Source - http://dndtools.pw/classes/assassin/
(PRESTIGE CLASS)
The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins.
- Hit Die: d6.
- Proficiencies: Simple Weapons, Light Armor Proficiency.
- Skill Points: 4 + Int Modifier.
REQUIREMENTS:
Alignment: Any evil.
Skills: Hide 8 ranks, Move Silently 8 ranks.
ABILITIES:
Level
1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent.
Use Poison - Automatic success when coating a weapon with poison.
Bonus Language: Assassin
2: Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed.
Any of these spells may be cast, up to 3/day: Disguise Self, Obscuring Mist, Sleep, True Strike
+1 Fortitude save vs. poison.
3: Death Attack +2d6 - Death attack improves.
4: +2 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Cat’s Grace, Darkness, Fox’s Cunning, Invisibility, Undetectable Alignment
5: Death Attack +3d6 - Death attack improves.
Uncanny Dodge 2 - +1 reflex saving throws.
6: +3 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Magic Circle against Good, Clairaudience/Clairvoyance, Nondetection, Spellslayer Arrow
7: Death Attack +4d6 - Death attack improves.
8: +4 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Bloodfreeze Arrow, Dimension Door, Freedom of Movement, Improved Invisibility, Poison
Hide in Plain Sight - Can hide even while being observed. Can only be used once per round if in combat.
9: Death Attack +5d6 - Death attack improves.
10: Uncanny Dodge 3 - +2 reflex saving throws.
+5 Fortitude save vs. poison.
Assassins are one of only two classes that can handle poison without risk of accidentally poisoning themselves.
(PRESTIGE CLASS)
The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins.
- Hit Die: d6.
- Proficiencies: Simple Weapons, Light Armor Proficiency.
- Skill Points: 4 + Int Modifier.
REQUIREMENTS:
Alignment: Any evil.
Skills: Hide 8 ranks, Move Silently 8 ranks.
ABILITIES:
Level
1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent.
Use Poison - Automatic success when coating a weapon with poison.
Bonus Language: Assassin
2: Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed.
Any of these spells may be cast, up to 3/day: Disguise Self, Obscuring Mist, Sleep, True Strike
+1 Fortitude save vs. poison.
3: Death Attack +2d6 - Death attack improves.
4: +2 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Cat’s Grace, Darkness, Fox’s Cunning, Invisibility, Undetectable Alignment
5: Death Attack +3d6 - Death attack improves.
Uncanny Dodge 2 - +1 reflex saving throws.
6: +3 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Magic Circle against Good, Clairaudience/Clairvoyance, Nondetection, Spellslayer Arrow
7: Death Attack +4d6 - Death attack improves.
8: +4 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Bloodfreeze Arrow, Dimension Door, Freedom of Movement, Improved Invisibility, Poison
Hide in Plain Sight - Can hide even while being observed. Can only be used once per round if in combat.
9: Death Attack +5d6 - Death attack improves.
10: Uncanny Dodge 3 - +2 reflex saving throws.
+5 Fortitude save vs. poison.
Assassins are one of only two classes that can handle poison without risk of accidentally poisoning themselves.