Rogues who choose the Assassin track focus on their ability to set up devastating strikes from cover or stealth. Eventually, they learn to destroy crowds just as efficiently as they would eliminate a lone guardsman. Your Key Offensive Modifier is Dexterity, as appropriate for a stealthy character.
1st Circle - Sneak AttackEX
You know that a fair fight is a failure to plan. Any time you make an attack that hits a [Flat-footed], [Helpless], [Confused], [Dazed], [Entangled], [Exhausted], [Stunned], [Shaken], [Frightened], [Cowering], or [Panicked] target, you deal 1d6 additional damage with the [Precision] descriptor per Assassin circle that you possess, to a maximum of 7d6.
2nd Circle - Slayer's SenseEX
Once you go for an enemy, you’re rarely inclined to let them escape alive. You can ignore [Concealed] and [Fully concealed] when attacking an opponent you have previously damaged with Sneak Attack during the [Encounter].
3rd Circle - Blood Calls to BladeEX
Any time you make an attack against an opponent subject to your Sneak Attack ability while you are not benefiting from fury bonuses to attack rolls, save DCs, or damage, you gain a +4 bonus on your attack roll.
4th Circle - Menacing PresenceEX
The sight of one of your victims leaves their allies disturbed and vulnerable. Whenever an opponent ends its turn within your [Melee] range of another creature you have damaged with a Sneak Attack during this [Encounter], it becomes [Shaken] for one [Round]. This is a [Mind-affecting], [Fear] effect.
5th Circle - Felling StrikeEX
The shock of a Sneak Attack often causes an enemy to open their defenses. Whenever you deal additional damage with the [Precision] descriptor to an opponent within [Melee] range with your Sneak Attack ability, that opponent is knocked [Prone]. A successful Reflex save (DC 10 + 1/2 your level + your KOM) negates the [Prone] condition.
6th Circle - Battle FatigueEX
Even if an enemy survives your first strikes, you still leave their body battered and crippled. If you deal Sneak Attack damage to an opponent twice in the same [Round], that opponent is [Slowed] until the beginning of your next turn.
7th Circle - No ExitEX
Hell is one other person in particular — you. Twice per [Encounter] as a swift action, you may deal additional damage equal to 5× your level on your next Sneak Attack this [Round] and cause the target to be [Blinded] and [Stunned] for one [Round]. A successful Fortitude save (DC 10 + 1/2 your level + your KOM) halves the additional damage and causes the opponent to become [Dazzled] and [Entangled] instead of being [Stunned] and [Blinded]. This is a [Death] effect.