*Modified* Assassin Prestige Class


Homebrew and House Rules


After reading some posts I've decided I wanted to make a revised version for the Assassin prestige class, this is for anybody to use in their homebrew, in fact I hope some Devs will see this and inspire some changes to be made to the published version.

Let me know what you think, too powerful? not enough? anything unclear?

Assassin:
Hit Die: d8.

Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.
Skills: Disguise 2 ranks, Stealth 5 ranks*.
Special: The character must have fulfilled a contracted kill.

Class Skills
The assassin's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha),Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Sense Motive(Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int modifier.

Table: Assassin
Lvl|BAB|Fort|Ref|Will|Special
1st|+1|+0|+1|+0|Sneak attack +1d6, assassinate, poison use
2nd|+2|+1|+1|+1|poison mastery +1, uncanny dodge
3rd|+3|+1|+2|+1|Sneak attack +2d6, shadow
4th|+4|+1|+2|+1|poison mastery +2, hidden weapons
5th|+5|+2|+3|+2|Improved uncanny dodge, sneak attack +3d6
6th|+6|+2|+3|+2|poison mastery +1, hide in plain sight
7th|+7|+2|+4|+2|Sneak attack +4d6, quiet death
8th|+8|+3|+4|+3|poison mastery +1, angel of death
9th|+9|+3|+5|+3|Sneak attack +5d6, deadly precision
10th|+10|+3|+5|+3|poison mastery +1, relentless assassin

Class Features
All of the following are class features of the assassin prestige class.

Weapon and Armor Proficiency Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Assassinate (Ex)
An assassin is skilled in the art of silent killing. To attempt to assassinate a target, the assassin must first study his target for 1 round as a standard action. On the following round, if the assassin makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the assassin as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + the assassin’s level + the assassin’s Intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that assassin’s assassinate ability for 24 hours.

Poison Use
Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).

Poison Mastery (Ex)
The assassin learns how to apply his poison in such a way as to maximize its potency. At 2nd level, the assassin gains a +1 to the DC of all of his applied poisons. This bonus increase by +1 every two levels.

Shadow (Ex)
The assassin learns how to shadow his targets. At 3nd level, the assassin can use his Stealth (Dex) bonus in place of Survival (Wis) checks made to follow tracks.

Uncanny Dodge (Ex)
At 2nd level, an assassin 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 against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Hidden Weapons (Ex)
At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Improved Uncanny Dodge (Ex)
At 5th level and higher, an assassin can no longer be flanked. This defense denies a rogue the ability to sneak attack the assassin 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 from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su)
At 6th level, an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Quiet Death (Ex)
At 7th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.

Angel of Death (Su)
At 8th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

Deadly Precision (Ex)
At 9th level, an assassin can make a sneak attack against a foe who is normally immune to such attacks. The foe must still be considered flat-footed or lose his Dex bonus to AC. The foe is still immune to critical hits. The assassin can use this ability once per day for every 5 sneak attack dice he has (to a maximum of 4 times per day.) This includes other classes that grant him sneak attack dice.

Relentless Assassin (Ex)
At 10th level, the assassin completely loses his regard for the living. Once per day, the assassin can assassinate an enemy without studying beforehand and even while being detected. He must still make a successful sneak attack. The assassin must declare the use of this ability before the attack is made. If the attack misses or the target succeeds at its Fortitude save, the assassin may re-attempt each successive round, provided the conditions for a sneak attack are met; if the assassin is unable to sneak attack or chooses not to for any round following his previous attempt, this ability is wasted with no effect.

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Shadow is a little weird thematically. Typically when you shadow someone, you're not looking for tracks, you're staying close enough behind them that they're within your line of sight.

Quiet Death should be moved up to lvl 2 or 3, I think. It's conceptually core (at least to me) for an assassination to be a quiet affair. Why should you have to wait so long to pull it off?

Perhaps a sleight of hand check to conceal the weapon would be better fitting as well. This makes assassinations with daggers easier to pull of quietly, while assassinations with greatswords will necessarily be a spectacle.

Finally, while all rogues are different (some prefer daggers, others rapiers, others greatswords, and everything in between), daggers (and maybe hand crossbows) are classical assassin weapons. Maybe replace Shadow with some bonus with these weapons?

Since you're keeping the Assassin's Int focus (via making it determine the save DC for the primary PrC ability), another option for replacing Shadow would be the Sleepless Detective's ability Canny Sleuth, renamed to something fitting. But the bonuses fit for an Assassin as well.


Petty Alchemy wrote:

Shadow is a little weird thematically. Typically when you shadow someone, you're not looking for tracks, you're staying close enough behind them that they're within your line of sight

...

Since you're keeping the Assassin's Int focus (via making it determine the save DC for the primary PrC ability), another option for replacing Shadow would be the Sleepless Detective's ability Canny Sleuth, renamed to something fitting. But the bonuses fit for an Assassin as well.

I like that. thanks, I wasn't sure how to word the shadow, it point of it was to allow the assassin to focus on stealth skill rather than split it between stealth and survival

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I don't usually picture Assassins as exceptional trackers, but if you think that's core to the identity, I'd use something more like the Ranger's Track ability. Using Stealth would be kind of weird.

I'd more expect the Assassin to be difficult to track, rather than a tracker himself.


An Assassin has to be able to find his targets and follow them to a place where they are alone. they can't just be like "AHA FOUND YOU!" *slice* lol

EDIT: maybe something like allowing them to use Knowledge(local) to find somebody while in a certain (or favored terrain if they have the terrain mastery talent, or are a ranger)

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My image of the assassin is he gets his assignment, along with some info about the target, including places they frequent.
For further information, the assassin will check with his spy network or the townsfolk, then stake out the location for his target, and shadow him if the location isn't ideal.
Shadowing someone means keeping them in your sight, which doesn't require Survival to track.

If the target escapes, the Assassin uses his knowledge of the target to guess where they might run to. Knowing your victim is everything.


Yea that's what I'm thinking too, in that case would the knowledge check to find them be applicable?


I'd love to see a return of Assassin spellcasting personally. They had it in 3.5, only 4 levels of it and a very small spell list but useful for their line of work.

That and I remember somewhere there being an Assassin spell (not from a core 3.5 book) that let them make their enemies hearts explode from a distance. That's just cool.

EDIT: Found it. The spell is called Heart Ripper.


Pathfinder Lost Omens Subscriber

maybe for shadow let you use stealth in place of disguise to allow you to go unnoticed while in plain sight? however, you essentially are limited in "disguising" yourself as your race, gender, and size.


Bandw2 wrote:
maybe for shadow let you use stealth in place of disguise to allow you to go unnoticed while in plain sight? however, you essentially are limited in "disguising" yourself as your race, gender, and size.

He already has the hide in plain sight, which basically does that for him


Pathfinder Lost Omens Subscriber
BigP4nda wrote:
Bandw2 wrote:
maybe for shadow let you use stealth in place of disguise to allow you to go unnoticed while in plain sight? however, you essentially are limited in "disguising" yourself as your race, gender, and size.
He already has the hide in plain sight, which basically does that for him

HIPS requires you be unnoticed and within 10 ft of darkness. your still hiding.

shadow would be more like literally being in plain sight, and simply trying to not be noticable. I'm still thinking of a way to word it, as it would only work in that you still need to be allowed to be there. such that it works fine for walking down a street in a city or a path along a road, but not for inside the castle in front of guards.

maybe: use your stealth modifier in place of your disguise modifier for disguise checks. When used in this manner no set up time is required, however you cannot disguise yourself as a different person or as a different race, size category, or gender. This ability essentially only disguises people from recognizing you, and you appear as an average person of your general appearance. Conscious inspection automatically causes the disguise to fail.


Bandw2 wrote:
BigP4nda wrote:
Bandw2 wrote:
maybe for shadow let you use stealth in place of disguise to allow you to go unnoticed while in plain sight? however, you essentially are limited in "disguising" yourself as your race, gender, and size.
He already has the hide in plain sight, which basically does that for him

HIPS requires you be unnoticed and within 10 ft of darkness. your still hiding.

shadow would be more like literally being in plain sight, and simply trying to not be noticable. I'm still thinking of a way to word it, as it would only work in that you still need to be allowed to be there. such that it works fine for walking down a street in a city or a path along a road, but not for inside the castle in front of guards.

Something like:

Featureless
Your features are slight at best, making it difficult for others to remember your face. the assassin adds his class level to all disguise checks.
Further more, an assassin may make a Stealth or Disguise skill check (whichever is higher) to conceal himself within a populated area. This check is opposed by a Perception check.


Pathfinder Lost Omens Subscriber
BigP4nda wrote:
Bandw2 wrote:
BigP4nda wrote:
Bandw2 wrote:
maybe for shadow let you use stealth in place of disguise to allow you to go unnoticed while in plain sight? however, you essentially are limited in "disguising" yourself as your race, gender, and size.
He already has the hide in plain sight, which basically does that for him

HIPS requires you be unnoticed and within 10 ft of darkness. your still hiding.

shadow would be more like literally being in plain sight, and simply trying to not be noticable. I'm still thinking of a way to word it, as it would only work in that you still need to be allowed to be there. such that it works fine for walking down a street in a city or a path along a road, but not for inside the castle in front of guards.

Something like:

Featureless
Your features are slight at best, making it difficult for others to remember your face. the assassin adds his class level to all disguise checks.
Further more, an assassin may make a Stealth or Disguise skill check (whichever is higher) to conceal himself within a populated area. This check is opposed by a Perception check.

except that disguise doesn't work that way, and REQUIRES 1d3X10 minutes of work, the kind of thing that shadowing someone would REALLY impede. also, it's supposed to be a learned skill not a physical change. Also, Shadow would work when he's the only person besides the target, it isn't reliant in hiding in a crowd. It's relying on your ability to not seem a threat and "belong" to the location thus not attracting undue attention.

basically, featureless doesn't work well for someone who is trying to shadow a target.(and track isn't useful either so i put forward an idea that probably is better mechanically for shadowing someone)


It is meant as a dual bonus:
1) because your face doesn't have many features, it is easier to craft a disguise for yourself, thus the bonus to disguise.
2) it allows the assassin to "conceal" himself when amidst onlookers by making the appropriate check.

Basically, since disguise normally doesn't work that way, the featureless ability allows you to use it that way, but now that I am thinking about it, paired with the bonus it gives to disguise, it seems wasteful to give the option of Sneak or Disguise, when disguise will almost always be better...


Pathfinder Lost Omens Subscriber
BigP4nda wrote:

It is meant as a dual bonus:

1) because your face doesn't have many features, it is easier to craft a disguise for yourself, thus the bonus to disguise.
2) it allows the assassin to "conceal" himself when amidst onlookers by making the appropriate check.

Basically, since disguise normally doesn't work that way, the featureless ability allows you to use it that way, but now that I am thinking about it, paired with the bonus it gives to disguise, it seems wasteful to give the option of Sneak or Disguise, when disguise will almost always be better...

It also makes the assassin more of a infiltrate and backstab character as disguise has very few uses and so the bonus for the most part will go unused. Meaning the bonus will make people put points into disguise but more than likely will never use it but once in a blue moon.

It's much better to consolidate stealth and let it partly do the job of disguise.


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So then something more like this:

Shadow
While shadowing a target, the assassin can skillfully hide himself in any given situation. When following a person or creature that the assassin recognizes as an enemy, the assassin gains a competence bonus to his Stealth check equal to his assassin level against the person he is following.
Additionally, when shadowing somebody, the assassin can make Stealth checks even while being observed. When making a Stealth check this way, the opposing check should be Sense Motive. If the target succeeds the Sense Motive check by less than 5, he is aware he is being followed, but not sure by whom. If the target succeeds by more than 5, he knows he is being followed and who is following him.

I like this one better.

EDIT: I feel like there should be an additional ability later that adds to the targets of the stealth check. such as adding any additional observers who might be guarding the target.


Pathfinder Lost Omens Subscriber
BigP4nda wrote:

So then something more like this:

Shadow
While shadowing a target, the assassin can skillfully hide himself in any given situation. When following a person or creature that the assassin recognizes as an enemy, the assassin gains a competence bonus to his Stealth check equal to his assassin level against the person he is following.
Additionally, when shadowing somebody, the assassin can make Stealth checks even while being observed. When making a Stealth check this way, the opposing check should be Sense Motive. If the target succeeds the Sense Motive check by less than 5, he is aware he is being followed, but not sure by whom. If the target succeeds by more than 5, he knows he is being followed and who is following him.

I like this one better.

EDIT: I feel like there should be an additional ability later that adds to the targets of the stealth check. such as adding any additional observers who might be guarding the target.

kinda, but this is once again VERY specific and thus won't see much use. mine was just supposed to easily work in the game system and be useful for a variety situations but most so shadowing a target.

basically, mine fits more in existing rules and only changes a few things, this makes a whole system attached to multiple skills for a single class feature. just saying.

mine really just does 1 thing, allow stealth rolls to not be recognized, but not allow it to walk down a heavily guarded hallway as he would be consciously inspected. this is useful in a general sense.

yours is only useful in he situation that you are trying to follow a target. also, the check should be done by all bodyguards and the target, which is the simplest.

like your original concept was simple, stealth to track, mine is stealth to disguise, and then says except you cannot use the disguise check like so. it still behaves exactly as disguise works. so whatever you end up using it should be simple and non-specific but be able to do what you intend for it to do effectively from a mechanical level.


Bandw2 wrote:
BigP4nda wrote:

So then something more like this:

Shadow
While shadowing a target, the assassin can skillfully hide himself in any given situation. When following a person or creature that the assassin recognizes as an enemy, the assassin gains a competence bonus to his Stealth check equal to his assassin level against the person he is following.
Additionally, when shadowing somebody, the assassin can make Stealth checks even while being observed. When making a Stealth check this way, the opposing check should be Sense Motive. If the target succeeds the Sense Motive check by less than 5, he is aware he is being followed, but not sure by whom. If the target succeeds by more than 5, he knows he is being followed and who is following him.

I like this one better.

EDIT: I feel like there should be an additional ability later that adds to the targets of the stealth check. such as adding any additional observers who might be guarding the target.

kinda, but this is once again VERY specific and thus won't see much use. mine was just supposed to easily work in the game system and be useful for a variety situations but most so shadowing a target.

basically, mine fits more in existing rules and only changes a few things, this makes a whole system attached to multiple skills for a single class feature. just saying.

mine really just does 1 thing, allow stealth rolls to not be recognized, but not allow it to walk down a heavily guarded hallway as he would be consciously inspected. this is useful in a general sense.

yours is only useful in he situation that you are trying to follow a target. also, the check should be done by all bodyguards and the target, which is the simplest.

like your original concept was simple, stealth to track, mine is stealth to disguise, and then says except you cannot use the disguise check like so. it still behaves exactly as disguise works.

So something more general, less situational, and more for the purpose of using one skill in place of another....so more like this?

Stealthy Guise
The assassin uses his skills knowledge of stealthy maneuvers to get closer to his targets. When making a Disguise skill check, the assassin may use his Stealth bonus instead. When making a Disguise check this way, the assassin does not need a disguise and instead uses his stealth to hide his memorable features.


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Pathfinder Lost Omens Subscriber

except that doesn't disallow me mechanically from using stealth to make me look like another specific individual.


Stealthy Guise
The assassin uses his skills knowledge of stealthy maneuvers to get closer to his targets. When making a Disguise skill check, the assassin may use his Stealth bonus instead. When making a Disguise check this way, the assassin does not need a disguise and instead uses his stealth to hide his memorable features. Furthermore, the assassin cannot use his stealth bonus when attempting to disguise himself as somebody he is not.


Bandw2 wrote:
except that doesn't disallow me mechanically from using stealth to make me look like another specific individual.

Agreed. It should rather allow the Stealth skill only to replace Disguise in allowing a person not to be recognized.

The assassin can only appear to be a nondescript humanoid of the same size and gender. He can appear to be a different race or one category of age different from his real age, but suffers the same penalties for that as he would if using the Disguise skill.

He cannot appear to be a specific individual, or anything other than nondescript, using this skill.


Itl take some editting to get the exact wording. But essentially does this cover everything?


Pathfinder Lost Omens Subscriber

besides angel of death is still pretty boring and useless(but very thematic i suppose)? yeah, I'd say the PrC is much better.

maybe relentless assassin would be better if 1 5ft step didn't stop you from flanking someone.


Bandw2 wrote:

besides angel of death is still pretty boring and useless(but very thematic i suppose)? yeah, I'd say the PrC is much better.

maybe relentless assassin would be better if 1 5ft step didn't stop you from flanking someone.

Well I wouldn't want to break the game. the fact that you even get the chance to try again is beyond the assassination ability of any other class. and moving 5ft out of flanking doesn't usually make enough of a difference to keep the assassin from putting himself right back into it with a single move action.

EDIT: I understand this part probably isn't as clear as it could be. I should reword it to something more along the lines of: If a round passes where they assassin cannot or chooses not to attempt an assassination.
Or something like that, I am still tweaking the explanations. If you see any other grammatical errors, thematically off or inappropriate abilities, or anything that is unclear please feel free to provide some construction criticism


Bump


It's been a little while, a few new stuff has come out and I've gotten a bit further understanding and knowledge of the game as well as come up with more ideas for a better working and more thematic version.

I think this might be the final version, unless somebody finds something that I am overlooking.

View the class here.


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It looks like you are trying to make something for PCs to use, but you've put the prestige class at a level where you'll only start entering it at 10th level (9 skill ranks).

Just going by that, you can look at the abilities gained as if they were gained by a 10th through 19th level character. I'm not sure if that was the intent, however some things to consider:

- A prestige class is supposed to be a departure from normal class to build a particular character concept. This means you aren't actually playing your "assassin" character until you hit 10th level... the point where a bunch of Adventure Paths are starting to end.

- Are these abilities worthy of the level they are gained? Yeah, it might be better than a normal Fighter or Rogue, but who isn't. Compare it to what a gish caster (Magus, Bard, etc) would be able to pull off at the same levels and see if it's going to be adequate for that high level of combat.

- A lot of prestige classes kick in at earlier levels, ~6-7 or so. Putting rank requirements at 5 at the highest allows entry at 6th level, just in time or E6 games to get that assassin ability.

.

Lastly, I'd like to agree with Haskol. The previous edition (3e) Assassin had spellcasting, and it gave him a LOT of tools he'd need to perform his job.
If spellcasting itself isn't palatable, then some kind of "Assassin Talents" that mimic the Big Important Ones would be good idea:

Dimension Door (short range teleport)
Disguise Self
Distractions (ghost sounds, persistent image, etc)
Clairevoyance/audience (for seeing/hearing long distances)
Darkvision
Nondetection effects (as the spell of that name, or hiding his alignment)
Spider Crawl

The rest are all things that just helped in combat (either dealing damage or defending oneself). The above is a good list of "magical tools" he had that were lost when spellcasting was removed.

Here's a list of talents I wrote back in the day when I redid the Assassin for a game:

Assassin Talents:

Assassin Talent: As an assassin gains experience, he learns a number of talents that grant new methods of plying his trade . Starting at 1st level, an assassin gains one assassin talent. He gains an additional assassin talent for every 2 levels of assassin attained after 1st level. An assassin cannot select an individual talent more than once.

Dimensional Step (Su): The assassin is capable of instantly traveling between spaces. He may teleport to any location within line of sight as a standard action. The assassin may teleport up to 50 feet per assassin class level per day. If the assassin is carrying a medium load, teleporting costs double, while a heavy load costs triple. As a full round action, he may bring along a single willing creature, however the travel costs double, and increases if the creature is carrying a medium or heavy load as well (to a maximum of 7 times the cost if both the assassin and the creature are carrying a heavy load).
At 5th level, the assassin can also take an unwilling creature, with the same costs in movement, however the assassin must make a touch attack, and the creature may make a Will save of DC 15 + one half the assassin's class level + the assassin's Int modifier to resist the effect and remain behind. Spell resistance also applies, with the assassin's caster level equal to his character level or hit dice, whichever is higher.

Disguise (Su): The assassin is able to alter his body, clothing and equipment to appear differently. This is treated exactly like the disguise self spell, granting a +10 bonus to Disguise checks, and is considered an illusion (glamer) effect. A creature interacting with this effect can make a Will save to recognize it as an illusion, with a DC of 10 + the assassin's class level + the assassin's Int modifier. Upon reaching 5th level, the assassin adds tactile and olfactory changes along with visual.

Distraction (Su): The assassin learns how to manifest a decoy or distraction, allowing him to create an image and sounds to distract or frighten. This is treated exactly like the persistant image spell, lasting 1 minute per assassin level. An assassin may use this ability a number of times per day equal to 3 + Int bonus (if any).

Mind Breaker (Su): The assassin can cloud the minds of those he touches, and even alter their perceptions. As a touch attack, the assassin can cause a target to fall into a magical slumber. The target may not have more hit dice than the assassin and may roll a Will save to resist the effect, with a DC of 15 + one half the assassin's class level + the assassin's Int modifer. This is an unnatural sleep, as the victim will not awaken to loud noises and requires slapping or wounding to wake up. This may be done as a standard action (an application of the aid another action). Creatures that do not sleep are immune to this effect.
The assassin may place this magical slumber on an already sleeping target. The victim suffers a -10 penalty to their Will save while in this state, and failure means they remain asleep and require the extenuating methods to be awakened.
Upon reaching 5th level, the assassin may alter the memories of those he's placed into this magical slumber, exactly as the spell modify memory. Treat the caster level to dispel this effect as the assassin's character level or hit dice, whichever is highest.

Poison Use (Ex): The assassin trains in the use of poison and cannot accidentally poison himself when applying poison to a weapon (see Poison). The assassin adds half his level (minimum 1) to Craft (alchemy) skill checks to make poisons, and progress in crafting is measured in gold pieces instead of silver pieces. The assassin also gains a +1 bonus to Fortitude saves against poison for every two assassin levels.

Reconnoiter (Su): The assassin can empower a small token in his possession to act as a sensor. As long as the assassin remains within 1000 feet of the sensor, he can spend a standard action to see or hear through it (his choice) for as long as he concentrates. Switching from sight to hearing requires a standard action. The assassin can see and hear as if with his own senses, including any extraordinary or magical visual or auditory senses (he cannot, however, use blindsense, blindsight, scent or tremorsense).
Alternatively, if the token is placed in a creature's possession, the assassin can spend a standard action to know the direction of the creature and what direction it may be moving for as long as he concentrates. The creature and token need only be on the same plane to function. This function is blocked by even a thin sheet of lead. Spells that block divination or scrying (such as nondetection or mind blank), also block this ability.
The assassin may have only one such token acting as a sensor at a time. If he creates a new sensor, the old one ceases to function.

Shadowcraft (Su): The assassin gains darkvision out to a range of 60 feet, or increases the range of any existing darkvision by 30 feet. Also, as a standard action, the assassin can dim any light source that is within 60 feet, decreasing the light level by one step (bright light to normal light, normal light to dim light, and dim light to darkness). The light source must be within line of sight, however it takes only a standard action to affect all light sources within range. Deactivating this ability is a free action that can be done out of turn.

Shadowform (Su): The assassin can assume the characteristics of a shadow and hide within them. As long as the assassin is no further than 10 feet from dim light or darkness, he may hide without cover or concealment, looking simply as an extension of that darkness. An assassin may not use his own shadow for this ability. The assassin must have the Shadowcraft talent in order to choose this talent.

Sight Unseen (Su): The assassin can no longer be located through divination magic or scrying, exactly like the nondetection spell. The DC to succeed on divination magic is 15 + double the levels in assassin. The assassin must have the Slippery Aura talent to choose this talent.

Slippery Aura (Ex): The assassin has developed the ability to hide his nature completely, even to magical detection. The assassin's alignment cannot be revealed, nor can his lies be detected by magical means. The assassin adds half his level (minimum 1) to Bluff skill checks when lying, and to Use Magic Device checks to emulate an alignment.

Spider Crawl (Su): The assassin can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The assassin gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks. He must have his hands free to climb in this manner, however he does not need to make Climb checks to traverse vertical or horizontal surfaces (even upside down). The assassin retains his Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against him. He may not use the run action while climbing.

Spindly Form (Ex): The assassin learns how to contort his body to allow access to areas typically impossible to reach or move through. The assassin adds half his level (minimum 1) to Escape Artist skill checks. Additionally, the assassin's conditioning makes his body slimmer than normal, weighing only 3/4's of his original weight, and allowing him to be treated as one size smaller for purposes of squeezing into a space, and for sized based penalties or bonuses to AC and fly and stealth skill checks.

Tracker (Ex): The assassin becomes adept at tracking prey, allowing him to move quicker while hunting. The assassin adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks, and may move at his normal speed while tracking without penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Trackless (Su): The assassin gains the supernatural ability to no longer leave footprints or a scent trail while moving; tracking the assassin is impossible by nonmagical means.

Triggered Decoy (Su): The assassin may now set up the distraction talent ability to activate on a specified trigger event, lasting 2 rounds per assassin level once triggered. The assassin may now also create an unlimited number of distractions per day. The assassin must have the Distraction talent to choose this talent.


Just to point out, you can use crowds as cover for stealth by RAW, so the bonuses seem fine as is for tailing targets from the shadow ability.


Kaisoku wrote:

It looks like you are trying to make something for PCs to use, but you've put the prestige class at a level where you'll only start entering it at 10th level (9 skill ranks).

Just going by that, you can look at the abilities gained as if they were gained by a 10th through 19th level character. I'm not sure if that was the intent, however some things to consider:

- A prestige class is supposed to be a departure from normal class to build a particular character concept. This means you aren't actually playing your "assassin" character until you hit 10th level... the point where a bunch of Adventure Paths are starting to end.

- Are these abilities worthy of the level they are gained? Yeah, it might be better than a normal Fighter or Rogue, but who isn't. Compare it to what a gish caster (Magus, Bard, etc) would be able to pull off at the same levels and see if it's going to be adequate for that high level of combat.

- A lot of prestige classes kick in at earlier levels, ~6-7 or so. Putting rank requirements at 5 at the highest allows entry at 6th level, just in time or E6 games to get that assassin ability.

.

Lastly, I'd like to agree with Haskol. The previous edition (3e) Assassin had spellcasting, and it gave him a LOT of tools he'd need to perform his job.
If spellcasting itself isn't palatable, then some kind of "Assassin Talents" that mimic the Big Important Ones would be good idea:

Dimension Door (short range teleport)
Disguise Self
Distractions (ghost sounds, persistent image, etc)
Clairevoyance/audience (for seeing/hearing long distances)
Darkvision
Nondetection effects (as the spell of that name, or hiding his alignment)
Spider Crawl

The rest are all things that just helped in combat (either dealing damage or defending oneself). The above is a good list of "magical tools" he had that were lost when spellcasting was removed.

Here's a list of talents I wrote back in the day when I redid the Assassin for a game:

** spoiler omitted **...

This prestige class, as I assume it was originally intended, is supposed to be the mundane assassin (Ezio/Altair). What you are describing is more of the Corvo (Dishonored) style of assassin. Honestly I believe that in of itself is a-whole-nother prestige class, or you can prestige into this from Ninja and get some of those abilities you mentioned. You may also multiclass with sorcerer, or have your base class be a bard, there are many ways to get those spells for utility, but they don't thematically fit with this type of assassin.

As for the high level requirement, I mostly did that because I thought the 10th level ability was a bit too powerful to have before 20th level, if you think otherwise please elaborate.


Updated


Just some suggestions/things to clear up clutter:
under level one in the abilities column, assassinate is listed twice; assassinate seems like it will have a low DC for a prestige class, I recommend either making it stack with a rogue's/ninja's existing death attack ability (if they have it), make the DC equal to 10+assassin level+int, or have it be determined by sneak attack dice pool; make the bonus quick draw feat let you draw hidden weapons as a free action since most people will already have it by then; to make master of the hidden hands stay at equal power, I would simply make the first attack with a weapon not-perceived do full damage once (per round) in an encounter and then at level 9 it works with that weapon for the whole round; since blend in is still useless ("Just to point out, you can use crowds as cover for stealth by RAW, so the bonuses seem fine as is for tailing targets from the shadow ability."), I would move silent kill up to level 3 (since that's the first point when they could take the feat if they don't wait on the prestige class) and then at level 7 let them add their Shadow bonus to stealth checks made as part of the feat; the +5DC at level 10 seems strong to me, but at the same time its a capstone so whatever.

These are my own suggestions so take them with as many grains of salt as you wish.

BigP4nda wrote:
This prestige class, as I assume it was originally intended, is supposed to be the mundane assassin (Ezio/Altair). What you are describing is more of the Corvo (Dishonored) style of assassin. Honestly I believe that in of itself is a-whole-nother prestige class, or you can prestige into this from Ninja and get some of those abilities you mentioned. You may also multiclass with sorcerer, or have your base class be a bard, there are many ways to get those spells for utility, but they don't thematically fit with this type of assassin.

The shadow dancer+rogue build pretty much already encompasses the Dishonored type assassin.


Kaisoku, I do like those assassin talents, but they do seem more supernatural than perhaps this PrC is going for. Then again, Kirthfinder has a tonne of magical talents for rogues, so those would probably be in keeping with that assumed genre.


Yeah, the second part of my post was in response to Haskol's comment.

The Assassin PrC was ported over from 3.5 to Pathfinder and lost it's spellcasting in the process. What it got in return didn't really make up for the loss of *utility* those spells gave.

Here's the Assassin in 3.5e.

Here's what his spell list used to be:

Assassin Spell List
Assassins choose their spells from the following list:

1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.

That's a lot of neat abilties (modify memory! hell yeah!) that are totally lost on the Pathfinder PrC.
I believe they had a campaign specific Assassin class (Mantis Assassin?) that had spellcasting, but the base one in the core book doesn't have it.

My suggested abilities grab the specific ones that give utility beyond just skill use, and give it back in a non-spellcasting way (doesn't use a spellbook and memorize; it's more magical ability).

There a couple Ex abilities in there too, if you wanted to build a non-magical version (trackless, tracker, poison use, spindly form, slippery aura and sight unseen are all pretty low-key).

But yeah, it was more as a response to "I wish the class had that spell utility back".

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