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Zakaroth
2011-10-17, 08:26 PM
The Sublime Assassin
http://divertedmuse.files.wordpress.com/2010/09/assassin-concept-art.png

Goal & Change Log:

The Goal was to make a solid Tier 3 class. A strong physical combatant and skill monkey, with a focus on stealth, information gathering and infiltration techniques. Also, I wanted to provide an assassin class without magic abilities and more based on physical skill and finesse. For those who prefer mystical feel around their assassin, I left in the access to maneuvers from the Shadow Hand discipline. It was inspired by both the Pathfinder rogue and jiriku's Daring Outlaw (http://www.giantitp.com/forums/showthread.php?t=188150). Feedback will be very much appreciated.

18-01-2014:
Added the change log.
Added three new Assassin Skills: Beyond Flesh and Blood (based on feedback and popular demand) Improved Sneak Attack and Ambusher (Master skill).
Merged Improved Poison Use and Poisoncrafter into Poison Specialization.



Alignment: A Sublime Assassin's is trained to hunt down and slay his target in a swift, almost elegant, way. Unfortunately, most do so purely for personal gain. Still, some choose a good cause, hired by local law, targeting those deemed evil, for example a cleric of a vile cult. The fact remains that one will seldom bother to deal with such a situation by other means then assassination. Therefore, Sublime Assassins are most often evil and only very rarely of a good alignment. Assassins are also often associated with a guild, which tend to have strict rules. Especially when it comes to keeping your oath and doing what is expected from you. After all, its important to uphold ones reputation - this even goes for solo rogue assassins, although likely to a lesser extent. Therefore, lawful Sublime Assassin's are more common then ones of any other philosophy.

HD: d8.
Starting Gold: 5d4x10 gp.

LevelBase AttackFortRefWillSpecial AC BonusM. KnownM. ReadiedS. Known
1st
+0
+0
+2
+0 Assassin Skill, Poison Use, Sneak Attack +1d6
+0
4
3
1
2nd
+1
+0
+3
+0 Uncanny Dodge
+0
5
3
1
3rd
+2
+1
+3
+1 Assassin Skill
+0
5
4
1
4th
+3
+1
+4
+1 Merciless, Sneak Attack +2d6
+1
6
4
1
5th
+3
+1
+4
+1 Assassin Skill
+1
6
4
2
6th
+4
+2
+5
+2 Shadow Blend
+1
7
5
2
7th
+5
+2
+5
+2 Assassin Skill, Sneak Attack +3d6
+1
7
5
2
8th
+6/1
+2
+6
+2 Improved Uncanny Dodge
+2
8
5
2
9th
+6/1
+3
+6
+3 Assassin Skill
+2
8
6
2
10th
+7/2
+3
+7
+3 Sneak Attack +4d6
+2
9
6
3
11th
+8/3
+3
+7
+3 Master Assassin Skill
+2
9
6
3
12th
+9/4
+4
+8
+4 -
+3
10
7
3
13th
+9/4
+4
+8
+4 Master Assassin Skill, Sneak attack +5d6
+3
10
7
3
14th
+10/5
+4
+9
+4 -
+3
11
7
4
15th
+11/6/1
+5
+9
+5 Master Assassin Skill
+3
11
8
4
16th
+12/7/2
+5
+10
+5 Sneak Attack +6d6
+4
12
8
4
17th
+12/7/2
+5
+10
+5 Master Assassin Skill
+4
12
8
4
18th
+13/8/3
+6
+11
+6 -
+4
13
9
5
19th
+14/9/4
+6
+11
+6 Master Assassin Skill, Sneak Attack +7d6
+4
13
9
5
20th
+15/10/5
+6
+12
+6 Assassin’s Promise
+5
14
9
5



Designer's Notes: As might have been noticed, the stances known progression is a bid odd. However, this was intended. This way a new stance is obtained at the same time as relevant next level maneuvers come available (3rd, 5th and 7th). A secondary reason is to compensate for the lack of class abilities at level 14 and 18. Level 12 is covered as well, as you gain a feat, a stat point, a maneuver known and a maneuver readied.
Class Skills
The Sublime Assassin’s class skills are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Int) and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: A Sublime Assassin’s weapon training focuses on several exotic blade weapons, suitable for stealth and sneak attacks. Sublime Assassins are proficient with all simple weapons plus the hidden blade, jitte, katana, ninja-to, sai, short sword (any type) and rapier, plus one exotic weapon of your choice. Sublime Assassins are proficient with light armor, but not with shields.

Maneuvers: A Sublime Assassin begins his career with knowledge of three martial maneuvers. The disciplines available to him are Black Lotus (http://www.giantitp.com/forums/showthread.php?t=217619), Diamond Mind and Shadow Hand. Additional Homebrew disciplines could be used, if deemed appropriate for this class (by both you and your DM).


• Once a maneuver is know, it must be readied before it can be used. Maneuvers usable by the Sublime Assassin are considered extraordinary abilities, unless otherwise noted, and are thus unaffected by spell resistance. Maneuvers do not provoke attacks of opportunity when initiated.
Additional maneuvers are learned at higher levels, as show in the table below. All prerequisites must be met in order to learn it. See Table 3-1 on page 39 of Tome of Battle: The Book of Nine Swords, to determine the highest-level maneuvers that can be learned.
Upon reaching 4th level and at every even-numbered Sublime Assassin level after that (6th, 8th, 10th, and so on), a maneuver can be chosen to exchange for a new one. The new maneuver does not need to have the same level as the old maneuver, but the Sublime Assassin must observe the restriction on the highest-level maneuver he knows, and meet all other prerequisites before selecting the new maneuver.


• Maneuver Recovery: Sublime Assassins are masters in gaining maximal benefit from any granted opportunity. Whenever a Sublime Assassin uses a standard action to successfully feint in combat, he uses this moment to reflect back on the battle and anticipate his opponent’s next move, allowing him to recover a maneuver that he feels is suited to counteract the impending action. This recovery method is unaffected by the Improved Feint feat and other similar effects, as he must take his time to regain focus in order to recover a maneuver.


• Maneuvers Readied: A Sublime Assassin can ready three of the four maneuvers he knows at first level and additional become available as he gains levels. In order to ready his maneuvers he must spends 5 minutes focusing his mind and techniques. The maneuvers readied per day remain the same until the Sublime Assassin decides to focus again in order to change them.
The Sublime Assassin begins each encounter with all his readied maneuvers unexpended, regardless of how many times they have been used since originally chosen. Initiating a maneuver expends it for the current encounter, so each maneuver can be used once per round (unless the Sublime Assassin recovers them, as described below).


Assassin Skills: The Sublime Assassin acquires a number of skills and techniques that will assist him through his missions. Starting at 1st level, a sublime assassin gains one Assassin Skill. He gains an additional Assassin Skill for every 2 levels of Sublime Assassin attained after the 1st level. At 11th level, he may start choosing Master Assassin Skills in place of an Assassin Skill. He may only choose each individual skill once.


• List of Assassin Skills:

Beyond Flesh and Blood (Ex): The sublime assassin expands his studies to include targets outside his basic training. He may add one of the following to his class skills: Knowledge Arcana, Knowledge Dungeoning, Knowledge Nature or Knowledge Religion. Whenever he encounters an enemy associated with his studies, he may make a Knowledge check opposed by the enemy's HD + 10. If successful, he is able to apply his knowledge to find weaknesses, effectively bypassing immunity to critical strikes and sneak attacks. However, the foe's natural resistance still has an effect, critical threat range is reduced by 1 (minimum of 1, on 20) and sneak attack bonus damage is halved.


Knowledge TypeCreatures
Arcana Constructs, Dragons and Magical Beasts
Dungeoneering Aberrations and Oozes
Nature Animals, Fey, Giants, Monstrous humanoids, Plants and Vermin
Religion Undead, Outsiders (evil and good)


Contractor’s Guile (Ex): The sublime assassin learns how to locate his targets. He gains Track as a bonus feat (even if he does not meet the normal requirements) and from now on he adds his Intelligence modifier to Survival and Gather Information checks (instead of Wisdom). Furthermore, he may use the Gather Information skill to track creatures in an urban environment.

Combat Reflexes: The sublime assassin gains Combat Reflexes as a bonus feat, even if he does not meet the normal requirements.

Evasion (Ex): The Sublime Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals damage on a successful save, he instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If the Sublime Assassin is helpless he does not gain the benefit of evasion. This requires a minimum class level of 3.

Bone Spear Technique (Su): The Sublime Assassin gains Improved Unarmed Strike as a bonus feat, even if he does not meet the normal requirements. Furthermore, the Sublime Assassin learns to focus his ki in an unusual way. He can manipulate and enhance the bones in his hands, forcing them to adopt a spear-like shape, effectively allowing him to rip through flesh with his bare hands. While active, his unarmed attacks deal 1d6 points of piercing damage (19-20/x2) per 3 class levels. Activating this ability takes a standard action and it lasts for 1 round per class level. This skill requires a minimum class level of 5.

Hidden Blade Technique (Ex): The sublime assassin gains Quick Draw as a bonus feat and he may draw light weapons as an immediate action, allowing them to be used during an attack of opportunity, even while sheeted or concealed. In addition, he becomes adept with concealing weapons on his body. The assassin adds his class level on opposed Sleight of Hand checks made to conceal a weapon.

Improved Critical: You gain the Improved Critical Feat. However, instead of applying to a single weapon, it applies to all one-handed weapons you wield. This requires a minimum class level of 5.

Improved Feint: The sublime assassin gains Improved Feint as a bonus feat, even if he does not meet the normal requirements. In addition, from now on he may add his Intelligence plus Charisma modifier (if positive) to Bluff checks while feinting in combat.

Improved Sneak Attack (Ex): Increases your sneak attack by +1d6. This requires a minimum class level of 3.

Infiltrator (Ex): The sublime assassin gains a +5 competence bonus on Balance, Climb, Jump, Disguise, Hide and Move Silently checks. This skill requires a minimum class level of 5.

Poison Specialization (Ex): The sublime assassin has specialized in the handling and making of poisons. He may apply poison to a weapon as a move action. Furthermore, he gains the feat Skill Focus: Craft (Alchemy)* and the cost for crafting poisons is reduces by 25%. The exposure to many poisonous materials have left him more resilient, granting a +4 bonus on saving throws against poisons. This skill requires a minimum class level of 5.
*: Pathfinder version (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final).

Sharpened Senses (Ex): The sublime assassin’s training has sharpened his senses, allowing him to deduct more information from both sight and sound. He gains a +3 competence bonus to Listen en Spot checks, and adds both his Intelligence and Wisdom modifier to these checks (if positive).

Trapfinding (Ex): A sublime assassin adds 1/2 his level to Spot skill checks made to locate traps and to Disable Device skill checks (minimum +1). A sublime assassin can use Disable Device to disarm magic traps.

Uncanny Dodge (Ex): As per the rogue class ability. If you already have or later gain Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge. This skill requires a minimum class level of 5.

Weapon Finesse: The sublime assassin gains Weapon Finesse as a bonus feat, even if he does not meet the normal requirements.



• List of Master Assassin Skills:

Ambusher (Ex): Increases the sublime assassin's sneak attack bonus dice by one size catagory (including those granted by maneuvers). Taking this skill requires you to have the Improved Sneak Attack assassin skill.

Devious Combatant (Ex): The sublime assassin adds his Intelligence modifier to his AC while wearing light armor or no armor.

Hide in Plain Sight (Ex): The Sublime Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in open without anything to actually hide behind.

Improved Evasion (Ex): The sublime assassin reflexes are near perfection. Like evasion, a sublime assassin takes no damage at all on a successful saving throw against attacks that allow a Reflex saving throw for damage. In addition, he takes only halve damage even if he fails his saving throw. Taking this skill requires you to have the Evasion assassin skill.

Master Infiltrator (Ex): A Sublime Assassin gains a +10 competence bonus on Balance, Climb, Jump, Disguise, Hide and Move Silently. In addition, an assassin can always choose to take 10 on these checks even when circumstances would normally prevent him from doing so. A number of times per day equal to his Dexterity modifier he may take 20 on one of these skills instead. Taking this skill requires you to have the Infiltrator assassin skill.

Mind Veil (Ex): The Sublime Assassin gains the ability to shroud himself in secrecy, becoming exceptionally difficult to read. He treated as being permanently under the effect of Nondetection.

Poison Mastery (Ex): The Sublime Assassin can apply poison to a weapon as a swift action. Furthermore, the damage dices of his poisons are increased by one size category and initial poison damage also causes the target to become sickened for as long as it is poisoned. Finally, the assassins becomes immune to poisons. Taking this skill requires you to have the Poison Specialization assassin skill.

Seizing Opportunist (Ex): The Sublime Assassin learns to gain maximum benefit from his foe’s weakest moments. Whenever he critical hits, the target will become flat-footed against his next attack. This attack must be made before the end of his next round to gain the benefit from this effect.

Uncanny Feint (Ex): The Sublime Assassin can feint as a swift action. Once per opponent per encounter, an opponent you successfully feint is flat-footed against your attacks for an entire round. Taking this skill requires you to have Improved Feint.

Vanish (Ex): The Sublime Assassin can now use the Hide in Plain Sight ability while he is within one move action of some sort of shadow. Taking this skill requires you to have the Hide in Plain Sight master assassin skill and a minimum class level of 15.

Vigor Mortis (Ex): The Sublime Assassin flourishes in death, whenever he deals a creature enough damage to kill it, he may recover an expended maneuver and immediately make an extra move action.


Poison Use (Ex): Sublime Assassins are well trained in the use of poison and never risk to accidentally poison themselves when handling poisons in anyway.

Uncanny Dodge: At 2nd level, a Sublime Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Merciless (Ex): At 4th level, a Sublime Assassin has experienced enough bloodshed and death to kill without second though. He may make a coup de grace as a standard action, instead of a full round action. In addition, he doesn’t provoke attack of opportunity while doing so.

AC Bonus (Ex): At 4th level, a Sublime Assassin gains a +1 bonus to AC when unencumbered and wearing light armor or no armor. This bonus increases by 1 for every four Sublime Assassin levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level)

Shadow Blend (Ex): At 6th level, a Sublime Assassin can use the Hide skill in any sort of shadow, even if it doesn’t grant him cover or concealment. The shadow must be large enough to accommodate his body surface. Shadow Blend can only be used if you are wearing light armor or no armor.

Improved Uncanny Dodge (Ex): At 8th level, a Sublime Assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies enemies the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that an enemy of at least four levels higher than the assassin can still flank him.

Assassin’s Promise (Ex): A Sublime Assassin of 20th level gains the ability to ensure his assassination skills. Three times per day, he may gain a +20 insight bonus on a single sneak attack and have the sneak attack bonus damage be considered maximized (as if the maximize spell feat is applied to the sneak attack bonus dice). In addition, a result of a natural 1 on the attack roll is not an automatic miss. The Sublime Assassin must declare the use of this ability before rolling any attack dice.

~Corvus~
2011-10-18, 03:46 AM
Interesting! ...So I take it that you wrote the Sublime Assassin there (http://community.wizards.com/go/thread/view/75882/19526550/Base_Class:_Sublime_Assassin_-_Black_Lotus_Discipline._(PEACH_please)), and you're now re-doing it here? It's definitely improved!

I can't find any nitpicks beyond minor technicalities... In the Poisoncrafter entry under Assassin Skills, you write "In addition, the exposure too many" where it should be "to many"....

Assassin's Promise gives a bonus to attacks once per day? per encounter? Per round? Or is it once EVER?!?! :smalltongue:

Zakaroth
2011-10-18, 04:35 AM
Interesting! ...So I take it that you wrote the Sublime Assassin there (http://community.wizards.com/go/thread/view/75882/19526550/Base_Class:_Sublime_Assassin_-_Black_Lotus_Discipline._(PEACH_please)), and you're now re-doing it here? It's definitely improved!

Yes, that is correct. Actually, that is the first draft I was referring to. I also posted it on this forum back then. But I'm glad you think its improved.


I can't find any nitpicks beyond minor technicalities... In the Poisoncrafter entry under Assassin Skills, you write "In addition, the exposure too many" where it should be "to many"....

Assassin's Promise gives a bonus to attacks once per day? per encounter? Per round? Or is it once EVER?!?! :smalltongue:

Fixed the first and clarified the second. Both the attack bonus and maximization can be applied once per encounter.

Zakaroth
2011-10-19, 06:09 PM
I was wondering if some people could give their opinion about the base attack and the amount of skill points of this class (6 or 8, skilled or too skilled?). I had a hard time deciding these class features.
When I think about an assassin, I imagine someone highly skilled with weapons. Consequently, full BAB progression comes to mind. However, I also see someone who uses stealth and precision to kill, not really a full combat type of fighter.. In the end I went with the 3/4 BAB, as this fits the latter and seemed more balanced (aiming Tier 3). The class also has access to many ways to deny targets their Dex to armor (feinting upgrades, black lotus maneuvers) thus he should be fine hitting most targets. Any thoughts?

Iceforge
2013-01-03, 07:04 PM
It seems high powered compared to the rogue, but then again, the rogue is way to weak as it is; its hard to say.

You need to add something to the Master Skill "Improved Evasion" about having to have selected "Evasion" first, as a prerequisite.

BladeTempest
2013-01-06, 09:04 PM
I like. I may be playtesting this in the future. If so I will let you know the results.

danzibr
2013-01-07, 07:51 AM
The flavor of this class is great. If I do some pbp on here which allows this I'll totally go for it.

The only note I would make is you might want to rename Assassin Skills and Master Assassin Skills and the word "skill" is reserved for other stuff.

Oh, and "Allowing him to recover a maneuver that he feels is suited to counteract the impending action" should be tacked on to the previous sentence with a comma, I think.

DaTedinator
2013-01-07, 10:22 AM
This class... this class is fantastic. It's got good flavor, but not very much of it - exactly what you want in a base class; it's got good, unique abilities, but not so many of them that they're practically spilling over into the next post; it has a sane number of abilities, and yet no dead levels...

Wow. This is great. Wonderful job.

Some of the assassin skills and master assassin skills seem like they've been copy/pasted without editing: for example, Vanish requires the Hide in Plain Sight assassin skill, when there is no Hide in Plain Sight assassin skill. That sorta thing (and on that note, just make Vanish Hide in Plain Sight).

Also, the maneuver recovery seems a little unfair. I would either (A) make it so the feint doesn't have to be successful, (B) make it so a successful feint recovers all maneuvers, or (C) give them a second way to recover maneuvers, either immediately or as an early class feature/assassin skill (like remove the move action from Vigor Mortis and bump it down to assassin). Although, if you do any of those, you should probably also add a note that they can't use maneuvers in a round where they want to recover any. So maybe you're good as-is.

But yeah, this is great. Really great work.

Oh, and just saw your questions: 6 skill points and a medium BAB seem fine.

White_Drake
2013-01-08, 08:54 PM
Superb, this class is fantastic. Just a few questions. First, have you considered the urban tracking feat from the cityscape web expansion for contractor's guile? It seems to fit better with the flavor and mechanics you have. Also, why are assassins not allowed to take evasion until fifth level? Even without the rule they could not take evasion until third level, which is still after the core classes get it. It may just be me, but improved poison use seems a bit lackluster. Even if it is the next logical step in the progression, it just seems like a skill tax for poison mastery. Would feinting in combat with a sparring partner be sufficient to recover maneuvers?
Now for just some minor nitpicks: Improved Poison Use says assassins get it at tenth level, which I assume is an editing error. In the second paragraph of Maneuvers it says al prerequisites rather than all prerequisites. Finally, at the beginning of Maneuver Recovery assassins has an apostrophe. I would just like to thank you for writing such an excellent class, and for taking the time to share it with us.

genericwit
2013-01-09, 06:12 PM
I'd reduce the amount of Assassin/Master Assassin Skills to 3 and 3 as opposed to 5 and 5; they already get full maneuver progression, AC bonus, 7/10 sneak attack progression, and a better hide in shadows. Still nets a bunch of versatility and some nifty specific abilities.

I mean, it seems like you're getting almost 10 abilities that are bonus feats, or way better than bonus feats.

Zakaroth
2013-01-25, 08:58 AM
Wow, suddenly it got some serious feedback, thanks guys! Unfortunately, I didn't notice it until to day. Still, I will get into your questions and remarks when I get back from work.

Zakaroth
2013-01-25, 01:38 PM
It seems high powered compared to the rogue, but then again, the rogue is way to weak as it is; its hard to say.

You need to add something to the Master Skill "Improved Evasion" about having to have selected "Evasion" first, as a prerequisite.


Well, I purposely made it more powerful than the rogue, because I was aiming for tier 3 with this class. Balance is always hard though.


I like. I may be playtesting this in the future. If so I will let you know the results.

Great to hear, that would be really helpful for improving it further.


The flavor of this class is great. If I do some pbp on here which allows this I'll totally go for it.

The only note I would make is you might want to rename Assassin Skills and Master Assassin Skills and the word "skill" is reserved for other stuff.

Oh, and "Allowing him to recover a maneuver that he feels is suited to counteract the impending action" should be tacked on to the previous sentence with a comma, I think.

• Hmmm, I see what you mean, but I think it isnt that big of a deal. For now I'll leave it as is, mostly because I fail to come up with a replacement name that I like.
• You are completely right on the grammar remark; fixed it.


This class... this class is fantastic. It's got good flavor, but not very much of it - exactly what you want in a base class; it's got good, unique abilities, but not so many of them that they're practically spilling over into the next post; it has a sane number of abilities, and yet no dead levels...

Wow. This is great. Wonderful job.

Some of the assassin skills and master assassin skills seem like they've been copy/pasted without editing: for example, Vanish requires the Hide in Plain Sight assassin skill, when there is no Hide in Plain Sight assassin skill. That sorta thing (and on that note, just make Vanish Hide in Plain Sight).

Also, the maneuver recovery seems a little unfair. I would either (A) make it so the feint doesn't have to be successful, (B) make it so a successful feint recovers all maneuvers, or (C) give them a second way to recover maneuvers, either immediately or as an early class feature/assassin skill (like remove the move action from Vigor Mortis and bump it down to assassin). Although, if you do any of those, you should probably also add a note that they can't use maneuvers in a round where they want to recover any. So maybe you're good as-is.


• Thanks for the kind words. I have put some serious thought in the distribution of abilities and maneuvers in order to prevent dead levels (which I really dislike in class design).
• Thanks for pointing those out, always read over these things, fixed the mistakes.
• Why do you think its unfair, because its to hard successfully feint? Based on this I buffed the improved feint assassin skill a bit. But overall I think its fine, I don't really feel this class needs to recover that many maneuvers, and the recovery method is designed so if works best against humanoid/intelligent targets, which matches the flavor of an assassins specialization.


Superb, this class is fantastic. Just a few questions.
• First, have you considered the urban tracking feat from the cityscape web expansion for contractor's guile? It seems to fit better with the flavor and mechanics you have.
• Also, why are assassins not allowed to take evasion until fifth level? Even without the rule they could not take evasion until third level, which is still after the core classes get it.
• It may just be me, but improved poison use seems a bit lackluster. Even if it is the next logical step in the progression, it just seems like a skill tax for poison mastery.
• Would feinting in combat with a sparring partner be sufficient to recover maneuvers?
Now for just some minor nitpicks: Improved Poison Use says assassins get it at tenth level, which I assume is an editing error. In the second paragraph of Maneuvers it says al prerequisites rather than all prerequisites. Finally, at the beginning of Maneuver Recovery assassins has an apostrophe. I would just like to thank you for writing such an excellent class, and for taking the time to share it with us.

Good questions, sorry for answering them a bit late.
• No, I'm not familiar with that feat. It sounds interesting though, I will see if I can find it.
• I probably had I reason, but I cant think of one now, so yeah, removed it.
• You have a point there, I'll try to think of a way to improve it, maybe merge it with poisoncrafter somehow.
• Interesting question! Hard to say, I think this is something a DM should decide. Careful with those maneuver during sparring though, they aim to kill :P

Will fix those mistakes, thanks again for reviewing it.


I'd reduce the amount of Assassin/Master Assassin Skills to 3 and 3 as opposed to 5 and 5; they already get full maneuver progression, AC bonus, 7/10 sneak attack progression, and a better hide in shadows. Still nets a bunch of versatility and some nifty specific abilities.

I mean, it seems like you're getting almost 10 abilities that are bonus feats, or way better than bonus feats.

Yes, but that is intended. I want this class to be powerful and took the PF Rogue as a reference point. They aren't that far apart.

Zakaroth
2014-01-18, 11:45 AM
An update. Added four new assassin skills: Beyond Flesh and Blood, Improved Sneak Attack, Poison Specialization, and Ambusher (master).

What do you guys think about Beyond Flesh and Blood? I added it because I received some requests about adding a skill that does something about sneak attack immunity. Initially I wasn't sure if it would match the fluff of the class, because an assassin kills human(oid)s. But hey, D&D doesn't occur in the normal world right, so might as well! And does it need an upgrade option (master assassin skill)?