AssassinLegacy Content
Source Advanced Player's Guide pg. 158 2.0Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power.
Additional Feats
Source Advanced Player's Guide pg. 149 2.0Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.
Click here for the full rules on Additional Feats.
Legacy Content
Archetype Dedication Source Advanced Player's Guide pg. 158 2.0Archetype AssassinPrerequisites Alchemical Crafting; trained in
Crafting,
Deception, and
Stealth
You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
Activate [three-actions] Mark for Death;
Requirements You can see and hear the creature you intend to mark;
Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to
Seek your mark and on
Deception checks to
Feint against your mark. Your
agile and
finesse weapons and
unarmed attacks gain the
backstabber and
deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.
Special You can't select another dedication feat until you've gained two other feats from the assassin archetype.
Legacy Content
Uncommon Archetype Source Knights of Lastwall pg. 80Archetype AssassinPrerequisites Assassin DedicationAccess Knights of Lastwall have access to this feat.
Requirements Your mark is an
undead creature.
To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you Strike a
flat-footed undead foe with a weapon that has the
backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the
Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a
lich's soul cage or a
ghost's rejuvenation ability—fail unless the effect's
counteract level is higher than half your level when you killed the creature (rounded up), or originates from an
artifact or deity. Finally, if you have the
Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed.
Legacy Content
Uncommon Archetype Skill Source Knights of Lastwall pg. 80Archetypes Assassin,
ScoutPrerequisites Assassin Dedication, or
Scout Dedication; master in
StealthAccess Knights of Lastwall have access to this feat.
You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when
Avoiding Notice,
Hiding, and
Sneaking to foil
lifesense, and you're
concealed to any creature using only precise lifesense to observe you.
Legacy Content
Archetype Source Advanced Player's Guide pg. 158 2.0Archetype AssassinPrerequisites Assassin Dedication
When you Strike a
flat-footed foe with a weapon that has the
backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.
Legacy Content
Alchemist Druid Source Core Rulebook pg. 77 4.0Archetypes Assassin,
Poisoner* This version of the Poison Resistance feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Legacy Content
Archetype Source Advanced Player's Guide pg. 158 2.0Archetype AssassinPrerequisites Assassin Dedication
You act before foes can react. On the first round of combat, if you roll
Deception or
Stealth for initiative, creatures that haven't acted are
flat-footed to you.
Legacy Content
Manipulate Rogue Source Core Rulebook pg. 185 4.0Archetypes Assassin,
Drow Shootist,
PoisonerRequirements You are wielding a piercing or slashing weapon.
* This version of the Poison Weapon feat is intended for use with an Archetype and has a different level for access than the
original feat.
You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a
poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by
contact or
injury. If you critically fail the attack roll, the poison is wasted as normal.
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.
Legacy Content
Archetype Source Core Rulebook pg. 229 4.0Archetypes Assassin,
RoguePrerequisites Rogue Dedication* This version of the Sneak Attacker feat is intended for use with an Archetype and has a different level for access than the
original feat.
You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
Legacy Content
Uncommon Archetype Auditory Flourish Linguistic Source Firebrands pg. 80 2.0Archetype AssassinPrerequisites Assassin DedicationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Requirements You have designated a mark using Mark for Death.
Some rebel Firebrand cells make a practice of publicly declaring the main target of a given operation. You announce your intention to kill your mark for all to hear and reveal the reason they must die, perhaps listing their crimes or sharing a damning secret. Creatures within 30 feet who can see and hear you are shocked by your proclamation or otherwise reluctant to come to your mark's aid. They must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the creature can't attack you or otherwise perform
hostile actions against you until the end of your next turn. If you use a hostile action against a creature other than your mark, this effect ends. Your mark becomes temporarily immune to your Public Execution for 1 day.
Legacy Content
Archetype Source Advanced Player's Guide pg. 158 2.0Archetype AssassinPrerequisites Assassin Dedication
All your Strikes against a creature you have Marked for Death have the
death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's
counteract level is higher than half your level when you killed the creature (rounded up), or originates from an
artifact or a deity.
Legacy Content
Rogue Source Core Rulebook pg. 187 4.0Archetypes Assassin,
PoisonerPrerequisites Poison Weapon* This version of the Improved Poison Weapon feat is intended for use with an Archetype and has a different level for access than the
original feat.
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
Legacy Content
Archetype Source Advanced Player's Guide pg. 158 2.0Archetype AssassinPrerequisites Assassin DedicationRequirements You have designated a mark using
Mark for Assassination and are completely
unnoticed by your mark.
You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes 6d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the mark critically fails, they die. This is an
incapacitation effect. The creature then becomes temporarily immune to your Assassinate for 1 day.