Targeted 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.
Assassin Dedication (Feat 2)
Archetype
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Dedication
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You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
Mark for Death [AAA]
Requirements You can see and hear the creature you intend to mark
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.
4th Level Assassin Feats
Expert Backstabber (Feat 4)
Archetype
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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.
Poison Resistance (Feat 4)
Archetype
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Archetype Assassin
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.
Surprise Attack (Feat 4)
Archetype
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You act before foes can react. On the first round of combat, creatures that haven't acted are flat-footed to you.
6th Level Assassin Feats
Poison Weapon [A] (Feat 6)
Archetype
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Manipulate
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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.
Sneak Attacker (Feat 6)
Archetype
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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.
10th Level Assassin Feats
Angel of Death (Feat 10)
Archetype
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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.
Improved Poison Weapon (Feat 10)
Archetype
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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.
12th Level Assassin Feats
Assassinate [AA] (Feat 12)
Archetype
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Incapacitation
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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.
14th Level Assassin Feats
Deadly Poison Weapon (Feat 14)
Archetype
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Your poisons are devastatingly potent. When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC.
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