
Originally Posted by
Varinon
I love making mock-up trees, and this thread interested me enough to make one. Here's what I'd do to the Assassin tree if I had complete (or any) control over what Turbine does.
For your benefit, all abilities with a green color have not been modified from live. Abilities with a red color are completely new abilities. Abilities with a Yellow color have been moved (and possibly modified)
Assassin
Core Abilities:
• 1 AP, class level 1: Knife in the Darkness: You gain proficiency with Kukris. You can use your Dexterity modifier to hit with Daggers and Kukris. Additionally, you gain +5 Sneak Attack damage for each core ability in the assassin tree that you possess.
• 5 AP, class level 3: Dagger in the Back: You can now use your Dexterity for damage with Daggers and Kukris. If you possess the Weapon Finesse feat, this also applies to melee weapons with which you can use your Dexterity modifier to hit. This enhancement does not work with handwraps or unarmed attacks.
• 10 AP, class level 6: Assassin's Trick: Toggle: Toggle this mode on to bypass 25% fortification and 25% of a monster's immunity to sneak attack.
• 20 AP, class level 12: 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 Modifier). Even on a successful save, the target takes 10d6 additional sneak attack damage from this attack.
• 30 AP, class level 18: Lethality: Any sneak attack that also counts as a vorpal strike (attack roll of 20 followed by critical confirmation) that you make will kill most living targets.
• 41 AP, class level 20: Deadly Shadow: Active: Activate this ability to gain a bonus to sneak attack damage equal to your Intelligence Modifier, bypass 100% fortification and 100% sneak attack immunity for 20 seconds. While Deadly Shadow is active, you may assassinate on any sneak attack--including sneak attacks made outside of stealth. (Cooldown: 2 minutes). Passive: You gain +2 Dexterity, +2 Intelligence and +4 sneak attack dice.
Tier One (0 AP Required)
• Poison Strikes (1 AP): Select one of three poisonous attacks
-Heartseeker Poison: Melee Poison Attack: On damage: -1 fortitude save (stacks 1/3/5 times), On Crit: 1d[4/6/8] Con damage, on Vorpal: Heartseeker (-5% hit points, Fort save to negate DC 10 + Rogue level + INT modifier). At tier 3: On vorpal sneak attack: Inflict blindness (Fort save to negate DC 10 + Rogue level + INT modifier)
-Ice Chill Poison: Melee Poison Attack: On damage: -1 reflex save (stacks 1/3/5 times), On Crit: 1d[4/6/8] Dex damage, on Vorpal: Paralysis (Reflex save to negate DC 10 + Rogue level + INT modifier). At tier 3: On vorpal sneak attack: Frozen (Target is frozen in place and considered helpless. Reflex save to negate DC 10 + Rogue level + INT modifier). Targets cannot be both frozen and paralyzed.
-Soulshatter Poison: Melee Poison Attack: On damage: -1 will save (stacks 1/3/5 times), On Crit: 1d[4/6/8] Wis damage, on Vorpal: Curse (-4 attack, skill & save rolls, Will save to negate DC 10 + Rogue level + INT modifier). At tier 3: On vorpal sneak attack: Enervation (Target takes 1d4 negative levels. Will save to negate DC 10 + Rogue level + INT modifier.)
• Toxin Affinity (1 AP): +[1/2/3] Fortitude saves vs. Poisons and to the save DC of your Poison attacks.
• Shiv (1 AP): Melee Attack: +[1/2/3][W] damage and reduces your threat with nearby enemies by -[100/200/300]. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds (Stacks 5 times) (Cooldown: 12 seconds)
• Sneak Attack Training I (2 AP): Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks.
• Stealthy (1 AP): +[1/2/3] Hide and Move Silent. At tier 3: +1 Sneak Attack Die
Tier Two (5 AP Required)
• Poison Strikes (1 AP): Select one of three poisonous attacks
• Venomed Bades: Poison Stance: On hit: 1d[4/6/8] (+200 Melee Power) poison damage with weapon attacks.
• Bleed Them Out: Melee Attack: Deal +[1/2/3][W] damage and on successful damage causes your opponent to bleed. On Sneak Attac: Apply two stacks of bleed instead of one. The bleed effect can stack up to [5/10/15] times. (Cooldown: 6 seconds) (Bleed deals 1d6 (+200% Melee Power) damage every 2 seconds for 14 seconds.)
• Sneak Attack Training II (2 AP) [Requires: Sneak Attack Training I]: Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks.
• Damage Boost: Activate to gain a +[10/20/30]% Action Boost bonus to weapon damage for 20 seconds. (Cooldown: 30 seconds)
Tier Three (10 AP Required)
• Poison Strikes (1 AP): Select one of three poisonous attacks
• Critical Accuracy (1 AP): +[1/2/3] to confirm Critical hits
• Bloodletter (1 AP) [Requires: Bleed Them Out]: Bleeding damage is increased to 1d[8/12/20] (+200% Melee Power). Additionally, bleeding enemies have their healing reduced by [15/30/50]%.
• Sneak Attack Training III (2 AP) [Requires: Sneak Attack Training II]: Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks.
• Dexterity or Intelligence (2 AP): Choose one.
Tier Four (20 AP Required)
• Execute (1 AP): Melee Assassinate attack: +[1/2/3][W]. On sneak attack: Deal [100/250/500] additional damage. If the target is below [10/15/20]% health, trigger an Assassinate effect, instantly killing your target unless they make a fortitude save with a DC of (10 + Rogue Level + Int Modifier). (Cooldown: 30 seconds)
• Critical Damage (1 AP): +[1/2/3] critical hit damage (before weapon multipliers).
• Killer (1 AP): When you kill a target, gain +5% morale bonus to Doublestrike and Doubleshot for 15 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times. When the duration of Killer expires, one stack is removed and the timer is reset.
• Sneak Attack Training IV (2 AP) [Requires: Sneak Attack Training III]: Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks.
• Dexterity or Intelligence (2 AP): Choose one.
Tier Five (30 AP Required)
• Measure the Foe (1 AP): Gain +1 to the DCs of your Assassinate attacks every 3/2/1 second(s) you remain stealthed. This effect stacks up to 5 times.
• Into Oblivion (1 AP) [Requires: Measure the Foe]: Grants an additional +[1/2/3] bonus to the DCs of your Assassinate attacks. Additionally, monsters who are hit with an assassinate attack and save against or are immune to it, take an additional [3/6/10]d6 damage, and lose 25% fortification and 25% sneak attack immunity for 6 seconds.
• Nimbleness (1 AP): On Sneak Attack or Damaged: Up to once every 2 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to [5/10] times.
• Sneak Attack Mastery (2 AP) [Requires: Sneak Attack Training IV]: Sneak Attacks deal [1/2] additional damage per die rolled. For example, if you deal 10d6 Sneak Attack Damage without Sneak Attack Mastery, you would deal 10d6+[10/20] sneak attack damage instead.
• Knife Specialization (2 AP): You gain a +1 Competence bonus to Critical Damage Multiplier with daggers and kukris. Daggers also gain a +1 Competence bonus to Critical Threat Range.