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.
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.