Assassin Talents

 

Assassin

     Advantageous Positioning: Any opponent you are flanking is considered to be flat-footed and is denied their Dexterity bonus to Reflex Defense.

         Prerequisite: Shift.

         Get Some Distance: Once per encounter as a standard action you can make a melee attack against a target and then move up to your speed away from that target. This movement does not provoke attacks of opportunity.

         Prerequisite: Advantageous.

         Murderous Arts I: When your succesful attack causes an opponent to move -1 step along the condition track, that opponent immediately takes +1d6 points of damage.

         Murderous Arts II: Whenever you successfully hit an opponent you have marked, you melee and ranged attacks deal +1d6 points of damage.

         Prerequisite: Murderous Arts I.

         Ruthless: Once per encounter, when you drop a foe to zero HP or to the bottom of the condition track, you can immediately take a bonus standard action.

         Shift: As a swift action, you can move a single square without provoking attacks of opportunity.

         Sniping Assasin: When you make a ranged attack against an opponent that is not within point blank range, add ½ your class level as a bonus to your damage roll.

         Sniping Marksman: Once per encounter, when you make a ranged attack against a target that is not within point blank range, you can ignore your target's armor bonus to Reflex Defense.

         Prerequisite: Sniping Assasin.

         Sniping Master: By taking only a single swift action, you cn aim at a target that is not within point blank range.

         Prerequisite: Sniping Marskman.

 

GenoHaradan

     Deadly Repercussions: When you reduce an opponent to 0 HP or move a target to the bottom of the condition track, all you opponents within line of sight of you and your target take a -2 penalty on attack rolls until the start of your next turn.

         Manipulating Strike: Once per turn when you succesfully damage a target with a non-area attack, make an immediate Persuasion skill check against the target's Will Defense. If successful, you can determine what the target does with its swift action on its next turn. The target receives a +5 bonus to their Will Defense if they are higher level than you, and +10 if they are twice your level or more. This is a mind-affecting effect.

         Improved Manipulating Strike: When you succesfully use the Manipluating Strike talent, you can determine what the target uses its move action for on its next turn. You cannot move the target into a hazard.

         Pulling the Strings: As a standard action, you can make a Persuasion check against the Will Defense of a target within 12 squares of you. If you succeed, you move the target up to half its speed towards you through the safest route, and you can make an immediate attack against them if they are within range. You cannot move an opponent into a hazard. This is a mind-affecting effect.

 

Malkite Poisoner

     Malkite Techniques: Once per encounter, you can apply a toxin to a non-energy slashing or piercing weapon as a standard action. If an attack roll with that weapon that hits the targets Reflex Defense also exceeds the target's Fortitude Defense, that target is poisoned. Each round on that creature's turn, the poison makes an attack roll (1d20+your heroic level) against the target's Fortitude Defense. If the attack succeeds, the target takes damage equal to 1d6+1/2 your heroic level and moves -1 step down on the condition track. A target moved to the end of the condition track is knocked unconscious but continues to suffer attacks from the poison until it misses or is cured by a Treat Injury skill check (DC 10+your heroic level). The poison ceases immediately upon missing an attack.

         Modify Poison: You can modify the delivery method of a poison to another by making a successful knowledge (Life Sciences) skill check of DC (Poison's Treat Injury DC).

         Prerequisite: Malkite Techniques.

         Numbing Poison: Any target you poison is automatically denied its Deterity bonus to Reflex Defense as long as it remains poisoned.

         Prerequisite: Malkite Techniques.

         Undetectable Poison: The Treat Injury DC needed to cure a poison you have used against a target is increased by 5.

         Prerequisite: Malkite Techniques.

         Vicious Poison: Any poisons you have used against a target gain a +2 bonus to their attack rolls made against that target's Fortitude Defense.

         Prerequisite: Malkite Techniques.

        

Misfortune

       Befuddle: if you succeed on a deception check against a target's Will Defens as a swift action, until the start of          your next turn you can move through the threatened area     of that target as a part of your move action without          provoking an attack of opportunity. Each threatened    square counts as 2 squares of movement.

         Cunning Strategist: You can create opportunities to ship     away at your opponent's defenses. You can use each of the        following abilities once per encounter as a standard   action:

      Create Opening: Make an attack. If you damage the target, it takes a -5 penalty to its Reflex Defense until the start of your next turn.

      Crippling Attack: Make an attack. If you damage the target, it takes a -2 penalty to its speed until the start of your next turn.

      Vicious Attack: Make two separate attack rolls at -5 penalty each at 2 enemies within 2 squares of each other, but roll damage only once

     Prerequisites: Disruptive, Walk the Line.

     Dastardly Strike: Whenever you make an attack against an

opponent that is denied its Dexterity bonus to Reflex Defense, the target is moved -1 step down the condition track.

    Disruptive: By Spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you supress all morale and insight bonuses applied to enemies in

your line of sight.

    Hesitate: You can your opponent with doubt by making a Deception check as a standard action against a single target that can hear and understand you within line of sight. If your check equals or exceeds the target's Will Defense, the target takes a -2 penalty to its speed, and if the target takes a standard action, it must also take a swift action. This penalty lasts until the end the target's next turn.

    Improved Befudddle: As Befuddle, but the threatened area only costs 1 square of movement, as normal.

    Improved Skirmisher: As skirmisher, excpet you also gain a +1 bonus to all your defenses until the start of your next turn.

    Prerequisite: Skirmisher.

    Skirmisher: If you move at least 2 squares before you attack and end your move in a different square than where you started, you gain +1 bonus on attack rolls until the start of your next turn.

    Sneak Attack: Any time your opponent is denied their Dexterity bonus to Reflex Defense, you deal +1d6 points of damage with a succesful melee attack or a ranged attack within 6 squares.

       You may select this talent multiple times. Each tiime you do, you gain an additional die of damage, to a maximum of +10d6.

     Sow Confusion: Once per encounter, as a standard action, you can make a Deception check and compare the result to the result to the Will Defense of all enemies in line of sight. If the check result equals or exceeds the targets Will Defense, that target must spend a swift action in addition to a standard action to make an attack until the start of your next turn.

    Prerequisite: Hesistate.

    Sudden Strike: Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal Sneak Attack damage in addtition to the normal damage dealt by the attack.

    Prerequisites: Skirmisher, Sneak Attack.

     Walk the Line: As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken.

    Prerequisite: Dispruptive.

     Weakening Strike: Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose not to move them down the condition track and instead impose a -5 penalty to your opponent's attacks and melee damage until the end of your next turn.

    Prerequisite: Dastardly Strike.