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
I just like designing classes I guess.
The Martial Assassin
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.
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.
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

The Martial Assassin

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
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.
Last edited: