There is a Legacy version
here.
AssassinSource Player Core 2 pg. 186Targeted 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 Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. 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’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Source Player Core 2 pg. 186Archetype AssassinPrerequisites trained in
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 (
concentrate);
Requirements The creature you intend to mark is
observed by you;
Effect You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn't make you observed. Mark for Death 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, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you.
In addition, when attacking your mark, you have the
sneak attack class feature, except it deals 1d4 precision damage and you don't increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level.
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.
Archetype Source Player Core 2 pg. 186Archetype AssassinPrerequisites Assassin Dedication
You excel at quickly dispatching your foes. When you Strike an
off-guard 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.
Alchemist Druid Source Player Core pg. 129 2.0Archetypes Assassin,
Assassin,
Poisoner,
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 affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Archetype Source Player Core 2 pg. 186Archetype 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
off-guard to you.
Manipulate Rogue Source Player Core pg. 171 2.0Archetypes Assassin,
Assassin,
Drow Shootist,
Poisoner,
PoisonerRequirements You are wielding a 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 contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons (GM Core, page 248), except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
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.
Archetype Source Player Core 2 pg. 186Archetype 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. In addition, if the creature is killed 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 rank is higher than half your level rounded up, or originates from an artifact or a deity. Use the level you were when you killed the creature, even if your level is higher at the time the attempt was made.
Rogue Source Player Core pg. 173 2.0Archetypes Assassin,
Assassin,
Poisoner,
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.
Archetype Source Player Core 2 pg. 186Archetype AssassinPrerequisites Assassin DedicationRequirements You have designated a mark using Mark for Death 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 an additional 6d6 precision damage with a basic Fortitude save against the higher of your class DC or spell DC. If the mark critically fails, it dies unless its level is higher than yours. Regardless of the result of its save, the creature is temporarily immune to your Assassinate for 1 day.