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wayfare
2011-01-21, 01:06 AM
In my attempt to make some tier 3 classes, here is my attempt at a rogue equivalent. This class focuses on the damage dealing aspect of the rogue. A second class, the Adventurer, will focus on trap-finding and evasion abilities.


The Assassin
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Weapon Focus; Enhanced Critical

2nd|
+1|
+3|
+0|
+0|Flanker

3rd|
+2|
+3|
+1|
+1|Uncanny Dodge

4th|
+3|
+4|
+1|
+1|Sneak Attack

5th|
+3|
+4|
+1|
+1|Alchemist Adept

6th|
+4|
+5|
+2|
+2|Assassin Ability

7th|
+5|
+5|
+2|
+2|Improved Poison Use

8th|
+5|
+6|
+2|
+2|Sneak Attack Maneuver

9th|
+6|
+6|
+3|
+3|Improved Uncanny Dodge

10th|
+7|
+7|
+3|
+3|Assassin Ability

11th|
+8|
+7|
+3|
+3|Journeyman Alchemist

12th|
+9|
+8|
+4|
+4|Sneak Attack Maneuver

13th|
+9|
+8|
+4|
+4|Advanced Poison Use

14th|
+10|
+9|
+4|
+4|Assassin Ability

15th|
+11|
+9|
+5|
+5|???

16th|
+11|
+10|
+5|
+5|Sneak Attack Maneuver

17th|
+12|
+10|
+5|
+5|Master Alchemist

18th|
+13|
+11|
+6|
+6|Assassin Ability

19th|
+14|
+11|
+6|
+6|Master Poison Use

20th|
+15|
+12|
+6|
+6|Sneak Attack Maneuver[/table]

Hit Die: 1d8

Skill Points: 6+Intelligence

Skills: Craft: Alchemy, Hide, Move Silently other suggestions?

Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword and long sword. Rogues are proficient with light armor, but not with shields.

Weapon Focus: At 1st level, choose any weapon you are proficient with; you gain the weapon focus feat when using that weapon, even if you don’t meet the prerequisites of that feat.

Enhanced Critical: At 1st level, when using the weapon you chose for weapon specialization, you gain a +1 bonus to critical threat range.
Special: This bonus stacks with Improved Critical, but is applied after the effects of that feat are resolved. A short sword modified by enhanced critical and improved critical has a threat range of 16-20 not 15-20.

Flanker: At 2nd level, when flanking an opponent, the Assassin gains +4 to attack instead of the normal +2 bonus for flanking.

Uncanny Dodge (Ex): Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Sneak Attack: At 4th level, if an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. On a successful attack, the assassin automatically inflicts a critical hit. If the assassin rolls a critical hit naturally, he add 1 to his critical multiplier when determining damage.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, an assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
An assassin 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 assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Alchemist Adept: At 5th level, the vicissitudes of your trade have given you incentive to pursue various alternative methods of ensuring a targets demise. As a result, you have learned how to craft alchemical concoctions to enhance yourself and confound your opponents. You gain a +2 bonus to Craft: Alchemy rolls.

Assassin Abilities: The fluctuating nature of your trade requires specialized applications of your skills. At 6th, 10th, 14th, and 18th level you gain any of the class features listed below. Alternatively, you may gain a bonus feat instead.

Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Swift Stealth: You may move up to your full speed without taking penalties to normal hide or move silently checks.

Innocuous: When you gain a +2 bonus to hide rolls, +5 when hiding in a crowd. Additionally, attempts to recall your features or describe you are made at +5 DC (minimum DC 20). Finally, any attempts to track you have their DCs increased by 5.

Hide in Plain Sight: Your presence has become so innocuous that you are able to attempt stealth without concealment. As a full action, you can make a Hide check even when in plain view. Spot opposes this check normally. You may maintain stealth in this way for a number of rounds equal to half your class level. Taking any action automatically ends this effect. Once this effect has ended, you cannot attempt stealth in this way until 10 rounds have passed..

Swift Stride: You have mastered the art of the expeditious retreat -- increase your base speed by 10 feet.

Always Armed: You gain an enhanced version of the improved unarmed strike feat. Your natural attacks inflict 1d6 (19-20/x2) bludgeoning or piercing damage on a successful attack. If you already possess in improved unarmed strike class feature, your natural weapons critical on a roll of (18-20) and gain a +1 enhancement bonus.

Backstab: When making a sneak attack from stealth, you may maximize the damage inflicted by your attack. Attacking automatically ends stealth, so may only benefit from this ability once each attack (even if you can make multiple attacks).

Master of Disguise: When making Disguise checks, you may roll twice and choose the best result for your check. Additionally, opponents do not gain familiarity bonuses to pierce your disguise.

Improved Poison Use: At 7th level, when applying poisons to weapons or using poisons upon targets you stand no chance of poisoning yourself. In addition, alchemical tinkering allows you to enhance the potency of your poisons. Add 2 to the save DCs of poisons you use.

Sneak Attack Maneuver: At 8th, 12th, 16th, and 20th levels, you gain unique martial maneuvers you can employ while using a sneak attack. You may only use sneak attack maneuvers once each round, even if you can make multiple attacks.

Distracting Flourish: On a successful sneak attack, your foe is rendered flat-footed for the rest of the round.

Sapping Strike: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ class level + Dexterity modifier) or be dazed for 1 round.

Savage Cut: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ class level + Dexterity modifier) or suffer a bleeding wound, losing 1 vitality each round until the wound is bound (a DC 15 heal check) or the character receives a curative magical effect. Multiple savage blows stack damage and increase the Heal DC by 2 for each attack.

Tendon Strike: On a successful sneak attack, the target must make a Fortitude Save DC (10 + ˝ class level + dexterity modifier) or be Slowed for 1d4 rounds.

Dismantling Blow: Experience combating constructs allows you to deliver punishing blows to artificial foes. A sneak attack modified by this maneuver can target constructs.

Deathbane Slash: Experience combating undead allows you to deliver mortal blows to undead. A sneak attack modified by this maneuver can target undead.

Improved Uncanny Dodge (Ex): An assassin of 9th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Journeyman Alchemist: At 11th level, extensive practical implementation of alchemical creations You gain Brew Potion as a bonus feat. When crafting a potion, you may make a Craft: Alchemy check to duplicate the effect of the spell required for the potion to function. The DC for this check depends on the level of spell to be duplicated:

Level 0: 15
Level 1: 17
Level 2: 19
Level 3: 21
Level 4: 23

Advanced Poison Use: At 13th level, extensive alchemical tinkering allows you to increase the lethality of your poisons. Add 4 to the save DCs of any poison you use. This replaces the bonus earned at 7th level

???: At 15th level,you gain some sort of ability i have not yet decided

Master Alchemist: At 17th level, a career preparing and using alchemical agents has given you particular insight into their creation. You gain a +4 bonus on Craft: Alchemy rolls, and halve the time it takes to prepare potions or other alchemical creations. This replaces the bonus gained at 5th level.

Master Poison Use: At 19th level, your own tinkering has made the poisons you employ extraordinarily deadly. Add 6 to the save DCs of any poisons you use. This replaces teh bonus gained at 13th level.

Frog Dragon
2011-01-21, 01:21 AM
One problem. You don't state the amount of SA dice gained.

wayfare
2011-01-21, 01:41 AM
One problem. You don't state the amount of SA dice gained.

Sneak attack no longer grants bonus dice of damage. Instead, its an auto-crit effect that you can later tag extra effects onto.

I know that this is a huge change from the standard model, which is why its posted here -- if its too much, then I'll restore the normal SA progression.

Frog Dragon
2011-01-21, 01:53 AM
Assuming a level 9 Assassin who has Shadow Blade (maybe via martial study and such) and a Dex of 20 and Str 14, using a +2 shortsword.
that'd make 1d6+11

With your SA version, that's 2d6+22 (avg 29). Comparing to a Rogue with the same feats and stats and weapon, the rogue has 1d6+5d6+7 (avg 28). The Assassin wins by a single point.

That'd be with a traditional rogue weapon. However, how about a nice +2 scythe? Shadow Blade is out, but pump Str a bit more, like a 16. Now, your SA deals 4d8+20 (avg 38). While I wouldn't call it overpowered, it does kinda subvert the traditional assassin imagery many people would be going for with a class like this.

Also, it has no proficiencies listed.

wayfare
2011-01-21, 02:00 AM
I'm looking for suggestions on profs, as i think they tend to be very important to the feel of most classes.

I'm thinking:

Armor: Light armor, no shields
Weapons: Dagger, Katar, Rapier, Sabre, Kukri...are there any one handedx3 weapons that might be appropriate?

Frog Dragon
2011-01-21, 02:04 AM
I'd give the rogue profs with maybe a few extras.

wayfare
2011-01-21, 03:31 AM
Added weapon and armor proficiencies.

Any ideas for other assassin maneuvers?

Frog Dragon
2011-01-21, 05:11 AM
While not for the maneuvers, I'd make it a normal SA, the scythe with Backstab and such might get ugly.

Also, why low ref and high fort? I'd give high ref.

Wandiya
2011-01-21, 06:33 AM
Savage Cut: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ level + Dexterity modifier) or suffer a bleeding wound, losing 1 vitality each round until the wound is bound (a DC 15 heal check) or the character receives a curative magical effect. Multiple savage blows stack damage and increase the Heal DC by 2 for each attack.

What is this vitality you mention? If it is constitution it sounds rather dangerous but hp seems reasonable.

Lateral
2011-01-21, 11:17 AM
In my attempt to make some tier 3 classes, here is my attempt at a rogue equivalent. This class focuses on the damage dealing aspect of the rogue. A second class, the Adventurer, will focus on trap-finding and evasion abilities.
Okay, step by step:


The Assassin
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Weapon Focus; Enhanced Critical

2nd|
+1|
+3|
+0|
+0|Flanker

3rd|
+2|
+3|
+1|
+1|Uncanny Dodge

4th|
+3|
+4|
+1|
+1|Sneak Attack

5th|
+3|
+4|
+1|
+1|Alchemist Adept

6th|
+4|
+5|
+2|
+2|Assassin Ability

7th|
+5|
+5|
+2|
+2|Improved Poison Use

8th|
+5|
+6|
+2|
+2|Sneak Attack Maneuver

9th|
+6|
+6|
+3|
+3|Improved Uncanny Dodge

10th|
+7|
+7|
+3|
+3|Assassin Ability

11th|
+8|
+7|
+3|
+3|Journeyman Alchemist

12th|
+9|
+8|
+4|
+4|Sneak Attack Maneuver

13th|
+9|
+8|
+4|
+4|Advanced Poison Use

14th|
+10|
+9|
+4|
+4|Assassin Ability

15th|
+11|
+9|
+5|
+5|Ranged Sneak Attack

16th|
+11|
+10|
+5|
+5|Sneak Attack Maneuver

17th|
+12|
+10|
+5|
+5|Master Alchemist

18th|
+13|
+11|
+6|
+6|Assassin Ability

19th|
+14|
+11|
+6|
+6|Master Poison Use

20th|
+15|
+12|
+6|
+6|Sneak Attack Maneuver[/table]
The reflex save should be in the middle, and you should display iteratives, but that's not too important. It's full of class features, which is good.

Hit Die: 1d8

Skill Points: 6+Intelligence

Skills: Craft: Alchemy, Stealth, other suggestions?

Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword and long sword. Rogues Assassins are proficient with light armor, but not with shields.
Okay, good number of skill points and decent HD. There's no skill called Stealth, did you mean Hide or Move Silently? Add those. Balance, Sleight of Hand, Bluff, Disable Device, Disguise, Escape Artist, Listen, Open Lock, Search, Spot, Tumble, UMD, Use Rope. Maybe Forgery and Appraise too.


Weapon Specialization: At 1st level, choose any weapon you are proficient with; you gain the weapon specialization feat when using that weapon, even if you don’t meet the prerequisites of that feat.
The table says 'Weapon Focus', not 'Weapon Specialization', you ought to change that. This is basically just a not-very-good bonus feat, nothing special.


Enhanced Critical: At 1st level, when using the weapon you chose for weapon specialization you gain a +1 bonus to critical threat range.
Special: This bonus stacks with Improved Critical, but is applied after the effects of that feat are resolved. A short sword modified by enhanced critical and improved critical has a threat range of 16-20 not 15-20.
This may be a bit much for a 1st level ability. It's pretty powerful on a crit-fisher, which seems to be what this class is going for. Maybe this should move to 2nd or 3rd level, just to help keep this class from just being a dip class.


Flanker: At 2nd level, when flanking an opponent, the Assassin gains +4 to attack instead of the normal +2 bonus for flanking.
That seems like a useful ability, since you only have 3/4 BAB.


Uncanny Dodge (Ex): Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue Assassin already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Just cut and pasted from rogue. It's fine.


Sneak Attack: At 4th level, if an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. On a successful attack, the assassin automatically inflicts a critical hit. If the assassin rolls a critical hit naturally, he add 1 to his critical multiplier when determining damage.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, an assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
An assassin 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 assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
The ability to automatically get critical hits on a sneak attack is... not a good idea. This pretty much allows you to do the Lightning Mace thing and win melee without needing magic items, and without having to exploit getting a high crit range. All you need is four levels of Assassin, Lightning Mace, and Blood in the Water.

Even without cheese, auto-crit is insane for a critical build. Try changing it to something more reasonable, like 'your first attack automatically threaten a critical hit' or something. Still powerful, but less insanely so.


Alchemist Adept: At 5th level, the vicissitudes of your trade have given you incentive to pursue various alternative methods of ensuring a targets demise. As a result, you have learned how to craft alchemical concoctions to enhance yourself and confound your opponents. You gain a +2 bonus to Craft: Alchemy rolls.
Not much to say. It's a small skill bonus; it's really kind of useless.


Assassin Abilities: The fluctuating nature of your trade requires specialized applications of your skills. At 6th, 10th, 14th, and 18th level you gain any of the class features listed below. Alternatively, you may gain a bonus feat instead.
Okay, let's take a look:


Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue Assassin with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue Assassin with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Just the same as the Rogue abilities. No comment.


Swift Stealth: You may move up to your full speed without taking penalties to normal hide or move silently checks.
That's fine, just negates a simple -5 penalty. That penalty's often irrelevant at high levels, but this could be a good 6th level ability.


Innocuous: When you gain a +2 bonus to hide rolls, +5 when hiding in a crowd. Additionally, attempts to recall your features or describe you are made at +5 DC (minimum DC 20). Finally, any attempts to track you have their DCs increased by 5.
Not going to come up that much for PCs, but it could be nice for an NPC your party's tracking.


Hide in Plain Sight: Your presence has become so innocuous that you are able to attempt stealth without concealment. As a full-round action, you can make a Hide check even when in plain view. Spot opposes this check normally. You may maintain stealth in this way for a number of rounds equal to half your Assassin level. Taking any action automatically ends this effect. Once this effect has ended, you cannot attempt stealth in this way until 10 rounds have passed.
I'm assuming it's half your Assassin level, not half your ECL.


Swift Stride: You have mastered the art of the expeditious retreat -- increase your base speed by 10 feet.
Ehh. Just a speed boost. Nothing particularly weak or interesting.


Always Armed: You gain an enhanced version of the improved unarmed strike feat. Your natural attacks inflict 1d6 (19-20/x2) bludgeoning or piercing damage on a successful attack. If you already possess in improved unarmed strike class feature, your natural weapons critical on a roll of (18-20) and gain a +1 enhancement bonus.
Ehh, it's not really ever going to come up unless you build around it since enemies rarely disarm or sunder. It's not bad, I guess, just not very useful.


Backstab: When making a sneak attack from stealth, you may maximize the damage inflicted by your attack.[quote]
What do you mean by 'from stealth'? This is pretty powerful, since maximizing damage means doing a LOT of damage, consistently, with critical multipliers since sneak attack grants a crit.

[quote]Master of Disguise: When making Disguise checks, you may roll twice and choose the best result for your check. Additionally, opponents do not gain familiarity bonuses to pierce your disguise.
Meh. Skill boost, basically.


Improved Poison Use: At 7th level, when applying poisons to weapons or using poisons upon targets you stand no chance of poisoning yourself. In addition, alchemical tinkering allows you to enhance the potency of your poisons. Add 2 to the save DCs of poisons you use.
Pretty good for a poison user, but the rest of the class doesn't really support poison as a kill method. By 7th level, poison isn't very good anymore anyway.


Sneak Attack Maneuver: At 8th, 12th, 16th, and 20th levels, you gain unique martial maneuvers you can employ while using a sneak attack. You may only use sneak attack maneuvers once each round, even if you can make multiple attacks.
Oh, so it's just like Assassin Abilities, but combat-oriented and once-per round. Let's see.


Distracting Flourish: On a successful sneak attack, your foe is rendered flat-footed for the rest of the round.
Hmm... It's an ability that mostly only assists your allies. Useful, sure, and pretty powerful, but doesn't really fit with the flavor of an Assassin class.


Sapping Strike: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ level + Dexterity modifier) or be dazed for 1 round.
This is very powerful. Is it ˝ character level, or ˝ assassin level?


Savage Cut: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ level + Dexterity modifier) or suffer a bleeding wound, losing 1 vitality each round until the wound is bound (a DC 15 heal check) or the character receives a curative magical effect. Multiple savage blows stack damage and increase the Heal DC by 2 for each attack.
By 'vitality', do you mean HP or Constitution? It can be pretty powerful if you stack it a lot if it's HP, and it's WAY too powerful if it's CON. If it's HP, it's fine, but not if it damages Constitution.


Tendon Strike: On a successful sneak attack, the target must make a Fortitude Save DC (10 + ˝ level + dexterity modifier) or be Slowed for 1d4 rounds.
Again, CL or Assassin level? This is pretty good, slowing is a decently powerful condition.


Dismantling Blow: Experience combating constructs allows you to deliver punishing blows to artificial foes. A sneak attack modified by this maneuver can target constructs.
Not very useful unless you're in a campaign with lots of constructs.


Deathbane Slash: Experience combating undead allows you to deliver mortal blows to undead. A sneak attack modified by this maneuver can target undead.
This is better, since undead are much more common. I'd combine this and the above, though.


Improved Uncanny Dodge (Ex): An assassin of 9th level or higher can no longer be flanked. This defense denies another rogue or Assassin the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue or Assassin levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Same as the rogue ability. No comment.


Journeyman Alchemist: At 11th level, extensive practical implementation of alchemical creations You gain Brew Potion as a bonus feat. When crafting a potion, you may make a Craft: Alchemy check to duplicate the effect of the spell required for the potion to function. The DC for this check depends on the level of spell to be duplicated:

Level 0: 15
Level 1: 17
Level 2: 19
Level 3: 21
Level 4: 23
Meh, potions suck. Making them without spells could be useful, though.


Advanced Poison Use: At 13th level, extensive alchemical tinkering allows you to increase the lethality of your poisons. Add 4 to the save DCs of any poison you use.
Poisons aren't really any good any more at this level, but this is a potent ability. Put in a line about it replacing the bonus from Improved Poison Use.


Ranged Sneak Attack: At 15th level, when making a sneak attack with a ranged weapon, you can make precision attacks out to the weapons first range increment.
It just extends the range at which you can sneak attack with a ranged weapon from 30 feet to 1st range increment. With some thrown weapons, that's actually worse than normal. This isn't very good.


Master Alchemist: At 17th level, a career preparing and using alchemical agents has given you particular insight into their creation. You gain a +4 bonus on Craft: Alchemy rolls, and halve the time it takes to prepare potions or other alchemical creations.
The time halving is okay if you use a lot of alchemy.


Master Poison Use: At 19th level, your own tinkering has made the poisons you employ extraordinarily deadly. Add 6 to the save DCs of any poisons you use.
Again, add a clause about replacing the other two bonuses.

All in all, this class isn't very good. It has a few good abilities, but most of it isn't worth it, and the Sneak Attack ability is MUCH too powerful. I don't think you got tier 3 here-- it could do a lot of damage, but the class features are all over the place and it's only any good at killing and basic skillmonkeying. It doesn't have trapfinding, though, which is bad. I'd say low tier 4 to high tier 5.

wayfare
2011-01-21, 02:37 PM
Made some changes:

Added in lines about Skill bonus stacking and clarified save DC (many thanks to lateral).

A Few Notes:

This is a class being created for a homebrew setting of mine, so a few things included make more sense to my players than to 3.5 experts.

1) Vitality is takens and modified from the star wars rpg. Vitality is "light damage" scrapes, cuts, bruised ribs, and the like. Healing spells restore vitality, and even rest can cure vitality in short order. Basically, HP.

Health is significant damage to your body -- broken bones, crushed organs and the like. Lose all your health and thats it for your character. Health recovers very slowly, and only healing rituals (as oppoosed to spells like cure light wounds) can easily restore health damage. Basically, negative HP.

2) For the purpose of this post, I've made assassin abilities dependant upon class level. But I don't really like the idea -- I feel that if you have learned an ability, you will naturally get better at using it. As such, I really think that tese abilities should be based on character level, rather than class level.

Any thoughts as to how that might affect the game?