| Feats:
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Stealthy, Weapon Focus (any melee weapon).
Table: The Assassin
Hit Die: d6
| Level
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Base Attack Bonus
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Saving Throws
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Special
|
| Fort |
Ref |
Will
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| 1st |
+1 |
+1 |
+1 |
+0
|
Bonus Feat, Poison Use
|
| 2nd |
+2 |
+2 |
+2 |
+0
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Uncanny Dodge, Sneak Attack +1d6
|
| 3rd |
+3 |
+2 |
+2 |
+1
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Anatomical Knowledge
|
| 4th |
+4 |
+2 |
+2 |
+1
|
Bonus Feat
|
| 5th |
+5 |
+3 |
+3 |
+1
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Improved Uncanny Dodge, Sneak Attack +2d6
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| 6th |
+6 |
+3 |
+3 |
+2
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Critical Strike
|
| 7th |
+7 |
+4 |
+4 |
+2
|
Bonus Feat
|
| 8th |
+8 |
+4 |
+4 |
+2
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Sneak Attack +3d6
|
| 9th |
+9 |
+4 |
+4 |
+3
|
Deathblow
|
| 10th |
+10 |
+5 |
+5 |
+3
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Bonus Feat
|
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Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
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[edit] Class Features
All of the following are class features of the Assassin.
Bonus Feat: At 1st level, an assassin may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level after 2nd (2nd, 5th and 8th). If the assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Uncanny Dodge: Starting at 2nd level, the assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Anatomical Knowledge: At 3rd level, the assassin gains a bonus equal to ([Class Level/3] + [Int Modifier]) to all critical confirmation rolls.
Improved Uncanny Dodge: At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Critical Strike: At 6th level, any time the assassin makes a melee attack that is eligible for sneak attack damage, the threat range of the attack is increased by the number of sneak attack damage dice.
Deathblow: At 9th level, the assassin gains the ability to perform a coup-de-grace on a flat-footed target, provided he spends a full round action observing the target (this may be done while taking up to a double move action, i.e., "stalking" the target)
[edit] Ex-Assassins
An assassin who stops to be evil may no longer progress in levels as an assassin, though he retains all assassin abilities.
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