Assassin Techniques
Table of Contents
The Assassin

Acupressure Techniques

Attempted Purgation (Ex)

Category: Acupressure
Pool Compatible: yes (if target is willing)
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 8

Make a melee touch attack. On a successful hit, choose a single poison or disease affecting the subject. The subject gains an additional saving throw against the chosen poison or disease effect; on a successful saving throw, that effect ends immediately. On a failed saving throw, the normal periodic effects for failing a saving throw against that effect occur.

If the subject is willing, then your melee touch attack automatically hits.

Blackout (Ex)

Category: Acupressure
Pool Compatible: yes
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. On a successful hit, the subject is deafened and blinded for 1 round, plus an additional round for every five assassin levels you possess. A successful Fortitude save negates. Creatures without functioning nervous systems are immune to this technique.

If the subject is willing, then your melee touch attack automatically hits.

Clear the Channels (Ex)

Category: Acupressure
Pool Compatible: yes (if target is willing)
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. If it hits, the subject gains a +2 morale bonus to Strength and a +2 morale bonus to Constitution, but takes a -2 penalty to AC. This effect persists for rounds equal to your assassin level. A successful Fortitude save negates. Creatures without functioning nervous systems are immune to this technique.

Starting at 13th level, the subject gains a +4 morale bonus to your choice of Strength or Constitution instead.

If the subject is willing, then your melee touch attack automatically hits.

Death of a Thousand Stings (Ex)

Category: Acupressure
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 4
Presence Change: -4
Execution Time: 1 swift action
Duration: 1 round
Requires: Assassin 6

If your base attack bonus is from +6 to +10, you may execute up to two additional acupressure techniques this round. If your base attack bonus is from +11 to +15, you may execute up to three additional acupressure techniques this round. If you base attack bonus is +16 or greater, you may execute up to four additional acupressure techniques this round.

Deathgrip (Ex)

Category: Acupressure
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 3 or 4
Presence Change: -3
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. On a successful hit, the subject takes Constitution damage equal to 1d6 + one-third your assassin level, rounded down. A successful Fortitude save negates the Constitution damage, but the subject takes damage equal to your assassin level instead.

Hijacked Ambulation (Ex)

Category: Acupressure
Pool Compatible: yes (if target is willing)
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. On a successful hit, the subject moves 5 feet in a direction of your choice; this movement provokes attacks of opportunity. A successful Will save negates. Creatures without functioning nervous systems are immune to this technique.

Lockjaw (Ex)

Category: Acupressure
Pool Compatible: yes
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 6

Make a melee touch attack. On a successful hit, choose a single extraordinary ability possessed by the subject. The chosen ability is suppressed for 1 round, plus an additional round for every three assassin levels you possess. A successful Fortitude save negates. Creatures without functioning nervous systems are immune to this technique.

Nerve Pinch (Ex)

Category: Acupressure
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 4

Make a melee touch attack. On a successful hit, the subject falls asleep for 2d4 rounds. A successful Fortitude save negates. Creatures without functioning nervous systems are immune to this technique.

When you are not in combat, nerve pinch is considered to be pool compatible.

Pressure Point (Ex)

Category: Acupressure
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. On a successful hit, the subject spasms with sudden pain, dropping a random object held in its hands, or what passes for hands. Equipment that is attached via a strap or locked gauntlet does not drop. A successful Fortitude save negates. Creatures without functioning nervous systems are immune to this technique.

Reaching Poke (Su)

Category: Acupressure
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels

Your acupressure techniques that are delivered via a melee touch attack now have a range of 30 feet and are delivered via a ranged touch attack.

You may execute an additional acupressure technique this round.

Reflex Trigger (Ex)

Category: Acupressure
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. On a successful hit, the subject attacks itself with the object in its main hand; if no object is in the subject's main hand, or if it is wielding a two-handed object, then it attacks itself with any applicable natural weapons/while unarmed, or with the aforementioned two-handed object, respectively. Creatures without functioning nervous systems are immune to this technique.

Sinister Relaxation (Ex)

Category: Acupressure
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 0, 1, 2, 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee touch attack. On a successful hit, the subject takes a -2 penalty to saving throws for 1 round. A successful Fortitude save reduces the penalty to -1. Creatures without functioning nervous systems are immune to this technique.

Staggering Poke (Ex)

Category: Acupressure
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 1
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 4

Make a melee touch attack. On a successful hit, the subject is staggered for 1 round with a Fortitude save to negate. Creatures without functioning nervous systems are immune to this technique.

Steel Finger (Ex)

Category: Acupressure
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels

Your acupressure techniques that are delivered via a melee touch attack now deal piercing damage equal to your Intelligence modifier. This piercing damage is dealt before the primary effects of the aforementioned techniques, and it is not reduced or negated by a successful saving throw. This technique does not allow you to apply precision damage with other acupressure techniques.

You may execute an additional acupressure technique this round.

Wake the Dead (Ex)

Category: Acupressure
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels
Requires: Assassin 6

Your acupressure techniques function on all corporeal creatures, including those without a functioning nervous system.

You may execute an additional acupressure technique this round.


Execution Techniques

Bloodletting Strike (Ex)

Category: Execution
Pool Compatible: no
Range: touch
Target: creature in reach
Presence Source: creature attacked
Presence Required: 3 or 4
Presence Change: -3
Execution Time: 1 swift action
Duration: 1 round/2 levels
Requires: Assassin 8

Make a melee touch attack. On a successful hit, the subject begins to bleed internally at the slightest provocation. Whenever the subject performs a move action, it takes 1d6 points of damage. Similarly, performing a standard action causes it to take 2d6 points of damage, and a full-round action causes it to take 3d6 points of damage. A successful Fortitude save negates any individual source of damage inflicted by this technique.

Deathblow (Ex)

Category: Execution
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 swift action
Duration: 1 round/level

Whenever you kill or destroy a creature with a melee attack, you may make a single melee attack against a creature that is adjacent to the creature you just killed as a free action.

Escalation: When you execute this technique, you may set its Presence Required to 4 and its Presence Change to -4. If you do, its duration is set to 1 minute/level.

Execute (Ex)

Category: Execution
Pool Compatible: no
Range: touch
Target: creature in reach
Presence Source: creature attacked
Presence Required: 4
Presence Change: -4
Execution Time: 1 standard action
Duration: instantaneous

Make a weapon attack. On a successful hit, your target takes normal weapon damage, plus 1d6 points of damage per assassin level, to a maximum of the difference between its maximum hit points and its current hit points. A successful Fortitude save halves the maximum damage this technique can deal.

Exploit Weakness (Ex)

Category: Execution
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: see text

The next weapon attack you make against a creature within 30 feet this round uses your Intelligence modifier instead of any other ability modifier on damage rolls.

Escalation: If you know both exploit weakness and seek weakness, you can execute both as a swift action. If you do, the Presence Change of the combined technique is set to 0.

Exsanguinate (Ex)

Category: Execution
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels
Requires: Assassin 4

Weapons you wield have the wounding weapon special ability.

Garrote (Ex)

Category: Execution
Pool Compatible: yes
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 6

Make a melee touch attack. On a successful hit, you attempt to grapple your target. For as long as this grapple lasts, your target is staggered.

Keen Implements (Su)

Category: Execution
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels
Requires: Assassin 4

Weapons you wield have the keen weapon special ability. Starting at 10th level, if a weapon you wield already has the keen weapon special ability, then its critical threat range increases by +1 instead. This does not multiply with the keen weapon special ability (or any other effect that multiplies critical threat range), but is rather added after applying its multiplicative effect. For example, an 18-20 weapon would become 14-20 with keen and this technique applied.

Lacerate (Ex)

Category: Execution
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: see text

Your next weapon attack made this round deals 1 point of bleed damage, plus an additional point of bleed damage for every eight assassin levels you possess. This stacks with other bleed effects, but not with itself.

Mark for Death (Ex)

Category: Execution
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: see text

Make a melee touch attack. On a successful hit, the target takes an additional point of damage from all weapon attacks until the beginning of your next turn.

Rupture (Ex)

Category: Execution
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: targeted creature
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 8

Make a weapon attack. On a successful hit, you strike your choice of one of the following organs within the subject's body, dealing weapon damage, additional damage equal to your assassin level, and imposing the effect associated with the chosen organ. The chosen organ's effect lasts for 24 hours or until the subject receives magical healing. A successful Fortitude save negates the organ effect and halves the additional damage.

Kidney Whenever the subject takes a full-round or standard action, it takes 1d4 points of damage with a Fortitude save to negate.
Liver The subject takes a -2 penalty to saving throws against poisons.
Lung The subject takes a 5-foot penalty to base land speed.
Spleen The subject takes a -2 penalty to saving throws against disease.

Creatures without vital organs are immune to this technique. Creatures with vital organs that do not happen to have the chosen organ are immune to the effects of stabbing that organ, but still take the additional damage.

Seek Weakness (Ex)

Category: Execution
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: see text

The next weapon attack you make against a creature within 30 feet this round uses your Intelligence modifier instead of any other ability modifier on attack rolls.

Escalation: If you know both exploit weakness and seek weakness, you can execute both as a swift action. If you do, the Presence Change of the combined technique is set to 0.

Sever Arteries (Ex)

Category: Execution
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 3 or 4
Presence Change: -3
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a melee weapon attack. On a successful hit, the subject is exhausted for rounds equal to your assassin level. Each round, a successful Fortitude save negates the effect for that round.

Skewer (Ex)

Category: Execution
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make a weapon attack. On a successful hit, you treat all forms of damage reduction possessed by the target (except DR/epic) as though the amount of damage they prevented was lessened by an amount equal to twice your Intelligence modifier, but only for that attack.

Swift Trickery (Ex)

Category: Execution
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 4

Make a weapon attack. On a successful hit, you may perform a feint against that creature as a swift action. If you have the Improved Feint feat, you perform a feint as a free action instead.

Twist the Knife (Ex)

Category: Execution
Pool Compatible: yes
Range: as weapon
Target: creature attacked
Presence Source: targeted creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous

Make an attack with a melee weapon that deals piercing damage. If it hits, the target takes bleed damage based on your assassin level in addition to standard weapon damage. Each time it takes bleed damage from this technique, a successful Fortitude save stops further bleeding.

Level 1-3 1d4 bleed damage
Level 4-6 1d6 bleed damage
Level 7-9 1d8 bleed damage
Level 10-12 1d10 bleed damage
Level 13-15 2d6 bleed damage
Level 16-18 2d8 bleed damage
Level 19+ 2d10 bleed damage

Infiltration Techniques

Defensive Roll (Ex)

Category: Infiltration
Pool Compatible: yes
Range: personal
Target: you
Presence Source: the attacking creature
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 immediate action
Duration: instantaneous
Requires: Assassin 10

This technique may only be executed in response to taking damage from an attack. You roll with an attack upon your person, attempting a Reflex saving throw (DC = damage dealt). If the save succeeds, you only take half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll. If denied your Dexterity bonus to AC, you cannot use this technique. Evasion cannot be used in conjunction with this technique to take no damage on a successful save.

Once per day, you may execute this technique in response to what would be lethal damage. If you do, the Presence Required for this technique is 0, 1, 2, 3 or 4, and the Presence Change is 0.

Expeditious Feet (Ex)

Category: Infiltration
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels

Your base land speed increases by +30 feet. This is an enhancement bonus.

Escalation: You may set this technique's presence required to 1, 2, 3, or 4 and its presence change to -1. If you do, this technique's execution time becomes 1 free action and you may execute another technique this round.

Kip Up (Ex)

Category: Infiltration
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: instantaneous

You stand up from a prone position.

Escalation: You may set this technique's presence required to 1, 2, 3, or 4 and its presence change to -1. If you do, you do not provoke attacks of opportunity for standing up through the execution of this technique.

Kong Vault (Ex)

Category: Infiltration
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: 1 round

You ignore the movement-impairing effects of the first 10 feet of difficult terrain through which you move each round. Starting at 6th level, if you have an enhancement bonus to your base land speed, then the amount of difficult terrain you ignore with this technique increases by an amount equal to that enhancement bonus.

Least Interesting Man in the World (Su)

Category: Infiltration
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 swift action
Duration: 1 minute/level
Requires: Assassin 6

There's just something about you that seems excessively… ordinary. Creatures that observe you skulking about in places where you shouldn't be can't help but rewrite their internal narratives such that it is their staunch belief that, yes, you were indeed meant to be rifling through safety deposit boxes in the bank, reading the local lord's correspondence, or loosening all the salt shakers at the local inn. They certainly remember seeing you do whatever it is you were doing, and can faithfully report on what they saw if pressed; you just seemed harmless at the time and you really weren't worth stopping. A successful Will save negates this effect, and this effect ends immediately if you perform an action that would cause the invisibility spell to end; it is indeed a mind-affecting ability.

Lightfoot (Ex)

Category: Infiltration
Pool Compatible: yes
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 3 or 4
Presence Change: -3
Execution Time: 1 swift action
Duration: 1 round/level
Requires: Assassin 6

You cannot involuntarily trigger traps whose trigger is mechanical in nature, such as pressure plates or tripwires. Traps with a magical trigger, such as true seeing, trigger as normal.

Locksmith (Su)

Category: Infiltration
Pool Compatible: yes
Range: touch
Target: rod placed in lock
Presence Source: N/A
Presence Required: N/A
Presence Change: -2
Execution Time: 1 standard action
Duration: see text
Requires: Assassin 6

You may only execute this technique when you place a metal rod, stick, or other cylindrical material into a lock. If that lock can be unlocked by a mundane key, then the inserted cylinder transforms into an exact match of the key required to unlock it, and remains in that state until removed from the lock, at which point it becomes a normal cylinder once more.

Scaling Step (Ex)

Category: Infiltration
Pool Compatible: yes
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round
Requires: Assassin 4

You ready yourself for a burst of acrobatics and speed. Whenever you run, you may walk on water as though you were subject to the water walk spell, and you may scale sheer surfaces (but not walk on ceilings) as though you were subject to the spider climb spell. You lose this benefit the instant you stop moving, so unless you are subject to another ability that lets you walk on water, you'll simply fall in. If you stop moving while scaling a sheer surface, you may hold onto that surface by making a Climb skill check at a DC of 5 less than the normal DC required to scale that surface.

Shadowfoot (Su)

Category: Infiltration
Pool Compatible: yes
Range: 5 feet/level
Target: you
Presence Source: a creature within range
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action
Duration: instantaneous
Requires: Assassin 8

You fade into nothingness and teleport up to 5 feet per assassin level as the dimension door spell, with the caveat that you may only teleport to a location from which no non-allied creature would be able to see you. If no such square in range exists, you reappear in your original square, looking quite foolish.

Sliding Trip (Ex)

Category: Infiltration
Pool Compatible: no
Range: touch
Target: target creature that meets criteria; see text
Presence Source: targeted creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 free action
Duration: instantaneous
Requires: Assassin 6

This technique may only be executed as part of a move action, and the target creature of the technique must be in a square you threaten for a continuous 10 feet of the path of your movement. Make a melee touch attack. If it hits, you perform the trip combat maneuver against the target as a free action. This does not provoke attacks of opportunity, even if it fails.

Stick the Landing (Ex)

Category: Infiltration
Pool Compatible: yes
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 immediate action
Duration: instantaneous

You may only execute this technique when you would take falling damage. Make an Acrobatics check (DC = 10). If you succeed on the Acrobatics check, then you roll forward 5 feet and take 1d6 less falling damage. For every 5 by which you exceed the target DC, you reduce the falling damage by an additional 1d6.

Thrown Ventriloquism (Ex)

Category: Infiltration
Pool Compatible: yes
Range: 120 feet
Target: a 5foot
square in range
Presence Source: a creature within 120 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action
Duration: see text

You throw your voice as the ghost sound spell, with the following exceptions. There is no Will save to disbelieve, as this is not an illusion effect; it's actually your voice. Instead, make a Bluff check opposed by a Sense Motive check from each creature in range. Creatures that see you gain a +5 circumstance bonus to their Sense Motive checks, and you take a -5 penalty to your Bluff check if you impersonate another creature. At the beginning of each of your turns, you may choose to spend a standard action maintaining your ventriloquism. If you do not, it ends immediately.

Traceless Step (Ex)

Category: Infiltration
Pool Compatible: yes
Range: personal
Target: you
Presence Source: none
Presence Required: N/A
Presence Change: -1
Execution Time: 1 standard action
Duration: 1 hour/level

You do not leave footprints or a scent trail while moving. Tracking you is impossible by non-magical means.

Unpredictable Step (Ex)

Category: Infiltration
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round/level

Your movement does not provoke attacks of opportunity from your presence source. Whenever this technique would prevent an attack of opportunity, it ends at the beginning of your next turn.

Weave (Ex)

Category: Infiltration
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels

You gain a +1 dodge bonus to AC.


Initiation Techniques

Ambush Artist (Ex)

Category: Initiation
Requires: Assassin 6

The first technique you execute during a surprise round gains, "You may execute an additional technique this round." If it already has the aforementioned text, it does not stack.

Ambusher (Ex)

Category: Initiation

You have a +3 bonus to initiative checks, but only when able to act during a surprise round.

Burrower (Ex)

Category: Initiation
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: see text
Requires: Assassin 6

Make a weapon attack. If it hits, it deals damage as normal, plus it leaves behind a fragment of twisted material that burrows its way into the subject's body, punishing its actions. Whenever the subject takes a move action, it takes 1 bleed damage; whenever it takes a standard action, it takes 2 bleed damage; and whenever it takes a full-round action, it takes 3 bleed damage. This effect persists until the subject performs no actions other than free, swift, or immediate actions for 1 round.

Disarming Shot (Ex)

Category: Initiation
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 1, 2, 3, or 4
Presence Change: 0
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Assassin 4

Make a ranged weapon attack. If it hits, it does not deal damage. Instead, you perform a disarm combat maneuver with a CMB equal to your base attack bonus + your Dexterity modifier. You do not provoke attacks of opportunity by performing a combat maneuver with this technique.

Eliminate (Ex)

Category: Initiation
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 4
Presence Change: -4
Execution Time: 1 full-round action
Duration: instantaneous
Requires: Assassin 12

Make a weapon attack. If it hits, the subject dies instantly with a Fortitude save to negate. On a successful saving throw, it still takes damage as if hit normally. If the subject's current hit points are greater than or equal to its maximum hit points, it takes a -2 penalty to its saving throw.

First Blood (Ex)

Category: Initiation
Pool Compatible: no
Range: as weapon
Target: undamaged creature in range
Presence Source: creature attacked
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action or in place of an attack in a full-attack action
Duration: instantaneous

This technique may only be executed if the target's current hit points are greater than or equal to its maximum hit points. Make a single weapon attack, dealing additional damage equal to 1 + one-third your assassin level, rounded down, on a successful hit.

Escalation: When you execute this technique, you may set its Presence Required to 1, 2, 3, or 4 and its Presence Change to -1. If you do, the subject takes 1 point of bleed damage, plus an additional point of bleed damage for every four assassin levels you possess.

Hurl (Su)

Category: Initiation
Pool Compatible: yes
Range: personal
Target: yes
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 swift action
Duration: 1 round + 1 round/8 levels

You treat weapons that are compatible with the Weapon Finesse feat as though they had both the throwing and returning weapon special abilities.

Escalation: When you execute this technique, you may expend any amount of additional presence. For each point of presence expended in this fashion, choose a weapon special ability with a +1 enhancement modifier, such as frost, keen, or shock. When throwing them, you treat weapons that are compatible with the Weapon Finesse feat as though they had the chosen weapon special abilities. You must be at least 8th level to use this escalation ability, and this escalation ability is not pool compatible.

Ignored Peril (Ex)

Category: Initiation
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action or in place of an attack in a full-attack action
Duration: instantaneous

This technique cannot be executed in the first round of combat, and can only target creatures that neither attacked nor damaged you in the previous round. Make a single weapon attack, dealing additional damage equal to 1 + one-third your assassin level, rounded down, on a successful hit.

Escalation: When you execute this technique, you may set its Presence Required to 1, 2, 3, or 4 and its Presence Change to -1. If you do, the subject takes a -2 penalty to attack rolls made against you and you gain a +2 luck bonus to saving throws made against spells and abilities used by the subject. This effect lasts for 1 round.

Opening Salvo (Ex)

Category: Initiation

In the first round of combat, you may treat initiation techniques with a presence change of -1 as though they had a presence change of +1. (This works for initiation techniques with a variable cost if you choose "1" as the cost to "pay", as well as for techniques with an escalation clause that sets their presence change to -1.) You treat the presence change of the technique as though it were +1 for the purpose of that technique's interaction with other techniques and abilities.

When making use of opening salvo, initiation techniques that normally grant the ability to execute an additional technique this round do not do so.

Produce Knives (Su)

Category: Initiation
Pool Compatible: yes
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: see text
Execution Time: 1 swift action
Duration: 10 minutes/level (D)

You may choose to expend any amount of presence when you execute this form. For each point of presence expended, you conjure two throwing knives. Starting at 4th level, throwing knives conjured in this fashion have a +1 enhancement bonus, increasing by +1 every four assassin levels thereafter, to a maximum of +5 throwing knives at 20th level. These knives persist for the duration of the technique, until the technique is executed again, until thrown, or until they leave your possession.

You may execute an additional initiation technique this round.

Ricochet (Ex)

Category: Initiation
Requires: Assassin 4

Whenever you strike a creature with a ranged attack, you may expend 1 presence from that creature's presence pool. If you do, the ranged attack ricochets, attacking another target creature within 20 feet. Ricocheting ranged attacks do not apply precision damage, nor do they apply the effects of any executed technique. A ricochet can itself be ricocheted, but an attack cannot ricochet off of a particular creature more than once.

Silencing Shot (Ex)

Category: Initiation
Pool Compatible: no
Range: as weapon
Target: creature in range
Presence Source: creature attacked
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action
Duration: instantaneous
Requires: Assassin 6

Make a ranged weapon attack. If it hits, it deals damage as normal, and the target is rendered incapable of speech for 1 minute with a Fortitude save to negate. It does not deal damage. Starting at 11th level, this silence effect is permanent instead.

Sniper Adept (Ex)

Category: Initiation
Pool Compatible: yes
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 free action
Duration: instantaneous

You may only execute this technique when making a ranged attack that falls under the purview of the "sniping" function of the Stealth skill. You roll twice and take the better result for the Stealth check that determines whether or not you remain obscured; in addition, you have a luck bonus to that check equal to half your assassin level, rounded down (minimum 0).

Execution of this technique does not count against the maximum number of techniques you can execute in a round. By extension, it may be executed even if you have reached your maximum allotment for the round.

Steady Snipe (Ex)

Category: Initiation
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 120 feet
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 swift action
Duration: 1 round

You steady your breathing, increasing the range increment of any ranged weapon you use by +30 feet. The range at which sneak attacks are applied increases by the same amount. At 11th level, this increases to +60 feet.

Wound Spring Maneuver (Ex)

Category: Initiation
Pool Compatible: no
Range: personal
Target: you
Presence Source: creature provoking attack of opportunity
Presence Required: 0
Presence Change: +1
Execution Time: 1 immediate action
Duration: instantaneous

This technique may only be executed in response to being attacked in melee in the first round of combat. The attacking creature provokes an attack of opportunity from you.


Intuition Techniques

Anticipate (Ex)

Category: Intuition
Pool Compatible: no
Range: 10 feet
Target: creature in range
Presence Source: creature targeted
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: 1 round + 1 round/8 levels or until discharged

The next time the subject performs any action that targets you, it provokes an attack of opportunity from you.

Escalation: When executing this technique, you may set its Presence Required to 2, 3, or 4 and its Presence Change to -2. If you do, rather than your subject's next action targeting you provoking an attack of opportunity, you may move 10 feet as a free action, before that action resolves. This movement does not provoke attacks of opportunity.

Danger Sense (Ex)

Category: Intuition
Requires: Assassin 4

Whenever a combat with a surprise round starts, if you are not entitled to act in that surprise round, then you may expend 2 technique points. If you do, you may act in the surprise round.

Detect Compulsion (Su)

Category: Intuition
Pool Compatible: yes
Range: 60 feet
Target: creature in range
Presence Source: creature targeted
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action
Duration: instantaneous

You learn whether or not the subject is subject to a compulsion spell. If it is, a successful Spellcraft check allows you to identify the spell. You treat Spellcraft as though it were a class skill when using this technique.

Foreseen Strike (Ex)

Category: Intuition
Pool Compatible: no
Range: 30 feet
Target: creature in range
Presence Source: creature targeted
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: 1 round or until discharged

The next time the subject performs any action that calls for a saving throw, you gain a +2 insight bonus to that saving throw.

Improved Evasion (Ex)

Category: Intuition
Requires: Assassin 12

This works like evasion, except that while you still takes no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. You do not gain the benefit of improved evasion while helpless.

Improved Uncanny Dodge (Ex)

Category: Intuition
Requires: Assassin 8, uncanny dodge

You can no longer be flanked. This defense denies other characters the ability to sneak attack you by flanking you, unless the attacker has at least four levels in an uncanny dodge-granting
classes than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Preternatural Senses (Ex)

Category: Intuition
Requires: Assassin 4, uncanny intuition

The first time you fail a saving throw each day, you may retroactively replace your roll with a d20 recorded by the uncanny intuition technique. If this would result in a successful saving throw, then the save is retroactively successful.

Ricochet Arrows (Ex)

Category: Intuition
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3 or 4
Presence Change: -1
Execution Time: 1 immediate action
Duration: instantaneous
Requires: Assassin 4

You must have at least one hand free (holding nothing) to use this technique, and may only execute it when you would normally be hit with an attack from a ranged weapon. You ricochet the ranged attack so that you take no damage from it, instead subjecting a creature within 15 feet to the attack at the original attack modifier. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be ricocheted.

Sense of Direction (Ex)

Category: Intuition

You always know which direction is magnetic north. This technique grants no benefit on worlds or planes of existence without magnetic fields, and can get horribly confused by worlds and planes with magnetic fields that work in exotic ways.

Sense Fear (Ex)

Category: Intuition
Requires: Assassin 6

You are considered to have blindsense 30 feet, but only for the purpose of detecting creatures with at least 1 point of presence.

Stolen Future (Su)

Category: Intuition
Pool Compatible: no
Range: 60 feet
Target: creature in range
Presence Source: targeted creature
Presence Required: 4
Presence Change: -4
Execution Time: 1 standard action
Duration: instantaneous
Requires: Assassin 8, uncanny intuition technique

You subtly manipulate your knowledge of the immediate future to spell doom for another creature while preserving your own hide. Roll three d20s and record the results of two of them; treat these d20s as though they were recorded with the uncanny intuition technique. Until those recorded d20s are expended or otherwise lost, whenever the subject rolls one of the results recorded on your d20s, the subject automatically fails that roll.

Thrown Intuition (Su)

Category: Intuition
Requires: Assassin 6, uncanny intuition technique

As an immediate action, whenever a creature within 30 feet of you is about to make a d20 roll, you may force it to use one of the results recorded with the uncanny intuition technique rather than make an actual roll of its own. Results of "1" or "20" imposed upon a creature in this manner are not automatic misses or hits, respectively. A successful Will save renders a creature immune to any further imposed results for 24 hours.

Uncanny Dodge (Ex)

Category: Intuition
Requires: Assassin 4

You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against you. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.

Uncanny Intuition (Su)

Category: Intuition

Whenever you replenish your technique pool, you may immediately expend 1 technique point. If you do, roll a d20 and record the result. You may use the recorded d20 in place of making a d20 roll, expending it. d20s recorded in this fashion persist until used or until you replenish your technique pool.

Starting at 4th level, whenever you expend a d20, you may expend 2 technique points. If you do, you immediately roll a new d20 and record the result.

Starting at 8th level, you may instead expend 2 technique points whenever you replenish your technique pool. If you do, you roll two d20s and record the results.

Starting at 16th level, you may instead expend 3 technique points whenever you replenish your technique pool. If you do, you roll two d20s and record the results, then you record the average of those two d20s, rounded down, as a third result that you can use as though it were a normal d20 roll.

Walking Polygraph (Ex)

Category: Intuition
Pool Compatible: yes
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action
Duration: 1 minute/level
Requires: Assassin 8

For the duration of this technique, you know if any creature you are touching deliberately and knowingly speaks a lie by discerning disturbances in its physiological state caused by lying. This technique does not reveal the truth or uncover unintentional inaccuracies, but it does detect evasions. A successful Will saving throw allows a creature to tell lies without your detecting them for 1 round.


Magehunting Techniques

Bad Medicine (Su)

Category: Magehunting
Range: 30 feet
Presence Source: qualifying spellcaster in range; see text
Presence Required: 2, 3, or 4
Requires: Assassin -4

Whenever a spellcaster in range whose current presence meets this technique's presence required casts a spell, weapons you are currently wielding gain a +1 enhancement bonus for 1d4+1 rounds. This stacks with existing enhancement bonuses, to a maximum of one-third your assassin level, rounded down, but does not stack with itself.

Charitable Thief

Category: Magehunting
Requires: any of one filch the gift, pilfer the gift, steal the gift techniques

Whenever an ally within 30 feet casts a spell whose spell level is less than or equal to the spell level of a spell you have stolen with the filch the gift, pilfer the gift, or steal the gift techniques, you may expend that spell as an immediate action, and expend 2 technique points. If you do, the casting ally does not consume the spell slot being used to cast his spell.

Choke the Source (Su)

Category: Magehunting
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 2, 3, or 4
Presence Change: see text
Execution Time: 1 free action
Duration: see text (D)

Whenever you enter a grapple with a creature, you may choose to suppress the effects of a single magic item on its person. The magic item suppressed is the one with the highest caster level that does not exceed your assassin level. If there is no item that meets this criteria, this technique ends immediately. At the beginning of each of your turns, the affected creature's presence decreases by -1; this technique persists until you no longer meet its required presence, until you dismiss it, or until the grapple is broken.

Dispel Magic (Sp)

Category: Magehunting
Pool Compatible: yes
Range: 60 feet
Target: one spellcaster, creature, or object in range
Presence Source: creature targeted, or the wielder of the object targeted
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action
Duration: instantaneous
Requires: Assassin 6

You cast dispel magic as a spell-like ability with a caster level equal to your assassin level and Intelligence as your key ability.

Explosive Repossession (Sp)

Category: Magehunting
Pool Compatible: no
Range: 60 feet
Target: all creatures in range from which you have retained stolen spells
Presence Source: any one target creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action
Duration: instantaneous
Requires: Assassin 8

For each spell you have retained with the filch the gift, pilfer the gift, and steal the gift techniques, if the creature from which you originally took the spell is in range of this technique, you lose that retained spell. The original source of that spell is hit by an immense backlash of magical energy, taking 2d6 points of damage for each spell level worth of spells you lost that were originally that creature's. If the original source of any of your stolen spells is in range and a corpse, then it explodes with magical energy, dealing 1d6 points of damage in a 10ft. radius for each spell level worth of spells that were originally that creature's. Creatures damaged in this manner take a -2 penalty to their caster level for 1d4 rounds. Treat 0th-level spells as 1st-level
spells for the purpose of this technique.

Filch the Gift (Sp)

Category: Magehunting
Pool Compatible: no
Range: touch
Target: spellcaster touched
Presence Source: spellcaster touched
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: see text

Your very touch strips the gift of magic from the target and grants it to you temporarily. Make a melee touch attack. If it hits, randomly select a cantrip or orison known by the subject. You gain the ability to cast the randomly-determined spell once as a spell-like ability with a caster level equal to your assassin level and Intelligence as your key ability. While you retain the ability to cast said spell-like ability, the subject cannot cast that cantrip or orison. You retain the ability to cast a spell-like ability gained in this manner for 10 minutes per assassin level or for minutes equal to your Charisma modifier (minimum 1) after the subject's death, whichever comes first. Casting the stolen spell or stealing a new spell with this technique (but not other, similar techniques that also steal spells) ends retention immediately.

Grand Theft Arcana (Sp)

Category: Magehunting
Pool Compatible: no
Range: see text
Target: see text
Presence Source: caster of the spell to be stolen
Presence Required: 4
Presence Change: -4
Execution Time: 1 immediate action
Duration: instantaneous
Requires: Assassin 10

You may only execute this technique in response to making a successful saving throw against a spell that targets only you. You cast a copy of the spell against which you made a successful saving throw targeting its original source, using your assassin level as your caster level and Intelligence as your key ability. This spell has sufficient range to reach your target despite your caster level, and ignores any extenuating circumstances that would otherwise hinder the delivery of the spell. For example, if the caster of the spell you are copying used an additional spell or ability to increase the range of the spell you are copying in order to attack you with it, or even if the caster used some complex mumbo-jumbo to cast on you from another plane, you can target that caster as though range or obstruction was no problem whatsoever (Bear in mind, however, that scoring 4 presence on a creature targeting you from another plane is not going to come up very often!). You may only execute this technique if the spell in question has a spell level that is less than or equal to one-third your assassin level, rounded down.

Homunculus Trophy (Sp)

Category: Magehunting
Requires: Assassin 4

You gain the ability to create homunculi without meeting the caster level requirements to do so. Rather than supply a pint of your own blood in their creation, however, you supply a pint of the blood of a spellcaster that you personally helped slay. Despite the blood sourced, the homunculus is bound to you as though you used your own blood. The total Hit Dice of a homunculus you craft in this fashion cannot exceed half your assassin level, rounded down, and each additional Hit Die you add to a homunculus costs only 1500 gp to add rather than the standard 2000 gp.

When crafting a homunculus, you become aware of every spell the spellcaster whose blood you are using knew, and you may increase the creation cost of your new homunculus to grant it the ability to cast a single spell that spellcaster once knew once per day as a spell-like ability. Consult the table below for the costs and requisite assassin level to grant homunculi spells in this manner.

Spell level 0 requires Assassin level 4th and costs 187gp, 5sp. Spell level 1 requires Assassin level 7th and costs 375gp. Spell level 2 requires Assassin level 10th and costs 1,500gp. Spell level 3rd requires Assassin level 13th and costs 3,750gp.

Hunter's Immunity (Ex)

Category: Magehunting
Pool Compatible: no
Range: personal
Target: you
Presence Source: a creature within 60 feet
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 immediate action
Duration: see text

You leverage your presence to make it easier to avoid incoming balls of flaming death, lightning bolts, illusions, and other magical threats, gaining a +2 luck bonus to saving throws against spells cast by your presence source until the beginning of your next turn.

Magic Detective (Sp)

Category: Magehunting
Pool Compatible: yes

The only way to catch a rogue mage is to have magic of your own in the toolbox. You gain the ability to cast detect magic and read magic as spell-like abilities with a caster level equal to your assassin level and Intelligence as your key ability. To cast one of the aforementioned spells, you must expend a point from the presence pool of a creature within 60 feet, or you must expend a point from your technique pool.

Master Thief (Ex)

Category: Magehunting
Requires: Assassin 6

You treat your assassin level as +1 higher for the purpose of determining your effective caster level for any spell-like ability granted by a magehunting technique.

Pilfer the Gift (Sp)

Category: Magehunting
Pool Compatible: yes
Range: touch
Target: spellcaster touched
Presence Source: targeted spellcaster
Presence Required: 2, 3, or 4
Presence Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: see text
Requires: Assassin 4

Your very touch strips the gift of magic from the target and grants it to you temporarily. The means by which this technique does so differs based on the style of magic the subject uses, though a Will saving throw negates all effects. If the subject knows two or more styles of magic, choose one to be affected.

No matter what style of magic is assaulted, the end-result is the same: a single-use spell-like ability drawn from their power and packaged for your use. You retain the ability to cast a spell-like ability gained in this manner for 10 minutes per assassin level or for minutes equal to your Charisma modifier (minimum 1) after the subject's death, whichever comes first. Casting the stolen spell or stealing a new spell with this technique (but not other, similar techniques that also steal spells) ends retention immediately.

If the subject has no spells to steal, then the presence change of this technique is set to 0.

If you know the steal the gift technique, then this technique changes as follows:

Presence Required: 2, 3, or 4
Presence Change: -1

Ethermagic - Ethermagus, Ethermancer, Etherslinger
Randomly select a 1st-level blast-compatible manifestation known by the subject. You gain the ability to cast a lesser blast etherspell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, without paying its ether point cost, and treat Intelligence as your key ability. This lesser blast etherspell has the aforementioned randomly-determined
Blast-compatible manifestation applied to it, again at no cost to you. The subject loses EP equal to the total cost of the stolen etherspell (1 + 1/8 your assassin level + the EP cost of the randomly-selected manifestation), and cannot use the randomly-selected manifestation until this technique ends.

Known Magic - Cantor, Maestro
Randomly select one of the subject's known 1st-level spells that has not been cast today. You gain the ability to cast that spell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, and Intelligence as your key ability. The subject's daily use of that spell is consumed.

Prepared Magic - Cleric, Wizard, etc.
Randomly select one of the subject's unexpended 1stlevel spell slots. You gain the ability to cast that spell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, and Intelligence as your key ability. The subject's prepared spell is consumed.

Spontaneous Magic - Bard, Sorcerer, etc.
Randomly select one of the subject's known 1stlevel spells. You gain the ability to cast that spell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, and Intelligence as your key ability. The subject consumes one of his daily castings of spells of that level.

Truenaming - Scion of Discordia, Truenamer
Randomly select one of the subject's known 1st-level recitations from the Codex of Heart and Mind. You gain the ability to recite that recitation once as a spell-like ability without the need to make a truenaming check. Your reciter level is equal to half your assassin level and Intelligence is your key ability. Trigger the Law of Finite Malleability and the Law of Flowing Rhetoric as though the subject recited it himself.

Rattling Presence (Ex)

Category: Magehunting
Pool Compatible: no
Range: 30 feet
Target: creature in range
Presence Source: targeted creature
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: 1 round

Your very presence makes magic difficult to manage. Whenever the subject attempts to cast a spell or use a spell-like ability, if it does not already need to make a concentration check, then it must make a DC 10 + ½ your assassin level + the spell's spell level + your Intelligence modifier concentration check or lose the spell. All other concentration checks, such as casting on the defensive, have a minimum DC equal to the aforementioned formula, and failing any concentration check causes the spell to fail. Spells whose spell level is at most half the highest spell level castable by the subject are immune to this technique.

Escalation: When you execute this technique, you may set its presence change to -1. If you do, it affects all spells, not just those of high level.

Steal the Gift (Sp)

Category: Magehunting
Pool Compatible: yes
Range: touch
Target: spellcaster touched
Presence Source: targeted spellcaster
Presence Required: 3 or 4
Presence Change: -3
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: see text
Requires: Assassin 10, pilfer the gift

Your very touch strips the gift of magic from the target and grants it to you temporarily. The means by which this technique does so differs based on the style of magic the subject uses, though a Will saving throw negates all effects. If the subject knows two or more styles of magic,
choose one to be affected.

No matter what style of magic is assaulted, the end-result is the same: a single-use spell-like ability drawn from their power and packaged for your use. You retain the ability to cast a spell-like ability gained in this manner for 10 minutes per assassin level or for minutes equal to your Charisma modifier (minimum 1) after the subject's death, whichever comes first. Casting the stolen spell or stealing a new spell with this technique (but not other, similar techniques that also steal spells) ends retention immediately.

If the subject has no spells to steal, such as attempting to steal 3rd-level spells from a sorcerer who has used all of his 3rd-level spells, then the presence change of this technique is set to 0.

Ethermagic - Ethermagus, Ethermancer, Etherslinger
Roll 1d3, then randomly select a blast-compatible manifestation known by the subject whose level is equal to the rolled result. You gain the ability to cast a lesser blast etherspell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, without paying its ether point cost, and treat Intelligence as your key ability. This lesser blast etherspell has the aforementioned randomly-determined blast-compatible manifestation applied to it, again at no cost to you. The subject loses EP equal to the total cost of the stolen etherspell (1 + 1/8 your assassin level + the EP cost of the randomly-selected manifestation), and cannot use the randomly-selected manifestation until this technique ends.

Known Magic - Cantor, Maestro
Roll 1d3, then randomly select one of the subject's known spells that has not been cast today whose level is equal to the rolled result. You gain the ability to cast that spell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, and Intelligence as your key ability. The subject's daily use of that spell is consumed.

Prepared Magic - Cleric, Wizard, etc.
Roll 1d3, then randomly select one of the subject's unexpended spell slots whose level is equal to the rolled result. You gain the ability to cast that spell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, and Intelligence as your key ability. The subject's prepared spell is consumed.

Spontaneous Magic - Bard, Sorcerer, etc.
Roll 1d3, then randomly select one of the subject's known spells whose level is equal to the rolled result. You gain the ability to cast that spell once as a spell-like ability with a caster level equal to half your assassin level, rounded down, and Intelligence as your key ability. The subject consumes one of his daily castings of spells of that level.

Truenaming - Scion of Discordia, Truenamer
Roll 1d3, then randomly select one of the subject's known recitations from the Codex of Heart and Mind whose level is equal to the rolled result. You gain the ability to recite that recitation once as a spell-like ability without the need to make a truenaming check. Your reciter level is equal to half your assassin level and Intelligence is your key ability. Trigger the Law of Finite Malleability and the Law of Flowing Rhetoric as though the subject recited it himself.

Stifling Strike (Ex)

Category: Magehunting
Pool Compatible: yes
Range: as weapon
Target: creature in range
Presence Source: targeted creature
Presence Required: 0, 1, 2, or 3
Presence Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: 1 round + 1 round/3 levels

You make a single weapon attack, dealing damage as normal and reducing the subject's caster level by -1 (minimum 1) for the duration of the technique.


Poison Techniques

Toxin Mixology

Most assassins contract somebody out to squeeze oils out of a lotus flower, brew it up to enhance its lethality, and deliver the deadly end product in vials. You are one of the few who truly understand what it takes to make horrifying cocktails out of various compounds that really aren't so dangerous individually. As an aside, this also lets you avoid the horrible price-gouging
inherent in the lotus extract business.

Each morning, whenever you meditate to refresh your technique pool, you may also spend that time brewing up a selection of customized poisons. When brewing poisons, you produce one vial of poison, plus an additional vial of poison for every five poison techniques you know. Each poison you create has the following base profile, and can be enhanced further through the expenditure of poison points. (Most uses for poison points are themselves separate poison techniques. Just how free you want your freeform poison crafting to be is dependant on how much you want to invest in it.) When brewing poisons with this ability, you have poison points equal to your assassin level; you do not have to use all of your poison points, but they do not carry over from day to day, so you may as well use them all. Your poisons contain no preservatives and spoil whenever you brew a new batch of poisons; for this reason, they cannot be sold.

When brewing a poison, choose one of the targetable ability scores listed for your assassin class level in Table: Custom Poison Effects by Level. The poison deals ability damage of the chosen type; other poison techniques refer to this as the "primary effect". You may also choose to expend 1 poison point. If you do, the poison deals +1 ability damage. This effect cannot be purchased multiple times. Repeat this process for each vial of poison you produce.

Type poison (injury); Save Fortitude;
DC 10 + 1/2 assassin level
Frequency 1/round for 1 round;
Effect see Table: Custom Poison Effects by Level;
Cure 1 save

Special: The toxin mixology ability is not a technique. Rather, whenever a character gains any technique from the poison category, he gains toxin mixology as a bonus ability. Like a cross-specialization technique, if the assassin gains this ability, but did not select poison as one of his specializations, then his level is halved for the purpose of determining the power of this ability, as normal.

Table: Custom Poison Effects by Level
Assassin Level Targetable Ability Scores Ability Damage
1-2 Str, Dex, Int 1d4
3-6 Str, Dex, Con, Int 1d6
7-10 All 1d8
11-14 All 1d10
15-18 All 1d12
19+ All 2d6

Additional Doses (Ex)

Category: Poison
Requires: Assassin 10, any four poison techniques

Whenever you produce poison with the toxin mixology ability, you may produce any number of additional vials of poison for 2 poison points each. These vials treat your assassin level as though it were -10 lower (minimum 1) for the purpose of determining the strength of their primary effect, but not for the purpose of determining targetable ability scores or save DCs.

Alternative Preparation (Ex)

Category: Poison

Poisons you produce with the toxin mixology ability may now be contact poisons or ingested poisons. In addition, whenever you produce a vial of poison with toxin mixology, you may expend 1 poison point. If you do, that poison has a delayed onset of your choice of 1 minute, 10 minutes, or 1 hour.

Assassin's Metabolism (Ex)

Category: Poison
Requires: brewer's immunity technique

You may consume poisons you produce with the toxin mixology ability as though they were potions, healing you for points of damage equal to the ability damage normally dealt by its primary effect, plus twice the number of poison points expended on the vial. For example, a 12th-level assassin consuming a standard (not produced with the additional doses technique) vial with 4 poison points of investment would heal for 1d10+8 points of damage. Poison ingested in this fashion may not be squirted back out using the projectile potion technique.

Bilious Edge (Su)

Category: Poison

Weapons coated with poison you produce with the toxin mixology ability are treated as magic for the purpose of overcoming damage reduction. Additionally, starting at 11th level, those weapons are also treated as Good, Evil, Lawful, and/or Chaotic for the purpose of overcoming damage reduction if your alignment matches any of those states.

Brewer's Immunity (Ex)

Category: Poison
Requires: Assassin 4

You are immune to all effects of poisons you brew with the toxin mixology ability.

Double Dosing (Ex)

Category: Poison

Whenever you produce a vial of poison with toxin mixology, you may expend a number of poison points equal to one-third the number expended on that vial by all other sources, rounded down (minimum 1). If you do, whenever a creature makes its saving throw against that poison while it is on a weapon, the weapon remains poisoned, though the DC of any saving throw called for by the poison is reduced by -2. If a creature makes its saving throw against a poison that has already become subject to double dosing, then the poison is lost rather than being
recycled for a third attempt. Additionally, the painful toxins technique does not apply to poisons that have already been subject to the double dosing technique.

Flexible Stockpiling (Ex)

Category: Poison
Requires: stockpiling technique

Poison points retained by the stockpiling technique may be spent as though they were technique points. The stockpiling technique may now retain +1 poison point.

Lethargic Liquids (Ex)

Category: Poison

Whenever you produce a vial of poison with toxin mixology, you may add any number of additional features listed in Table: Lethargic Liquids Effects, below. All additional features are negated on a successful saving throw.

Assassin Level Required Effect Poison Point Cost
1st Dazzle for 10 minutes 1
1st Sicken for 1 minute 1
4th Stagger for 1 round 2
7th Stagger for 1d4 rounds 3
7th Nauseate for 1 round 2
10th Nauseate for 1d4 rounds 3
13th Paralyze for 1 round 3
19th Paralyze for 1d4 rounds 4

Mélangology (Ex)

Category: Poison

Whenever you produce a vial of poison with toxin mixology, you may expend 1 poison point. If you do, choose an ability score other than the one targeted by the vial's primary effect. The poison now deals 1 point of damage to the chosen ability score. Starting at 11th level, the poison deals 1d3 points of damage to the chosen ability score instead.

Special: Mélangology can be added to a vial of poison multiple times. Each time, choose a different ability score.

Painful Toxins (Ex)

Category: Poison
Requires: Assassin 4

Whenever you produce a vial of poison with toxin mixology, you may expend any number of poison points not to exceed one-quarter your assassin level (minimum 1). For each poison point expended in this manner, that vial of poison deals 1d8 points of acid damage to those affected by it. This damage has no saving throw.

Projectile Poison (Ex)

Category: Poison
Requires: alternative preparation technique, brewer's immunity technique

You gain the ability to drink any contact or ingested poison you produce with the toxin mixology ability as though it were a potion. The poison settles just behind the eyeballs, where it can be squirted from the tear ducts. Launching poison at a creature in this manner is a ranged touch attack with a range increment of 10 feet, while "cold" uses of this ability, such as draining poison into a glass or coating a doorknob with a dose of eye poison, is simply a standard action. You can only hold one dose of poison in your eyes at any one time, and further doses of poison are wasted if ingested.

Sinister Concoctions (Ex)

Category: Poison

Whenever you produce a vial of poison with toxin mixology, you may expend any number of poison points. If you do, the Difficulty Class of any saving throws called for by that vial of poison increases by an amount equal to twice the number of poison points expended, to a maximum of your Intelligence modifier. The effects of this technique only apply if the poison is used by the brewing assassin personally.

Somnolence Solutions (Ex)

Category: Poison

Whenever you produce a vial of poison with toxin mixology, you may expend 2 poison points. If you do, that vial of poison puts its victim to sleep for minutes equal to the points of ability damage that would normally be dealt by its primary effect. This replaces the ability damage of the primary effect.

Stockpiling (Ex)

Category: Poison
Requires: Assassin 4

Whenever you produce poison with the toxin mixology ability, if you have poison points remaining, you may retain up to 3 of them and add them to the number of poison points you have the next time you prepare poisons.

Subtle Tactics (Ex)

Category: Poison
Pool Compatible: no
Range: touch
Target: creature touched
Presence Source: targeted creature
Presence Required: 1, 2, 3, or 4
Presence Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: brewer's immunity technique

You smash a vial of poison you created with the toxin mixology ability in the face of a creature within reach. Make a melee touch attack, dealing 1 point of piercing damage that ignores damage reduction on a successful hit. Yes, this poisons the target.

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