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I'm looking to build a character based on Corvo from Dishonored who supplements stealth and precision attacks with spellcasting. If possible I would like the character to be functional in both disciplines at first level, so I'm thinking either a base class or an archetype of some kind would be the way to go. Unfortunately I lack the experience to come up with such a thing and be completely comfortable with balance, so I'm curious what the boards suggest. Any advice?
Thanks for reading.

Kairos Dawnfury |

The 3.5 Assassin had a feel like Corvo, unique spell list I really liked. Look at the 3.5 DnD SRD site. The Spell compendium, if you have access, had some even cooler ones, but I don't think they're on the SRD site.
The only thing is it requires Evil alignment, but your DM may let you handwave some of them.
Your other option is Ninja, it's pretty awesome and will let you do a lot of the same things in exchange for Rogue trapfinding. Ninja is the easier option, but it's a Ki Pool instead of spells.

Alfray Stryke |

It's homebrew, but the multiclass archetype (think gestalt but made to be balanced in parties with normal PCs - that mightn't do the description justice) that combines Ninja and Magus is what I was using in an attempt to stat up Corvo a couple of months ago.
Link here; Shadow Magus.

Wally the Wizard |

My suggestion is to start with a base of a Mordant Spire defender magus and then add a few levels of a class that has sneak attack and skills. Magus is great for a couple of reasons, He can cast in armor, he can cast and fight at the same time, spell strike lets you boost your damage, spell strike also basically gives you TWF for free (using arcane mark). Since you're restricted to a one handed weapon going dex with the dervish dance feat or agile enchantment makes a lot of sense. I like the spire defender because you get to swap out your armor proficiency for combat expertise and dodge. Since you'll be picking it back up with your sneaky class it's really not a loss at all. You also give up spell recall for arcane augmentation. This isn't really a great trade but it fits so strongly with the character concept the slight power decrease is worth it.
Either:
Spire defender 16/Rogue 4 (choose your preferred archetype, I like thug)
BAB of 15, 16 levels of spells with a caster level of 18 with magical knack, tons of skills and good progression on all your magus abilities. You also get some rogue goodies like evasion and trapfinding (although i normally switch it out with an archetype)
Spire defender 12/Rogue 4/ arcane trickster 4
Same as above but you lose 1 point of bab and some advancement in your magus abilities to pick up some extra sneak attack die and the ability to use some skills at range
Spire defender 16/ Vivisectionist Alchemist 4
less skills than option 1 but more magic. mutagen will be limited but it will be useful for the big fight of the day.

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Wow, thanks everyone. A lot of good ideas in here. I'm especially liking the spire defender. With the right traits the concept could be functional pretty much at first level and the rogue levels would only make it better. I also like the look of the Shadow Magus, though. It balanced ok with out of the book characters?
Thanks again for all the suggestions. I've got a lot to kick around.

Gilfalas |

I'm looking to build a character based on Corvo from Dishonored who supplements stealth and precision attacks with spellcasting. If possible I would like the character to be functional in both disciplines at first level, so I'm thinking either a base class or an archetype of some kind would be the way to go. Unfortunately I lack the experience to come up with such a thing and be completely comfortable with balance, so I'm curious what the boards suggest. Any advice?
Thanks for reading.
Corvo did not know how to use magic until later in the game when the Outsider grants him the heart and his first powers.
May I suggest starting as a rogue and then perhaps working with your GM to take some levels of Witch and use the 'Outsider' as your patron? Use the 'heart' as your familiar.
Just an idea.

Alfray Stryke |

Wow, thanks everyone. A lot of good ideas in here. I'm especially liking the spire defender. With the right traits the concept could be functional pretty much at first level and the rogue levels would only make it better. I also like the look of the Shadow Magus, though. It balanced ok with out of the book characters?
Thanks again for all the suggestions. I've got a lot to kick around.
From what I've read and seen the archetypes that the MCA group have been putting together are supposed to be as balanced as they can be with the official classes and archetypes. Their latest current discussion thread is here.

Cryage |

I was actually looking at making Corvo as well, I'm starting a video game themed party (Have a belmont, Rydia summoner from final fantasy, Magus from Chrono Trigger, and Blanka) so I was going to play the rogue.
I'm torn if i should do arcane trickster and kill my BAB or if I should go a rogue/ninja build. Both build on corvo quite a bit.
Rogue provides the proficiency with hand crossbows & disable devices.
Ninja grants scores you access to the wakizashi (probably closest weapon to what Corvo uses) and also gives you Poison for your sleeping bolts. You also get Ghost step which could be the "blink" , Vanishing Trick & Invisible Blade help out quite a bit - and of course, "assassination" is pretty key.
As for the Summon rats or possession... I have no idea. This is where I'm torn - I mean a sorcerer can dominate monster/person and use dimension door.
Flavor wise you could easily RP Black Tentacles to look like the rat swarm since it would slow people down and damage them
Pretty torn lol

+5 Toaster |

Bard alternate base class... Trade bardic music, jack of all trades for full SA progression, and versatile performance becomes versatile study.
Versatile study: the bard adds a spell from the sorc/ wiz spell list that is of a lvl she can cast.
Call it a day.
I would add martial proficiency as they also lose a lot of versatility for just 4 spells and sneak attack, otherwise pretty balanced.

SmiloDan RPG Superstar 2012 Top 32 |
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Tome of Magic had the shadowcaster; I Pathfinderized it.
Shadowcaster
BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6
Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.
Skill Ranks per Level: 2 + Intelligence modifier.
Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but not shields.
LEVEL ABILITY
1. Fundamentals of Shadow, Apprentice Mysteries
2. Bonus Feat
3. Umbral Sight (darkvision 30 feet)
4. Bonus Fundamental
5. Sustaining Shadow (eat 1 meal/week)
6. Swift Stealth
7. Apprentice Mysteries (spell-like), Initiate Mysteries
8. Bonus Fundamental
9. Swift Fundamental
10. Sustaining Shadow (sleep 1 hour/night)
11. Umbral Sight (see in darkness 60 feet)
12. Bonus Fundamental, Camouflage
13. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries
14. Persistent Fundamentals
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Unlimited Swift Fundamentals
18. Hide in Plain Sight
19. Umbral Sight (blindsight 90 feet), Initiate Mysteries (supernatural), Master Mysteries (spell-like).
20. Bonus Fundamental, Sustaining Shadow (no need to breath, eat, or sleep)
Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
At levels 4, 8, 12, 16, 20, you learn an additional fundamental.
At 9th level, you can cast each fundamental you know once per day as a swift action.
At 14th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 17th level, all fundamentals that you cast can be cast as a swift action.
Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
You can cast each mystery you know a number of times per day equal to your Intelligence bonus (minimum once per day). To learn a mystery, you must have an Intelligence score of 10 + the level of the mystery. The save DC of the mysteries you cast as spells or spell-like effects are 10 + the mystery level + your Intelligence modifier. Mysteries you can use as supernatural abilities have a save modifier of 10 + 1/2 your shadowcaster level + your Intelligence bonus.
At 1st level, you cast Apprentice Mysteries as spells. At 7th level, you cast Apprentice Mysteries as spell-like effects and you can cast Initiate Mysteries as spells. At 13th level, you can use Apprentice Mysteries as supernatural abilities, Initiate Mysteries as spell-like effects, and cast Master Mysteries as spells. At 19th level, you can use Initiate Mysteries as supernatural effects and Master Mysteries as spell-like abilities.
Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to half the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.
Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
At 11th level, you gain the ability to see in any darkness, even magical darkness, with a range of 60 feet.
At 19th level, you gain blindsight with a range of 90 feet.
Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
At 5th level, you need to eat only a single meal per week to maintain health.
At 10th level, you only need 1 hour of sleep per night (but you must still rest 8 hours to regain your mysteries the next day)
At 15th level, you gain immunity to poison and disease.
At 20th level, you no longer need to breathe, drink, eat, or sleep.
Swift Stealth (Ex). Beginning at 6th level, you do not suffer the -5 penalty for moving your full speed while using the Stealth skill. You can run or charge while using the Stealth skill, but suffer a -20 penalty to your Stealth skill check.
Camouflage (Ex). At 12th level, you can use the Stealth skill even if you do not have cover or concealment.
Hide in Plain Sight (Su). At 18th level, you can use the Stealth skill even while being observed.
Shadow Stalker
BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge dungeoneering, Knowledge local, Knowledge planes, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.
Skill Ranks per Level: 6 + Int modifer.
The Shadow Stalker is proficient in all Simple Weapons, plus the hand crossbow, rapier, shortbow, and shortsword.
The Shadow Stalker is not proficient in any armor or shields.
LEVEL ABILITY
1. Shadow Shroud, Sudden Strike +1d6, Trapfinding
2. Evasion, Fundamentals of Shadow
3. Apprentice Mysteries (spell-like), Umbral Sight (darkvision 30 feet)
4. Sudden Strike +2d6, +1 AC
5. Swift Stealth
6. Bonus Fundamental
7. Sudden Strike +3d6
8. Hide in Plain Sight, +2 AC
9. Umbral Sight (see in darkness)
10. Bonus Fundamental, Sudden Strike +4d6
11. Shadow Stance (20% miss chance)
12. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), AC +3
13. Sudden Strike +5d6
14. Always Stealthy, Bonus Fundamental
15. Umbral Sight (blindsense 90 feet)
16. Sudden Strike +6d6, +4 AC
17. Greater Shadow Stance (50% miss chance)
18. Bonus Fundamental
19. Sudden Strike +7d6
20. Nigh Invisible, Umbral Sight (blindsight 120 feet), +5 AC
Shadow Shroud (Su). When unarmored and carrying a light load, the Shadow Stalker adds her Intelligence Bonus, if any, as an insight bonus to her AC. This bonus applies even when flatfooted and to her touch AC. At 4th level, and every 4 levels thereafter, this bonus to her AC increases by +1. The Shadow Shroud also provides her with a bonus equal to 1/2 her class level on Stealth checks (minimum +1). The bonus to AC does not stack with Wisdom-based bonuses to AC, such as from the Monk or Ninja classes.
Sudden Strike (Ex). As the ninja ability of the same name.
Trapfinding (Ex). As the rogue ability of the same name.
Evasion (Ex). At 2nd level, the Shadow Stalker gains the rogue ability of the same name.
Fundamentals of Shadow (Su). At 2nd level, the Shadow Stalker learns how to use 3 Fundamentals. She can use these at will. At 6th level, and every 4 levels thereafter (10th, 14th, and 18th), she learns 1 additional fundamental. Fundamentals are supernatural effects described in the Shadowcaster portion of the Tome of Magic.
Apprentice Mysteries (Sp). Beginning at 3rd level, the Shadow Stalker learns to cast Mysteries. She learns 1 mystery at 1st level, and learns 1 additional mystery each level thereafter. She must know 3 lower level mysteries before choosing a higher level mystery, and she must know the lower level mysteries of a path before choosing a higher level mystery of a path. She must have an Intelligence score of 10 + the level of the chosen mystery to cast it. When she casts a mystery as a spell-like effect, the save DC is 10 + the level of the mystery + her Intelligence modifier. Beginning at 12th level, she can use Apprentice level mysteries as supernatural abilities; their save DCs are equal to 10 + 1/2 her shadow stalker level + her Intelligence modifier. She can use each mystery she knows a number of times per day equal to her Intelligence bonus (minimum once per day). See the Shadowcaster section of the Tome of Magic for details on mysteries.
Umbral Sight (Su). At 3rd level, the Shadow Stalker gains darkvision with a range of 30 feet (or increases any existing darkvision ability by 30 feet)
At 9th level, she can see normally up to 60 feet even in magical darkness.
At 15th level, she can use blindsense with a range of 90 feet.
At 20th level, she can use blindsight with a range of 120 feet.
Swift Stealth (Ex). Beginning at 5th level, the Shadow Stalker can use the Stealth skill with no penalty when moving her speed. She can even use the Stealth skill while running, but takes a -10 penalty to the roll.
Hide in Plain Sight (Su). Beginning at 8th level, the Shadow Stalker can hide even when being observed.
Shadow Stance (Ex). At 11th level, if the Shadow Stalker moves 10 feet or more in a round, she gains concealment, with a 20% miss chance.
At 17th level, if the Shadow Stalker moves 10 feet or more in a round, she gains full concealment, with a 50% miss chance.
Initiate Mysteries (Sp). Beginning at 12th level, the Shadow Stalker can begin selecting Initiate level mysteries.
Always Stealthy (Ex). Beginning at 14th level, the Shadow Stalker instinctively uses the Stealth Skill at all times. This allows her to Take 10 on any Stealth skill check, and unless she states otherwise, she is always considered to be using the Stealth skill.
Nigh Invisible (Ex). At 20th level, the Shadow Stalker instinctively uses the Stealth skill at all times. She has perfected the use of the Stealth skill and can always choose to Take 20 on her Stealth skill without requiring any additional time use the Stealth skill.
Shadow Walker
BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Knowledge (dungeoneering, geography, local, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim.
Skill Ranks Per Level: 6 + Intelligence modifier.
Shadow Walkers are proficient in all Simple Weapons, handaxe, longbow, rapier, scimitar, shortbow, shortsword, and throwing axe. Shadow Walkers are proficient in light armor, but not shields.
1. Shadow Pocket, Shadow Pool, Skirmish +1d6, Trapfinding
2. Bonus Feat, Shadow Jump
3. Evasion, Fast Movement
4. Skirmish +1d6/+1 AC
5. Blink
6. Bonus Feat, Fast Movement, Uncanny Dodge
7. Shadow World, Skirmish +2d6/+1 AC
8. Step into Shadows
9. Fast Movement, Improved Uncanny Dodge
10. Bonus Feat, Skirmish +2d6/+2 AC
11. Improved Blink
12. Fast Movement, Improved Evasion
13. Improved Shadow World (sustaining health), Skirmish +3d6/+2 AC
14. Bonus Feat, Shadow Walk
15. Anchor Resistance, Fast Movement
16. Skirmish +3d6/+3 AC
17. Greater Shadow Walk
18. Bonus Feat, Fast Movement, Freedom of Movement
19. Greater Shadow World (Astral Body), Skirmish +4d6/+3 AC
20. Gate of Shadows
Shadow Pocket (Su). As long as the Shadow Walker has at least 1 point in his Shadow Pool, he can access an extradimensional storage space. This extradimensional space can hold up to 10 pounds worth of gear per class level. Removing or stowing an object from the Shadow Pocket is a free action.
Shadow Pool (Su). A Shadow Walker as a number of points in his Shadow Pool equal to 1/2 his class level + Charisma bonus (minimum 1). The Shadow Walker can spend a Shadow Pool point as a free action to gain a +20 bonus to Acrobatic skill checks to Jump for 1 round, gain a +4 Dodge bonus to AC for 1 round, or to increase his speed by +10 feet per Shadow point spent for 1 round.
Skirmish (Ex). As the Scout ability. It improves at levels 4, 7, 10, 13, 16, and 19.
Trapfinding (Ex). As the Rogue ability.
Bonus Feat. At levels 2, 6, 10, 14, and 18, the Shadow Walker may select a bonus feat from the following list of bonus feats. He must meet all requirements for the selected feat.
Acrobatic, Agile Maneuvers, Alertness, Athletic, Blindfight, Combat Expertise, Deadly Aim, Dodge, Double Slice, Exotic Weapon Proficiency, Expeditious Dodge, Greater Two Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two Weapon Fighting, Lightning Stance, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Pinpoint Accuracy, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Two Weapon Defense, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance.
Shadow Jump (Su). At 2nd level, by spending 1 point from his Shadow Pool, the Shadow Walker can teleport up to 10 feet per point of his Charisma bonus (minimum 10 feet) as a swift action.
Evasion (Ex). At 3rd level, the Shadow Walker gains the rogue ability of the same name.
Fast Movement (Ex). At 3rd level, and every 3 levels beyond 3rd, the Shadow Walker’s speed increases by 10 feet.
Blink (Su). At 5th level, the Shadow Walker gains the benefits of the Blink Spell as a swift action for 1 number of rounds equal to his Charisma bonus (minimum 1) by spending 1 point from his Shadow Pool.
Uncanny Dodge (Ex). At 6th level, the Shadow Walker gains the rogue ability of the same name.
Shadow World (Su). At 7th level, by spending 1 point from his Shadow Pool as a standard action, the Shadow Walker can use a Rope Trick effect (without the need to use a rope) with a caster level equal to the Shadow Walker’s class level. At 13th level, the Shadow Walker gains the benefits of the Improved Shadow World. All within the effects of the Shadow World benefit from the effects of a Ring of Sustenance and heal a number of hit points equal to their hit dice each hour. At 19th level, the Shadow Walker can remain safe within his Shadow World and use Astral Projection.
Step into Shadows (Su). At 8th level, by spending 1 Shadow Point as a swift action, the Shadow Walker can use a Dimension Door effect with a caster level equal to his class level.
Improved Uncanny Dodge (Ex). At 9th level, the Shadow Walker gains the benefits of the rogue's Improved Uncanny Dodge ability of the same name.
Improved Blink (Su). At 11th level, the Shadow Walker can benefit from the Improved Blink spell for a number of rounds equal to his Charisma bonus (minimum 1 round) by spending 1 Shadow Point as a swift action.
Improved Evasion (Ex). At 12th level, the Shadow Walker gains the rogue ability of the same name.
Shadow Walk (Su). At 14th level, the Shadow Walker can use Shadow Walk with a caster level equal to his class level as a swift action by spending 1 Shadow Point.
Anchor Resistance (Ex). At 15th level, the Shadow Walker gains Spell Resistance 15 + his class level against effects that would suppress his ability to teleport or use dimensional or astral travel.
Greater Shadow Walk (Su). At 17th level, the Shadow Walker can use Plane Shift as a standard action by spending 2 points from his Shadow Pool. Either the origin or destination plane must be the Plane of Shadow when using this ability.
Freedom of Movement (Ex). At 18th level, the Shadow Walker is protected with a constant Freedom of Movement effect.
Gate of Shadows (Su). At 20th level, as a full round action, the Shadow Walker can spend 3 points from his Shadow Pool and use a Gate effect either to or from the Plane of Shadow.
Spellthief
BAB: +3/4
Good Saves: Will
Hit Dice: 1d8
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge arcana, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.
Skill Ranks per Level: 6 + Intelligence modifier
Spellthieves are proficient in all Simple Weapons, all Light Martial Weapons, and Light Armor.
Spellthieves use the Paladin spells per day table. They may select spells from the Sorcerer/Wizard list from the schools of Abjuration, Divination, Enchantment, Illusion, and Transmutation.
LEVEL ABILITY
1. Sneak Attack +1d6, Steal Spell (0-1st), Trapfinding
2. Spell Grace +1, Steal Spell Effect, Talent
3. Steal Energy Resistance 10
4. Steal Spell (2nd), Talent
5. Sneak Attack +2d6, Steal Spell-like Ability
6. Steal Spell (3rd), Talent
7. Absorb Spell
8. Steal Spell (4th), Talent
9. Sneak Attack +3d6, Arcane Sight
10. Steal Spell (5th), Advanced Talents, Talent
11. Spell Grace +2, Steal Energy Resistance 20
12. Steal Spell (6th), Talent
13. Sneak Attack +4d6, Discover Spells
14. Steal Spell (7th), Talent
15. Steal Spell Resistance
16. Steal Spell (8th), Talent
17. Sneak Attack +5d6, Greater Arcane Sight
18. Steal Spell (9th), Talent
19. Steal Energy Resistance 30
20. Absorb Spell (immediate casting), Spell Grace +3, Talent
Talents. At 2nd level, and every 2 levels thereafter, the Spellthief gains one talent from the list below.
Channel Spell (Su). As the duskblade ability. The spellthief must be at least 4th level to choose this Talent.
Cantrips (Sp). The spellthief learns a number of cantrips equal to his Charisma bonus (minimum 1).
Disrupt Caster (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to the spellthief's number of sneak attack dice on caster level checks.
Disrupt Concentration (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to twice the spellthief's number of sneak attack dice on Concentration checks to Cast Defensively for as long as the spellthief threatens the target.
Familiar (Su). The spellthief gains a familiar as if he had a wizard level equal to his spellthief class level.
Focusing Attack (Ex). If the spellthief successfully sneak attacks a target, for 1 minute the target suffers a penalty equal to the number of sneak attack dice the spellthief has on Saving Throws for any spells the spellthief casts on the target.
Spell Power (Ex). If the spellthief successfully sneak attacks a target, for 1 minute, he gains a bonus on caster level checks to overcome the target's Spell Resistance equal to the number of sneak attack dice the spellthief has.
Advanced Talents. Beginning at 10th level, the Spellthief adds the following Advanced Talents to the list of Talents he may choose from.
Anchoring Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Dimensional Anchor. The caster level for this effect is equal to the spellthief's level.
Banishing Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Banishment. The caster level for this effect is equal to the spellthief's level. The spellthief must have the Anchoring Attack talent before choosing this talent.
Disjoining Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot use any spellcasting, spell-like, or supernatural abilities for 1 round. The spellthief must have the Greater Dispelling Attack talent before selecting this talent.
Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level.
Forbidden Magic (Ex). The spellthief adds a single spell, up to the highest level spell he can cast, to his list of spells known. This spell must be of the Conjuration, Evocation, or Necromancy school. The spellthief may select this Talent multiple times, selecting a different spell each time.
Greater Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Greater Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level. The spellthief must have the Dispelling Attack talent before selecting this talent.
Greater Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot benefit from any magical healing for 1 hour per level of the spellthief.
Impromptu Sneak Attack (Ex). Once per day, the spellthief can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against this attack). The spellthief may select this talent multiple times, each time gaining 1 additional daily use of this ability.
Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are forced to make a saving throw against the effects of any conjuration (healing) effect for 1 hour per level of the spellthief.
Quick Cast (Ex). Once per day, the spellthief can cast any spell he knows as a swift action, as if using the metamagic feat Quicken Spell, without increasing the level of the spell.
Skill Mastery (Ex). As the rogue ability with the same name.
Slippery Mind (Ex). As the rogue ability with the same name.
Spellbreaker (Ex). The spellthief gains Spellbreaker as a bonus feat. He does not need to meet the requirements of the feat to select this talent.
Sudden Metamagic (Ex). Once per day, the spellthief can apply any metamagic feat he knows to a single spell he casts without increasing the level of the spell or the casting time.
NIGHTBLADE
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Knowledge (planes), Perception, Profession, Ride, Sleight of Hand, Spellcraft, Stealth, Swim.
Skill Ranks per Level: 4 + Intelligence modifier.
Nightblades are proficient with all simple weapons, hand axes, hand crossbows, kukri, rapiers, scimitars, shortswords, and throwing axes. Nightblades are proficient in light armor, but not shields.
LEVEL ABILITY
1. Arcane Pool, Cantrips, Fast Movement, Trapfinding
2. Nightblade Arcana
3. Sneak Attack +1d6
4. Nightblade Arcana
5. Evasion, Quickness
6. Nightblade Arcana
7. Sneak Attack +2d6
8. Nightblade Arcana
9. Evasive Maneuvers
10. Nightblade Arcana
11. Sneak Attack +3d6
12. Nightblade Arcana
13. Improved Evasion
14. Nightblade Arcana
15. Sneak Attack +4d6
16. Nightblade Arcana
17. Hide in Plain Sight
18. Nightblade Arcana
19. Sneak Attack +5d6
20. Nightblade Arcana, Step Out of Time
Arcane Pool (Su): At 1st level, the nightblade gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers. This arcane pool has a number of points equal to 1/2 his nightblade level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the nightblade prepares his spells. As long as the nightblade has 1 point in his arcane pool, he gains a bonus to his CMD and to his initiative rolls equal to his Intelligence modifier. A nightblade can spend 1 point from his arcane pool as a swift action to increase his speed by 20 feet for round, add +20 to an Acrobatics or Stealth check, or gain 1 additional attack at his highest attack bonus as part of a full attack action.
Cantrips (Sp): The nightblade can use cantrips.
Fast Movement (Ex): While wearing light armor or no armor, and while not carrying in excess of light encumbrance, the nightblade’s base land speed increases by +10 feet.
Trapfinding (Ex): The nightblade adds half his level (minimum +1) to Disable Device checks and Perception checks relating to traps. The nightblade can use Disable Device to disarm magical traps.
Nightblade Arcana (Ex or Su): At 2nd level, and every 2 levels thereafter, the nightblade gains one of the following abilities.
Astral Escape (Ex): The nightblade gains spell resistance 15 + his class level against effects that prevent astral travel or teleporting.
Blurring Speed (Su): The nightblade gains a 20% miss chance against attacks of opportunity for moving when he moves at least 30 feet in a round.
Dispelling Strike (Su): When the nightblade makes a sneak attack against an opponent, he can spend 1 point from his arcane pool as an immediate action and target the opponent with a dispel magic spell with a caster level equal his class level.
Flawless Stride (Ex): The nightblade’s speed is not reduced when moving through difficult terrain.
Flight of the Night Winds (Su): Whenever the nightblade casts a spell, he can spend 1 point from his arcane pool as a swift action and gain a fly speed (with good maneuverability) equal to 20 times the level of the spell for 1 round.
Free Movement (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and gain the benefits of a freedom of movement spell for a number of rounds equal to his Intelligence modifier.
Greater Sudden Vanishing (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and gain the benefits of a greater invisibility spell for a number of rounds equal to his Intelligence modifier. The nightblade must have the Sudden Vanishing arcana before selecting this arcana.
Improved Blurring Speed (Su): The nightblade gains a 20% miss chance if he moves at least 30 feet in a round. The nightblade must have the Blurring Speed arcana before selecting this arcana.
Momentous Spell (Su): Whenever the nightblade casts a spell that requires an attack roll, the nightblade can spend 1 point from his arcane pool as a free action and make a combat maneuver with a CMB equal to his caster level + his Intelligence modifier. This does not provoke an attack of opportunity.
Quicker than the Eye (Ex): The nightblade can make a Sleight of Hand skill check, or a Steal or Disarm combat maneuver, as an immediate action, using a Sleight of Hand skill check in place of CMB for Disarm or Steal combat maneuvers.
Shadow Strike (Su): As a swift action, the nightblade can spend 1 point from his arcane pool and treat all melee attacks as melee touch attack for 1 round.
Spell Surge (Su): Whenever the nightblade casts a spell, he increases his speed by an amount equal to 10 times the spell level for 1 round.
Spider Stride (Su): The nightblade gains a climb speed equal to his base land speed, including a +8 racial bonus on climb skill checks. In addition, the nightblade is immune to the effects of magical and non-magical webs.
Steal Spell (Su): When the nightblade makes a sneak attack against an opponent, he can spend 1 point from his arcane pool as an immediate action and steal the effects of a single spell affecting the opponent.
Subtle Spell Focus (Ex): Whenever the nightblade targets an opponent with a spell, and that opponent is flat-footed against the nightblade, the nightblade adds the number of sneak attack dice he has to the spell’s save DC.
Subtle Spell Penetration (Ex): Whenever the nightblade targets an opponent with a spell, and that opponent is flat-footed against the nightblade, the nightblade adds the number of sneak attack dice he has to caster level checks made to overcome spell resistance.
Sudden Quicken (Su): The nightblade can cast a spell that normally has a casting time of 1 round or less as a swift action by spending a number of points from his arcane pool equal to the level of the spell he cast.
Sudden Shift (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and teleport up to 5 feet per class level; if this is done in response to an attack, there is a 50% chance the attack misses.
Sudden Vanishing (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and gain the benefits of an invisibility spell for a number of rounds equal to his Intelligence modifier, or until he makes an attack.
Swift Haste (Su): As a swift action, the nightblade can spend 1 point from his arcane pool and gain the benefits of a haste spell for a number of rounds equal to his Intelligence modifier.
Swim Speed (Ex): The nightblade gains a swim speed equal to his base land speed, including a +8 racial bonus on Swim checks; the nightblade can take 10 on Swim checks. In addition, the nightblade gains a bonus equal to his class level on Constitution checks to hold his breath.
Sneak Attack (Ex): At 3rd level, the nightblade gains the rogue ability of the same name. It improves by +1d6 at 7th level and every 4 levels thereafter.
Evasion (Ex): At 5th level, the nightblade gains the rogue ability of the same name.
Quickness (Su): At 5th level, the nightblade gains the ability to make one additional move action each round.
Evasive Maneuvers (Ex): At 9th level, the nightblade uses his class level in place of his BAB when determining his CMD. Whenever the nightblade is subjected to an effect that hinders his movement, he gets a new save every round to resist the effect.
Improved Evasion (Ex): At 13th level, the nightblade gains the rogue advanced talent of the same name.
Hide in Plain Sight (Ex): At 17th level, the nightblade gains the ranger ability of the same name.
Step Out of Time (Su): At 20th level, the nightblade gains the ability to take actions outside the normal flow of time. This is identical to the Time Stop spell, except if lasts 1 round for every point the nightblade spends from his arcane pool. Activating this ability is an immediate action.
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Nightblade Spells
0: acid splash, dancing lights, detect magic, flare, ghost sound, guidance, light, ray of frost, read magic, resistance, spark
1: ant haul, bungle, chill touch, color spray, detect secret doors, disguise self, endure elements, expeditious retreat, feather fall, grease, hold portal, jump, liberating command, longshot, longstrider, mage armor, magic weapon, mirror strike, protection from evil, ray of enfeeblement, ray of sickening, shadow weapon, shield, shield of faith, shock shield, shocking touch, silent image, touch of gracelessness, touch of the sea, true strike, vanish, ventriloquism
2: ablative barrier, acid arrow, admonishing ray, alter self, arcane lock, blur, cat’s grace, darkvision, fiery shuriken, fox’s cunning, glide, invisibility, knock, levitate, mirror image, misdirection, pilfering hand, protection from arrows, protective penumbra, resist energy, returning weapon, rope trick, scorching ray, see invisible, slipstream, spider climb, twisted space, water walk
3: air walk, blink, dimension door, dispel magic, displacement, fly, lesser globe of invulnerability, greater invisibility, greater magic weapon, haste, invisibility sphere, magic vestment, nondetection, slow, water breathing.
4: mislead, overland flight, shadow walk, teleport
5: globe of invulnerability, greater dispel magic, greater teleport, true seeing, windwalk
6: astral projection, teleportation circle
Gloomblade
Gloomblades are to Shadowcasters what Duskblades are to Sorcerers.
BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10
Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth, Swim.
Skill Ranks Per Level: 2 + Int modifier.
Gloomblades are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not tower shields).
LEVEL ABILITY
1. Armored Casting (light), Fundamentals, Mysteries
2. Bonus Feat
3. Channel Mystery, Umbral Sight (lowlight vision)
4. Sustaining Shadow (eat 1 meal/week)
5. Quick Cast 1/day
6. Bonus Fundamental, Armored Casting (medium)
7. Umbral Sight (darkvision 60 feet)
8. Sustaining Shadow (sleep 1 hour/night)
9. Dark Power +2
10. Quick Cast 2/day
11. Umbral Sight (see in magical darkness)
12. Bonus Fundamental, Sustaining Shadow (50% fortification)
13. Channel Mysteries (full attack), Dark Power +4
14. Hide in Plain Sight
15. Quick Cast 3/day, Umbral Sight (blindsense 30 feet)
16. Sustaining Shadow (immune to poison and disease)
17. Dark Power +6
18. Bonus Fundamental
19. Umbral Sight (blindsight 60 feet)
20. Penetrating Critical, Quick Cast 4/day, Sustaining Shadow (no need to breath, eat, drink, or sleep)
Armored Casting (Ex). Gloomblades can cast the mysteries they know as spells while wearing light armor with no chance of arcane spell failure. At 6th level, they can cast mysteries they cast as spells in Medium Armor or when using a Heavy Shield with no chance of arcane spell failure.
Fundamentals (Su). At 1st level, Gloomblades learn 3 fundamentals, minor supernatural abilities they can use at will. At 6th level, and every 6 levels beyond 6th, they learn one additional fundamental.
Mysteries (Spell, Sp, or Su). Mysteries are magical effects similar to spells that the Gloomblade can cast. As the Gloomblade grows in power, he learns to cast more mysteries and more powerful mysteries. A Gloomblade can cast each mystery he knows a number of times per day equal to his Intelligence Bonus. At 1st level, the Gloomblade learns 1 first level mystery. At 2nd level, and every level thereafter, the Gloomblade learns one additional mystery. At 5th level, he can begin learning 2nd level mysteries. At 9th level, he can begin learning 3rd level mysteries. At 13th level, he can begin learning 4th level mysteries. At 17th level, he can begin learning 5th level mysteries. A Gloomblade can choose to learn a fundamental in place of a mystery if he so chooses.
Whenever a Gloomblade gains the ability to cast a higher level mystery, he also improves the lower level mysteries he knows. Lower level mysteries that he used to cast a spells he can now use as spell-like abilities. Lower level mysteries he used to cast as spell-like abilities he can now cast as supernatural abilities.
A Gloomblade must have an Intelligence score of 10 + the level of the mystery he wishes to learn. The Save DC is 10 + the mystery level + the Gloomblade's Intelligence modifier if the mystery is cast as a spell or spell-like ability. If the mystery is cast as a supernatural ability, the Save DC is 10 + 1/2 the Gloomblade's class level + his Intelligence modifier.
Bonus Feat. At 2nd level, the Gloomblade can choose a bonus feat from the following list. He must meet all the requirements of the selected feat.
Alertness, Arcane Strike, Blind-Fight, Combat Casting, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Penetration, Stealthy, or any feat from pages 136-138 of the Tome of Magic.
Channel Mystery (Su). Beginning at 3rd level, the Gloomblade can use a standard action to cast any touch or ranged touch mystery he knows and deliver it through his weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. The mystery must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the mystery is resolved.
At 13th level, the Gloomblade can cast any touch or ranged touch mystery he knows as part of a full attack action and mystery affects each target he hits melee that round. Doing so discharges the mystery at the end of the round, in the case of a mystery that would otherwise last more than 1 round.
Umbral Sight (Su). Beginning at 3rd level, the Gloomblade gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the Gloomblade gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 60 feet. At 19th level, he gains blindsight with a range of 30 feet.
Sustaining Shadow (Ex). Beginning at 4th level, the Gloomblade imbues his body with shadow-stuff. He only needs to eat one meal a week. Beginning at 8th level, he only needs to sleep 1 hour per night. At 12th level, the Gloomblade has a 50% chance to ignore the extra damage from a critical hit, skirmish, sneak attack, or sudden strike damage. Beginning at 16th level, the Gloomblade is immune to all poisons and diseases. At 20th level, the Gloomblade does not need to breathe, eat, drink, or sleep.
Quick Cast (Su). Beginning at 5th level, the Gloomblade can cast 1 mystery per day as a swift action, as long as the normal casting time of the mystery is 1 standard action or less. At levels 10, 15, and 20, the Gloomblade gains additional uses of Quick Cast.
Dark Power (Ex). Beginning at 9th level, the Gloomblade can more easily overcome the Spell Resistance of any opponent he wounds in melee combat. If the Gloomblade injures an opponent in melee combat, for the rest of the encounter he gains a +2 bonus on Caster Level Checks to overcome the opponent's Spell Resistance. This increases to +4 at 13th level and +6 at 17th level.
Hide in Plain Sight (Ex). Beginning at 14th level, the Gloomblade can use the Stealth skill to hide, even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
Penetrating Critical (Ex). Beginning at 20th level, if the Gloomblade scores a critical hit on an opponent while channeling a mystery, he automatically overcomes the opponent's Spell Resistance (if any). The Gloomblade also adds half his class level to the save DC, if any, of the channeled mystery.
Fundamentals:
Arrow of Dusk (deal 2d4 non-lethal/x3)
Black Candle (use darkness/light)
Caul of Shadow (gain +1 deflection bonus to AC, +1 per 6 levels)
Mystic Reflections (detect magic)
Shadow Hood (subject takes -1 penalty to attack rolls and Dex checks)
Sight Obscured (+5 on Sleight of Hand and Stealth checks)
Umbral Hand (stronger mage hand)
Widened Eyes (gain low-light vision)
Mysteries:
First Level:
Carpet of Shadow (create difficult terrain)
Fall of Night (blur + feather fall for 1 rd/level, cast as immediate action)
Grim Mask (Cause Fear + Disguise Self)
Life Fades (1d6 non-lethal damage per level + fatigued)
Mesmerizing Shade (daze subject 1 round or -1 to attacks, checks, saves)
Piercing Sight (gain darkvision and see invisibility)
Shadow Skin (gain DR for 1 round as immediate action)
Shadowy Stride (Sanctuary + Pass without Trace)
Steel Shadows (+3 armor and +3 shield bonus)
Second Level:
Chilling Caul (opponent takes 1d6 cold damage and suffers 20% miss chance for 1 round/level)
Dancing Shadows (you grant subjects concealment)
Flesh Fails (opponent suffers 4 Str dmg, 4 Dex dmg, or 2 Con dmg)
Flicker (short distance teleports as immediate actions)
Sharp Shadows (foes striking you take piercing damage)
Swift Shadow Step (gain +10 speed per level and 50% chance for 1 round as swift action)
Tangled Shadows (opponent takes half the damage you suffer for 1 round per level)
Umbral Touch (deal damage and slow opponents with a touch)
Wraithstrike (melee attacks resolved as touch attacks for 1 round as swift action)
Third Level:
Aura of Shade (gain cold resistance and cause cold damage)
Bolster (gain 5 temporary hit points per level)
Crows Cloak (Fly and gain blinding touch attack for 1 minute/level)
Curtain of Shadow (blocks line of sight and causes cold damage)
Darken Magic (Dispel Magic by touch and deal 2 hps/dispelled spell level)
Shadow Investiture (gain cold resistance 15, evasion, see in darkness)
Shadow Vision (opponent is penalized on most actions and has 50% miss chance)
Step Into Shadows (Dimension Door)
Vampiric Touch (steal opponent's health)
Fourth Level:
Chilling Tentacles (black tentacles grapple and area causes cold damage)
Devour Magic (dispel magic by touch and gain 5 hit points per spell level dispelled)
Greater Chilling Caul (opponent takes 2d6 cold damage and is blinded for 1 round per level)
Greater Life Fades (deal 1d6 non-lethal dmg/level plus exhaustion)
Prison of Night (entrap subject in shadowy prison that deals Con dmg on failed escape attempt)
Unveil (remove negative conditions)
Voyage into Shadow (shadow walk)
Wraithfist (deal 1 temporary negative level per round as melee touch attack)
Fifth Level:
Consume Essence (slay creature and instantly animate it as dark creature under your control)
Dark Discorporation (transform into shadowy, flying swarm)
Greater Flesh Fails (many suffer Str 6, Dex 6, or Con 4 damage)
Shadow Time (act freely for 1d4+4 rounds)
Tomb of Night (entrap subject in shadowy prison that deals negative level on failed escape attempt)
Umbral Body (become incorporeal)
ASSASSIN
BAB: +¾
Good Saves: Reflex
Hit Dice: 1d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.
Skill Ranks per Level: 6 + Intelligence modifier
Assassins are proficient in all simple and martial weapons and light armor.
LEVEL ABILITY
1. Mark 1/day, Poison Use, Slaying Strike
2. Follow Mark, Smart Start
3. False Face, Trapfinding
4. Killing Blow, Mark 2/day
5. Bane, Blind-Fight
6. Fast Feint, Fast Poisoning
7. Mark 3/day
8. Improved Mark
9. Evasion
10. Improved Blind-Fight, Mark 4/day
11. Improved Bane
12. Swift Poisoning
13. Improved Killing Blow, Mark 5/day
14. Greater Mark
15. Greater Blind-Fight
16. Mark 6/day
17. Greater Bane
18. Improved Evasion, Instant Poisoning
19. Mark 7/day
20. Ultimate Mark
Mark (Ex): As a swift action, the assassin can designate a single creature he can see or hear as his mark. Against his mark, the assassin adds his Intelligence modifier to his attack rolls and adds his level to his damage rolls. The assassin can use his mark ability once per day at 1st level, twice per day at 4th level, plus 1 additional time per day at 7th level and every 3 levels thereafter.
Poison Use (Ex): The assassin never risks poisoning himself when applying poison.
Slaying Strike (Ex): Against an opponent that is flat-footed or otherwise denied its Dexterity modifier to its AC, the assassin automatically threatens a critical hit. The critical hit must be confirmed as normal.
Follow Mark (Ex): At 2nd level, against his mark, the assassin gains a bonus equal to half his level on Diplomacy checks to made to gather information, Perception, Stealth, and Survival skill checks made to track his mark.
Smart Start (Ex): At 2nd level, the assassin adds his Intelligence modifier to his initiative roll.
False Face (Ex): At 3rd level, the assassin adds half his level on Disguise skill checks and gains Spell Resistance 15 + his class level against effects that would determine his alignment.
Trapfinding (Ex): At 3rd level, the assassin adds half his level on Disable Device and Perception checks to detect traps. The assassin can use Disable Device to disarm magical traps.
Killing Blow (Ex): At 4th level, whenever the assassin causes enough damage to force his opponent to make a Massive Damage Fortitude save, the DC of the Fortitude save increases by an amount equal to half the assassin’s level.
Bane (Su): At 5th level, an assassin can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the assassin wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the assassin before the duration expires. This ability lasts for a number of rounds per day equal to the assassin’s level. These rounds do not need to be consecutive
At 11th level, the assassin’s bane ability improves, granting a +4 bonus on attack rolls and causing an additional 4d6+4 points of damage. At 17th level, the assassin’s greater bane ability grants a +6 bonus on attack rolls and an additional 6d6+6 points of damage.
Blind-Fight: At 5th level, the assassin gains Blind Fight as a bonus feat.
Fast Feint (Ex): At 6th level, the assassin can feint in combat as a move action instead of a standard action. If the assassin has Improved Feint, he can feint as a swift action.
Fast Poisoning (Ex): At 6th level, the assassin can apply poison to his weapon as a move action.
Improved Mark (Ex): At 8th level, the threat range of any weapon the assassin wields is doubled when he is attacking his mark.
Evasion (Ex): At 9th level, the assassin gains evasion.
Improved Blind Fight: At 10th level, the assassin gains Improved Blind Fight as a bonus feat.
Swift Poisoning (Ex): At 12th level, the assassin can apply poison to his weapon as a swift action.
Improved Killing Blow (Ex): At 13th level, the assassin’s killing blow ability improves.
Whenever the assassin causes enough damage to force his opponent to make a Massive Damage Fortitude save, the DC of the Fortitude save increases by an amount equal to the assassin’s level.
Greater Mark (Ex): At 14th level, the critical multiplier of any weapon the assassin wields is increased by 1 when he is attacking his mark.
Greater Blind Fight: At 15th level, the assassin gains Greater Blind Fight as a bonus feat.
Improved Evasion (Ex): At 18th level, the assassin gains Improved Evasion.
Instant Poisoning (Ex): At 18th level, the assassin can apply poison to his weapon as an immediate action.
Ultimate Mark (Ex): At 20th level, the assassin triples the threat range and increases the critical multiplier of any weapon he uses when attacking his mark. This ability supersedes the assassin’s improved mark and greater mark abilities.