Pathfinder Ninja Conversion
Posted: Sun Jun 27, 2010 7:17 pm
Link with pretty tables.
Trying to combine elements of the Assassin with the Ninja class to make a base class capable of playing either concept. Stole a few bits from the Tomes as well. Trying to balance out the Improved Invisibility at will with an action economy cost. Still haven't buckled down and determined the spell list, suggestions would be welcome.
The Assassin Hit Die: d8
BAB: 3/4
Bonus Skills: You gain 1 free rank per class level in Stealth (Dex). This is otherwise treated as a class skill in all respects, but does not cost you any skill points to purchase.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Tumble (Dex).
Skill Ranks Per Level: 6 + Int modifier.
Class Features
Talents
Trying to combine elements of the Assassin with the Ninja class to make a base class capable of playing either concept. Stole a few bits from the Tomes as well. Trying to balance out the Improved Invisibility at will with an action economy cost. Still haven't buckled down and determined the spell list, suggestions would be welcome.
The Assassin Hit Die: d8
BAB: 3/4
Bonus Skills: You gain 1 free rank per class level in Stealth (Dex). This is otherwise treated as a class skill in all respects, but does not cost you any skill points to purchase.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Tumble (Dex).
Skill Ranks Per Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, the light flail, short sword, shortbow, and hand crossbow. Assassins are proficient with light armor. When wearing armor heavier than light, using a shield, or carrying a medium or heavy load, an assassin loses his agile dodge bonus (q.v.).
Canny Defense (Ex): You may choose to trade in your light armor proficiency to gain the Canny Defense class feature. When unarmored and carrying no more than a light load, you add your spell-casting modifier as an insight bonus to AC and CMD. These bonuses apply even when you are flat-footed.
Note: The “special monk weapons” listed in the Pathfinder rules are hereby abolished. The kama is simply a sickle; it is a simple weapon. Treat sai as daggers that deal bludgeoning damage. Treat the siangham as a shortspear, and treat shuriken as darts. The nunchaku is a light flail.
Agile Dodge (Ex): You gain a +1 dodge bonus to AC and CMD. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +6 at 20th level, as shown in Table 1. These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when immobilized or helpless, when you wear any medium or heavier armor, when you carry a shield, or when you carry a medium or heavy load.
Mysticism (Su): At 1st level you choose one of two paths of study, arcane spells or ki powers. If you choose arcane spells, your spell casting is based on your Intelligence score. You gain a bonus on Fortitude saves equal to the highest level of spells you have available to cast. If you choose ki powers, you instead use your Wisdom score and the bonus is applied to Will saves. This choice also determines what ability you use for the Canny Defense class feature if you select it. Choosing ki powers also allows you to achieve combat focus, and to gain combat focus feats. Your spells are replenished each morning after 8 hours of rest or meditation.
Regardless of which path you choose, material or focus components are not needed, and arcane spell failure does not apply. While you gain bonus spells per day from a high ability score, you do not gain bonus spells known. You can cast any spell you know spontaneously, as a bard.
Sneak Attack (Ex): As a Rogue.
Jutsu: As you gain experience, you learn a number of secret techniques that aid you and confound your foes. Starting at 2nd level and every even level afterwards, you choose one jutsu. Unless otherwise noted, you cannot select an individual jutsu more than once.
Ghost Step (Su): At 2nd level, as a swift action, you can become invisible for 1 round. This invisibility is not dispelled when you attack. You are briefly visible at the start of your next turn, even if you activate this ability again. At 12th level you can become ethereal instead of becoming invisible. You must have a 1st level spell available to cast to use this ability.
Poison Use (Ex): You may prepare, apply, and use poison without any chance of poisoning yourself. You also choose two poisons to be immune to, even if they are made available in a stronger strength. At levels 5, 7, and 9 you may choose one more type of poison to become immune to. At 9th level you can apply poison to a weapon as a move action instead of a standard. At level 11, you become immune to all poisons.
Shadow Dodge (Su): At 6th level, as an immediate action you can gain concealment until the start of your next turn. If this ability is used in response to an attack, the attacker must roll for concealment prior to dealing damage, even if damage has already been rolled. You must have a 2nd level spell available to cast to use this ability.
Ghost Strike (Su): At 8th level, you can use a swift action to be able to strike incorporeal and ethereal creatures for 1 round. You can use this ability to strike material creatures while ethereal. You must have a 3rd level spell available to cast to use this ability.
Advanced Jutsu: At 12th level, and every two levels thereafter, you can choose an advanced jutsu in place of a standard jutsu.
Shadow Mind (Su): At 13th level, you gain a +4 bonus on Will saves to resist scrying. A successful save indicates that the scry spell works, but simply does not detect you. Additionally, you can use an immediate action to gain spell resistance equal to 10 + ½ your character level for 1 round. You must have a 4th level spell available to cast to use this ability.
Ether Walk (Su): At 15th level you can use a standard action to enter the Ethereal plane. This ability functions as the ethereal jaunt spell, with a caster level equal to your assassin level. You must have a 5th level spell available to cast to use this ability.
Ghost Sight (Su): At 16th level you can see invisible and ethereal creatures as easily as you see material creatures. Additionally, you can use a swift action to gain the effects of true seeing for 1 round. You must have a 6th level spell available to cast to use this ability.
Greater Shadow Dodge (Su): At 17th level, when you use shadow dodge, you gain total concealment. You must have a 6th level spell available to cast to use this ability.
Slip Between Spaces (Su): At 20th level, as a full round action you can travel to another plane, as the plane shift spell. You are limited to only yourself and your equipment, but do not suffer the inaccuracy if you have been to the destination before.
Canny Defense (Ex): You may choose to trade in your light armor proficiency to gain the Canny Defense class feature. When unarmored and carrying no more than a light load, you add your spell-casting modifier as an insight bonus to AC and CMD. These bonuses apply even when you are flat-footed.
Note: The “special monk weapons” listed in the Pathfinder rules are hereby abolished. The kama is simply a sickle; it is a simple weapon. Treat sai as daggers that deal bludgeoning damage. Treat the siangham as a shortspear, and treat shuriken as darts. The nunchaku is a light flail.
Agile Dodge (Ex): You gain a +1 dodge bonus to AC and CMD. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +6 at 20th level, as shown in Table 1. These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when immobilized or helpless, when you wear any medium or heavier armor, when you carry a shield, or when you carry a medium or heavy load.
Mysticism (Su): At 1st level you choose one of two paths of study, arcane spells or ki powers. If you choose arcane spells, your spell casting is based on your Intelligence score. You gain a bonus on Fortitude saves equal to the highest level of spells you have available to cast. If you choose ki powers, you instead use your Wisdom score and the bonus is applied to Will saves. This choice also determines what ability you use for the Canny Defense class feature if you select it. Choosing ki powers also allows you to achieve combat focus, and to gain combat focus feats. Your spells are replenished each morning after 8 hours of rest or meditation.
Regardless of which path you choose, material or focus components are not needed, and arcane spell failure does not apply. While you gain bonus spells per day from a high ability score, you do not gain bonus spells known. You can cast any spell you know spontaneously, as a bard.
Sneak Attack (Ex): As a Rogue.
Jutsu: As you gain experience, you learn a number of secret techniques that aid you and confound your foes. Starting at 2nd level and every even level afterwards, you choose one jutsu. Unless otherwise noted, you cannot select an individual jutsu more than once.
Ghost Step (Su): At 2nd level, as a swift action, you can become invisible for 1 round. This invisibility is not dispelled when you attack. You are briefly visible at the start of your next turn, even if you activate this ability again. At 12th level you can become ethereal instead of becoming invisible. You must have a 1st level spell available to cast to use this ability.
Poison Use (Ex): You may prepare, apply, and use poison without any chance of poisoning yourself. You also choose two poisons to be immune to, even if they are made available in a stronger strength. At levels 5, 7, and 9 you may choose one more type of poison to become immune to. At 9th level you can apply poison to a weapon as a move action instead of a standard. At level 11, you become immune to all poisons.
Shadow Dodge (Su): At 6th level, as an immediate action you can gain concealment until the start of your next turn. If this ability is used in response to an attack, the attacker must roll for concealment prior to dealing damage, even if damage has already been rolled. You must have a 2nd level spell available to cast to use this ability.
Ghost Strike (Su): At 8th level, you can use a swift action to be able to strike incorporeal and ethereal creatures for 1 round. You can use this ability to strike material creatures while ethereal. You must have a 3rd level spell available to cast to use this ability.
Advanced Jutsu: At 12th level, and every two levels thereafter, you can choose an advanced jutsu in place of a standard jutsu.
Shadow Mind (Su): At 13th level, you gain a +4 bonus on Will saves to resist scrying. A successful save indicates that the scry spell works, but simply does not detect you. Additionally, you can use an immediate action to gain spell resistance equal to 10 + ½ your character level for 1 round. You must have a 4th level spell available to cast to use this ability.
Ether Walk (Su): At 15th level you can use a standard action to enter the Ethereal plane. This ability functions as the ethereal jaunt spell, with a caster level equal to your assassin level. You must have a 5th level spell available to cast to use this ability.
Ghost Sight (Su): At 16th level you can see invisible and ethereal creatures as easily as you see material creatures. Additionally, you can use a swift action to gain the effects of true seeing for 1 round. You must have a 6th level spell available to cast to use this ability.
Greater Shadow Dodge (Su): At 17th level, when you use shadow dodge, you gain total concealment. You must have a 6th level spell available to cast to use this ability.
Slip Between Spaces (Su): At 20th level, as a full round action you can travel to another plane, as the plane shift spell. You are limited to only yourself and your equipment, but do not suffer the inaccuracy if you have been to the destination before.
JUTSUS
The following represent the most common jutsus learned by assassins. Others may be included at the DM’s discretion.
Jutsus marked with an asterisk add effects to an assassin's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): You can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess
Blindsense: You gain blindsense in a 30-ft. radius. You do not need to make Perception checks to notice and locate creatures within that range, provided that you have a line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against you, and you still have the normal miss chance when attacking foes that have concealment. Visibility still affects your movement. You are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see.
You can select this jutsu multiple times. Each time the range increases by 30ft.
Death Attack* (Ex): If you study a victim for 3 rounds and then make a sneak attack with a weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). Studying the victim is a standard action. The death attack fails if the target detects you or recognizes you as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + half your assassin level level + your spell casting modifier) against the kill effect, he or she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per class level you possess. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack. You must have at least 5 ranks in Stealth to select this talent, which supersedes the Assassin prestige class feature of the same name.
Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion. You must have the sure step secret to select this secret.
Fast Climb (Ex): You can climb your speed as a move action with no penalty to your Climb check. However, you must end the round on a horizontal surface. If you do not end the round on a horizontal surface, you must succeed an additional Climb check (DC = wall's DC +5) to find purchase. In addition, you only need one free hand to climb.
Kip Up (Ex): You can stand up from a prone position as a free action that doesn’t provoke an attack of opportunity. This ability works only if you are wearing light or no armor and carry no more than a light load.
Ledge Walker (Ex): This ability allows you to move along narrow surfaces at full speed using the Balance skill without penalty. In addition, you are not flat-footed when using Balance to move along narrow surfaces.
Martial Training: An assassin that selects this secret gains any monk bonus feat. Use the total of the assassin's levels in monk and assassin to determine which feats she is eligible for. You need not have any of the prerequisites normally required for these feats to select them. You may select this jutsu multiple times.
Mettle: You are immune to fear. In addition, if you make a successful Fortitude or Will save against an attack that would normally have a lesser effect on a save (such as any spell with a saving throw of Fortitude Partial), you instead completely negate the effect.
Rogue Crawl (Ex): While prone, you with this ability can move at half speed. This movement provokes attacks of opportunity as normal. You with this secret can take a 5-foot step while crawling.
Rogue Flight (Ex): You add your level to all Jump checks, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making Jump checks. By spending 1 point from her ki pool as a swift action, you gain a +20 bonus on Jump checks for 1 round.
Slow Fall (Ex): When within arms reach of a wall you can use it to slow your descent while falling. The assassin's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) is equal to the assassin's level x5 feet. You must have the sure step secret to select this talent.
Slow Reactions* (Ex): Opponents damaged by your sneak attack can't make attacks of opportunity for 1 round.
Spell Reflection: You gain the ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
For example, if a 3rd level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit). This would require one daily use of this ability, because all three rays were part of the same spell.
You can use this ability a number of times per day equal to 1 + your spell casting modifier (minimum 1/day).
Source: Complete Mage.
Steady Stance (Ex): You remain stable on your feet when others have difficulty standing. You are not considered flat-footed while balancing or climbing. Add half of your assassin level as a competence bonus on checks to remain balancing or climbing when you take damage. Source: This talent supersedes the Thief-Acrobat and Dread Pirate prestige class feature of the same name, from Complete Adventurer.
Sure Step (Ex): You can take 10 on Balance checks, even when she otherwise couldn't.
Trapfinding (Ex): You adds ½ your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.
Advanced Jutsu
Most advanced jutsus have a standard jutsu as a prerequisite. In place of an advanced jutsu, you can always choose to take a standard jutsu instead.
Blindsight: You must have the blindsense jutsu to select this advanced jutsu. Your blindsense becomes blindsight, with the same effective range. This makes invisibility and concealment (even magical darkness) irrelevant to you (though you still can't see ethereal creatures). The following apply:
Blindsight never allows you to distinguish color or visual contrast. You cannot read with blindsight.
Blindsight does not subject you to gaze attacks (even though darkvision does).
Blinding attacks do not penalize you.
Blindsight works underwater, but not in a vacuum.
Blindsight negates displacement and blur effects.
Breach Sense (Ex): You can sense the imminent opening of a planar breach (for example, a plane shift, teleport, or summon monster spell) within 30 ft. You are entitled to an immediate DC 25 Perception check to pinpoint the exact location of the portal, breach, or spell effect, as long as you have a line of sight to it (from the Planar Handbook). If you succeed at an initiative check opposed to the creature coming through the breach (if any), you can potentially move to its location and sneak attack anything coming through it.
Crippling Strike* (Ex): You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage
Defensive Roll (Ex): With this advanced secret, the assassin can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the assassin can attempt to roll with the damage. To use this ability, the assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin's evasion ability does not apply to the defensive roll.
Diamond Soul: You gain spell resistance equal to 12 + your assassin level. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the your spell resistance. You must already have the Spell Reflection jutsu to select this advanced jutsu.
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by you, or objects subjected to a full round attack, are affected by a targeted dispel magic. The caster level for this ability is equal to your class level. You must have the major magic rogue talent or 10 ranks in Spellcraft before choosing dispelling attack.
Ghost Dash (Ex): You can use Stealth in any round in which you are already hidden at the start of your turn. This allows you to use Stealth even without cover or concealment or while being observed.
Hamstring* (Ex): If you hit with a sneak attack, you reduce your opponent’s land speed by half. The speed reduction ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped. This talent supersedes the feat of the same name, from Monte Cook’s Arcana Unearthed
Head Shot* (Ex): On a successful sneak attack with a bludgeoning weapon, your foe is confused for 1 round (Will save negates; DC = 10 + ½ your rogue level + your Dexterity modifier). Subsequent uses of this ability do not stack, but do reset the ability’s duration. This talent supersedes the feat of the same name, from Complete Scoundrel.
Hide in Plain Sight (Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of some sort of cover or shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Improved Evasion (Ex): This works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion. You must have the Evasion secret to select improved evasion.
Improved Sniping (Ex): You can attempt to snipe using the Stealth skill without sufferer the -20 penalty to Stealth for doing so.
Killer’s Proof (Su): You learn to steal the souls of those you kill. If you are holding an onyx worth at least 100 GP when a target fails to save against your Death Attack, you may place their soul within the gem as if you had cast soul bind on them at the moment of their death.
Lingering Death* (Ex): You must already have the Death Attack talent (q.v.) to select this advanced talent. Any death attack you make that deals extra sneak attack damage but fails to kill its target continues to pose a threat. On your turn on the round after the failed death attack, the target must make a second Fortitude saving throw against the death attack to avoid being slain. You can select this talent multiple times; each time, the number of rounds the lingering death remains (and the number of extra Fortitude saves to resist it) increases by 1. Source: Dragon magazine, issue 297.
Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even an assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Persistent Attacker* (Ex): If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn’t normally qualify. This talent supercedes the ambush feat of the same name, from Complete Scoundrel.
Quiet Death* (Ex): Whenever you kill a creature during a surprise round, you can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying you as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing you to avoid detection. This talent supersedes the Assassin prestige class feature of the same name.
Shadow Jump (Su): You gain the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. You can jump up to a total of 10 feet per class level each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Sheltered Life: You are immune to negative energy damage, death spells and effects, and energy drain. You must already have the Mettle sutra to select this advanced sutra.
Slippery Mind (Ex): This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).
Swift Death* (Ex): You must already possess the death attack talent to learn this ability. Once per day, you can make a death attack against a foe without studying the foe beforehand. You must still sneak attack the foe using a melee weapon that deals damage. This talent supersedes the Assassin prestige class feature of the same name.
The following represent the most common jutsus learned by assassins. Others may be included at the DM’s discretion.
Jutsus marked with an asterisk add effects to an assassin's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): You can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess
Blindsense: You gain blindsense in a 30-ft. radius. You do not need to make Perception checks to notice and locate creatures within that range, provided that you have a line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against you, and you still have the normal miss chance when attacking foes that have concealment. Visibility still affects your movement. You are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see.
You can select this jutsu multiple times. Each time the range increases by 30ft.
Death Attack* (Ex): If you study a victim for 3 rounds and then make a sneak attack with a weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). Studying the victim is a standard action. The death attack fails if the target detects you or recognizes you as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + half your assassin level level + your spell casting modifier) against the kill effect, he or she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per class level you possess. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack. You must have at least 5 ranks in Stealth to select this talent, which supersedes the Assassin prestige class feature of the same name.
Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion. You must have the sure step secret to select this secret.
Fast Climb (Ex): You can climb your speed as a move action with no penalty to your Climb check. However, you must end the round on a horizontal surface. If you do not end the round on a horizontal surface, you must succeed an additional Climb check (DC = wall's DC +5) to find purchase. In addition, you only need one free hand to climb.
Kip Up (Ex): You can stand up from a prone position as a free action that doesn’t provoke an attack of opportunity. This ability works only if you are wearing light or no armor and carry no more than a light load.
Ledge Walker (Ex): This ability allows you to move along narrow surfaces at full speed using the Balance skill without penalty. In addition, you are not flat-footed when using Balance to move along narrow surfaces.
Martial Training: An assassin that selects this secret gains any monk bonus feat. Use the total of the assassin's levels in monk and assassin to determine which feats she is eligible for. You need not have any of the prerequisites normally required for these feats to select them. You may select this jutsu multiple times.
Mettle: You are immune to fear. In addition, if you make a successful Fortitude or Will save against an attack that would normally have a lesser effect on a save (such as any spell with a saving throw of Fortitude Partial), you instead completely negate the effect.
Rogue Crawl (Ex): While prone, you with this ability can move at half speed. This movement provokes attacks of opportunity as normal. You with this secret can take a 5-foot step while crawling.
Rogue Flight (Ex): You add your level to all Jump checks, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making Jump checks. By spending 1 point from her ki pool as a swift action, you gain a +20 bonus on Jump checks for 1 round.
Slow Fall (Ex): When within arms reach of a wall you can use it to slow your descent while falling. The assassin's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) is equal to the assassin's level x5 feet. You must have the sure step secret to select this talent.
Slow Reactions* (Ex): Opponents damaged by your sneak attack can't make attacks of opportunity for 1 round.
Spell Reflection: You gain the ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
For example, if a 3rd level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit). This would require one daily use of this ability, because all three rays were part of the same spell.
You can use this ability a number of times per day equal to 1 + your spell casting modifier (minimum 1/day).
Source: Complete Mage.
Steady Stance (Ex): You remain stable on your feet when others have difficulty standing. You are not considered flat-footed while balancing or climbing. Add half of your assassin level as a competence bonus on checks to remain balancing or climbing when you take damage. Source: This talent supersedes the Thief-Acrobat and Dread Pirate prestige class feature of the same name, from Complete Adventurer.
Sure Step (Ex): You can take 10 on Balance checks, even when she otherwise couldn't.
Trapfinding (Ex): You adds ½ your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.
Advanced Jutsu
Most advanced jutsus have a standard jutsu as a prerequisite. In place of an advanced jutsu, you can always choose to take a standard jutsu instead.
Blindsight: You must have the blindsense jutsu to select this advanced jutsu. Your blindsense becomes blindsight, with the same effective range. This makes invisibility and concealment (even magical darkness) irrelevant to you (though you still can't see ethereal creatures). The following apply:
Blindsight never allows you to distinguish color or visual contrast. You cannot read with blindsight.
Blindsight does not subject you to gaze attacks (even though darkvision does).
Blinding attacks do not penalize you.
Blindsight works underwater, but not in a vacuum.
Blindsight negates displacement and blur effects.
Breach Sense (Ex): You can sense the imminent opening of a planar breach (for example, a plane shift, teleport, or summon monster spell) within 30 ft. You are entitled to an immediate DC 25 Perception check to pinpoint the exact location of the portal, breach, or spell effect, as long as you have a line of sight to it (from the Planar Handbook). If you succeed at an initiative check opposed to the creature coming through the breach (if any), you can potentially move to its location and sneak attack anything coming through it.
Crippling Strike* (Ex): You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage
Defensive Roll (Ex): With this advanced secret, the assassin can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the assassin can attempt to roll with the damage. To use this ability, the assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin's evasion ability does not apply to the defensive roll.
Diamond Soul: You gain spell resistance equal to 12 + your assassin level. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the your spell resistance. You must already have the Spell Reflection jutsu to select this advanced jutsu.
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by you, or objects subjected to a full round attack, are affected by a targeted dispel magic. The caster level for this ability is equal to your class level. You must have the major magic rogue talent or 10 ranks in Spellcraft before choosing dispelling attack.
Ghost Dash (Ex): You can use Stealth in any round in which you are already hidden at the start of your turn. This allows you to use Stealth even without cover or concealment or while being observed.
Hamstring* (Ex): If you hit with a sneak attack, you reduce your opponent’s land speed by half. The speed reduction ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped. This talent supersedes the feat of the same name, from Monte Cook’s Arcana Unearthed
Head Shot* (Ex): On a successful sneak attack with a bludgeoning weapon, your foe is confused for 1 round (Will save negates; DC = 10 + ½ your rogue level + your Dexterity modifier). Subsequent uses of this ability do not stack, but do reset the ability’s duration. This talent supersedes the feat of the same name, from Complete Scoundrel.
Hide in Plain Sight (Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of some sort of cover or shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Improved Evasion (Ex): This works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion. You must have the Evasion secret to select improved evasion.
Improved Sniping (Ex): You can attempt to snipe using the Stealth skill without sufferer the -20 penalty to Stealth for doing so.
Killer’s Proof (Su): You learn to steal the souls of those you kill. If you are holding an onyx worth at least 100 GP when a target fails to save against your Death Attack, you may place their soul within the gem as if you had cast soul bind on them at the moment of their death.
Lingering Death* (Ex): You must already have the Death Attack talent (q.v.) to select this advanced talent. Any death attack you make that deals extra sneak attack damage but fails to kill its target continues to pose a threat. On your turn on the round after the failed death attack, the target must make a second Fortitude saving throw against the death attack to avoid being slain. You can select this talent multiple times; each time, the number of rounds the lingering death remains (and the number of extra Fortitude saves to resist it) increases by 1. Source: Dragon magazine, issue 297.
Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even an assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Persistent Attacker* (Ex): If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn’t normally qualify. This talent supercedes the ambush feat of the same name, from Complete Scoundrel.
Quiet Death* (Ex): Whenever you kill a creature during a surprise round, you can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying you as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing you to avoid detection. This talent supersedes the Assassin prestige class feature of the same name.
Shadow Jump (Su): You gain the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. You can jump up to a total of 10 feet per class level each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Sheltered Life: You are immune to negative energy damage, death spells and effects, and energy drain. You must already have the Mettle sutra to select this advanced sutra.
Slippery Mind (Ex): This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).
Swift Death* (Ex): You must already possess the death attack talent to learn this ability. Once per day, you can make a death attack against a foe without studying the foe beforehand. You must still sneak attack the foe using a melee weapon that deals damage. This talent supersedes the Assassin prestige class feature of the same name.