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Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)

Zachariah

First Post
Intro:
The assassin, as represented in 3.5, just didn’t seem to cut it. So, lately I have been working on a base class that combines the stealth and theme of the assassin with the fancy maneuvers system from the Bo9S. Which resulted in the Martial Assassin. But with that came another thing; the only discipline that went together with the assassin theme seemed to be Shadow Hand. So, I started designing a new discipline, which resulted in the Black Lotus Discipline. I used the ToB as a standard for balance. I must note, this is the second version (First version posted here, though) and it not compleetly finished yet, only did the class design so far. I would like to receive feedback. What do you think about the concept, balance or anything else? Especially balance, because I’m actually pretty inexperienced with playing the game itself, and thus based everything on comparing and theory :rolleyes: I just like designing classes I guess.




The Martial Assassin
Holy_Assassin_by_alcomando.jpg

Made by alcomando

HD: d8
Alignment: Non-good, non-chaotic.
BAB: 3/4 (as Rogue)
High save: Reflex
The assassin’s class skills are: 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), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.


Code:
	Maneuvers
Level	K	R	S	Specials
1	4	3	1	Sneak Attack +1d6, Weapon of Choice (Focus)
2	5	3	2	Uncanny Dodge
3	6	4	2	Poison Use
4	7	4	2	Sneak Attack +2d6
5	8	4	3	Subtlety +2
6	8	5	3	Evasion
7	9	5	3	
8	10	5	3	Weapon of Choice (Specialization)
9	11	6	4	Sneak Attack +3d6, Improved Uncanny Dodge
10	11	6	4	Shadow Blend
11	12	6	4	Subtlety +4
12	13	7	4	Mind Veil
13	14	7	5	
14	14	7	5	Hide in Plain Sight, Sneak Attack +4d6
15	15	8	5	
16	16	8	5	Weapon of Choice (Greater Focus)
17	17	8	5	Subtlety +6
18	17	9	6	
19	18	9	6	Sneak Attack +5d6
20	19	9	6	Assassin's Promise
K: Maneuvers known
R: Maneuvers Readied
S: Stances known

Class Features
The following are class features of the Martial Assassin.
Weapon and Armor Proficiency: A Martial Assassin’s weapon training focuses on several exotic blade weapons, suitable for stealth and sneak attacks. Martial Assassins are proficient with all simple weapons plus the jitte, katana, ninja-to, sai, short sword (any type), rapier. Martial Assassins are proficient with light armor, but not with shields.
Weapon of Choice: At 1st level, a Martial Assassin may choose one of the weapons associated with the Black Lotus or Shadow Hand discipline. He gains the Weapon Focus feat with that weapon. At 8th level the Martial Assassin gains the Weapon Specialization feat with his chosen weapon. At 16th level he gains the Greater Weapon Focus feat with his chosen weapon.
Poison Use: Martial Assassins are trained in the use of poison and never risk to accidently poison themselves when applying poison to a blade.
Subtlety: At 6th level, a Martial Assassin gains a +2 bonus to Hide, Move Silently and Sleight of Hand checks. This bonus increases to +4 at 11th level and +6 at 17th level.
Shadow Blend: At 10th level, a martial Assassin can use the Hide skill in any sort of shadow, even if it doesn’t grant him cover or concealment. The shadow must be large enough to accommodate his body surface. Shadow Blend can only be used if you are wearing light armor or no armor.
Mind Veil: At 12th level, a Martial Assassin gains the ability to shield his mind al forms of divination, as if he were permanently under the effect of a nondetection spell. The caster level for this effect is equal to your Character level.
Hide in Plain Sight: At 14th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in open without having anything to actually hide behind.
Assassin’s Promise: At 20th level, once per day, after missing a sneak attack, you may treat your d20 roll as a 20. This effect results in a critical hit, but isn't considered a natural 20. The critical hit must still be confirmed normally.


Black Lotus

This secret discipline focuses on stealth, poison and assassination techniques. The key skill for Black Lotus is Sleight of Hand. Black Lotus favored weapons include the dagger (any type), ninja-to and short sword (any type). Initiating Black Lotus boosts that enhance your sneak attack prevent you from using any other maneuvers that turn.

Level 1
Eyes of the Unseen: (Stance) ─ Gain darkvision 60 ft.
Mind Blank: (Counter) ─ Counter a Detect Alignment spell or Sense Motive check.
Nerve Stab: (Strike) ─ Deal +1d6 and may cause fatigue.
Poison Swap: (Boost) ─ Apply poison to your blades as a free action.

Level 2
Bloodstainer: (Boost) ─ Your sneak attack dice is doubled and deals +1/ initiator level.
Elusive Mind: (Counter) ─ Use Sleight of Hand check in place of a Will save.
Relentless Strikes: (Boost) ─ +1 bonus to your sneak attacks, allows you to make a sneak attack during your next round.

Level 3
Cruel Thrust: (Strike) ─ Deal +3d6, increases your melee weapons threat range by 4.
Enduring Venom: (Counter) ─ Force reroll against your poison with a -2 penalty.
Way of the Unseen: (Stance) ─ Take no penalty to Hide and Move Silently checks when moving at any speed up to your normal speed, and only take a -10 penalty on Hide and Move Silently checks when running.

Level 4
Fading Petal: (Counter) ─ Disarm a missing attack with a Sleight of Hand check.
Garrote: (Boost) ─ Your next sneak attack deals +4d6 and may hinder the targets ability to speak.
Tainted Blades: (Boost) ─ Attacks deal +2d6 damage and grants a +4 DC to poison save. If the target was already poisoned it takes an additional +1 / initiator points damage.

Level 5
Death Shroud: (Stance) ─ Foes within 15 ft. are unable to heal by any means; you become immune to fear.
Malicious Strike: (Strike) ─ Deal +5d6 damage, increases your melee weapons threat range by 4 and critical multiplier by 1.
Shifting Blades: (Counter) ─ Counter an attack of opportunity.

Level 6
Blade of the Unseen: (Boost) ─ Your next melee sneak attack deals +5d6 damage, and may blind foe for 1d4 rounds.
Revealing Fury: (Boost) ─ Gain an extra attack with each weapon and make a Sleight of Hand check to cause the target to become flat-footed against your next turn attack.

Level 7
Black Venom Thrust: (Strike) ─ Successful attack grants your Dex modifier to the DC to resist your poisons, target must instantly roll for secondary poison damage.
Eyes of Massacre: (Stance) ─ Doubles the critical threat range when using light melee weapons.
Twisting Fang: (Strike) ─ Increases your melee weapons threat range by 6 and critical multiplier by 2, deal Constitution damage on crit.

Level 8
Black Lotus Eclipse: (Boost) ─ Your next melee sneak attack deals +5d8 damage, and may paralyze the target for 1d3 rounds.
Cremator: (Strike) ─ Deal +8d6 acid damage, and target takes 1d6 acid damage per round for 3 rounds. Causes the targets body to dissolve on death.
Veil of Deception: (Counter) ─ Add half your Sleight of Hand ranks to AC and cause target to become flat-footed against your next turn attack.

Level 9
Death Seal Strike: (Boost) ─ Your sneak attack slays your target with a single strike.
 
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Zachariah

First Post
Following is the more compleet discription of the maneuvers. I have everything written up in a word doc, in a more official layout. I'll try to add those in some way.


Eyes of the Unseen
Level: Black Lotus 1 (Stance)

As long as you are in this stance, you gain darkvision out to 60 feet. If you already have darkvision it’s range increases by 60 feet.


Mind Blank
Black Lotus (Counter)
Level: Black Lotus 1
Initiation Action: 1 immediate action

You can use this maneuver anytime you become the target of a detect alignment spell or sense motive check. The corresponding check ends up blank.


Nerve Stab
Level: Black Lotus 1 (Strike)
Saving Throw: Fortitude partial

As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +1d6 damage, and must make a Fort save (DC 11 + Dex modifier) or become Fatigued for 1d4 rounds.


Poison Swap
Level: Black Lotus 1 (Boost)

Until the end of your turn, you may apply a poison to your weapons as a free action. You don’t risk poisoning yourself when using this maneuver.


Bloodstainer
Level: Black Lotus 2 (Boost)
Your next melee sneak attack has its base number of bonus dice doubled (to a maximum of 1 extra sneak attack dice per two initiator levels) and adds 1 point of damage per initiator level.


Elusive Mind
Level: Black Lotus 2 (Counter)
Prerequisite: One Black Lotus maneuver

You can use the maneuver any time you would be required to make a Will save. Roll a Sleight of Hand check instead of the Will save and use the result of that check to determine the saves successfulness. You must use this maneuver before you roll the Will save. A result of a natural 1 on your Sleight of Hand check is not an automatic failure.


Relentless Strikes
Level: Black Lotus 2 (Boost)

Until the end of your turn, your melee sneak attacks gain a +1 insight bonus to attack. If any of your sneak attacks hit it allows you to make one extra sneak attack against the same target during your next round.


Cruel Thrust
Level: Black Lotus 3 (Strike)

As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +3d6 points of damage. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 4. This effect stacks with other effects that increase threat range.


Enduring Venom
Level: Black Lotus 3 (Counter)

You can use this maneuver to reroll any failed attempt to poison your foe. Your opponent must reroll his save with a -2 penalty.


Way of the Unseen
Level: Black Lotus 3 (Stance)

While you are in this stance, you take no penalty to Hide and Move Silently checks when moving at any speed up to your normal speed, and only takes -10 penalty on Hide and Move Silently checks when running. In addition you may always choose to take 10 on a Hide and Move Silently check.


Fading Petal
Level: Black Lotus 4 (Counter)

Whenever an opponent attacks you and misses, you can initiate this maneuver as an immediate action. As part of this maneuver, you must make a Sleight of Hand check opposed by your opponent's attack roll. If your Sleight of Hand check succeeds, you disarm your opponent. If you fail, your opponents attack is considered successful.
You cannot initiate this maneuver if your are considered flat-footed against the incoming attack.


Garrote
Level: Black Lotus 4 (Boost)
Saving Throw: Fortitude partial

Until the end of your turn, your melee sneak attack deals an additional 3d6 points of damage and the opponent must make a successful Fort save (DC 14 + Dex modifier) or become temporary hindered to speak. For the next 1d4 +1 rounds, the target takes a -5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with verbal commands.


Tainted Blade
Level: Black Lotus 4 (Boost)

Until the end of turn each of your melee attacks deals an extra 2d6 points of damage. If your weapons are poisoned the DC for resisting poison is increased by 4. If the target was already poisoned your attacks deal an additional +1 points of damage per initiator level. This boost doesn’t apply to natural attacks.


Death Shroud
Level: Black Lotus 5 (Stance)
Range: 15 ft. Radius

All enemies within 15 ft. radius are unable to gain hit points by any means. Heal checks automatically fail. In addition, you become immune to fear effects. The effect of this stance applies only to living creatures – undead, constructs and incorporeal creatures are unaffected.
This stance is a supernatural ability.


Malicious Strike
Level: Black Lotus 5 (Strike)

As part of this maneuver, you make single melee attack. If successful, your opponent suffers an extra +5d6 points of damage. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 4 and multiplier by 1 (to a maximum multiplier of 4). This effect stacks with other effects that increase threat range.


Shifting Blades
Level: Black Lotus 5 (Counter)

Whenever an opponent makes an attack of opportunity against you, you can initiate this maneuver as an immediate action. As part of this maneuver, you must make a Sleight of Hand check opposed by your opponent's attack roll. If your Sleight of Hand check succeeds, your opponent misses and you make an attack of opportunity against your attacker. If your check fails, you gain a -2 penalty to AC and your opponent resolves his attack of opportunity normally.


Blade of the Unseen
Level: Black Lotus 6 (Boost)
Saving Throw: Fortitude partial

Your next melee sneak attack deals an extra 5d6 points of damage and your opponent must make a successful Fortitude save (DC 16 + your Dex modifier) or become blinded for 1d4 rounds.


Revealing Fury
Level: Black Lotus 6 (Boost)

After initiating this boost, you can make one additional attack with each weapon you wield. These attacks are made with the highest attack modifier for each of your respective weapons. All of these attacks must be directed against the same opponent. If any of your attacks hit this turn, you make a Sleight of Hand check opposed by your opponent's AC. If successful your opponent is considered flat-footed against your next turn melee attacks.
For each attack that hits you gain a +1 insight bonus to the Sleight of Hand check made to confirm the secondary effect of this maneuver. These stack among themselves.


Black Venom Thrust
Level: Black Lotus 7 (Strike)

As part of this maneuver, you make a single melee attack. If your weapons are poisoned, you add you Dexterity modifier (if positive) to the DC for resisting your poison. If the target fails the save, he must immediately roll for the secondary poison damage (normal DC). This boost doesn’t apply to natural attacks.


Eye of Massacre
Level: Black Lotus 7 (Stance)

This stance doubles the critical threat range when using light melee weapons. This effect stacks with other effects that increase threat range. In addition, you get a competence bonus on confirming critical hits equal to one fifth your Sleight of Hand ranks, rounded down.


Twisting Fang
Level: Black Lotus 7 (Strike)

As part of this maneuver, you make single melee attack. When using a light melee weapon while initiating this maneuver, the weapons threat range increases by 6 and multiplier by 2 (to a maximum multiplier of 4). This effect stacks with other effects that increase threat range. If this strike results in a critical hit you deal an extra 2 points of Constitution damage, and causes the target to bleed for 1d4 points of damage each round at the start of its turn. Until the target receives the benefit of a DC 15 Heal check or any cure spell or similar magical healing.
If you fail to critical hit, but succeed to hit your target, you deal an extra 6d6 points of damage.


Black Lotus Eclipse
Level: Black Lotus 8 (Boost)
Saving Throw: Fortitude partial

Your next melee sneak attack deals an extra 5d8 points of damage and your opponent must make a successful Fortitude save (DC 18 + your Dex modifier) or become paralyzed for 1d3 rounds.


Cremator
Level: Black Lotus 8 (Strike)

As part of this maneuver, you make single melee attack. If successful, it deals an extra 8d6 points of damage. In addition, if this attack hits, the blood of the target turns highly acidic, the victim takes an extra 1d6 points of acid damage each round at the start of its turn for 3 rounds. If this attack kills the target or it dies within the 3 rounds, the body dissolves, leaving only a pile of organic carbonized ooze. Creatures killed while under the effect of this strike can only be returned to life by true resurrection and wish.


Veil of Deception
Level: Black Lotus 8 (Counter)

If your opponent attacks you, you can initiate this maneuver. You add halve your Sleight of Hand ranks to AC. If the attack fails, your opponent’s round ends and he becomes flat-footed against your next melee attack. This attack must take place before or on your next turn to gain the benefit of this maneuver. You cannot initiate this maneuver if your are considered flat-footed against the incoming attack.


Death Seal Strike:
Level: Black Lotus 9 (Boost)
Saving Throw: Fortitude partial

With a single strike of lethal precision, you pierce your enemy in a vital point. A combination of dark malicious energy and vile poisons is channeled through your blade, disrupting the life force running through your enemy’s veins. Its internal organs instantly start to shut down, causing it to drop to its knees… dying.

Your next melee sneak attack gains a +1 bonus to attack. If your sneak attack hits, the target must attempt a Fortitude save (DC 19 + Dex modifier). If the save fails, your target drops to -8 hit points, then -9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 19) or somehow gives the target more hit points, he stabilizes. Otherwise, at the end of the next round, the target reaches -10 hit points and dies. If the save is successful, you deal an extra 15d6 points of damage and causes the target to be Dazed for one round. Creatures immune to critical hits are immune to the death effect of this maneuver.
 
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Siberys

Adventurer
What's the proficiencies? Also, Assassin's Promise seems a bit weak for a capstone, IMO.
 
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StreamOfTheSky

Adventurer
Ok, I'll go through the maneuvers/stances in order of listing, pointing things out. Definitely don't have time to read all right now, so here's just among the begining:

Eyes of the Unseen: Kinda weak, IMHO. At least let it add +60 ft to any existing darkvision.

Mind Blank: As written, VERY awkward, especially if you have no spellcraft or anything, since you can only "use" it when targeted by such an effect, instead of it merely only stopping such effects. I'd say it should be immediate action and "duration: until the start of your next turn." Maybe instead of auto-win, it adds to Bluff check or forces caster level check of 15 + initiator level, respectively. (Note: I get base 15 from Nondetection spell and the fact this is "cast" on self.)

Nerve Stab: Seems fine, possibly a little overpowered for a level 1. And why dex for save DC?

Poison Swap: Confusing to me. It lets you poison/unpoison weapons for one round as free actions? Seems ok, just as long as this Boost costs a swift action, like every other boost I know of does.

Bloodstainer: NO! Also, why only melee sneak attacks? Balance, or flavor reasons? In any case, I'm sorry. This may be ok for a straight Martial Assasin, since they cap at 5d6, but at level 2, WAY too easy for other classes to pick up. Make it higher level or gimp it.

Elusive Mind: Change: last sentence to say, "You must choose to use this before making the Will save, and this roll replaces the Will save." Add: You do not automatically fail on a roll of natural 1. (puts it in line w/ DM concentration check maneuvers)

Relentless Strikes: Umm... not sure about this... Even if you limit it to ONE bonus attack per successful attack, that's kinda crazy... Would you be open to instead having the attack deal a wound such that the sneak attack damage dice (and nothing else) is suffered by the target again at the start of your next round? Sort of like a lingering wound. Not sure it makes this balanced, but it's a start...

Cruel Thrust: Too strong. How about +3d6 and a +4 bonus to confirm a critical hit?

Enduring Venom: I like! Only complaint: add at least one prerequisite manuever, otherwise this unintentionally (?) becomes a VERY good Martial Study feat for a monster with its own natural poison attack and 10+ HD.

Fading Petal: Interesting.

Garrote: Why is save DC based on dex? Makes no sense... This should definitely be Su.

Tainted Blade: I'm starting to think you need to dilute the amount of Boosts out of the total number of maneuvers now... This seems a bit needlessly complex. Also, please specify this only applies to manufactured weapons. Monsters with natural poison attacks don't need this much help.

Way of the Unseen: Thumbs up.

That's all for now.
 

Siberys

Adventurer
Also, are you planning on expanding the Discipline with a tactical feat, a WoL, and a PrC? All the original disciplines have at least the first two, so I think that'd be neat.
 

Zachariah

First Post
Thanks for responding!

StreamOfTheSky said:
Eyes of the Unseen: Kinda weak, IMHO. At least let it add +60 ft to any existing darkvision.
The current version posted here is outdated, I came to the same conclusion and did precisly that.

StreamOfTheSky said:
Mind Blank: As written, VERY awkward, especially if you have no spellcraft or anything, since you can only "use" it when targeted by such an effect, instead of it merely only stopping such effects. I'd say it should be immediate action and "duration: until the start of your next turn." Maybe instead of auto-win, it adds to Bluff check or forces caster level check of 15 + initiator level, respectively. (Note: I get base 15 from Nondetection spell and the fact this is "cast" on self.)

Well, Its suppose to work like this: If this maneuver is readied and the martial assassin is targeted by an detect alignment spell (which means some casts it on him) he becomes aware of it and may initiate this counter afterwhich it he is treated to be under the effect of the undetectable alignment spell for 1 minute (or so, 1 round could be enough). For the sense motive part, I was thinking about adding the slight of hand ranks to your bluff (I use the sleight of hand skill in this discipline for masurement of sneakyness)

StreamOfTheSky said:
Nerve Stab: Seems fine, possibly a little overpowered for a level 1. And why dex for save DC?

Reduce the fatigue to 1 round maybe? although that seems so pointless... anyway its Dex based because the assassin must accuratly target nerve centers on the body. Also want this to be a Dex based school.

StreamOfTheSky said:
Poison Swap: Confusing to me. It lets you poison/unpoison weapons for one round as free actions? Seems ok, just as long as this Boost costs a swift action, like every other boost I know of does.

Yeah all boost are swift actions. The "apply or switch" part is because I didnt know how it worked when you want to poison an already poison coated weapon. So you can replace an already applied poison, aswell.

StreamOfTheSky said:
Bloodstainer: NO! Also, why only melee sneak attacks? Balance, or flavor reasons? In any case, I'm sorry. This may be ok for a straight Martial Assasin, since they cap at 5d6, but at level 2, WAY too easy for other classes to pick up. Make it higher level or gimp it.

Good point, I will say to max increase of 5. Should be sort of ok then.

StreamOfTheSky said:
Elusive Mind: Change: last sentence to say, "You must choose to use this before making the Will save, and this roll replaces the Will save." Add: You do not automatically fail on a roll of natural 1. (puts it in line w/ DM concentration check maneuvers)

Yeah, forgot to add that part. Its the same as Moment of Perfect Mind.


StreamOfTheSky said:
Relentless Strikes: Umm... not sure about this... Even if you limit it to ONE bonus attack per successful attack, that's kinda crazy... Would you be open to instead having the attack deal a wound such that the sneak attack damage dice (and nothing else) is suffered by the target again at the start of your next round? Sort of like a lingering wound. Not sure it makes this balanced, but it's a start...

It's suppose to give 1 extra sneak attack during your next round, how about: Until the end of your turn, your melee sneak attacks gain a +1 insight bonus to attack. If any of your sneak attacks hit it allows you to make one extra sneak attack against the same target during your next round.
Already have such an ability (Twisting Fang), besides I want an ability that allows you to make another sneak attack (like this).

StreamOfTheSky said:
Cruel Thrust: Too strong. How about +3d6 and a +4 bonus to confirm a critical hit?

Yeah, a few days ago I came to the same conclusion, and removed the increased multiplier.

StreamOfTheSky said:
Enduring Venom: I like! Only complaint: add at least one prerequisite manuever, otherwise this unintentionally (?) becomes a VERY good Martial Study feat for a monster with its own natural poison attack and 10+ HD.

It currently has 1 prerequisite maneuver, just didnt put it in the post. ;)

StreamOfTheSky said:
Fading Petal: Interesting.

hmmm... ok :p

StreamOfTheSky said:
Garrote: Why is save DC based on dex? Makes no sense... This should definitely be Su.

Because you strike the target at the throat, requiring Dex for best effect. Dont see why it should be Su.

StreamOfTheSky said:
Tainted Blade: I'm starting to think you need to dilute the amount of Boosts out of the total number of maneuvers now... This seems a bit needlessly complex. Also, please specify this only applies to manufactured weapons. Monsters with natural poison attacks don't need this much help.

Well this school is about boosts, but note that the sneak attack boost work actually like strikes. But their effect can only be used when the target is subjected to sneak attacks.
Dont see what complex about it to be honest. attacks +2d6 damage, if target is poisoned an additional 1 damage per initiator.
Anyway, added the following:This boost doesn’t apply to natural attacks.

StreamOfTheSky said:
Way of the Unseen: Thumbs up.

Thanks :)

StreamOfTheSky said:
That's all for now.

Thanks alot for the feedback, it was helpful for sure. I hope to hear more
 

Zachariah

First Post
Siberys said:
What's the proficiencies? Also, Assassin's Promise seems a bit weak for a capstone, IMO.

Forgot to add them, will do so.
Hmmm to weak, any suggestions?

Siberys said:
Also, are you planning on expanding the Discipline with a tactical feat, a WoL, and a PrC? All the original disciplines have at least the first two, so I think that'd be neat.

I am currently working on a feat and the tactical feat. Whats WoL? Im currently not planning on making a PrC.

Thanks,
 

StreamOfTheSky

Adventurer
WoL (Weapons of legacy, I think is the name. not sure on the "L") are those weapons towards the back of ToB that have names, like the one for Iron Heart is Kamate. They offer unique benefits, sometimes spell-like abilities, sometimes daily uses of a certain maneuver, etc... but carry costs and require rituals to unlock. Barely familiar with them. Mostly just know about Kamate from when I was trying to justify my IH disciple Hobgoblin Warblade as a samurai.

Mind Blank: See, but that's the problem. The maneuver lets him determine he's being targeted by Detect Alignment before he initiates the maneuver! And it's worded so that he can't even use it (needlessly), because the specific spell is a requirement to use it. Would it be too strong at level one if it gave you as an immediate action (duration till the start of your next turn) all the protections of a Nondetection spell (CL = initiator level)?

Nerve Stab: I said maybe =P It seems balanced as is.

Bloodstainer: I actually think it'd be better to make it higher level, than to impose an arbitrary limit on it.

Relentless Strikes: Maybe I misread it. At first, I thought it meant you get a bonus SA for each you land. Now reading it again, guess it's just one extra, regardless. But...in the next round? How's that work, if the next round you aren't even in closing distance with them (like, they Dimension Door'd or something)? And what is it, exactly? An extra attack at your highest bonus? That MUST meet the requirements for sneak attacks? The idea I put forward before, doing the SA dice again the next round, was based off an existing "Ambush" feat ("official" name for SA feats now). Just seems simpler.

Fading Petal: I basically just meant I liked it.

Garrote: See, I was imagining the Shadow Garrote maneuver from SH, which actually wraps a line of shadow material around the victim's throat when picturing just how it's confering (half) silence for several rounds after. Your explanation works, too.

Tainted Blade: It's mostly confusing due to the ambiguity of "if the target was already poisoned..." Within the past minute? Day? By use of this maneuver? By me in general? By any other source of poison, like the party druid with wildshape? I think the boost is strong enough without that part anyway, and it's not like poisoning the person again is a waste, ability damage from poison stacks with multiple instances of poisoning, so I don't see the need for it.
 
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StreamOfTheSky

Adventurer
Death Shroud: Ok, this has to be Su! If it can block magical healing and all... Does it specifically block healing magic/positive energy (ie, of the Conjuration [Healing] subschool), or ANY healing, even undead from negative energy/inflict spells? Enemies in the radius should probably be made aware of the consequences of standing near you, similar to how with Iron Guard's Glare they know it's gonna be harder to target other people.

Malicious Strike: I guess this is fine, the multiplier increase, and capping at 4 is just weird. And, like with the previous maneuver like this, I'm wondering if +4 (stackable) threat range is too much.

Shifting Blades: This is like the level 2 counters of IH and SS, except weaker since it's limited only to AoO's (instead of any attack), confers a penalty (against just that attack, or until your next turn?) if it fails, and is level 5. Granted, it gives an attack if you succeed, but it's an AoO, which you might like to not use up. This needs boosting. At least, let the granted attack catch the enemy flatfooted.

Blade of the Unseen: This seems like it should be a strike. And it'd be ok at this level to make the duration slightly longer, at least 1d4+1 or 1d6 rounds. It's limited to SA, and only adds +5d6 (Divine Surge is adding +8d8 at level 4), so it'd still be balanced.

Revealing Fury: First off, limit it to a max of two weapons, like the TC maneuvers. Secondly...I'm too lazy to check what level the TC maneuvers are for comparison right now. :)

Black Venom Thrust: Change "boost" to "benefit" or "maneuver" to avoid potential confusion. Causing secondary poison damage to happen immediately sounds Su to me. And...how are you using your dexterity to make the poison stronger...? :confused:

Eye of Massacre: This just plain goes against every precedent 3.5 set on stacking crit threat multipliers.

Twisting Fang: I honestly have no idea if this is balanced or not.

Black Lotus Eclipse: This also seems like it should be a strike, and the damage dice might be ok to raise a little.

Cremator: Definitely Su. The acid damage could be higher, 2d6 or maybe even 3d6, since it's delivered over time and not all at once. Minor nitpicks: shouldn't Miracle also work? Name is odd, given what it does.

Veil of Deception: It's ok. Seems kinda weak, although the turn ending property has its uses...

Death Seal Strike: Heh, again, it'd work just as well as a strike, lol. Lots to cover here... Only a +1 attack? Almost not worth adding at this level. Heal check to stabilize is a flat 15, and the target would actually get his own chance to stabilize on his turn each round, unless this is meant to superseed those rules (to me it looked more like a summary of what happens, by the rules). The Daze effect (on top of the respectable damage) on a successful save makes me uneasy. I know WR Hammer stuns with no save at a level lower, but that's also ALL it does. All in all...I'm kinda disappointed. Just really similar to the existing level 9 TC strike, just it doesn't cause immediate death and on a failed save, it's 15d6 + daze instead of 20d6. Why not let this just instant death someone instead of drawing it out? Or even better, giving you the option to incapacitate the victim instead (like the Assassin's Death Attack ability) or make your attack deal non-lethal. Would this class ever be interested in taking someone alive?
 

Zachariah

First Post
First of all I would like to say that most boosts that increase your sneak attack function just like strikes and still allow for the normal sneak attack dice. So for example the level 9 boost, at lvl 19, will do a total of 20d6 points of bonus damage. This limits their use to certain situations. Allowing them to be a bit stronger then normal strikes. Maybe its an idea to give them a new category. Something like: Enhanced Sneak Attack, Assassination Technique or something along that line.
Also, English isn’t my native language (as you might have noticed), and im bad at writing even in my own language. Especially "politically correct" sentences like the maneuver descriptions. So, any help/tips are welcome when it comes to this.

Mind Blank: I dont really understand what you are suggesting/asking here? A nondetection spell for 1 round with caster level = initiator level? Eitherway, I see your point and actually decided to delete it... atleast for now. A bit to complicated. I was under the impression that detect alignment was a spell that you cast on someone...

Nerve Stab: Ahh ok, well I cant see it game breaking as it is so ill let it as it is.

Bloodstainer: Well, the reason why I put it at low level is because it scales with levels. Dont know where to place it else (level 6 has room though)

Relentless Strikes: It may indeed need some rewording. It allowed you to make a single sneak attack. Doesn’t care much about any situation besides the target being a legal target for SA.
Maybe make it: causes the target to become flat-footed against your first attack, during your next turn?

Fading Petal: Ok, good :)

Tainted Blades: Currently it doesnt matter what the source is of the poison, aslong as it is under the effect of a poison (after initial, before secondary damage). I made a mistake with the poison effect, for some reason I was under the impression that you couldnt be poisoned again with the same poison while the secondary damage hadnt taken in effect yet.

Death Shroud: Yes, it sure is Su, just forgot to add that. Will do so. No, only suppose to block healing magic and positive energy. The assassin is not an adept at fighting already dead things. So it shouldnt help against UD. I will have to think about a way to make it clear. Suggestion are welcome.

Malicious Strike: It might be... dunno, no one else (on wizard forums) seemed to think so. I think it ok, needs some playtesting I to be sure, I guess.

Shifting Blades: The on fail part is a mistake. Its not suppose to be a part of that maneuver but of the Fading Petal maneuver. Because it was a bit powerful, atleast so I was told. Maybe not counting it as an attack of opportunity, for purpose of max number of attacks of opportunity that can be made? Flat-footed sounds like a good idea.

Blade of the Unseen: This isnt suppose to be a strike either. Keep in mind that at level 9 (first level you can gain this) you have a 3d6 sneak attack, making total bonus damage 8d6 which increases with additional levels. I like the idea of 1d4 + 1 rounds. Maybe this should be a Su ability as well (you cant poke someones eyes with a blade and make it last for only 4 rounds or so)

Revealing Fury: Yeah agreed, its one level higher than the TC version. Should be ok.

Black Venom Thrust: Striking in a major artery, releasing the poison there, to spread it fast through the system. the better you strike in a artery (pretty hard) the harder its to resist. I was thinking about something along that line. Prefer to keep the Su to the minimum.

Eye of Massacre: Yeah I know, but I dont care about that. Only applies to light weapons anyway. I like this as it is, other seems to like it as well.

Twisting Fang: based it on other maneuvers. Should be ok at this level. I like it as it is. Maybe reduce the threat range decrease to 4.

Black Lotus Eclipse: Nope, also suppose to be a sneak attack booster. Keep in mind that at level 15 it does +4d6 +5d8 points of bonus damage, plus paralysis. Pretty damn nice if you ask me.

Cremator: Yes Su indeed. Will increase the damage to 2d6. Miracle could work... took the discription from the Black Flame spell (for that part). The name... well cremation does normally go by means of fire, yeah. But highly concentrated acid can just as well carbonize things. Besides it leaves no corpse.

Veil of Deception: Yeah, you need to use it correctly to get everything out of it... its ok I think, even if its a bit weak.

Death Seal Strike: +1 isnt that much, could be removed its still there form when it was +3. Dont really know why, just left it in. It has a build in stop heart basically... I find it fitting to give an assassin a instant kill move as a level 9 maneuver though. Didnt realize that you could stabilize by yourself, forgot about it when making this one. The daze is because its such an powerful technique on a living being that even on a save causes some sort of effect. Its not really a powerful effect. Works well with Death Shroud, though.

Thanks a lot btw, for sharing your vision in this, hope to hear more :)
 
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