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'''{{Anchor|Palm Weapon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Assassin learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.
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'''{{Anchor|Trapmaking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, the Assassin learns to build simple mechanical traps in out of common materials. As long as has access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, he can build an improvised trap in 10 minutes. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + the Assassin’s level, have a BAB equal to his own, and are always single-use traps. He may add poison to these traps, if he has access to it, but it will dry out in an hour.
'''{{Anchor|Palm Weapon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Assassin learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.
'''{{Anchor|Full Death Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, if the Assassin studies an opponent to perform a Death Attack, she can make a full attack during the next round where every attack inflicts Death Attack damage as long as the target was denied their Dexterity bonus to AC against the first attack in the full attack action.
'''{{Anchor|Nerve of the Killer}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): ''' At 8th level, an Assassin gains a limited immunity to compulsion and charm effects. While studying a target for a Death Attack, and for one round afterward, he counts as if he were within a protection from evil effect. This does not confer a deflection bonus to AC.