Assassin

A creeping and skulking figure. Friend to the shadows. The assassin is ready to off anyone for a price.

Ability Score Increase:

  Level 1: +2 Foresight   Level 4: +2 Foresight +1 Strength   Level 7: +2 Foresight +2 Perception +1 Strength   Level 10: +4 Foresight +3 Strength +2 Perception +1 Endurance  

Class Level Abilities

Level 1

Active Abilities
Conditional Abilities
Hidden Strike: When an Assassin deals damage to a creature that is unaware of their presence or while the Assassin is invisible, the damage is multiplied by a level-based bonus. At level 1, this bonus is 2x.   Lethal Strike: Whenever an Assassin makes an attack, gain additional lethality dice equal to your level. (When making a weapon attack roll Xd10 where X is the number of lethality dice you possess. For each roll of 10, deal the weapon’s damage again. In additon, when lethality triggers, roll the die again).  
Passive Abilities
Poisonous Knowledge: An Assassin gains a +7 to Create Poison and +1 to Create Antidote. Additionally they know the recipes and antidotes of 3 different poisons. If this class is taken at first level, the assassin starts with a number of poisons and their respective antidotes equal to their Intellect (min. 0).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Unseen Lurker: Assassins are skilled at lurking in the shadows. They gain a +20 to Move Stealthy.   Weapon Proficiency: Pick one weapon, gain a +12 in its related Specific Skill.  

Level 2

Active Abilities
Conditional Abilities
Speed Kill: An Assassin gains a +1 Weapon Rating per 5 points of Initiative the Assassin has greater than the target.  
Passive Abilities
Hidden Strike II: The damage modifier for hidden strike increases to 3x.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 3

Active Abilities
Vital Strike: The assassin may declare a vital strike versus an unaware or flanked target. The attack roll suffers a 8*Level penalty to hit, but if successful deals damage as if the target was unarmored. If the attack would destroy a limb it also deals ¼ of your damage to the torso. If it would destroy the torso or head it results in a -10 to the opponents destruction table.  
Conditional Abilities
Seize the Initiative: An Assassin may roll twice when deciding Initiative and choose which value to use.  
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Weapon Proficiency II: Choose one option; Gain +12 with the weapon picked previously, or +8 with 1 new weapon.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Hidden Strike III: The damage modifier for hidden strike increases to 4x.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Weapon Proficiency III: Choose one option; Gain +8 with 1st weapon choice, gain +12 with second weapon choice or, choose a new weapon and gain +6 with the new weapon.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Hidden Strike IV: The damage now ignores one half of the target's damage reduction.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Weapon Proficiency IV: Choose one option; Gain +8 with one previously chosen weapon, +6 to 2 previously chosen weapons or +3 with all previously chosen weapons.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Hidden Strike V: The damage & effect duration from poisons on the weapon is doubled.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Weapon Proficiency V: Choose one option; Gain +8 with one previously chosen weapon, +6 to 2 previously chosen weapons or +3 with all previously chosen weapons.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Hidden Strike VI: The damage modifier for hidden strike increases to 5x.
Class Currency Modifier: 1