TEXT: The Assassin
  A Modular, Momentum
  Maneuvers Base Class
  0
  Bradley Crouch
  Commissioned by Brandon Funderburgh
  II..G
  G..
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  TABLE OF CONTENTS
  The Assassin
  1
  Table: The Assassin
  1
  Favored Class Bonuses
  5
  Assassin Feats
  6
  Assassin Technique Summary
  9
  Hot Techniques
  9
  Acupressure
  9
  Execution
  9
  Initiation
  10
  Magehunting
  10
  Cold Techniques
  11
  Infiltration
  11
  Intuition
  11
  Poison
  12
  Assassin Technique List
  12
  Acupressure Techniques
  12
  Execution Techniques
  15
  Table: Twist the Knife Damage
  18
  Infiltration Techniques
  18
  Initiation Techniques
  21
  Intuition Techniques
  24
  Magehunting Techniques
  26
  Table: Homunculus Trophy
  28
  Poison Techniques
  31
  Table: Custom Poison Effects by Level
  31
  Table: Lethargic Liquids Effects
  32
  Legal
  34
  CREDITS
  Author
  Bradley Crouch
  Commissioner
  Brandon Funderburgh
  CLASS STATS
  Difficulty to Play (1­5): 3.5
  Difficulty to Build (1­5): 3
  Role: Versatile "striker" martial
  Playstyle: Playstyle is very fluid given the class' design,
  but, generally, the sneaky sort that punishes being
  ignored in a fight
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  An Interjection Games, LLC Production
  Compatibility with the Pathfinder Roleplaying Game
  requires the Pathfinder Roleplaying Game from Paizo
  Inc.. See http://paizo.com/pathfinderRPG for more
  information on the Pathfinder Roleplaying Game. Paizo
  Inc. does not guarantee compatibility, and does not
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  i
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  The Assassin
  The common perception of the assassin is that of a cold­
  blooded killer, one who commits murder on contract, or,
  worse, for whatever twisted pleasure the act gives him.
  While these individuals do exist, they are merely a
  minority whose actions and proclivities sullies the name
  of the profession as a whole. Hands­on detectives,
  bounty hunters, spies, and agents all fall under the
  umbrella of the assassin, and while being adept at
  planting a knife in the back is indeed a ubiquitous part of
  the profession, their differences are great enough that a
  table of assassins can all be special snowflakes.
  Role: Thanks to their ability to sneak attack competently,
  assassins are typically found at or near the front lines of
  any combat, though their choice of techniques finetunes
  the exact positioning. Outside of combat, their ability to
  skulk about, brew poisons, and/or put two and two
  together still makes them a dangerous instrument.
  Alignment: Any. Any moral code can cleave to killing, if
  done for the right reasons.
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The assassin's class skills are Acrobatics (Dex), Bluff
  (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape
  Artist (Dex), Intimidate (Cha), Knowledge (local) (Int),
  Linguistics
  (Int),
  Perception
  (Wis),
  Perform
  (Cha),
  Profession (Wis), Sense Motive (Wis), Sleight of Hand
  (Dex), Stealth (Dex), and Survival (Wis).
  Skill Ranks Per Level: 4 + Int modifier
  1
  Table: The Assassin
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Class Features
  All of the following are class features of the assassin.
  Weapon Proficiency: Assassins are proficient with all
  simple weapons, plus the blade boot, hand crossbow,
  katana, kukri, rapier, sap, scimitar, short sword, shortbow
  (and composite), shuriken, and wakizashi.
  Armor Proficiency: Assassins are proficient with light
  armor.
  Assassin Techniques: An assassin is a finely­honed
  weapon, though the precise shape of the weapon is
  dependent
  upon
  his
  particular
  education.
  This
  is
  represented by an assassin's known techniques and
  chosen technique specializations.
  At 1st level, an assassin chooses two categories of hot
  techniques and two categories of cold techniques from the
  lists below. These are known as his specializations. He
  begins play with one technique drawn from each of the
  technique lists of his four specializations, for a total of
  four techniques. At each new assassin level, he gains an
  additional technique drawn from any of his specialization
  categories. An assassin must meet the prerequisites of a
  technique in order to learn it. At 5th level, 10th level, and
  15th level, the technique the assassin gains may be from
  any category, and not just from his specializations.
  Techniques
  drawn
  from
  outside
  one
  of
  his
  chosen
  specializations
  are
  known
  as
  cross­specialization
  techniques. An assassin treats his assassin level as though
  it were half its actual value, rounded up, for the purpose
  of
  the
  magnitude
  of
  effect
  and
  duration
  of
  cross­
  specialization techniques. He still treats his assassin level
  as its full value for all other purposes of that technique,
  such as save DC and meeting the technique's prerequisite.
  The Difficulty Class (DC) for a saving throw against an
  assassin's technique is 10 + 1/2 the assassin's class level +
  the
  assassin's
  Intelligence
  modifier.
  Unless
  stated
  otherwise in a technique's entry, an assassin can only
  execute a single technique per round.
  "Hot" techniques interact with the presence pools an
  assassin grants to those near him (see the presence class
  feature, below), and each technique has three quantities
  that describe their particular interaction with it: presence
  source,
  presence
  required,
  and
  presence
  change.
  A
  technique is considered to be "hot" if it has a defined
  Presence Source.
  Presence Source ­ Since an assassin can maintain a
  presence pool for each foe in range, a technique must tell
  which presence pool is affected by it, and the source
  chosen restricts targeting. When executing single­target
  techniques, the source is almost always the intended
  target. When executing area techniques, the source gets a
  bit murkier; read each individual entry.
  Presence
  Required ­ In order to execute a hot
  technique, the presence source(s) must have an amount of
  presence that matches one of the numbers listed on this
  line. If this does not match, the technique cannot be
  executed using the chosen source. Find another source or
  pick another technique.
  Presence Change ­ When a hot technique is executed,
  the chosen source's presence increases or decreases by an
  amount equal to the number listed on this line.
  A "cold" technique does NOT interact with presence
  pools, and interacts with the assassin's technique pool
  instead (see the technique pool class feature, below).
  "Cold" techniques ignore presence required and presence
  source rules, and treat the following two quantities
  differently.
  Pool
  Compatibility
  ­
  If
  a
  technique's
  pool
  compatibility is set to yes, then its cost can be paid from
  the technique pool. It is considered a "cold" technique.
  Presence Change ­ When a cold technique is executed,
  the assassin expends points from his technique pool equal
  to its presence change. For example, a presence change of
  ­2 means the assassin must expend 2 technique points.
  Some techniques have both a presence source AND are
  pool compatible. Such "lukewarm" techniques may be
  executed as either "hot" or "cold", as the situation
  dictates. Finally, some techniques don't have an activation
  cost at all. These techniques may be passive, or they may
  modify other techniques that they have as prerequisites.
  Hot Technique Categories
  Acupressure ­ A poke in the right spot can kill a man, stun
  a man, force a man to drop his weapon, or just make a
  man take a nap.
  Execution ­ When tricks simply won't do, assassins
  specializing in execution get stuck in and defeat their
  opponent with brutal attacks that wear even the most
  resilient foe down.
  Initiation ­ Prolonged fights are for suckers. Masters of
  initiation know how to get the first blow in, and to make it
  count. As a result, quite a few of them are snipers.
  Magehunting ­ Vampires are to blood as magehunters are
  to magic. Adept at dismantling the gift of magic at its
  source, the magehunter specializes in stealing magic from
  his victims and maintaining the ability to use it for hours
  after the mark's death. Magehunting assassins are held in
  very high regard by the Order of the Nullblades, and the
  organization is known to employ a significant number of
  them.
  2
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Cold Technique Categories
  Infiltration ­ It's not all about getting into places unseen.
  Sometimes, being seen is an asset. An assassin who
  specializes in infiltration gets where he needs to go and
  out again with his hide intact.
  Intuition ­ All assassins have a sixth sense, but those who
  are attuned to their own intuition have a seventh, and an
  eighth, and a ninth...
  Poison
  ­
  Those
  assassins
  who
  dabble
  in
  the
  lost
  techniques of poison manufacture know how to produce
  deadly compounds from just about anything. Masters of
  the art, however, find that simply killing a man is the easy
  way out, and their cocktails begin to do very exotic things
  indeed.
  Presence (Su): An assassin begins play with the ability
  to weaponize the emotions and instinctive reflexes of
  others. Each non­ally creature that approaches to within
  60 feet of the assassin gains a presence pool, a measure of
  the assassin's influence upon that creature's physiological
  state;
  if
  a
  victim­to­be
  believes,
  consciously
  or
  subconsciously, that the assassin is capable of something,
  then the assassin is indeed capable of doing it, assuming
  he knows the correct motions to use. The maximum
  number of points in a presence pool is equal to 4. Unlike
  most pools, however, the presence pool begins play empty
  and does not replenish itself after a period of time.
  Instead, whenever the assassin wishes to execute a
  technique with a listed Presence Source, the number of
  points
  in
  the
  source's
  presence
  pool
  increases
  or
  decreases by the amount listed by that technique's
  Presence Change. Some techniques demand that the
  presence source and target be the same creature, while
  others do not. See individual technique entries for details.
  The presence pool requires a very real risk of death to
  function properly. As a result, creatures that flee from the
  assassin lose their presence pools once out of range for
  minutes equal to his Charisma modifier (minimum 1).
  Sneak Attack: If an assassin can catch an opponent
  when he is unable to defend himself effectively from his
  attack, he can strike a vital spot for extra damage.
  The assassin's attack deals extra damage anytime his
  target would be denied a Dexterity bonus to AC (whether
  the target actually has a Dexterity bonus or not), or when
  the assassin flanks his target. Techniques that do not
  apply weapon damage do not apply sneak attack damage.
  This extra damage is 1d6 at 1st level, and increases by 1d6
  every three assassin levels thereafter. Should the assassin
  score a critical hit with a sneak attack, this extra damage
  is not multiplied. Ranged attacks can count as sneak
  attacks only if the target is within 30 feet.
  With a weapon that deals nonlethal damage (like a sap,
  whip, or an unarmed strike), an assassin can make a
  sneak attack that deals nonlethal damage instead of lethal
  damage. He cannot use a weapon that deals lethal damage
  to deal nonlethal damage in a sneak attack, not even with
  the usual –4 penalty.
  The assassin must be able to see the target well enough to
  pick out a vital spot and must be able to reach such a spot.
  An assassin cannot sneak attack while striking a creature
  with concealment.
  Technique Pool (Su): At 1st level, an assassin gains a
  technique pool, representing his ability to execute "cold"
  techniques.
  The
  number
  of
  points
  in
  an
  assassin's
  technique pool is equal to his assassin level + his
  Intelligence modifier. Technique points are used to pay
  the costs of techniques that are Pool Compatible, as
  detailed in assassin techniques, above.
  The technique pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to be
  consecutive.
  3
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Universal Techniques: At the indicated levels, an
  assassin
  gains
  the
  following
  techniques
  as
  bonus
  techniques. These represent ubiquitous tricks of the trade.
  Study Mark (Ex)
  Category: Universal
  Pool Compatible: no
  Range: 60 feet + 5 feet/level
  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
  full­attack action
  Duration: instantaneous
  Requires: Assassin 1
  You study a creature within range.
  You may execute an additional technique this round, but
  only if its presence source is the same as this technique's
  target and its presence change is ­1, ­2, ­3, or ­4.
  Note: This technique literally does nothing beyond
  producing
  presence.
  At
  higher
  levels,
  its
  ability
  to
  guarantee
  chained
  techniques
  can
  be
  useful
  if
  you
  desperately need to get something big off; however, its
  primary reason for existing is to ensure that people who
  didn't pick a technique with a +1 presence change have a
  way to gain presence.
  Hot to Cold (Ex)
  Category: Universal
  Pool Compatible: no
  Range: 60 feet
  Target: creature in range with 2 or more presence
  Presence Source: targeted creature
  Presence Required: 2, 3, or 4
  Presence Change: 0
  Execution Time: 1 swift action
  Duration: instantaneous
  Requires: Assassin 6
  This technique may only be executed if the number of Hit
  Dice the target possesses is at least half your assassin
  level. The presence of your target is set to 0, and you gain
  a temporary technique point. This temporary technique
  point persists for 1 hour.
  Starting at 18th level, temporary technique points granted
  by this technique stack, to a maximum of 2.
  You may execute an additional technique this round.
  Instinctive Focus (Ex)
  Category: Universal
  Requires: Assassin 8
  At the end of your turn, choose a creature within 30 feet
  that has a presence pool. If that creature has 0 presence,
  it gains 1 presence.
  Starting at 20th level, this technique affects all creatures
  within 30 feet that have a presence pool.
  Switch Focus (Ex)
  Category: Universal
  Pool Compatible: no
  Range: 60 feet
  Target: creature in range with 2 or more presence
  Presence Source: another creature in range
  Presence Required: 0, 1, 2, or 3
  Presence Change: +1
  Execution Time: 1 free action
  Duration: instantaneous
  Requires: Assassin 12
  The presence of your target is set to 0.
  You may execute an additional technique this round.
  Fruits of Focus (Ex)
  Category: Universal
  Requires: Assassin 14
  You have a +1 luck bonus to AC and saving throws against
  creatures with a presence pool containing 1 or more
  presence. This increases to a +2 bonus at 18th level.
  Evasion (Ex): At 2nd level and higher, an assassin can
  avoid even magical and unusual attacks with great agility.
  If he makes a successful Reflex saving throw against an
  attack that normally deals half damage on a successful
  save, he 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.
  4
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  assassins as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Whenever the assassin expends technique
  points on a technique that targets himself or an ally, the
  target is healed for points of damage equal to the number
  of technique points expended. The assassin can heal a
  number of hit points equal to twice the number of times
  this bonus has been selected daily.
  Drow – Add +1/2 to the size of the assassin's technique
  pool.
  Dwarf – Every 3 times this bonus is selected, the assassin
  gains 1 temporary hit point that lasts for 1 minute
  whenever he executes a technique with a presence change
  of ­2, ­3, or ­4. This bonus stacks.
  Elf ­ Add +1/2 to the size of the assassin's technique pool.
  Gnome – Every 5 times this bonus is selected, choose a
  technique with a presence change of ­2, ­3, or ­4.
  Whenever the assassin executes the chosen technique, he
  may throw a flask of acid or alchemist's fire as a free
  action.
  Half­elf – Add +1/2 to the size of the assassin's technique
  pool.
  Halfling – If this bonus has been taken at least 3 times,
  then the assassin treats the uncanny intuition technique
  as though it were part of one of his specialization
  categories, even if it really isn't. Additionally, each
  morning when the assassin records rolls with the uncanny
  intuition technique, he may change a to­be­stored roll to
  be +1 higher or ­1 lower than what was actually rolled. He
  may do this once for every 5 times this bonus has been
  selected, and cannot apply the effects of this bonus to a
  single roll more than once unless all to­be­stored dice
  have already had its effects applied once.
  Half­orc – Every 3 times this bonus is selected, the
  assassin gains 1 temporary hit point that lasts for 1 minute
  whenever he executes a technique with a presence change
  of ­2, ­3, or ­4. This bonus stacks.
  Hobgoblin – Treat the assassin's class level as +1 higher
  for the purpose of determining the duration of techniques
  that grant weapon special abilities.
  Human – Add +1/6 of an assassin technique from a
  specialization category.
  Kitsune – Every 5 times this bonus is selected, choose a
  known assassin technique, then name a specialization
  category other than its native category. The assassin treats
  the chosen assassin technique as though it were both from
  its native specialization category, as well as from the
  chosen specialization category. This applies to meeting
  the prerequisites of feats and abilities, as well as to
  interactions between techniques.
  Kobold – Add +1/4 to the Difficulty Class of all techniques
  if the victim is a gnome.
  Orc – Treat the assassin's class level as +1 higher for the
  purpose of determining the duration of techniques that
  grant weapon special abilities.
  Puddling – Every 5 times this bonus is selected, choose a
  technique with a presence change of ­2, ­3, or ­4.
  Whenever the assassin executes the chosen technique, he
  may throw a flask of acid or alchemist's fire as a free
  action.
  Tiefling – Every 3 times this bonus is selected, the
  assassin has an additional poison point whenever he
  makes poisons with the poison mixology ability.
  Vanara – Whenever the assassin executes a technique
  with a presence change of ­2, ­3, or ­4, add +1 foot to the
  assassin's base land speed for 1 round (+5 feet for every
  five times this bonus is taken). This is an enchancement
  bonus.
  Vishkanya – Every 3 times this bonus is selected, the
  assassin has an additional poison point whenever he
  makes poisons with the poison mixology ability.
  5
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Assassin Feats
  Arcane Larcenist
  Why stop with just one spell when you can walk off with
  half the contents of a wizard's brain?
  Prerequisite: Know any one of ­ filch the gift, pilfer the
  gift, steal the gift; assassin level 9th
  Benefit: Whenever you execute the filch the gift, pilfer
  the gift, or steal the gift techniques, if you have exactly
  one spell retained by that technique, you do not lose it
  when you attempt to steal another one. If you have exactly
  two spells retained by that technique, choose one of the
  two spells to lose immediately.
  Bloody Mess
  Killing is so much easier when the next mark is busy
  screaming over what you did to the first guy.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  execution as a chosen execution specialization, know at
  least three execution techniques
  Benefit: Three times per day, whenever you execute an
  execution technique with a presence change of ­3 or ­4,
  you may immediately grant 1 presence to a creature
  adjacent to your target.
  Cold Assassin
  In court, premeditation gets thrown around like it's a
  dirty word. News flash: it's a great way to avoid getting
  caught in the first place if you do it right; of course they
  hate it!
  Prerequisite: Technique pool class feature, assassin
  level 1st
  Benefit: The size of your technique pool increases by +3
  points.
  Special: You can gain Cold Assassin multiple times. Each
  time, the size of your technique pool increases by +2
  points, and the required assassin level increases by +3.
  Cumulative Exposure
  Well, would you look at that. It's gone and rubbed off on
  you. Congratulations! The Order of the Nullblades would
  like your resignation in the morning.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  magehunting as a chosen assassin specialization, know at
  least three magehunting techniques
  Benefit: Choose a 1st­level spell from the cleric, druid,
  sorcerer, or wizard spell lists. You gain the ability to cast
  the chosen spell twice per day as a spell­like ability with a
  caster level equal to your assassin level and Intelligence as
  your key ability.
  Special: You can gain Cumulative Exposure multiple
  times. Each time, choose a new 1st­level spell to learn. The
  required number of magehunting techniques increases by
  +2 for each time you have taken this feat.
  Extended Larceny
  When you take magic, it's for keeps, and such paltry
  issues as the death of the caster don't really matter so
  much.
  Prerequisite: Know any one of ­ filch the gift, pilfer the
  gift, steal the gift; assassin level 5th
  Benefit: Spells stolen with the filch the gift, pilfer the
  gift, and steal the gift techniques are retained for 1 hour
  per assassin level or for hours equal to your Charisma
  modifier after the subject's death, whichever comes first.
  Normal: You retain stolen spells for 10 minutes per
  assassin level or for minutes equal to your Charisma
  modifier after the subject's death, whichever comes first.
  Fingers of Fury
  You poke faster than the eye can move.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  acupressure as a chosen assassin specialization, know at
  least three acupressure techniques
  Benefit: Three times per day, whenever you would
  execute an acupressure technique in place of an attack in
  a
  full­attack
  action,
  you
  may
  instead
  execute
  that
  technique at the end of your full­attack action without
  sacrificing an attack to do so. Its attack bonus is equal to
  that of your last mainhand attack in a full­attack action.
  6
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Greater Specialization Focus
  At some point, other people start to memorize the names
  of your attacks.
  Prerequisite: Specialization Focus
  Benefit: Choose one of your specializations that has
  already gained the benefits of the Specialization Focus
  feat. The Difficulty Class of all saving throws called for by
  techniques of that specialization increases by a further +1.
  This stacks with the bonus granted by Specialization
  Focus.
  Special: You can gain Greater Specialization Focus
  multiple times. Each time, choose another one of your
  specializations that has already gained the benefits of the
  Specialization Focus feat.
  Instructor of Assassination
  You feel like it's high time to give back, and giving back
  apparently means making more assassins.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  assassin level 7th
  Benefit: Whenever you replenish your technique pool for
  the day, you may spend 1 hour training an ally without the
  assassin
  techniques
  class
  feature
  in
  the
  art
  of
  assassination. For the next 24 hours, or until the next
  time you replenish your technique pool, whichever comes
  first, that ally gains a technique pool containing 4
  technique points, the study mark universal technique, the
  ability to create presence pools as a 1st­level assassin, and
  any one assassin technique you know that can be learned
  by a 1st­level assassin. The ally has an effective assassin
  level equal to his character level ­ 3 or your assassin level ­
  2, whichever is lower.
  Master Instructor
  You've been around a long time. Are you spending time
  passing on your successes, or are you warning others
  about your failures?
  Prerequisite: Instructor of Assassination,
  assassin level 13th
  Benefit: Whenever you train an ally in the art of
  assassination with the Instructor of Assassination feat,
  that ally learns two additional assassin techniques you
  know that can be learned by a 1st­level assassin, and the
  size of his temporary technique pool increases by +2
  points. The ally forgets these additional techniques when
  the abilities granted by Instructor of Assassination are
  lost.
  Saw it Coming
  "Hang on, guys? Is the hair on the back of your neck
  tingling?"
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  intuition as a chosen assassin specialization, know at least
  3 intuition techniques
  Benefit: Whenever you do not get to act in a surprise
  round, you may assign 1 presence to up to two creatures in
  combat with a presence pool.
  Share the Gift
  You may hate mages, but those who cooperate with you
  get to live, usually.
  Prerequisite: Know any one of ­ filch the gift, pilfer the
  gift, steal the gift
  Benefit: Whenever you execute the filch the gift, pilfer
  the gift, or steal the gift techniques on a willing creature,
  that creature may choose which spell you steal. When
  performing steal the gift on a willing creature, do not roll
  to see what level of spell you get to steal: the subject
  chooses any 1st through 3rd­level spell to give you
  instead.
  Sneaky Savant
  Even for an assassin, you're a tricky one.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  infiltration as a chosen assassin specialization, know at
  least 3 infiltration techniques
  Benefit: You gain an infiltration pool, a measure of just
  how much sneakier than other assassins you are. The
  number of points in your infiltration pool is equal to 4.
  You may expend infiltration points as though they were
  technique points, but you may only expend them on
  infiltration techniques. The infiltration pool replenishes
  itself whenever you replenish your technique pool.
  Special: You can gain Sneaky Savant multiple times.
  Each time, the size of your infiltration pool increases by
  +3 and the number of required infiltration techniques
  increases by +2.
  7
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Specialization Focus
  You've given your techniques fancy names, a habit that
  tends to get laughed at until their efficacy is well­
  documented. It will be soon enough.
  Prerequisite: Assassin techniques class feature
  Benefit:
  Choose
  one
  of
  your
  specializations.
  The
  Difficulty
  Class
  of
  all
  saving
  throws
  called
  for
  by
  techniques of that specialization increases by +1.
  Special: You can gain Specialization Focus multiple
  times.
  Each
  time,
  choose
  another
  one
  of
  your
  specializations.
  Stockpiler Adept
  When you talk about saving for a rainy day, what you
  mean is you hoard away poison for when you're going to
  need all of it at once. And maybe even then some; that's
  why you hoard it in the first place: it's never enough.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  stockpiling
  technique,
  poison
  as
  a
  chosen
  assassin
  specialization
  Benefit: The stockpiling technique can now retain an
  additional +2 poison points, for a total of 5.
  Subduing Techniques
  We've all seen wanted posters, and, sometimes, a mark is
  worth far more alive than dead. It's good to learn how to
  knock somebody out if that's your idea of good work.
  Prerequisite: Assassin techniques class feature
  Benefit: Whenever you execute a technique that does
  only slashing, piercing, and/or bludgeoning damage, you
  may choose to make the damage dealt by that technique
  nonlethal.
  Technique Training
  Even within specializations, assassins vary widely from
  one to another simply because there are so many
  techniques out there. The only real way to get ahead is to
  put effort into learning more of them.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  assassin level 1st
  Benefit: You learn an assassin technique for which you
  meet all the prerequisites. The chosen technique must be
  from one of your chosen specialization categories.
  Special: You can gain Technique Training multiple
  times. Each time, choose a new technique for which you
  meet all the prerequisites, and the required assassin level
  increases by +4.
  Thin Lady's Disciple
  If the show ends when the fat lady sings, then it stands to
  reason that some beanpole of a woman gets things
  started.
  Prerequisite:
  Assassin
  techniques
  class
  feature,
  initiation as a chosen assassin specialization, opening
  salvo technique, know at least 3 initiation techniques
  Benefit: Three times per day, you may benefit from the
  opening salvo technique even if it isn't the first round of
  combat.
  Toxic Mixologist
  They'll love your new recipe.
  Prerequisite: Toxin mixology ability, know at least 1
  poison technique
  Benefit: Whenever you brew poisons with the toxin
  mixology ability, the number of poison points you have to
  spend increases by +2.
  Special: You can gain Toxic Mixologist multiple times.
  Each
  time,
  the
  required
  number
  of
  known
  poison
  techniques increases by +2.
  Varied Technique Training
  Learning outside of one's specialization is very difficult,
  but you managed it.
  Prerequisite: Technique Training
  Benefit: Choose an assassin technique you know that is
  not a prerequisite for any other ability you possess. (You
  cannot choose a poison technique if you only know one of
  them because of toxin mixologist.) You forget the chosen
  technique, but learn your choice of any assassin technique
  for which you meet all the prerequisites.
  8
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Assassin Technique Summary
  Hot Techniques
  Acupressure
  No Prerequisite
  Blackout ­ Presence ­1. Your touch deafens and blinds
  for a short period.
  Clear the Channels ­ Presence ­1. Your touch grants a
  temporary +2 or higher morale bonus to Strength and
  Constituion, but imposes a ­2 penalty to AC.
  Deathgrip ­ Presence ­3. Your touch deals 1d6 + 1/3
  level Con damage.
  Hijacked Ambulation ­ Presence +1. Your touch forces
  a creature to move 5 feet.
  Pressure Point ­ Presence +1. Your touch force a
  creature to drop a random object it is wielding.
  Reaching
  Poke
  ­
  Presence
  ­1.
  Your
  acupressure
  techniques are temporarily ranged.
  Reflex Trigger ­ Presence ­1. Your touch forces a
  creature to attack itself.
  Sinister Relatation ­ Presence +1. Your touch imposes
  a ­2 penalty to saving throws for 1 round.
  Steel Finger ­ Presence ­1. Your acupressure techniques
  temporarily deal piercing damage.
  Level 4
  Nerve Pinch ­ Presence ­2. Your touch puts a creature to
  sleep for 2d4 rounds.
  Staggering Poke ­ Presence ­1. Your touch staggers a
  creature for 1 round.
  Level 6
  Death of a Thousand Stings ­ Presence ­4. You may
  execute a number of additional acupressure techniques
  this round, based on your BAB.
  Lockjaw ­ Presence ­2. Your touch suppresses an
  extraordinary ability for a time.
  Wake
  the
  Dead
  ­
  Presence
  ­1.
  Your
  acupressure
  techniques
  temporarily
  affect
  creatures
  without
  a
  functioning nervous system.
  Level 8
  Attempted Purgation ­ Presence ­2. Your touch may
  end a poison or disease effect.
  Execution
  No Prerequisite
  Execute ­ Presence ­4. Your attack deals damage equal to
  the amount of damage taken by the subject so far, max
  1d6 per level.
  Exploit Weakness ­ Presence +1. Your next weapon
  attack uses Intelligence to hit. Escalation: Presence ­1 to
  use Seek Weakness at the same time.
  Lacerate ­ Presence +1. Your next weapon attack deals
  additional bleed damage.
  Mark for Death ­ Presence +1. Subject temporarily
  takes +1 damage from all weapon sources.
  Seek Weakness ­ Presence +1. Your next weapon attack
  uses Intelligence to damage. Escalation: Presence ­1 to use
  Exploit Weakness at the same time.
  Sever
  Arteries ­ Presence ­3. Exhaust a creature
  temporarily with a Fortitude save to negate the effect each
  round.
  Skewer ­ Presence ­1. Weapon attack ignores damage
  reduction equal to twice your Intelligence modifier.
  Twist the Knife ­ Presence ­1. Weapon attack deals
  additional bleed damage based on level.
  Level 4
  Deathblow ­ Presence ­2. You temporarily gain the
  ability to cleave when you kill or destroy a creature.
  Exsanguinate
  ­
  Presence
  ­2.
  Weapons
  you
  wield
  temporarily have the wounding weapon special ability.
  Keen Implements ­ Presence ­1. Weapons you wield are
  temporarily keen. Starting at 10th level, weapons that are
  already keen gain an additional +1 to their critical threat
  range.
  Swift Trickery ­ Presence ­1. If an attack hits, feint that
  creature.
  Level 6
  Garrote ­ Presence ­2. You grapple a creature, staggering
  it for the duration of the grapple.
  Level 8
  Bloodletting Strike ­
  Presence ­3. Your touch makes
  the target take damage whenever it takes a move,
  standard, or full­round action.
  Rupture ­ Presence ­2. Rupture an organ, inflicting an
  effect of your choice and additional damage.
  9
  Hot Techniques
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Initiation
  No Prerequisite
  Ambusher ­ You have a +3 bonus to initiative during a
  surprise round.
  First Blood ­ Presence +1. Attack deals additional
  damage to undamaged creature.
  Hurl ­ Presence ­1. You temporarily treat weapons that
  are compatible with the Weapon Finesse feat as though
  they were both throwing and returning. Escalation: Add
  additional weapon special abilities at the cost of 1
  presence each.
  Ignored Peril ­ Presence +1. Attack deals additional
  damage to creature that neither attacked nor damaged
  you in the previous round.
  Opening Salvo ­ In the first round of combat, treat
  initiation techniques with a ­1 presence change as though
  it were +1.
  Produce Knives ­ Presence ­X. Create throwing knives
  equal to twice the presence spent.
  Sniper Adept ­ Presence ­1. You roll twice and take the
  better result when attempting to remain hidden after
  making a ranged attack, and have a bonus to the check.
  Steady Snipe ­ Presence +1. The range increment of
  your ranged weapons increases by +30 ft. (+60 ft. at 11th
  level and higher) for 1 round.
  Wound Spring Maneuver ­ Presence +1. A creature
  attacking you in the first round of combat provokes an
  attack of opportunity from you.
  Level 4
  Disarming Shot ­ Presence 0. Ranged attack performs a
  disarm combat maneuver on a successful hit.
  Ricochet ­ Expend 1 presence to make a ranged attack
  ricochet and strike another creature. This can chain.
  Level 6
  Ambush Artist ­ Your techniques gain the ability to
  allow execution of more techniques, but only during a
  surprise round.
  Burrower ­ Presence ­2. The subject's move actions,
  standard
  actions,
  and
  full­round
  actions
  deal
  bleed
  damage to itself.
  Silencing Shot ­ Presence ­2. Ranged attack silences a
  creature temporarily. Starting at 11th level, the effect is
  permanent.
  Level 12
  Eliminate ­ Presence ­4. Weapon attack kills a creature
  instantly. Fortitude negates.
  Magehunting
  No Prerequisite
  Choke the Source ­ Presence ­X. Deactivate a single
  magic item while grappling.
  Filch the Gift ­ Presence +1. Steal a 0th­level spell.
  Hunter's Immunity ­ Presence ­1. You have a +2 luck
  bonus to saves against the subject's spells for 1 round.
  Magic Detective ­ Presence ­1. You can cast detect
  magic and read magic as spell­like abilities.
  Rattling Presence ­ Presence +1. The subject must
  make a concentration check to cast a high level spell.
  Escalation: Presence ­1 to affect all spells.
  Stifling Strike ­ Presence +1. Melee attack temporarily
  imposes a ­1 penalty to caster level.
  Level 4
  Bad
  Medicine
  ­
  Weapons
  you
  wield
  gain
  an
  enhancement bonus when a creature with sufficient
  presence casts a spell in range.
  Homunculus
  Trophy
  ­
  Gain
  the
  ability
  to
  craft
  homunculi from the blood of mages you killed; the
  homunculi have a small vestige of their source's power.
  Pilfer the Gift ­ Presence ­2. Steal a 1st­level spell or
  other equivalent ability and gain the ability to cast it once
  as a spell­like ability.
  Level 6
  Dispel Magic ­ Presence ­2. Cast dispel magic as a spell­
  like ability.
  Master
  Thief
  ­
  +1
  caster
  level
  for
  magehunting
  techniques.
  Level 8
  Explosive Repossession ­ Presence ­1. Stolen spells
  from filch the gift, pilfer the gift, and steal the gift
  explode, dealing 2d6 points of damage per spell level to
  the original spell owner, or 1d6 points of damage per spell
  level in a 10­ft. radius if the owner is in range and dead.
  Level 10
  Grand Theft Arcana ­ Presence ­4. Cast a copy of a
  spell that targeted only you against which you made a
  successful saving throw.
  Special
  Charitable Thief ­ Req. any one of filch the gift, pilfer
  the gift, or steal the gift. Expend 2 technique points and a
  stolen spell to allow a nearby ally to cast without
  expending a spell slot.
  Steal the Gift ­ Req. Assassin 10, pilfer the gift. Presence
  ­3. Steal a random 1st to 3rd­level spell from a creature
  and gain the ability to cast it once as a spell­like ability.
  10
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Cold Techniques
  Infiltration
  No Prerequisite
  Expeditious
  Feet
  ­ Presence +1. You temporarily
  increase your base land speed by +30 feet. Escalation:
  Presence ­1 to execute as a free action.
  Kip Up ­ Presence +1. Stand up from prone as a swift
  action. Escalation: Presence ­1 in order not to provoke
  attacks of opportunity.
  Kong Vault ­ Presence +1. You temporarily ignore the
  effects of up to 10 feet of difficult terrain per round.
  Enhancement bonuses to base land speed apply to this
  distance starting at 6th level.
  Stick the Landing ­ Presence ­1. Make an Acrobatics
  check to reduce falling damage.
  Thrown Ventriloquism ­ Presence ­1. You throw your
  voice as the ghost sound spell, and maintain it for as long
  as you wish.
  Traceless Step ­ Presence ­1. You temporarily do not
  leave footprints or scent while moving.
  Unpredictable Step ­ Presence ­1. Your movement does
  not provoke attacks of opportunity from a single creature.
  The effect ends after 1 round of active use.
  Weave ­ Presence +1. You briefly gain a +1 dodge bonus
  to AC.
  Level 4
  Scaling Step ­ Presence ­1. Your movement scales walls
  and walks on water, but only so long as you keep moving.
  Lasts 1 round.
  Level 6
  Least Interesting Man in the World ­ Presence ­2.
  Bystanders and guards rewrite their internal narrative to
  make your snooping about something they shouldn't
  bother.
  Lightfoot ­ Presence ­3. Your footfalls do not trigger
  mechanical traps, at least temporarily.
  Locksmith ­ Presence ­2. A piece of metal or wood
  becomes the exact key you need when pushed into a lock.
  Sliding Trip ­ Presence ­1. Trip as part of a move action.
  Level 8
  Shadowfoot ­ Presence ­2. You teleport 5 feet per level
  as the dimension door spell, but must emerge unseen.
  Level 10
  Defensive Roll ­ Presence ­2. Reduce damage dealt to
  you by half on a successful Reflex save. Can be used
  without an action once per day.
  Intuition
  No Prerequisite
  Anticipate ­ Presence +1. The next time the subject
  targets you with an attack or ability, it provokes an attack
  of opportunity from you.
  Detect Compulsion ­ Presence ­1. You learn whether or
  not the subject is affected by a compulsion spell, and can
  attempt to identify it.
  Foreseen Strike ­ Presence +1. You have a +2 insight
  bonus to the next saving throw called for by the subject.
  Sense of Direction ­ You always know which way is
  magnetic north, so long as where you are has a magnetic
  field.
  Uncanny Intuition ­ Each morning, store d20 results
  that you can use in place of rolls.
  Level 4
  Danger Sense ­ You may expend 2 technique points to
  act in a surprise round.
  Ricochet Arrows ­ Presence ­1. You deflect an incoming
  arrow and have it strike another creature.
  Uncanny Dodge ­ You cannot be caught flat­footed,
  including against invisible creatures.
  Level 6
  Sense Fear ­ You have blindsense 30 feet for the
  purpose of detecting creatures with presence.
  Level 8
  Walking Polygraph ­ Presence ­2. Detect lies and
  evasions in touched creature.
  Level 12
  Improved Evasion ­ As evasion, but you take half
  damage on a failed Reflex saving throw.
  Special
  Improved Uncanny Dodge ­ Req. Assassin 8, uncanny
  dodge. You can no longer be flanked, and you deny sneak
  attacks by virtue of being flanked.
  Preternatural Senses ­ Req. Assassin 4, uncanny
  intuition. Once per day, you may replace a d20 roll with a
  roll stored by the uncanny intuition technique.
  Stolen Future ­ Req. Assassin 8, uncanny intuition.
  Presence ­4. Record two d20s rolls as if rolled by the
  uncanny intuition technique.
  Thrown Intuition ­ Req. Assassin 6, uncanny intuition.
  You can force other creatures to use results stored by the
  uncanny intuition technique.
  11
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  Poison
  Toxin Mixology ­ Autogranted when any other poison
  technique is taken. Allows for the production of custom
  poisons.
  No Prerequisite
  Alternative
  Preparation
  ­
  Your
  toxin
  mixology
  poisons have an optional, delayed onset for 1 poison point
  and can be made to have different modes of action.
  Bilious Edge ­ Weapons coated by toxin mixology
  poison are treated as magic, and, at high levels, your
  alignment
  for
  the
  purpose
  of
  overcoming
  damage
  reduction.
  Double Dosing ­ You can expend poison points to grant
  toxin mixology poisons a second attack per dose if a
  saving throw is made against the first attempt. The
  second attempt has a ­2 penalty to DC.
  Lethargic Liquids ­ You gain access to a number of
  status effects for toxin mixology.
  Mélangology ­ Toxin mixology poisons can now target a
  secondary ability score.
  Sinister Concoctions ­ You may expend poison points
  to increase the DC of your toxin mixology poisons.
  Somnolence Solutions ­ You may expend poison
  points to make a toxin mixology poison put creatures to
  sleep.
  Level 4
  Brewer's Immunity ­ You have immunity to your toxin
  mixology poisons.
  Painful Toxins ­ You may expend poison points on
  toxin mixology poisons to have them deal 1d8 acid
  damage per point on application.
  Stockpiling ­ You may carry poison points over from day
  to day.
  Special
  Additional
  Doses
  ­
  Req.
  Assassin
  10,
  4
  poison
  techniques. You may create additional, weaker vials of
  poison with the toxin mixology ability for 2 poison points
  each.
  Assassin's
  Metabolism
  ­ Req. brewer's immunity
  technique. You may consume toxin mixology poisons as
  though they were healing potions.
  Flexible Stockpiling ­ Req. stockpiling. Poison points
  retained by the stockpiling technique can now be used as
  though they were technique points, and the stockpiling
  technique can hold +1 point.
  Projectile
  Poison
  ­
  Req.
  alternative
  preparation,
  brewer's immunity. Contact or ingested poison made by
  toxin mixology may be consumed, then squirted from the
  tear ducts as a ranged attack. Only one dose may be
  stored in this manner at a time.
  Subtle Tactics ­ Req. brewer's immunity. Presence ­1.
  You smash a vial of toxin mixology poison in a creature's
  face.
  Assassin Technique List
  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.
  12
  Assassin Technique List
  Acupressure
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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.
  13
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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
  two­handed
  object,
  then
  it
  attacks
  itself
  with
  any
  applicable natural weapons/while unarmed, or with the
  aforementioned
  two­handed
  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 rounds. 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.
  14
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 full­round 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.
  15
  Execution Techniques
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 18­20
  weapon would become 14­20 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.
  16
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 full­round 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 ­5­foot 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.
  17
  
  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.
  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 it presence change to ­1. If you
  do, this technique's execution time becomes 1 free action
  and you may execute another technique this round.
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  18
  Table: Twist the Knife
  Damage
  Infiltration Techniques
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 it 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 movement­impairing 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 mind­affecting
  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.
  19
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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
  non­allied 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 nonmagical 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.
  20
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 full­round 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 full­round 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 full­attack 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 + one­third 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.
  21
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 full­attack 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 + one­third 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.
  22
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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.
  23
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 dodge­granting 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.
  24
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 flat­footed. 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.
  25
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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.
  26
  Magehunting
  Techniques
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 spell­like 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 0th­level spells as 1st­level 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
  randomly­determined spell once as a spell­like ability
  with a caster level equal to your assassin level and
  Intelligence as your key ability. While you retain the
  ability to cast said spell­like ability, the subject cannot
  cast that cantrip or orison. You retain the ability to cast a
  spell­like 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 mumbo­jumbo 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.
  27
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 spell­like
  ability. Consult the table below for the costs and requisite
  assassin level to grant homunculi spells in this manner.
  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 spell­like 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.
  28
  Table: Homunculus
  Trophy
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 end­result
  is the same: a single­use spell­like ability drawn from
  their power and packaged for your use. You retain the
  ability to cast a spell­like 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
  1st­level
  blast­compatible
  manifestation known by the subject. You gain the ability
  to cast a lesser blast etherspell once as a spell­like 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 randomly­determined
  blast­compatible 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 randomly­selected manifestation), and cannot
  use
  the
  randomly­selected
  manifestation
  until
  this
  technique ends.
  Known Magic ­ Cantor, Maestro
  Randomly select one of the subject's known 1st­level
  spells that has not been cast today. You gain the ability to
  cast that spell once as a spell­like 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
  spell­like 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
  spell­like 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 1st­level
  recitations from the Codex of Heart and Mind. You gain
  the ability to recite that recitation once as a spell­like
  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
  spell­like ability, if it does not already need to make a
  concentration check, then it must make a DC 10 + 1/2
  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.
  29
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 end­result
  is the same: a single­use spell­like ability drawn from
  their power and packaged for your use. You retain the
  ability to cast a spell­like 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 3rd­level spells from a sorcerer who has used all of
  his 3rd­level spells, then the presence change of this
  technique is set to 0.
  Ethermagic ­ Ethermagus, Ethermancer, Etherslinger
  Roll
  1d3,
  then
  randomly
  select
  a
  blast­compatible
  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 spell­like 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
  randomly­determined
  blast­compatible
  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
  randomly­selected manifestation), and cannot use the
  randomly­selected
  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 spell­like 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
  spell­like 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 spell­like 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 spell­like 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.
  30
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 price­gouging 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
  cross­specialization
  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.
  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.
  31
  Table: Custom Poison
  Effects by Level
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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 one­third 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.
  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 one­quarter 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.
  32
  Table: Lethargic Liquids
  Effects
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
  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.
  33
  
  The Assassin ‐ A Modular, Momentum Maneuvers Class
  Interjection Games
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
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  The Assassin ­ A Modular, Momentum Maneuvers Class, Copyright 2016,
  Interjection Games, LLC; Author: Bradley Crouch.
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  34
  
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