Crafty Christmas Day 10: Assassin Preview!

Down to the last three days and we just couldn't keep this one under wraps any longer. In fact, we're afraid he's escaped and might be headed, well, to your area. Should you spot him on the street - not that you will - but should you, avoid eye contact and immediately proceed to the nearest crowded area. It won't keep you alive if you're actually his target, but it'll maybe ensure there's a body to bury. No, wait, it won't help there, either. You're screwed, sucka!

Assassin
The Assassin is an agent of change, a hidden warrior removing key figures for a cause or for money. He is skilled at avoiding notice and striking with absolute, lethal precision, yet despite these shady actions he follows a strict ethical code. Harming bystanders and killing beyond the requirements of an assignment is sloppy and unprofessional, and to be avoided at all cost.

Attributes: Many of the Assassin’s class skills are based on Charisma and Wisdom, which top his list of most important attributes. Strength is another good candidate for those who favor physical assault in the final stages of a job.
Vitality: 1d10 + Con modifier per level
Starting Weapon Proficiencies: 4

Class Skills
The Assassin’s class skills are Blend, Bluff, Bureaucracy, Cultures, Falsify, Notice, Profession, Search, Sense Motive, Sleight of Hand, Sneak, and Tactics.
Skill Points at Level 1: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Core Ability
Heartseeker: Your base attack bonus is considered to be equal to your Career Level each time you attack a special or player character. This improved base attack bonus also counts when determining feat prerequisites, but you may only benefit from a feat gained in this fashion when attacking a special or player character, or would normally qualify for the feat with your standard base attack bonus.

Class Abilities
Silent as Death:  At Level 1, each time you fail a Blend or Sleight of Hand check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain the silent as death ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed.

Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?”
The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using this ability for the duration of the current mission.

Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements.

Masks: You’re a master of deception, able to hide your motives and even your identity under layers of misdirection. At Level 4, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.

  • Black Vial: You gain a +5 bonus with all saving throws made to resist poisons. Further, the saving throw DC of any poison you use increases by 5.
  • Convincing: Once per session, you may spend 1 action die to force an opponent to re-roll a successful skill check that would penetrate your disguise or cover. You may not use this ability to force an opponent to re-roll a critical success.
  • Fake It: You may credibly pretend to possess a skill that you don’t actually have, gaining a +20 bonus with Bluff/Deception checks made to feign its use. This does not actually allow you to use the skill — it merely allows you to act like you can. Thus, you could stand next to an operating surgeon and pretend to know what’s going on, but you couldn’t perform the surgery yourself. This effect lasts for 10 minutes. You may use this ability a number of times per session equal to your starting action dice.
  • Favor for a Favor: You may use your connections to elicit assistance from someone within an organization who is otherwise resistant to bribery. When you make any Bribe check, you may bribe honorable characters without penalty. The skill check results and costs are determined as standard, except that the bribe money is not paid to the target but rather used to assist him in a way that he finds morally acceptable. You may use this ability a number of times per mission equal to your starting action dice.
  • Follow My Lead: Through a mixture of fast-talk and convincing performance, you can shield your allies from scrutiny. Whenever you’re present with a teammate who’s in disguise, the teammate gains an insight bonus with his Falsify/Disguise check result equal to your Charisma modifier (minimum +1).
  • Old Debts: Each friend summoned with your backup ability shows up in only 1d4 hours and possesses a starting disposition toward you of Helpful rather than Supportive.
  • Ready for the Worst: As an experienced infiltrator, you know that your cover could be blown at any second. While in disguise, you gain a +5 synergy bonus with all checks made to determine surprise.
  • Schmooze: Your network of supporters is always growing. You gain 1 new associate-grade contact.
  • Skill Mastery: Choose 1 of your Assassin class skills. Your error range with this skill decreases by 2 (minimum 1). Further, when you take 10 with this skill, the amount of time required is not doubled.
  • Sneak Attack: Your attacks inflict an additional 2 dice of sneak attack damage.

Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene.
The friend is a Tier I standard NPC of any type, chosen when you summon him. He possesses a Grade VIII skill of your choice, as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.

Table 1: The Assassin

Level    BAB    Fort      Ref       Will      Def       Init       Wealth        Gear         Special
1          +0        +1         +1         +1         +1         +2         1                —              Heartseeker, silent as death
2          +1        +2         +2         +2         +1         +3         2               1                Cold read 1/session
3          +2        +2         +2         +2         +2         +4         2               1                Quick change 2/session
4          +3        +2         +2         +2         +2         +5         2               1, 1            Masks
5          +3        +3         +3         +3         +3         +5         3               1, 1            Backup I