Technoassassin
This class is designed for physical ranged combat, cultural skills, mechanical skills, exploring skills and endurance and is also capable with fighting multiple opponents, wisdom and heavy weapons. They are poor at exotic weapons and a particular specialized skill.

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sneak Attack 1d6, Trapfinding, First Discipline Inventions (1st)
2nd +1 +0 +3 +3 Second Discipline Inventions (1st)
3rd +2 +1 +3 +3 Third Discipline Inventions (1st)
4th +3 +1 +4 +4 Sneak Attack 2d6
5th +3 +1 +4 +4 First Discipline Inventions (2nd)
6th +4 +2 +5 +5 Go for the Gears
7th +5 +2 +5 +5 Sneak Attack 3d6
8th +6/+1 +2 +6 +6 Salvage
9th +6/+1 +3 +6 +6 First Discipline Inventions (3rd)
10th +7/+2 +3 +7 +7 Sneak Attack 4d6, Second Discipline Inventions (2nd)
11th +8/+3 +3 +7 +7 Third Discipline Inventions (2nd)
12th +9/+4 +4 +8 +8 Commandeer Device
13th +9/+4 +4 +8 +8 Sneak Attack 5d6, First Discipline Inventions (4th)
14th +10/+5 +4 +9 +9 Death Attack
15th +11/+6/+1 +5 +9 +9 Destruction Attack
16th +12/+7/+2 +5 +10 +10 Sneak Attack 6d6
17th +12/+7/+2 +5 +10 +10 First Discipline Inventions (5th)
18th +13/+8/+3 +6 +11 +11 Second Discipline Inventions (3rd)
19th +14/+9/+4 +6 +11 +11 Sneak Attack 7d6, Third Discipline Inventions (3rd)
20th +15/+10/+5 +6 +12 +12 Greatest Invention
Special: You cannot be a technoassassin and an inventor or a tinker at the same time.
Alignment: Any
Hit Die: 1d8

Class Skills:
The technoassassin’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armour Proficiency
Technoassassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and with light armour, as well as all inventions, be they weapon, armour or shield.

Sneak Attack
If a technoassassin can catch an opponent when she is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The technoassassin’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the technoassassin flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three technoassassin levels thereafter. Should the technoassassin score a critical hit with a sneak attack, this extra damage is not multiplied. However, it is multiplied on a successful sneak attack with the sword Perdition (see Greatest Invention).

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a technoassassin 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.

A technoassassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The technoassassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A technoassassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Technoassassins (just like rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Technoassassins (just like rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A technoassassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Inventions (Su)
A technoassassin can create inventions just like an inventor does (including the key ability score of Wisdom), except as given on Table: The Technoassassin, that he is limited to the disciplines of augmentation, demolition, dynamics and mesmerism, and that he can only sustain 3 invention points per level, not 5.

Go for the Gears
From sixth level, a technoassassin's sneak attack can be used on creatures without discernible anatomies. When used on a construct, the attack deals an extra point of damage per die.

Salvage (Ex)
From 8th level, a technoassassin can deal 1d6 damage or restore 1d6 health to a mechanical object per round as a standard action. He must touch the object to do this, which may easily trigger a trap, but this allows him to break a lock (even if he may not be able to touch the inside of the lock directly).

Commandeer Device (Ex)
From 12th level, the technoassasin can, if he beats the disable device DC of a trap by 10 or more, take control of the trap and use it for his own purposes without disarming it. This might mean he creates a bypass which will always let him or his allies walk through with impunity, or he picks it up and can set it elsewhere. Similarly, he can take a disable device check against the craft check result of the creator of a mechanical object (or inventor level + key ability score + 10 for an invention, or character level + 10 for other mechanical objects created without craft checks) as a standard action to take control of it. Of course, as soon as an inventor realises what the technoassasin has done, they can recall the invention points used in the making, but otherwise it is possible for the technoassassin to take control of traps, vehicles, and the like with relative impunity.

Death Attack
If a technoassassin of at least 14th level studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (technoassassin’s choice). While studying the victim, the technoassassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the technoassassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the technoassassin’s class level + the technoassassin’s Wis modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per two levels of the technoassassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the technoassassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the technoassassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Destruction Attack
At fifteenth level, the technoassassin can use a death attack to destroy creatures which are immune to normal death attacks, such as constructs or undead, even though they're usually immune to effects which allow fortitude saves.

Greatest Invention:
At twentieth level, a technoassassin learns Perfect Body if his first discipline is Augmentation, Perdition if it is Demolition, Aethercloak if it is Dynamics, and Simulation Serum if it is Mesmerism. The cost of Perdition is only 60 invention points to the technoassasin.