will probably be coated with a nasty poison (see 1.).
3. Heavy crossbow? Check. Bolts and open jar of poison? Check. 2nd storey window overlooking an alley the mark has to walk down? Check. I think we can do this one too.
4. This was actually the flavor I was aiming the class towards, a Sean Connery/Daniel Craig type of James Bond. I think that the skills are a good mix and the extra abilities all reflect some aspect of the Bond character. He isn't the toughest guy in the room, but he is usually the sneakiest and almost always has a way out of trouble. Just put a few more points in CHA and you are golden.
Glad you are liking it so far. Thanks for the comments.
Master Arminas

Shiney |

Lots of things.
All right, that makes sense. While I personally disagree witht he use of flat damage over additional die, this is your class, not mine, and it's still something that I'd really want to play. I've got nothing else to add to this class critique wise, it looks solid and well done. My last question about the class was that the unarmed strike, unlike a monk's, did not receive anything to overcome damage reduction. I'm assuming this was intentional, but I'd like to know for sure.

Sowde Da'aro |

My only beef is at first level the assassin is starting out with four abilities.
AC bonus
Alignment mask
Assassinate
Master of disguise
Imo master of disguise could wait for a later level
Remember as you have it a first level human assassin would get two traits, two feats, and four class abilities all at first level.
That said, i'll take it to my DM next game.

master arminas |

Well, let's take a look at the Ranger: gets Favored Enemy, Track, and Wild Empathy. So as a human two feats and three class abilities.
Monk? AC Bonus, Flurry of Blows, Unarmed Strike, Stunning Fist, and a bonus feat. That's five class abilities and two feats for a human (and two of the class abilities are feats!).
Sorcerer? Spellcasting, Bloodline, Cantrips, and Eschew Materials. Two feats and four class abilities as a human.
Sure, the assassin gets a lot, because he needs a lot. But it is not really out of line with other Core classes. At least, in my opinion; I might well change my mind if you guys prove me wrong!
But I am glad that you have enjoyed the class Sowde Da'aro.
Master Arminas

Wildonion |

I am worried that the Assassin lacks to ability to reliably down his enemies in the first round of combat at higher levels. As several people have pointed out, the Rogue can get his damage bonus from Sneak Attack repeatedly over the course of the encounter, meaning he doesn't have to do things in one shot. The Ninja already has a similar ability to Assassinate that he can get at level 10, so I am not sure that puts the Assassin much above him.
As enemies get more and more hit points, I worry that the Assassin, even with the Assassinate power, just won't have much chance against most encounters. He will blow his load in the first round and that will be it, he is getting out done by Rogues and Rangers and Fighters (who tend to do that to everybody, so maybe not a fair comparison). Poison really doesn't do enough to give him an edge, seeing as poison is a pain to make in sufficient strength and quantity, even for Alchemists who specialize in making the stuff!
Also, the Assassin would have a +10 to his Unarmed Strike damage by level twenty; he gets a +1 that starts improving at fourth level and every even level thereafter, as he is written now. Wanted to point that out because I have seen +9 listed as the max bonus a couple of times. A minor thing, but I would want every point I could get as a PC or a as DM!

master arminas |

True, but I think it would be unwise to make it even more powerful than it already is. I am pretty certain that ninety percent of the time, this is going to be an NPC class, not one used by players. Still, he has enough other stuff (combined with the ability to deliver a really massive blow once per combat) that he should still be enjoyable to play. And remember 50 is the magic number. Fifty points of damage in a single blow, and the target has to save against massive death--and isn't there a modifier for the DC depending on how much the damage exceeds 50 points?
Can't remember exactly, but I am mostly sure there is. Mostly.
Master Arminas

Count_Rugen |
I am worried that the Assassin lacks to ability to reliably down his enemies in the first round of combat at higher levels. As several people have pointed out, the Rogue can get his damage bonus from Sneak Attack repeatedly over the course of the encounter, meaning he doesn't have to do things in one shot. The Ninja already has a similar ability to Assassinate that he can get at level 10, so I am not sure that puts the Assassin much above him.
As enemies get more and more hit points, I worry that the Assassin, even with the Assassinate power, just won't have much chance against most encounters. He will blow his load in the first round and that will be it, he is getting out done by Rogues and Rangers and Fighters (who tend to do that to everybody, so maybe not a fair comparison). Poison really doesn't do enough to give him an edge, seeing as poison is a pain to make in sufficient strength and quantity, even for Alchemists who specialize in making the stuff!
This, pretty much.
After 1st level, I don't see this build bringing down anyone in one shot. Heck, a 1st level barbarian can do similar damage with every hit that a 5th or 6th level assassin (assumimg standard weapons here) does in their assassinate round. Am I wrong? I dont think so. Current 1st level barb in my campaign does 2d6+6 damage with his great sword.
I think it's probably far too limiting to restrict one to just light weapons. Maybe triple the crit multiplier? Again, the whole point of this build is to kill fast. Against enemies post CR1, I don't see this happening.
Just my 2 cents.

Wildonion |

Massive Damage only activates if you do at least 50 damage and that this total is half of the character's total Hit Points; the save DC is a flat 15. Further, it is an optional rule, one that I have never chosen to include in my games and often forget even exists (I had to look it up just now!). So it is hard to rely on that sort of thing to make up for the inability to hang with high level enemies. However, I do understand the point of the class and I do know that some options in the game are more suited for tailored NPCs rather than the average player. Just thought I would air my thoughts. :)

master arminas |

Something like this, perhaps, instead of touch of death (maybe?):
Death Blow (Ex): Starting at 8th level, if an assassin deals 50 points of damage or more in a single attack against an opponent, the opponent must immediately make a Fortitude saving throw against a DC of 10 plus one-half the assassin's level plus the assassin's Intelligence modifier. On a failed saving throw, the target is reduced from his current hit point total to 0 hit points and is considered disabled, gaining the staggered condition.
Maybe? I am not sure of how it would work in actual game play; it might be too powerful an ability.
Master Arminas