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Assassin
Rogue Class Enhancement Tree

Assassin

Poison Strikes 0/1
Poison Strikes
Ranks: 1 Cost: 2 AP Requires: 1 AP
Select one of three poisonous attacks.
Venomed Blades 0/3
Venomed Blades
Ranks: 3 Cost: 1 AP Requires: 1 AP
Imbue Toggle: On Hit: 1d4 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
Shiv 0/3
Shiv
Ranks: 3 Cost: 1 AP Requires: 1 AP
Melee Attack: Causes your target to become Bluffed. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.)

Bluff duration is 1 second plus 1 second per four Rogue levels.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Stealthy 0/3
Stealthy
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Hide and Move Silently, +25% enhancement movement speed bonus while sneaking.
Poison Strikes 0/1
Poison Strikes
Ranks: 1 Cost: 2 AP Requires: 5 AP
Select one of three poisonous attacks.
Toxin Affinity 0/3
Toxin Affinity
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 bonus Imbue Dice
+1 to Fortitude Saves vs. Poisons
+1 to the save DCs of your Poison attacks
Bleed Them Out 0/3
Bleed Them Out
Ranks: 3 Cost: 1 AP Requires: 5 AP
Melee Attack: On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times.

(Bleed deals 1d6 damage every 2 seconds for 14 seconds.)
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Action Boost: Melee Power 0/3
Action Boost: Melee Power
Ranks: 3 Cost: 1 AP Requires: 5 AP
Activate to gain a +10 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Poison Strikes 0/1
Poison Strikes
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select one of three poisonous attacks.
Critical Mastery 0/3
Critical Mastery
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 to critical damage and to confirm critical hits
Shadow Dagger 0/3
Shadow Dagger
Ranks: 3 Cost: 1 AP Requires: 10 AP
Throws a dagger made of solidified shadows at your enemy. Deals 4d8 unholy damage and blinds the target (Fort DC 10 + Rogue Level + higher of Dex or Int Modifier negates blindness). Damage scales with 400% Melee Power.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Dexterity or Intelligence 0/1
Dexterity or Intelligence
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Dexterity or Intelligence
Execute 0/1
Execute
Ranks: 1 Cost: 2 AP Requires: 20 AP
Melee Assassinate Attack: If the target is below 30% health, deal 500 damage. This damage scales with 400% Melee Power.
Killer 0/3
Killer
Ranks: 3 Cost: 1 AP Requires: 20 AP
When you kill a target, you 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 times.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projetile. Repeating Crossbows have a reduced chance to produce extra shots.
Weakening Strikes 0/1
Weakening Strikes
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your attacks against enemies with an Assassin's Mark (from Poisoned Strikes) reduce the Melee Power and Ranged Power of the target by (10 + Rogue Level/2) for 10 seconds.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 20 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Dexterity or Intelligence 0/1
Dexterity or Intelligence
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Dexterity or Intelligence
Assassinate 0/1
Assassinate
Ranks: 1 Cost: 1 AP Requires: 30 AP
Stealth Melee Assassinate Attack: On Sneak Attack: Kills the target instantly if the target fails a Fortitude save (DC 10 + Rogue Level + higher of Dex or Int Modifier). Even on a successful save, the target takes 10d6 additional sneak attack damage from this attack.
Measure the Foe 0/3
Measure the Foe
Ranks: 3 Cost: 1 AP Requires: 30 AP
Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and to the DC’s of your Assassinate abilities every 4 seconds you remain stealthed. This effect stacks up to 5 times and lasts up to 10 seconds after you leave stealth.
Deadly Strikes 0/1
Deadly Strikes
Ranks: 1 Cost: 2 AP Requires: 30 AP
Your attacks against enemies with an Assassin's Mark (from Poisoned Strikes) do +10 damage.
Knife Specialization 0/1
Knife Specialization
Ranks: 1 Cost: 2 AP Requires: 30 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. If you have Improved Critical: Piercing, this bonus to Threat Range is doubled.
Light Armor Mastery 0/3
Light Armor Mastery
Ranks: 3 Cost: 1 AP Requires: 30 AP
Gain 2 to the maximum dexterity bonus of light armor and 2 PRR.
Core Enhancements
Knife in the Darkness 0/1
Knife in the Darkness
Ranks: 1 Cost: 1 AP
You gain proficiency with Kukris.
Dagger in the Back 0/1
Dagger in the Back
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain +1 damage and +10% Fortification Bypass.
Assassin's Trick 0/1
Assassin's Trick
Ranks: 1 Cost: 1 AP Requires: 10 AP
Activate: Target opponent loses their immunity to sneak attack and 25% of their fortification.
Nimbleness 0/1
Nimbleness
Ranks: 1 Cost: 1 AP Requires: 20 AP
+5 Melee Power

On Hit: Up to once every 1 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times.
Lethality 0/1
Lethality
Ranks: 1 Cost: 1 AP Requires: 30 AP
While in light or cloth armor you gain +1 Insight bonus to critical damage multiplier to any one handed weapon you are wielding.
Deadly Shadow 0/1
Deadly Shadow
Ranks: 1 Cost: 1 AP Requires: 40 AP
You gain +2 Dexterity and +2 Intelligence. You gain +10 Melee Power. You gain +4 Sneak Attack dice and +2 to the DC of Assassinate. You gain +4 Reflex saving throws.
Core Enhancements
Enhancement Description
Knife in the Darkness Knife in the Darkness
You gain proficiency with Kukris.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Rogue Level 1
Dagger in the Back Dagger in the Back
You gain +1 damage and +10% Fortification Bypass.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Knife in the Darkness, Rogue Level 3
Assassin's Trick Assassin's Trick
Activate: Target opponent loses their immunity to sneak attack and 25% of their fortification.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Dagger in the Back, Rogue Level 6
Nimbleness Nimbleness
+5 Melee Power

On Hit: Up to once every 1 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Assassin's Trick, Rogue Level 12
Lethality Lethality
While in light or cloth armor you gain +1 Insight bonus to critical damage multiplier to any one handed weapon you are wielding.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Nimbleness, Rogue Level 18
Deadly Shadow Deadly Shadow
You gain +2 Dexterity and +2 Intelligence. You gain +10 Melee Power. You gain +4 Sneak Attack dice and +2 to the DC of Assassinate. You gain +4 Reflex saving throws.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Lethality, Rogue Level 20
Tier 1
Enhancement Description
Poison Strikes Poison Strikes
Select one of three poisonous attacks.
Heartseeker PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Fortitude Save (stacks 5 times) and if it is an Elemental, becomes vulnerable to Poison
On Critical Hit: 1d6 Constitution damage
On Vorpal Hit: Heartseeker (-5% hit points. Fortitude DC 10 + Half Rogue Level + Intelligence Modifier + Assassinate DC negates.)
Soulshatter PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Will Save (stacks 5 times) and if it is an Outsider, becomes vulnerable to Poison.
On Critical Hit: 1d6 Wisdom damage
On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10 + Rogue Level + Intelligence Modifier + Assassinate DC negates.)
Ice Chill PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Reflex Save (stacks 5 times) and if it is an Undead, becomes vulnerable to Poison.
On Critical Hit: 1d6 Dexterity damage
On Vorpal Hit: Paralysis (Fort DC 10 + Rogue Level + Intelligence Modifier + Assassinate DC negates, 25% chance for an additional save when the affected creature is damaged.)
AP Cost
2
Ranks
1
Progression
1
Venomed Blades Venomed Blades
Rank 1
Imbue Toggle: On Hit: 1d4 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
Rank 2
Imbue Toggle: On Hit: 1d6 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
Rank 3
Imbue Toggle: On Hit: 1d8 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
AP Cost
1
Ranks
3
Progression
1
Shiv Shiv
Rank 1
Melee Attack: Causes your target to become Bluffed. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.)

Bluff duration is 1 second plus 1 second per four Rogue levels.
Rank 2
Melee Attack: Causes your target to become Bluffed. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.)

Bluff duration is 1 second plus 1 second per four Rogue levels.
Rank 3
Melee Attack: Causes your target to become Bluffed. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.)

Bluff duration is 1 second plus 1 second per four Rogue levels.
AP Cost
1
Ranks
3
Progression
1
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
1
Stealthy Stealthy
Rank 1
+1 Hide and Move Silently, +25% enhancement movement speed bonus while sneaking.
Rank 2
+2 Hide and Move Silently, +50% enhancement movement speed bonus while sneaking.
Rank 3
+3 Hide and Move Silently, +75% enhancement movement speed bonus while sneaking.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Poison Strikes Poison Strikes
Select one of three poisonous attacks.
Heartseeker PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Fortitude Save (stacks 5 times) and if it is an Elemental, becomes vulnerable to Poison
On Critical Hit: 1d6 Constitution damage
On Vorpal Hit: Heartseeker (-5% hit points. Fortitude DC 10 + Half Rogue Level + Intelligence Modifier + Assassinate DC negates.)
Soulshatter PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Will Save (stacks 5 times) and if it is an Outsider, becomes vulnerable to Poison.
On Critical Hit: 1d6 Wisdom damage
On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10 + Rogue Level + Intelligence Modifier + Assassinate DC negates.)
Ice Chill PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Reflex Save (stacks 5 times) and if it is an Undead, becomes vulnerable to Poison.
On Critical Hit: 1d6 Dexterity damage
On Vorpal Hit: Paralysis (Fort DC 10 + Rogue Level + Intelligence Modifier + Assassinate DC negates, 25% chance for an additional save when the affected creature is damaged.)
AP Cost
2
Ranks
1
Progression
5
Toxin Affinity Toxin Affinity
Rank 1
+1 bonus Imbue Dice
+1 to Fortitude Saves vs. Poisons
+1 to the save DCs of your Poison attacks
Rank 2
+2 bonus Imbue Dice
+2 to Fortitude Saves vs. Poisons
+2 to the save DCs of your Poison attacks
Rank 3
+3 bonus Imbue Dice
+3 to Fortitude Saves vs. Poisons
+3 to the save DCs of your Poison attacks
AP Cost
1
Ranks
3
Progression
5
Prereqs
Venomed Blades
Bleed Them Out Bleed Them Out
Rank 1
Melee Attack: On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times.

(Bleed deals 1d6 damage every 2 seconds for 14 seconds.)
Rank 2
Melee Attack: On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times.

(Bleed deals 1d6 damage every 2 seconds for 14 seconds.)
Rank 3
Melee Attack: On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times.

(Bleed deals 1d6 damage every 2 seconds for 14 seconds.)
AP Cost
1
Ranks
3
Progression
5
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Sneak Attack Training
Action Boost: Melee Power Action Boost: Melee Power
Rank 1
Activate to gain a +10 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Rank 2
Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Rank 3
Activate to gain a +30 Action Boost bonus to Melee and Ranged Power for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Poison Strikes Poison Strikes
Select one of three poisonous attacks.
Heartseeker PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Fortitude Save (stacks 5 times) and if it is an Elemental, becomes vulnerable to Poison
On Critical Hit: 1d6 Constitution damage
On Vorpal Hit: Heartseeker (-5% hit points. Fortitude DC 10 + Half Rogue Level + Intelligence Modifier + Assassinate DC negates.)
Soulshatter PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Will Save (stacks 5 times) and if it is an Outsider, becomes vulnerable to Poison.
On Critical Hit: 1d6 Wisdom damage
On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10 + Rogue Level + Intelligence Modifier + Assassinate DC negates.)
Ice Chill PoisonMelee Poison Attack:

On Damage: The target gains the Assassin's Mark state, -1 Reflex Save (stacks 5 times) and if it is an Undead, becomes vulnerable to Poison.
On Critical Hit: 1d6 Dexterity damage
On Vorpal Hit: Paralysis (Fort DC 10 + Rogue Level + Intelligence Modifier + Assassinate DC negates, 25% chance for an additional save when the affected creature is damaged.)
AP Cost
2
Ranks
1
Progression
10
Critical Mastery Critical Mastery
Rank 1
+1 to critical damage and to confirm critical hits
Rank 2
+2 to critical damage and to confirm critical hits
Rank 3
+3 to critical damage and to confirm critical hits
AP Cost
1
Ranks
3
Progression
10
Shadow Dagger Shadow Dagger
Rank 1
Throws a dagger made of solidified shadows at your enemy. Deals 4d8 unholy damage and blinds the target (Fort DC 10 + Rogue Level + higher of Dex or Int Modifier negates blindness). Damage scales with 400% Melee Power.
Rank 2
Throws a dagger made of solidified shadows at your enemy. Deals 6d8 unholy damage and blinds the target (Fort DC 14 + Rogue Level + higher of Dex or Int Modifier negates blindness). Damage scales with 400% Melee Power.
Rank 3
Throws a dagger made of solidified shadows at your enemy. Deals 8d8 unholy damage and blinds the target (Fort DC 18 + Rogue Level + higher of Dex or Int Modifier negates blindness). Damage scales with 400% Melee Power.
AP Cost
1
Ranks
3
Progression
10
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Sneak Attack Training
Dexterity or Intelligence Dexterity or Intelligence
+1 Dexterity or Intelligence
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Execute Execute
Melee Assassinate Attack: If the target is below 30% health, deal 500 damage. This damage scales with 400% Melee Power.
AP Cost
2
Ranks
1
Progression
20
Killer Killer
Rank 1
When you kill a target, you 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 times.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projetile. Repeating Crossbows have a reduced chance to produce extra shots.
Rank 2
When you kill a target, you 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 3 times.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projetile. Repeating Crossbows have a reduced chance to produce extra shots.
Rank 3
When you kill a target, you 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 4 times.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projetile. Repeating Crossbows have a reduced chance to produce extra shots.
AP Cost
1
Ranks
3
Progression
20
Weakening Strikes Weakening Strikes
Your attacks against enemies with an Assassin's Mark (from Poisoned Strikes) reduce the Melee Power and Ranged Power of the target by (10 + Rogue Level/2) for 10 seconds.
AP Cost
2
Ranks
1
Progression
20
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Sneak Attack Training
Dexterity or Intelligence Dexterity or Intelligence
+1 Dexterity or Intelligence
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Dexterity or Intelligence
Tier 5
Enhancement Description
Assassinate Assassinate
Stealth Melee Assassinate Attack: On Sneak Attack: Kills the target instantly if the target fails a Fortitude save (DC 10 + Rogue Level + higher of Dex or Int Modifier). Even on a successful save, the target takes 10d6 additional sneak attack damage from this attack.
AP Cost
1
Ranks
1
Progression
30
Measure the Foe Measure the Foe
Rank 1
Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and to the DC’s of your Assassinate abilities every 4 seconds you remain stealthed. This effect stacks up to 5 times and lasts up to 10 seconds after you leave stealth.
Rank 2
Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and to the DC’s of your Assassinate abilities every 2 seconds you remain stealthed. This effect stacks up to 5 times and lasts up to 10 seconds after you leave stealth.
Rank 3
Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and to the DC’s of your Assassinate abilities every 1 seconds you remain stealthed. This effect stacks up to 5 times and lasts up to 10 seconds after you leave stealth.
AP Cost
1
Ranks
3
Progression
30
Deadly Strikes Deadly Strikes
Your attacks against enemies with an Assassin's Mark (from Poisoned Strikes) do +10 damage.
AP Cost
2
Ranks
1
Progression
30
Knife Specialization Knife Specialization
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. If you have Improved Critical: Piercing, this bonus to Threat Range is doubled.
AP Cost
2
Ranks
1
Progression
30
Light Armor Mastery Light Armor Mastery
Rank 1
Gain 2 to the maximum dexterity bonus of light armor and 2 PRR.
Rank 2
Gain 4 to the maximum dexterity bonus of light armor and 4 PRR.
Rank 3
Gain 6 to the maximum dexterity bonus of light armor, +6 Physical Resistance Rating and a +25% Competence bonus to Max Hit Points.
AP Cost
1
Ranks
3
Progression
30