http://wizards.com/default.asp?x=dnd/drfe/20090911
SPOILER: EXIBIR
Class Traits
“By the time you see me, it is too late to save yourself.”
Role: Striker. You are the ghost in the night and the
whisper on the wind. Barriers are worthless against
you, and you strike your foes with sudden, precise
force. You lean toward controller as a secondary role.
Power Source: Shadow. You have bound your soul to
the Shadowfell and become a being of darkness.
Key Abilities: Dexterity, Charisma, Constitution
Armor Proficiencies: Cloth, leather; light shield
Weapon Proficiencies: One-handed simple melee,
military heavy blades, military light blades, simple
ranged
Implements: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Stealth. From the class skills list below,
choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics
(Str), Bluff (Cha), Endurance (Con), Insight (Wis),
Perception (Wis), Stealth (Dex), Streetwise (Cha),
Thievery (Dex)
Class Features: Assassin’s shroud, Guild Training,
shade form, shadow step
“By the time you see me, it is too late to save yourself.”
Role: Striker. You are the ghost in the night and the
whisper on the wind. Barriers are worthless against
you, and you strike your foes with sudden, precise
force. You lean toward controller as a secondary role.
Power Source: Shadow. You have bound your soul to
the Shadowfell and become a being of darkness.
Key Abilities: Dexterity, Charisma, Constitution
Armor Proficiencies: Cloth, leather; light shield
Weapon Proficiencies: One-handed simple melee,
military heavy blades, military light blades, simple
ranged
Implements: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Stealth. From the class skills list below,
choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics
(Str), Bluff (Cha), Endurance (Con), Insight (Wis),
Perception (Wis), Stealth (Dex), Streetwise (Cha),
Thievery (Dex)
Class Features: Assassin’s shroud, Guild Training,
shade form, shadow step
SPOILER: EXIBIR
Assassin Overview
Characteristics: You can turn into an insubstantial
creature of shadow. While you are in that
form, even the most alert sentinel can overlook
your approach, and attacks pass through you
with little harm. When you spot your target, you
study its weaknesses as you prepare to deliver a
killing blow.
Religion: Assassins who pursue evil creatures
are often worshipers of the Raven Queen, who
teaches that death is the great leveler, a tool the
world needs to end abuses by powerful beings.
Evil assassins wallow in the misery and fear they
cause, or they revel in performing an exquisite
kill. Such folk usually venerate Zehir or Lolth.
Races: Revenants have the combination of
implacability and physical ability needed to
flourish as assassins. Half-orcs also excel as assassins,
often having a brutish nature that makes
the assassin’s art palatable to them. Drow are
superlative assassins, both because they grow
up in a society that values skilled murder and
because they are comfortable with working in
darkness. Halflings make good assassins since
they can combine their natural stealthiness
with a native curiosity that makes hiding from
them difficult. Changeling assassins possess an
unsurpassed ability to infiltrate and kill from a
position of trust.
Characteristics: You can turn into an insubstantial
creature of shadow. While you are in that
form, even the most alert sentinel can overlook
your approach, and attacks pass through you
with little harm. When you spot your target, you
study its weaknesses as you prepare to deliver a
killing blow.
Religion: Assassins who pursue evil creatures
are often worshipers of the Raven Queen, who
teaches that death is the great leveler, a tool the
world needs to end abuses by powerful beings.
Evil assassins wallow in the misery and fear they
cause, or they revel in performing an exquisite
kill. Such folk usually venerate Zehir or Lolth.
Races: Revenants have the combination of
implacability and physical ability needed to
flourish as assassins. Half-orcs also excel as assassins,
often having a brutish nature that makes
the assassin’s art palatable to them. Drow are
superlative assassins, both because they grow
up in a society that values skilled murder and
because they are comfortable with working in
darkness. Halflings make good assassins since
they can combine their natural stealthiness
with a native curiosity that makes hiding from
them difficult. Changeling assassins possess an
unsurpassed ability to infiltrate and kill from a
position of trust.




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