Assassin
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.
| Type | Prestige class |
| Hit die | d6 |
| Skill points | 4 + Intelligence modifier per level |
| Attack bonus | three quarters - 3 per 4 levels, +15 by level 20 |
| Strong saves | Reflex |
| Spellcasting | Prepared |
| Alignment | Any evil |
| Primary ability | Dexterity |
| Maximum level | 30 |
How it works
- It counts as an arcane class, so a Pale Master adds half its levels to your caster level here as it does for a wizard.
- Together with the Rogue it is the only class that can flag a difficult trap for the party.
Requirements
| Alignment | Any evil |
| Skill | Move Silently, 8 ranks |
| Skill | Hide, 8 ranks |
What you gain, level by level
| Level | Gain |
|---|---|
| 1 | Death Attack (+1d6), Armor Proficiency (light), Weapon Proficiency (simple), Use Poison |
| 2 | Uncanny Dodge I, Poison Save I |
| 3 | Death Attack (+2d6) |
| 4 | Poison Save II |
| 5 | Death Attack (+3d6), Uncanny Dodge II |
| 6 | Poison Save III |
| 7 | Death Attack (+4d6) |
| 8 | Poison Save IV |
| 9 | Death Attack (+5d6) |
| 10 | Uncanny Dodge III, Poison Save V, +1 Dexterity |
| 11 | Epic Assassin, Death Attack (+6d6) |
| 12 | Poison Save VI+ |
| 13 | Death Attack (+7d6) |
| 14 | bonus feat (and again every 4 levels to 30) |
| 15 | Death Attack (+8d6) |
| 17 | Death Attack (+9d6) |
| 19 | Death Attack (+10d6) |
| 20 | +1 Dexterity |
| 21 | Death Attack (+11d6) |
| 23 | Death Attack (+12d6) |
| 25 | Death Attack (+13d6), +1 Dexterity |
| 27 | Death Attack (+14d6) |
| 29 | Death Attack (+15d6) |
| 30 | +1 Dexterity |
| 31 | Death Attack (+16d6) |
| 33 | Death Attack (+17d6) |
| 35 | Death Attack (+18d6) |
| 37 | Death Attack (+19d6) |
| 39 | Death Attack (+20d6) |
Spells
Spells are prepared in advance and spent as they are cast. The casting ability is Intelligence.
How a save is worked out, and what a slot is actually spent on, are on Magic.
Spells a day, by spell level. A level that is not listed has the same allowance as the last one listed above it.
| Level | 0 | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|
| 1 | - | 0 | - | - | - |
| 2 | - | 1 | - | - | - |
| 3 | - | 1 | 0 | - | - |
| 4 | - | 1 | 1 | - | - |
| 5 | - | 1 | 1 | 0 | - |
| 6 | - | 1 | 1 | 1 | - |
| 7 | - | 2 | 1 | 1 | 0 |
| 8 | - | 2 | 1 | 1 | 1 |
| 9 | - | 2 | 2 | 1 | 1 |
| 10 | - | 2 | 2 | 2 | 1 |
Bonus feat choices
A bonus feat is granted at the levels marked in the table above, and can be spent on any of the following.
As a bonus feat or as an ordinary feat: Epic Reflexes, Epic Skill Focus (any of 2), Epic Spell Focus (any of 8), Great Dexterity (any of 10), Greater Spell Focus (any of 8), Improved Combat Casting, Improved Sneak Attack (any of 10), Self-Concealment (any of 5), Superior Initiative.
Class skills
One point per rank instead of two: Appraise, Bluff, Craft: Harvesting, Craft: Mastery, Craft: Speed, Disable Trap, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Pick Pocket, Ride, Search, Set Trap, Spot, Tumble, Use Magic Device.