im trying to design a real assassin class, squishy and lethal but its not so easy to balance
(the use of initiative on many skills is because i dont want the plate to be an option even though its not perfect)
my actual idea:
ambush:
prereq: charge and vital strike
works only with a dagger equipped
for the first turn of combat you gain critical chance and accuracy equal to your initiative
(basically an opening move that is high reward and high risk)
disengage attack:
prereq: dodge
cooldown 6 turns
attacks for 75% of base dmg and grants dodge chance equal to initiative for 2 turns
(a small survivability skill because otherwise being melee would be too hard)
punch to the throat:
prereq: accuracy
cooldown 6 turns
attack for your level in dmg and interrupt any spell being cast
(a defense against casters)
poisoned dagger:
works only with a dagger equipped
prereq: path of the assassin
every attack applies a poison on the target reducing accuracy and initiative by 1 and dealing 3 poison dmg
deadly poison:
prereq: poisoned dagger
works only with a dagger equipped
cooldown 6 turns
casting time 1 turn
apply a deadly poison on your weapon and for the next 3 turns it will deal your level in bonus poison damage
(basically i wanted to add a "pause" skill to use when other things are in cd and when it would be too risky to jump into melee range, since assassing should have very high initiative shouldnt be a problem to lose 1 turn to gain more dmg later)
ok thoughts? suggestions? insight? more ideas?