Assassin enhancements (history)

Overview
''The Assassin is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.''



Rogue Assassin I

 * Usage: Passive
 * Cost: 4 action points
 * Progression: 16 action points
 * Requires All of: Rogue Damage Boost II, Rogue Sneak Attack Training I, Rogue Sneak Attack Accuracy I, Improved Hide II, Improved Move Silently II, Rogue Subtle Backstabbing I
 * Available to Rogue class level 6
 * Grants a +1d6 sneak attack bonus to damage, a +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also grants the ability to expend a use of Damage Boost to gain a large bonus to confirm critical hits, a bonus to hit while sneak attacking, and the chance to apply poison on sneak attacks for a short period of time.
 * This enhancement automatically grants the following:



Assassin's Focus: Soulshatter

 * Usage: Active
 * Cost: 0 action points
 * Activate this ability to gain a +2 to attack bonus while performing sneak attacks, a +20 bonus to confirm critical hits, and a 33% chance to inflict Soulshatter poison on sneak attacks for 60 seconds. Consumes a use of your Damage Boost ability. Soulshatter temporarily reduces spell resistance and Will saves.



Assassin's Focus: Icechill

 * Usage: Active
 * Cost: 0 action points
 * Activate this ability to gain a +2 to attack bonus while performing sneak attacks, a +20 bonus to confirm critical hits, and a 33% chance to inflict Icechill poison on sneak attacks for 60 seconds. Consumes a use of your Damage Boost ability. Icechill damages Dexterity and decreases speed for a short while.



Assassin's Focus: Thoughtburn

 * Usage: Active
 * Cost: 0 action points
 * Activate this ability to gain a +2 to attack bonus while performing sneak attacks, a +20 bonus to confirm critical hits, and a 33% chance to inflict Thoughtburn poison on sneak attacks for 60 seconds. Consumes a use of your Damage Boost ability. Thoughtburn is a mind affecting poison which damages Intelligence and prohibits spell casting for a short time.



Rogue Assassin II

 * Usage: Passive
 * Cost: 2 action points
 * Progression: 42 action points
 * Requires All of: Rogue Sneak Attack Training III, Rogue Sneak Attack Accuracy III, Rogue Assassin I
 * Available to Rogue class level 12
 * Grants an +1d6 sneak attack bonus to damage, +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also grants the ability to make devestating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier.
 * This enhancement automatically grants the following:



Assassinate

 * Usage: Active
 * Cost: 0 action points
 * Performs a melee attack that on a successful sneak attack can kill a living target instantly if the target fails a Fortitude save (DC 10 + Rogue Level + Int Modifier). Even on a successful save, the target takes 10d6 additional damage from the sneak attack. Can only be used while stealthed.
 * The Assassinate DC can be enhanced by +2 through Epic Midnight Greetings and by +2, +4 or +6 through Shadowdancer's Stealthy Ability.



Rogue Assassin III

 * Usage: Passive
 * Cost: 2 Action Points
 * Progression: 66 action points
 * Requires All of: Rogue level 18, Rogue Assassin II, Rogue Sneak Attack Accuracy IV, Rogue Sneak Attack Training IV
 * Available to Rogue class level 18
 * Grants a +1d6 sneak attack bonus to damage, +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison.
 * Your lethality is unmatched in battle, any sneak attack roll that is a natural 20 (followed by critical confirmation) counts a vorpal strike and will kill most living targets with HP less than 1,000. For an enemy with more health, it does a mere 100 extra damage.

Granted

Knife in the Darkness (0 AP, Rog 0) You gain proficiency with Kukris. You can also use your Dexterity modifier to hit with Daggers and Kukris.

Dagger in the Back (5 AP, Rog 3) You can now use your DEX modifier for damage with Daggers and Kukris

Assassin's Trick (10 AP, Rog 6) Activate: Target intelligent opponent loses 25% Fort and immunity to Sneak Attack for 12 seconds if the target fails a Will save (DC 10 + Rogue Level + Int Modifier)

Nimbleness (20 AP, Rog 12) On Sneak Attack: Up to once every 2 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times.

Lethality (30 AP, Rog 18) Any sneak attack that also counts as a vorpal strike that you make will kill most living targets.

Deadly Shadow (41 AP, Rog 20) +4 Sneak Attack Dice

Tier 1

Poison Strikes Select one of three Poisonous attacks.

Toxin Affinity (3 Ranks) +1/2/3 Fortitude Saves vs Poisons (and?) to the save DC of your Poison attacks

Shiv (3 Ranks) Melee Attack: Deals +1/2/3[W] damage and reduces your threat with nearby enemies by 100. On Sneak Attack: Target also gains a -2 Fortitude penalty against Poisons for 20 seconds. (Stacks 5 times.)

Sneak Attack Training 1 Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks

Stealthy (3 Ranks) +1/2/3 Hide and Move Silently

Tier 2

Poison Strikes*

Venomed Blades (3 Ranks) Poison Stance: On Hit: 1d4/6/8 Poison damage with weapon attacks

Bleed Them Out (3 Ranks) Melee Attack: Deals +1/2/3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times.

Sneak Attack Training 2 (Requires: Sneak Attack Training 1) Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks

Damage Boost (3 Ranks)

Tier 3

Poison Strikes*

Critical Accuracy (3 Ranks) +1/2/3 to confirm Critical Hits

Shadow Dagger (3 Ranks) Throws a dagger made of solidified shadows at your enemy. Deals 4d8 unholy damage and blinds the target (Fort DC 10 + Half Rogue Level + Intelligence Modifier negates Blindness)

Sneak Attack Training 3 (Requires: Sneak Attack Training 2) Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks

Stat Enhancement: DEX or INT

Tier 4

Execute (Requires: Critical Damage) Melee Assassinate Attack: Deals +3[W] damage. On Sneak Attack: If the target is below 20% health, deal 500 damage (Fort DC 10 + Half Rogue Level + Int Mod negates).

Critical Damage (3 Ranks) (Requires: Critical Accuracy) +1/2/3 Critical Hit damage (before weapon multipliers)

Killer (3 Ranks) (Requires: Critical Damage) When you kill a target, you gain a 5% Morale bonus to melee doublestrike for 15 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times.

Sneak Attack Training 4 (Requires: Sneak Attack Training 3) Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks

Stat Enhancement: DEX or INT

Tier 5

Assassinate Stealth Melee Assassinate Attack: On Sneak Attack: Kills a living target instantly if the target fails a Fortitude save (DC 10 + Rogue Level + Int Mod). Even on a successful save, the target takes 10d6 additional Sneak Attack damage from this attack.

Improved Assassinate (3 Ranks) +1/2/3 to the save DC's of your Assassinate abilities. Knife Specialization +1 Critical Threat Multiplier with Daggers and Kukris. Daggers also gain +1 Critical Threat Range.

*Poison Strikes Figuring the poisons might be based on the ones we have now I did a search in the localization for the descriptions... near as I can tell these are the ones it refers to.

Heartseeker Poison Melee Poison Attack: On Damage: -1 Fortitude Save (stacks 5 times), On Critical Hit: 1d6 Constitution damage, On Vorpal Hit: Heartseeker (-5% hit points Fortitude DC 10 + Half Rogue Level + Intelligence Modifier negates)

Soulshatter Poison Melee Poison Attack: On Damage: -1 Will Save (stacks 5 times), On Critical Hit: 1d6 Wisdom damage, On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds Will DC 10 + Half Rogue Level + Intelligence Modifier negates)

Ice Chill Poison Melee Poison Attack: On Damage: -1 Reflex Save (stacks 5 times), On Critical Hit: 1d6 Dexterity damage, On Vorpal Hit: Paralysis (Fort DC 10 + Half Rogue Level + Intelligence Modifier negates, 30% chance for an additional save on damage)