The Assassin is the Scoundrel who wins the fight before initiative is rolled. Stealth into position, prepare the strike, deliver damage that ends a target in one round. Where Smugglers escape danger and Pirates brawl through it, Assassins resolve danger by removing the dangerous person.
Quick read: The stealth-burst Scoundrel. Stealth + first-strike damage. Think IG-88, the unseen knife in a Coruscant alley, Death Sticks gone wrong.
What you do at the table
Assassins are the party's alpha-strike specialist and stealth scout. Your sheet emphasizes damage multipliers on the first strike of an encounter (advantage from stealth, sneak-attack-style bonus dice, surprise-round priority) and stealth/scouting traits that let you set up that strike.
The class fundamentally rewards preparation — Assassins who run into a fight blind feel underwhelming. Plan the approach, scout the target, set the trap. When the dice come out, you've already won.
Sibling differentiation
- vs. Marksman — Both deliver high single-target damage. Assassins do it close, with stealth and surprise; Marksmen do it from distance with rifles.
- vs. Bounty Hunter — Assassins kill quickly; Bounty Hunters track for as long as it takes. One-strike vs. relentless-pursuit fantasy.
- vs. Smuggler — Smugglers talk past problems; Assassins remove them.
Build tips
DEX primary (blaster, melee finesse, stealth, AC). INT secondary if you want Investigation / Knowledge: Tactics for prep. CON 13+ — your alpha strike trades off against fragile sustain.
Common pitfalls
- Don't open in the open. Assassin damage falls off hard once stealth is broken. If your DM puts you in a "fair fight" without setup time, you'll feel weaker than a Soldier or Bounty Hunter.
- Talk to your GM about scouting time. The class assumes you have some prep window before encounters. A campaign of pure surprise ambushes makes the build hard.