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Sydonis
2008-07-08, 02:56 AM
For comments on this class by me, read the end of this post. The Assassin Specialty Tree may be found in the following post, followed by the Assassin Bonus Feat List in the post following that. Please leave some ideas and opinions on the build of this class.



Assassin

Requirements

Alignment: Any.

Feats: Improved Critical

Skills: Concentration 8 ranks, Hide 8 ranks, Move Silently 8 ranks.

Special: Must be approached by a Member of an Assassin's Guild based on some form of stealth murder, thievery, or jest of extreme skill. Certain Guilds may require additional prerequisites.

*Note: Guilds*
Guilds are open to DM's discretion. Special Requirements and Guild Language depend on the Guild, thus depend on the DM. Here are some of my personal ideas:
(example: Lawful Good) The Templar of the White Hand believe themselves to be the holy protectors of order, upholding the ancient ideals of the society of Turiel. If ever tyrannical rule attempts to overthrow the society, or an opposing evil plagues the land, they find it their duty to purge. They prefer live capture and trial to open assassination, however they are not afraid to do what is necessary to achieve their cause. Work well alone, work amazing in pairs/partners (prefer to exercise stealth and swiftness). Have begun the "cleansing" of the Shadow Brotherhood. Their language is known as the Atjik, which is a highly condensed form of an ancient Elven language. Also communicate with basic hand gestures, though this is not an official language.

(example: Neutral, Lawful/Neutral Evil) The Shadow Brotherhood is a dark sect of mercenaries, bounty hunters and guerrillas that exert their will across the badlands of Turiel. If the price is high enough, experienced Shadow Brotherhood Assassins are more than willing to travel the ends of the world to achieve their goal. Even though it is not unknown for the Shadow Brotherhood to openly and publicly Assassinate their targets, some rumours travel that they have even gone so far as to control the minds of others to complete the deed for them. Work alright in teams/pairs, but work better alone. Work best in bands (between 5-12) to completely overwhelm, though they don't always work fluidly together due to the arrogance of Evil characters. Due to the necessary silence required while in these larger groups, these Assassins are trained in a language of hand signals and bodily gestures based on similar phonetics as the Drow Hand signs (seeing as many Drow are among the ranks of this guild, it is no surprise that much of the language is comprised of Drow hand signs). As well, the Shadow Brotherhood has a written language known as Kha, which has not been heard or spoken in many years. Many of the elder Grand Masters spend their time scribing and reading old tomes filled with this dying language.


Hit Die: d6

Weapon Proficiency: All simple and Martial. Barbed Dagger, Flutterblade, Bastard Sword, Garrote, Hand Crossbow, Shuriken. *Note* Information for Garrote listed below.

Armor Proficiency: Light and Medium Armor, no shields.

Language: Racial + Guild languages

Skills per level: 8 + int

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)

Level BAB Fort ref will special
1-----1----2---2--0 Marked Enemy, Assassin’s Focus, Sneak attack +1d6
2-----2----3---3--0 Assassin’s Specialty, Maneuver: Assassinate, Poison Use
3-----3----3---3--1 Sneak attack +2d6, Bonus Feat, Evasion
4-----4----4---4--1 Assassin’s Specialty, Camouflage
5-----5----4---4--1 Marked Enemy +2, Sneak attack +3d6
6-----6----5---5--2 Assassin’s Specialty, Improved Assassin's Focus, Bonus Feat
7-----7----5---5--2 Sneak attack +4d6, Improved Poison Use
8-----8----6---6--2 Assassin’s Specialty, Hide In Plain Sight
9-----9----6---6--3 Sneak attack +5d6, Marked Enemy +3, Bonus feat
10---10----7---7--3 Grand Master Assassin, Assassin's Specialty

Marked Enemy (Ex) - You may choose to mark a single target or enemy. If you spend a full-round action observing or gathering information on the enemy, you gain +2 to Bluff, Disguise, Hide, Intimidate, Listen, Move Silently, Sense Motive and Spot when used against that specific target.

Once your enemy is marked, you may choose to make a Concentration check as a move action. For each incremental 10DC you beat on this Concentration check involving the marked target, you gain a +2 insight bonus to all of the listed skills (max +6 for DC 30), and a +1 knowledge bonus (max +3 for DC 30) to attack rolls, damage rolls, and AC.

At level 5, the insight bonus increases to +4 (max +8 for DC 30), the knowledge bonus increases to +2 (max +4 for DC 30), and total number of Marked Enemies allowed after the full-round observation grows to 2 . At level 9, the insight bonus increases to +6 (max +10 for DC 30) bonus increases to +3 (max +5 for DC 30), and the total number of Marked Enemies allowed after the full-round observation grows to 3.

Assassin’s Focus (Ex) - With a DC 20 concentration check, you may spend a full round action to enter a state of concentration called the Assassin’s Focus. The Assassin’s Focus puts the Assassin in a state of hyper sense, where he gains various abilities depending on his Specialty. While in this focus, you are treated as if under a Non-detection spell, and you gain +2 to saving throws or +4 vs. Marked Enemies. You gain an additional +1 to saving throws per Assassin’s Specialty Focus. Read “Assassin’s Specialty” for rules on Focuses.

Assassin’s Specialty – An Assassin must choose to specialize in one of four Skill Trees of the Assassin arts: Backstab, Sniper Shot, Ghost Strike, Poison Mastery, or Scoundrel, each tree unique in its different form of Assassin training. Each Specialty has two branches of abilities to choose from: Focuses and Maneuvers. Focuses are Passive abilities which give the Assassin additional enhancements while retaining his Assassin’s Focus, while Maneuvers (abilities which must be Activated) allow the Assassin to expend his focus to exert extra-ordinary attacks or abilities for a short period of time.

At 2nd, 4th, 6th, 8th and 10th levels, an Assassin may select a new Focus or Maneuver from his Specialty. Each branch has 3 abilities to select from, however in order to select a more powerful Specialty ability, you must select the abilities that lie before it (ex. Third level abilities require both second and first level abilities to attain). There is also a General Skill Tree that any Specialty Assassin may select abilities from.

Focuses: The Assassin's Focus lasts until you go to sleep or are considered unconscious, or until you expend it on a maneuver or take damage (Concentration check negates vs. DC 10 + Damage Dealt). The abilities you gain from your Specialty Focuses become active only once you activate your Assassin's focus, and are considered Passive abilities. Expending the focus is considered a Swift Action. For each additional Focus you learn, the power of all of your Focuses increases. The Assassin’s Focus is considered an Extra-ordinary Ability (Ex).

Maneuvers: Once the Focus is expended on a Maneuver, the abilities gained from that Maneuver last for a number of rounds equal to your Constitution modifier or until they are used. If you attempt to re-enter an Assassin's Focus before this Maneuver's duration ends, the Maneuver ends. Once the Maneuver duration ends, you must re-enter the Assassin’s Focus to utilize another Maneuver. Maneuvers are considered more powerful when fighting against a Marked Enemy. Maneuvers are considered Supernatural Abilities (Su).

The 5 Skill Trees and their abilities are listed below.

Sneak Attack – (As the rogue ability) You gain the ability to deal additional damage to unsuspecting enemies. If they are caught flatfooted, you deal an additional 1d6 of Sneak Attack damage to that creature. This amount increases by an additional 1d6 every 2 levels. They must be vulnerable to critical damage in order for sneak attack to be effective. You may also deal this damage with a ranged weapon, as long as you are within 30’ of the target. Sneak attack damage from other classes stack.

Maneuver: Assassinate (Su) – Every Assassin is trained in the deadly art of Assassination, and is skilled in taking the lives of his enemies. You may expend your Assassin’s Focus to perform a critical attack on an unsuspecting Marked Enemy, which may instantly kill or paralyze the target. You must decide which attack you wish to make, an Assassination or Paralyzing Strike, which both succeed on a DC Fortitude save of (10 + ½ character level + Int modifier + Number of Maneuvers).

If an Assassination attempt is successful, the target dies immediately. If the Assassination attempt is not successful, the attack is considered a sneak attack. If the Paralyzing Strike is successful, the target slumps silently to the floor and is considered Helpless for (1d6 + Assassin level + Int mod) rounds. If the strike is unsuccessful, your attack is considered a sneak attack.

This attack may be used only against Marked Enemies, and only once against that enemy per encounter. If several Marked Enemies are present, you may use the maneuver against each one. As well, the maneuver may only be performed as long as you remain unnoticed to the target. If you are spotted or heard, you must remain hidden for (1d6 + target’s Wis mod) rounds before you may try another Assassination attempt. You gain +1 to the Assassinate DC for each Maneuver you know. Read “Assassin’s Specialty” for rules on maneuvers.

Poison Use - You are skilled in handling poison, and do not risk poisoning yourself when applying.

Bonus Feat - An Assassin gains bonus feats at levels 1, 4 and 7 that he may only select from the Assassin Bonus Feat List and must meet requirements for the feat. The Assassin Bonus Feat List is listed below.

Camouflage (Ex) – You gain +10 to all hide checks.

Evasion (Ex) - You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex save against an attack that normally deals half damage on a save, you take no damage. Evasion can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of evasion. If you already have Evasion, you gain Improved Evasion.

Improved Assassin’s Focus (Ex) – You have become so adept at focusing your mind that you have learned to do so quickly. You may now enter an Assassin’s Focus as a move action.

Improved Poison Use – You may now apply poison to your weapons as a move action.

Hide In Plain Sight (Ex) – As long as you are in or within 10’ of shadow, you can make a hide check.

Grand Master Assassin – You have reached the Pinnacle of your Specialty, earning yourself the title of Grand Master and acquiring your Specialty’s Master Focus. Grand Master Assassins gain +2 to Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks with other Assassins.

As well, you gain one of the five Master Focus abilities, based on your selected Specialty. The five Master Focuses are listed below in the Assassin's Specialty List. This ability is considered a Focus.



*Note on Garrote* - (1d3 non-lethal damage)

The Garrote is a strand of extremely thin but strong wire attached to two wooden handles. Attacking a target with this weapon requires a successful grapple check for every round that it is used, and the attack is considered a full-round action. If the target is flat-footed when attacked, the first grapple check is considered an automatic success. In order to kill the target, you must successfully maintain the grapple checks until they suffocate.

An Assassin can use any taught rope or wire as a makeshift Garrote which deals 1 non-lethal damage, but takes standard penalties for using a makeshift weapon. As well, all enemies gain +4 to overcome the Constitution check DC when using a makeshift Garrote.

Rules on Suffocation using a Garrote: Using the Garrote against an enemy causes them to enter a state of Suffocation. Normally if you have no air to breathe, you can hold your breath for 2 rounds per point of Constitution, but only if you do nothing other than take move actions, free actions, swift actions, and immediate actions. However, for each successful grapple check you make, the remaining time the target can hold their breath is reduced by 1.

As a move action, a target can prepare itself with a DC 15 Concentration check to take a deep breath and add 4 to the total number of rounds it may hold its breath.

When the target can hold its breath no longer, it must succeed on a DC 20 Constitution check to continue holding its breath. The check must be repeated each round, with the DC increasing by 1 for each previous success. When the target fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying. In the third round, it suffocates and dies (–10 hit points).











This Assassin variant is one I have been working on for a little bit of time now, and am posting the near finalized ideas out to the public. I have really disliked the idea that Assassins were created to use Arcane magic, so I set out to create a non-magical variant of Assassin. However, what I ended up with was this.

The idea of this Assassin variant plays out somewhat like the weapon specialization with the Ranger, however this class plays on a selection between critical attacks, poison, and even being lucky and incorporeality. Initially I wanted strictly a physical attack based PrC, but I noticed a couple abilities kept showing up that I felt worked well. I also really liked the idea of a Ghost based Assassin (can't land as many hits as a Critical Attack based Assassin, but it offers an interesting alternative. Also, I thought if an Assassin is going to know ANY kind of magic, might as well make it ghost.)



I am posting my final draft here for critique, so please, if you have any questions comments or insults, throw them my way and let me know what you think. What is most important for you to critique however is the Speciality Tree list. The Speciality Tree is really the only thing that is left over in terms of outside opinion. Thanks for your time.

Sydonis
2008-07-08, 02:58 AM
Assassin Specialty List

Backstab - This Assassin has mastered the skill of Melee precision combat, striking from behind where his victim will feel it most. He has been trained to sneak up behind a unsuspecting target and slice through their most vulnerable areas, often incapacitating them or even killing them instantly. He knows just how and when to twist the blade, but also knows how to defend himself for a short period of time if his cover is blown.
*Note* The following abilities are only effective with Slashing/Piercing weapons.

Focuses
1. Parry - As a free action, designate a target. If that target makes a Melee attack against you, you may make an opposing attack roll to deflect their attack. You may only deflect one attack that the target makes (If they are making a full attack, you try and Parry their first attack). Parrying is considered an Attack of Opportunity, and uses your Attack of Opportunity up for the round (unless you have combat reflexes). You gain +1 to attack roll per 2 Focuses against Marked Enemies when using this ability.
2. Precision Slash (Requires Parry) - You gain +2 to all attack rolls with +1 per 2 Focuses. You gain +4 to all attack rolls with +1 per 2 Focuses against Marked Enemies.
3. Powerful Stab (Requires Precision Slash and Parry) - You gain your Dexterity modifier +1 per 2 Focuses to all damage rolls. You gain your 1 1/2 your Dexterity modifier +1 per 2 Focuses to all damage rolls against Marked Enemies.

Maneuvers:
1. Sinister Strike - Expend your focus to catch your opponent Flat-Footed. Marked Enemies are dealt +2d6 sneak attack damage.
2. Backstab (Requires Sinister Strike) - Expend your focus to make a Melee attack as a standard action. If the attack is successful, you may make a Concentration roll and add the results of the roll to the damage dealt. Marked Enemies are dealt your Intelligence modifier in additional damage. Target must be considered Flat-Footed.
3. Counterstrike (Requires Backstab, Sinister Strike and Parry) - On a successful Parry attempt, you may make an Attack of Opportunity. Marked Enemies are dealt your Intelligence modifier in additional damage. *Note*
Counterstrike is considered an Immediate Action, and the Focus must be expended on the target's turn when you decide to Parry and before you make your attack roll.



Sniper Shot - This Assassin has mastered the skill of ranged precision combat, piercing through his victims most vulnerable spots farther than their eyes will see. He is trained that it is best to take the shot far out of harm's way, though the cleanest shot is often up close. He knows when and where to take the shot, and is sure to make a clean kill.
*Note* The following abilities are only effective with Ranged weapons.

Focuses
1. Arrow Strike - As a free action, designate a target. If this target provokes an Attack of Opportunity against you, you may stab the target with an arrow before firing it. The arrow deals damage as a dagger of appropriate size (1d4 + Strength) in addition to your regular attack. Attacking with this arrow requires it's own attack roll at +1 attack roll per 2 Focuses. Attacking with this arrow is considered a swift action
2. Precision Shot (Requires Arrow Strike) - You may make Ranged Sneak Attacks at a distance of 30' + 5' per 2 Focuses. You gain +2 to all attack rolls against Marked Enemies.
3. Powerful Shot (Precision Shot and Arrow Strike) - You gain your Dexterity modifier +1 per 2 Focuses to all damage rolls. You gain 1 1/2 your Dexterity modifier +1 per 2 Focuses to all damage rolls against Marked Enemies.

Maneuvers
1. Fell Shot - Expend your focus to catch your opponent Flat-Footed. Marked Enemies are dealt +2d6 sneak attack damage.
2. Sniper Shot (Requires Fell Shot) - Expend your focus to make a Ranged attack as a full-round action. If the attack is successful, you may make a Concentration roll and add the results of the roll to the damage dealt. Marked Enemies are dealt your Intelligence modifier in additional damage. Target must be considered Flat-Footed.
3. Concussive Shot (Requires Sniper Shot, Fell Shot and Arrow Strike) - On a successful Arrow Strike, your Ranged attack causes the target to become dazed for 1 round. This shot causes Marked Enemies to become Stunned.



Ghost Strike - This Assassin has mastered the art of Stealth with such precision that he begins to become one with shadow itself. He has trained his mind to become as fluid as the shadows in an attempt to become Incorporeal himself. He strikes from the walls, observes from beyond sight, and has even learned to move between the shadows to complete his missions and quests.

Focuses
1. Ghost Armor - You retain your Touch AC vs Touch attacks. Against Marked Enemies, you gain a "Ghost" AC bonus of +1 per 2 Focuses.
2. Shadowjump 20' (Ghost Armor) - You may teleport between shadows as far as 20' + 5' per 2 Focuses.
3. Ghost Touch (Requires Shadowjump and Ghost Armor) - Your weapons are able to fully harm incorporeal creatures with no miss chance. Alternatively, if you become incorporeal, your attacks have no miss chance against corporeal targets.

Maneuvers
1. Ghost Attack - Expend your Focus to make your next attack a Touch attack. This attack causes Marked Enemies to become Frightened.
2. Blink (Requires Ghost Attack) - Expend your focus to gain the ability to Blink (as the spell Blink). Against Marked Enemies, your miss chance decreases from 20% to 0%.
3. Sap Strength (Requires Blink and Ghost Attack) - Expend your focus to gain an attack that deals 1d6 Strength damage on Touch. This damage is increased to 1d8 Strength against Marked Enemies.



Poison Mastery - This Assassin has mastered the intricate design of deadly poisons, attempting to dispose of his enemies quickly and painfully from the inside. Whether sliding a coated blade through the flesh of his enemies, of placing several drops into someone's food while not looking, this Assassin has perfected his poisons to an art.

Focuses
1. Artisan Poisoncraft - You are able to buy poison materials for 50% less and sell poisons for 50% more. You may add the number of Focuses you have to your Craft (Poison) checks.
2. Toxic Veins (Requires Artisan Poisoncraft) - You may add (1/2 Assassin levels + number of Focuses) to your saves vs. poison.
3. Uncanny Venom (Requires Toxic Veins and Artisan Poisoncraft) - You may add (1/2 Assassin levels + number of Focuses) to the DC's of all poison you make while Focused.

Maneuvers
1. Concentrated Poison - Expend your Focus for your poisons to do an additional +1 damage per round. Marked Enemies take +1 damage per die each round instead (2d4/2d4 = 2d4+2/2d4+2).
2. Lingering Venom (Requires Concentrated Poison) - Expend your Focus to cause the damage from your poisons to be dealt for an additional round causing half damage. Marked Enemies are dealt this damage in full.
3. Seeping Wounds (Requires Lingering Venom and Concentrated Poison) - Expend your Focus to cause your poisons to leak out of your enemy's skin on successful contact for 1 round. This poison deals secondary damage to every creature he touches. Marked Enemies become Panicked until the secondary round ends (Runs to Allies for help).



Karmic Agent - This Assassin has mastered the ability to manipulate fate and the strands of time, gaining momentary karmic insight.

Focuses
1. Make Your Own Luck - While Focuses, you may reroll any Skill Check. May only be used (number of Focuses) times per day.
2. Victorious Fate (Requires Make Your Own Luck) - While Focused, you may reroll all 1's on your damage roll, including damage from your sneak attack. May only be used (number of Focuses) times per day.
3. Fortuitous Blood (Requires Victorious Fate and Fortuitous Blood) - While Focused, you may heal a number of HP equal the number of Focuses you have. May only be used (number of Focuses) times per day.

Maneuvers
1. Karmic Save - Expend your Focus to treat a natural 1 on any save as a natural 20. May only be used (number of Maneuvers) times per day.
2. Karmic Strike (Requires Karmic Save) - Expend your Focus to treat a natural 1 on your attack roll as a natural 20. May only be used (number of Maneuvers) times per day.
3. Karmic Dodge (Requires Karmic Strike and Karmic Save) - Expend your Focus to treat a natural 20 on your enemy's attack roll as a natural 1. May only be used (number of Maneuvers) times per day.



General Abilities - These are special abilities that any Assassin may learn along the way. Some Assassins choose to make the majority of their skills in the General Skill Tree, becoming more Utility Assassins than Specialty Assassins. However, every Assassin must choose a Specialty despite their choices to focus in General skills.

Focuses
1. Eyes of Eventide – While in the Assassin’s Focus, you gain vision in a 60' cone which allows you to Detect Alignment and see through concealment (not total concealment) against any character that enters the cone. In addition, you gain Detect Thoughts out in a radius of 60’ that may only be used against Marked Enemies.
Detect Alignment: You can see the truth of any character’s disposition that come into your direct view. For each round that a character stays in your view, you can see more intensely their true ways and beliefs; the longer a character stays in your view, the greater your knowledge of their standing will be.
1st round: Nothing is learned of the character. 2nd round: you can detect their alignment up to a faint disposition, though it may be stronger. Creatures of faint disposition believe in their particular leanings. 3rd round: you can detect their alignment up to a moderate disposition, though it may be stronger. Creatures of moderate disposition have faith in their particular leanings. 4th round: you can detect their alignment up to a strong disposition, though it may be stronger. Creatures of strong disposition are zealous in the particular leanings.
Detect Thoughts: You have trained yourself to study your Marked Enemy with such focus and precision that you may even read into his or her mind. If a Marked Enemy enters a space within 60’ of you, you can detect the thoughts of that target. The amount of information revealed depends on the amount of time you study.
1st round: you are made aware of a marked enemy’s presence within your radius(although you can not discern their location). 2nd round: you are able to tell the number of marked enemies within your radius. 3rd round: you can detect the target’s surface thoughts. 4th round: you can detect more indepth thoughts from the target, such random events or happenings experienced within the past 24 hours.
In order to successfully use Detect Thoughts, you must succeed a Concentration check vs. their Will save, and you must make the check each round you attempt to further detect their thoughts. Marked Enemies gain +2 to their Will save vs. Detect Thoughts for each consecutive round. If they succeed a save, you are blocked out and must restart.
2. Spot the Weakness – You may make a Concentration check in place of the required specific Knowledge check (DC 10 + Enemy's HD) to learn about enemy weaknesses. If the Concentration check succeeds, you automatically learn if the enemy is immune to critical attacks, as well as any other information you would have learned (depending on the DC). You may use this against a number of targets equal to the number of Focuses you have.
3. Up The Walls – You are trained scaling most walls. You gain Climb speed equal to your land speed. As well, you may make all Jump checks as if you had the Run feat.



Grand Master Assassin - As a Grand Master Assassin, you gain the specific Focus ability associated with your Specialty. This ability is considered a Focus.
Backstab Specialty: Vorpal Blade (Ex) – Your experience in Assassination has left you with uncanny skill involving critical strike attacks. Any one Slashing weapon you wield is considered a Vorpal weapon, and will slash through a creature’s most vulnerable spot on a natural 20, killing it instantly (ex. cut off/through its head). When using this Melee weapon against a Marked Enemy, you may add your Int mod to confirm the critical threat roll on a natural 20 critical threat. Vorpal Blade only works against enemies that are caught flat-footed.
Sniper Shot Specialty: Bulls-eye Shot (Ex) - Your experience in Assassination has left you with uncanny skill involving critical strike attacks. Any one Ranged weapon you wield is considered a Bulls-eye Shot weapon, and will pierce through a creature’s most vulnerable spot on a natural 20, killing it instantly (ex. pierce through/into its head). When using this Ranged weapon against a Marked Enemy, you may add your Int mod to confirm the critical threat roll on a natural 20 critical threat. Bulls-eye Shot only works against enemies that are caught flat-footed.
Ghost Strike Specialty: Umbral Body (Ex) - You gain the Incorporeal subtype (TOM: p.164) and all the traits associated with it. Against Marked Enemies, you are invisible.
Poison Mastery Specialty: Snake Eyes (Ex) - You may roll 2d6 and add the lower of the 2 dice to your initial poison damage. Against Marked Enemies, you may reroll any 1's you have, and you may only reroll once per enemy per encounter.
Karmic Agent Specialty: Karmic Agent - You gain a number of rerolls per day equal to the number of Focuses you have. These rerolls may only be used on a d20 roll, and you may only use this reroll while Focused.

Sydonis
2008-07-08, 07:15 PM
Assassin Bonus Feat List - An Assassin gains bonus feats at levels 1, 4 and 7 that he may only select from the following list, and must meet requirements for the feat:

Able Sniper: (Dex 13, Hide 5 ranks) When using a Ranged Attack on a flat-footed opponent who is 30' away or farther, you gain a +2 bonus to your attack roll. You also gain a +4 bonus on Hide checks to hide again immediately after making the attack. Must have been hiding before the attack to gain this bonus.

Agile Athlete: (Climb and Jump 1 rank) You may add your Dex mod to climb and jump instead of your Str mod.

Double hit: (Dex 17, Base Attack +6, Two Weapon Fighting, Combat reflexes) Before you make an attack of opportunity, you may choose to attack with BOTH weapons, taking standard penalties for fighting with 2 weapons.

Dual-strike: (Two-weapon fighting, improved two weapon fighting) As a standard action, you may choose to attack with both weapons. Both attacks use the same roll, and the worse of the two weapons attack modifiers. If you are using a one-handed or light weapon, the penalty is -4, otherwise the penalty is -10. Each weapon deals damage normally, and reduction/resistance is applied separately. Precision damage is only applied once, and critical damage is only applied from the primary weapon.

Flick of the Wrist: (Dex 17, Quick Draw, Sleight of Hand 5 ranks) If you draw your weapon and attack in the same round, your enemy is caught flat-footed. May only be used once against each enemy per encounter

Hear the Unseen: (Blind-fight, Listen 5 ranks) As a move action, you can attempt a listen check vs. DC 25 to pinpoint all foes within 30’. This benefit does not eliminate your miss chance. If an opponent is using Move Silently, the Listen attempt becomes an opposed check and the opponent gains +15 to their roll. If you are deafened or in an area of Silence, you can not use this feat.

Improved Arterial Strike: (Sneak Attack +3d6, Base Attack +6, Power Attack, Arterial Strike) On a successful Sneak Attack, you may reduce your Sneak Attack damage to cause a wound which continues to bleed until it is magically healed or successfully bandaged with a Heal check (DC 20). For each 1d6 of Sneak Attack damage you reduce, you cause 1 hit-point of bleeding damage, to a maximum of 3 hit-points per round. Multiple bleeding wounds stack.

Improved Combat Expertise: (Int 13, Base Attack +6, Combat Expertise) When you take an attack or full attack action, you may take –N to attack and +N to AC until your next turn, where the value of N is equal to your base attack bonus, up to a max value of your base attack bonus (rather than max N=5).

Inside Connections: Choose a specific organization of which you have knowledge of. You gain a +4 circumstance bonus to Diplomacy, Gather Information, Knowledge (Local) and Sense Motive checks involving this organization.

Quick Cleave: (Str 15, Dex 15, Power Attack, Cleave) You receive a +4 circumstance bonus on all attacks made with Cleave attacks.

Quick Reconnoiter: (Listen and Spot 5 ranks) You can make 1 Spot check and 1 Listen check each round as a free action.

Roofwalker: (Dodge, Mobility, Balance and Jump 5 ranks) You may use the 3 following tactical maneuvers: 1. Fleet of Foot: You may walk across a precarious surface at full speed without taking penalties to your balance check. 2. Graceful Drop: If you intentionally jump from a height, you take less damage than if you had fallen. On a successful jump check, you take falling damage as if had dropped 20’ lower. 3. Master of the Roof: You gain a +1 dodge bonus against anyone you are fighting at a different elevation from you.

Spring Attack: (Dex 13, Base Attack +4, Dodge, Mobility) When making an attack action with a melee weapon, you may move, attack, and then continue your movement up to your movement speed. This does not provoke an Attack of Opportunity from the enemy you are attacking, and you must move at least 5’ before and after the attack.

Steady Concentration: (Concentration 8 ranks) You may always "Take 10" on Concentration checks.