Spoiler: Author's Notes

So, I love the assassin class in Pathfinder, it's got lots of cool signature abilities, but all of them feel like they're missing something. So I decided to take out the random poison bonus saves (kinda weird for an assassin to gain resistance to a poison when he may not even be using it) and lower the Sneak Attack progression in order to give him a few new cool abilities. Hope you guys like the finished product! Please leave any comments below, I read them all.

The Assassin


An assassin is a killer, plain and simple. He can hunt, he can track, he can follow in stealth. But at the end of the day, none of that really matters. You pay the assassin, you give him a name, and the next day, that person is dead.

Alignment: Any evil
Skills: Stealth 5 ranks, Survival 5 ranks
Special: The assassin must kill a member of his own race for no reason other than to become an assassin.

Hit Dice: 1d8
Class Skills: The assassin's class skills are Bluff, Climb, Craft, Disable Device, Escape Artist, Heal, Intimidate, Knowledge (Local), Linguistics, Perception, Profession, Stealth, Survival, and Swim.

Skill Points: 4+Int mod per level

Level BAB Fort Ref Will Special
1st +0 +0 +0 +1 Death Attack, Sneak Attack +1d6, Poison Use
2nd +1 +0 +0 +3 Track, Underhanded
3rd +1 +1 +1 +3 Hidden Weapons, Precise Killer
4th +2 +1 +1 +4 True Death, Sneak Attack +2d6
5th +2 +1 +1 +4 Pressure Point Strike
6th +3 +2 +2 +5 Quiet Death
7th +3 +2 +2 +5 The Job is Done, Sneak Attack +3d6
8th +4 +2 +2 +6 Hide in Plain Sight
9th +4 +3 +3 +6 Swift Death
10th +5 +3 +3 +7 Angel of Death, Sneak Attack +4d6

Class Features: The following are the class features of the assassin.

Weapon and Armor Proficiency: The assassin gains proficiency with all light and one-handed slashing weapons, the sap, the hand crossbow, and the shortbow (normal and composite). The assassin gains proficiency with light armor, but not with shields.

Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Sneak Attack (Ex): This ability functions exactly like the rogue ability of the same name. If the assassin has sources of Sneak Attack from another class, the damage stacks.

Poison Use (Ex): An assassin is never at risk to poison himself when he applies poison to a weapon.

Track (Ex): An assassin is a master hunter, capable of tracking his prey all over the world. Starting at level 2, the assassin gains a bonus to Survival checks equal to his class level made to follow tracks, and while in urban areas the assassin can move at full speed while following tracks with no penalty on the Survival check.

Underhanded (Ex): At level 2, the assassin gains the Underhanded rogue talent, except that he can use it a number of times per day equal to 1+his Intelligence modifier (minimum 1). If the assassin already has the Underhanded rogue talent, he gains the altered number of daily uses and may choose another rogue talent that he qualifies for.

Hidden Weapons (Ex): Whether the assassin is dressed as a hunter, a thief, a courtesan or a jester, there is no part of his body that isn't dangerous. At level 3, the assassin gains a bonus equal to his class level to Sleight of Hand checks made to conceal weapons on his person.

Precise Killer (Ex): When at long last, the assassin has tracked his mark down, he approaches them. He analyzes them. Watches them sleep. Watches them breathe. And then he makes one cut. Only one. And then he leaves. Starting at level 3, when the assassin uses a Death Attack against a creature that is helpless, the creature dies immediately with no saving throw. The creature must be helpless for all three rounds the assassin studies the creature (an assassin cannot use Precise Killer in conjunction with Swift Death).

True Death (Su): Starting at 4th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the assassin's level.

Pressure Point Strike (Ex): When the assassin follows someone for long enough, he can wait no longer and he will stop them in their tracks and drag them to a more appropriate location. Or perhaps he's finally got them alone in an ally, and he's ready to finish them off there. Starting at 5th level, when the assassin successfully Sneak Attacks a creature who is denied their Dexterity bonus against the assassin, he can force the creature to make a Fortitude save (DC 10+the assassin's class level+ his Intelligence modifier) or fall unconscious for 1d4 hours.

Quiet Death (Ex): At 6th 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.

The Job is Done (Ex): When an assassin has finished the job, he knows to get out as quickly as possible. Starting at 7th level, when the assassin drops a creature below 0 hit points, kills it with a Death Attack, or paralyzes it with a Death Attack, he gains a 30' enhancement bonus to his base movement speed for 1 minute.

Hide in Plain Sight (Su): At 8th 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.

Swift Death (Ex): At 9th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.

Angel of Death (Su): At 10th 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.