Villain class: swift assassin

hong

WotC's bitch
Iron Heroes has the concept of a "villain class", which is an NPC-only class used to create opponents for the PCs without too much build prep. I like the concept, so I've been making some villain classes for D&D.

Here are the general principles for villain classes that I'm following. In addition, see p.17 of Mastering Iron Heroes for more on this concept.

- Villain classes should be powerful/durable enough to be a CR-appropriate threat. It should be about as tough to fight a 20th level villain as, say, a balor or a wyrm black dragon (all CR 20). Or, if 20th level encounters are too situation-dependent, say a 10th level villain compared to a fire giant or gray slaad (CR 10). This should be done without having to deck the character out with gear like a Christmas tree. (Strictly speaking I could relax the CR = level assumption, but I like having a definite base to work from.)

- The classes are not meant to be used for PCs, so balancing against PC classes is less important (and in particular, mechanics that wouldn't be appropriate for PCs can be used). The main factor is that they should be balanced as opponents of the given CR.

- The classes are primarily designed to provide opponents in combat situations. While you can use them in a more social/non-combat-heavy game, they're not really designed with that in mind.

- Build time should be minimal, while preserving in-game flexibility. Ideally, you should be able to just read off the stats from the table, while choosing special abilities during play. Thus no requirement to choose spells known, maneuvers known, item selection, skill selection, etc. Feats complicate things slightly, but it's easy enough to have a set progression as a default.

- Maneuvers and spell slots give a way to limit the power of the class. While you can choose from any spell in the book, you can only cast that spell once (or twice); similarly for maneuvers. Special abilities that should be usable more than once still use up these slots, so they're not infinite (and present a tactical choice for the DM: use a special power now, or a spell/maneuver later?).

- Contingent bonuses and buffs should be kept to a minimum. Eg, the swift assassin below uses one attack bonus for everything, whether it's a dagger, crossbow or bastard sword. It's probably not feasible to eliminate buffs entirely though.


First villain class:


Swift assassin

The swift assassin villain class can be used to represent a human(oid) opponent that relies on speed, stealth and finesse. This includes (stereotypical) assassins, ninjas, and even swashbuckler types.

The swift assassin's CR is equal to his class level/HD. A class progression to 25th level is given below, to allow creation of powerful opponents for high-level parties. A swift assassin gains a feat at 1st level, 3rd level and every 3 levels thereafter, just like any other humanoid creature.


Class table (scroll right to see stat progression):

Code:
level BAB  Fort* Ref*   Will* AC*   Maneuvers Stances   SStrk   Other             Str   Dex*  Con   Int   Wis*  Cha
1     +0   0+0   2+0    0+0   +0    0         0         1d6     special abilities 12    16    12    10    12    8  
2     +1   0+1   3+1    0+1   +1    1         0                                   12    16    12    10    12    8  
3     +2   1+1   3+1    1+1   +1    1         0         2d6                       12    16    14    10    12    8  
4     +3   1+2   4+2    1+2   +2    2         0                 bonus feat        12    16    14    10    12    8  
5     +3   1+2   4+2    1+2   +2    2         0         3d6                       12    18    14    12    14    10 
6     +4   2+3   5+3    2+3   +3    3         0                                   12    18+2  14    12    14    10 
7     +5   2+3   5+3    2+3   +3    3         0         4d6                       12    18+2  14    12    14+2  10 
8     +6   2+4   6+4    2+4   +4    4         1                 Evasion           14    18+2  16    12    14+2  10 
9     +6   3+4   6+4    3+4   +4    4         1         5d6                       14    20+2  16    12    14+2  10 
10    +7   3+5   7+5    3+5   +5    5         1                                   14    20+2  16    12    14+2  10 
11    +8   3+5   7+5    3+5   +5    5         1         6d6                       14    20+2  16    12    16+2  10 
12    +9   4+6   8+6    4+6   +6    6         1                 bonus feat        14    20+4  16    12    16+2  10 
13    +9   4+6   8+6    4+6   +6    6         1         7d6                       14    22+4  18    14    16+4  12 
14    +10  4+7   9+7    4+7   +7    7         1                                   14    22+4  18    14    16+4  12 
15    +11  5+7   9+7    5+7   +7    7         1         8d6                       14    22+4  18    14    16+4  12 
16    +12  5+8   10+8   5+8   +8    8         2                 Improved evasion  16    22+4  18    14    16+4  12 
17    +12  5+8   10+8   5+8   +8    8         2         9d6                       16    24+4  18    14    18+4  12 
18    +13  6+9   11+9   6+9   +9    9         2                                   16    24+6  20    14    18+4  12 
19    +14  6+9   11+9   6+9   +9    9         2         10d6                      16    24+6  20    14    18+6  12 
20    +15  6+10  12+10  6+10  +10   10        2                 bonus feat        16    24+6  20    14    18+6  12 
21    +15  7+10  12+10  7+10  +10   10        2         11d6                      16    26+6  20    14    18+6  14 
22    +16  7+11  13+11  7+11  +11   11        2                                   16    26+6  20    14    18+6  14 
23    +17  7+11  13+11  7+11  +11   11        2         12d6                      16    26+6  22    14    20+6  14 
24    +18  8+12  14+12  8+12  +12   12        3                 bonus feat        18    26+8  22    14    20+6  14 
25    +18  8+12  14+12  8+12  +12   12        3         13d6                      18    28+8  22    16    20+8  14
* includes bonuses from special abilities and items listed below


Class statistics

Hit die: d8
Skills: The swift assassin has ranks equal to his level +5 in Concentration, Balance, Climb, Jump, Tumble, Hide, Move Silently, Listen, Bluff, Sleight of Hand, Disguise, Knowledge (martial lore). He gains no other ranks, nor does he benefit from synergy bonuses.
Proficiencies: The swift assassin is proficient with all simple weapons, and all associated weapons of the Shadow Hand, Desert Wind, Diamond Mind and Setting Sun schools (scimitar, light mace, light pick, falchion, spear, rapier, shortspear, bastard sword, trident, quarterstaff, nunchaku, unarmed strike, dagger shortsword, sai, siangham, spiked chain). He is proficient with light armour, but not with shields.



Class abilities

Finesse: The swift assassin can use his Dexterity bonus instead of his Strength bonus on melee attack rolls with all weapons that he is proficient with.

Combat Mobility: The swift assassin gains a dodge bonus to AC equal to half his level, rounded down.

Dark-hardened Spirit: The swift assassin gains a resistance bonus to saves equal to half his level, rounded down.

Celerity: The swift assassin gains an insight bonus to initiative rolls equal to his level x 1/4, rounded down.

Defensive Insight: The swift assassin gains his Wisdom bonus to AC, when wearing no armour.

Sudden Strike: As the ninja ability (CAdv). When attacking an opponent who is denied his Dexterity bonus to AC, the swift assassin deals the extra damage indicated.

Bonus feats: The swift assassin gains a bonus feat at 4th, 12th, 20th and 24th level. He must meet the prerequisites for these feats.

Evasion: The swift assassin gains the evasion ability at 8th level. At 16th level, he gains improved evasion.



Stances and maneuvers

Stances: The swift assassin gains the listed number of stances per encounter, starting from 8th level. He can use any maneuver from the Shadow Hand school, plus one of the Desert Wind, Diamond Mind or Setting Sun schools (chosen beforehand).

Maneuvers: The swift assassin gains the listed number of maneuver slots per encounter. He can use any maneuver from the Shadow Hand school, plus one of the Desert Wind, Diamond Mind or Setting Sun schools (chosen beforehand). He can use any given maneuver only once per encounter, and he cannot recover spent maneuver slots. Alternatively, he can also use a maneuver slot to power one of the abilities listed below.

The swift assassin does not have to meet the usual prerequisites for choosing stances and maneuvers, nor does he have to select his stances and maneuvers known beforehand. Instead, he can use any maneuver whose level is equal to or less than half his IL (rounded up). The swift assassin's IL is equal to his class level. Thus, for example, a 9th level swift asssassin has 4 maneuver uses per encounter, and he can use any maneuver up to 5th level.

The following abilities use up one of the swift assassin's maneuver slots for the encounter. Unlike actual maneuvers, the swift assassin can use these abilities more than once per encounter, but each use consumes another slot.

Hidden Sting: As a move action, the swift assassin can make a skill check to deny an opponent his Dexterity bonus to AC against the next attack made against him. His opponent rolls a base attack check (BAB + higher of Str and Dex modifier); if this is equal to or higher than the swift assassin's roll, the result is avoided. This attack can be made by anyone, not just the swift assassin himself, but it must come before the end of the swift assassin's next turn. The swift assassin can only use this skill against an opponent with whom he is in melee.

At a minimum, the swift assassin can use this ability with the Jump, Tumble, Bluff and Sleight of Hand skills. If the Bluff skill is used, the opponent may choose to roll a Sense Motive check instead of a base attack check; similarly if the Sleight of Hand skill is used, the opponent may roll a Spot check. Other skills may also be used, subject to the DM's discretion (it's recommended to have a plausible in-game description of what the swift assassin is doing).

If the swift assassin takes a -5 penalty to the roll, he can use this ability as a swift action. If he takes a -10 penalty, he can use it as a free action.

(Taken from http://www.zipworld.com.au/~hong/ih/skills.htm#negate_defense)

Soul of Fire: As an immediate action, the swift assassin can gain SR equal to 10 + his level against one spell or spell-like effect.

Deadly Strike: As a standard action, the swift assassin makes an attack against a target, dealing double the normal number of sudden strike dice. The usual conditions for making a sudden strike must still be met.

Fade into Night: As a swift action, the swift assassin gains the hide in plain sight ability. If he makes a Hide check before the end of his turn, he can hide even when under direct observation as long as he is within 10 ft of some sort of shadow. The Hide check is separate to the action required to activate this ability.

Once hidden, the swift assassin remains concealed until spotted, as per the normal rules for hidden creatures.

Elude the Blade: As an immediate action, the swift assassin gains a 50% concealment miss chance against all attacks, until the next turn.



Possessions

The swift assassin is equipped with gear appropriate to a lightly-armoured combatant who specialises in stealth and quickness.

The following magic items are those commonly found on swift assassins; others may be substituted at your discretion. You should be careful about giving the swift assassin items that change his stats compared to the defaults; the class CR assumes the items below. The total value of the items should not vary significantly from the DMG guidelines for NPC equipment by level.

From 4th level, the swift assassin has +1 armour and a +1 weapon; these bonuses increase to +2 at 8th level, +3 at 12th, +4 at 16th, +5 at 20th and +6 at 24th. The type of armour is usually a (normal) chain shirt initially, a mithral chain shirt from 6th level, and bracers of armor from 12th level. The weapon can be any weapon that he is proficient with.

From 6th level, he has gloves of Dexterity +2, which improve to +4 at 12th level, +6 at 18th and +8 at 24th. He has an amulet of Wisdom +2 from 7th level, which improves to +4 at 13th level, +6 at 19th and +8 at 25th.
 
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Some sample characters....


3rd level swift assassin:

CR 3; Medium humanoid (human); HD 3d8+6 (23 hp); Init +3; Spd 30 ft; AC 18 (touch 14, flat-footed 14); BAB +2; Grap +3; Atk +6 melee (1d6+1/19-20, shortsword) or +5 ranged (1d8/19-20, light crossbow); SA Sudden strike +2d6; SQ Swift assassin abilities; AL NE; SV Fort +4, Ref +7, Will +3; Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 8.

Skills: Concentration +9, Balance +10, Climb +8, Jump +8, Tumble +10, Hide +10, Move Silently +10, Listen +9, Bluff +7, Sleight of Hand +10, Disguise +7, Knowledge (martial lore) +8.

Feats: Weapon Focus (shortsword), Dodge, Mobility.

Maneuvers: 1/encounter, max 2nd level, from Shadow Hand and Setting Sun.

Equipment: shortsword, light crossbow, masterwork chain shirt.



5th level swift assassin:

CR 5; Medium humanoid (human); HD 5d8+10 (36 hp); Init +5; Spd 30 ft; AC 21 (touch 16, flat-footed 15); BAB +3; Grap +4; Atk +9 melee (1d10+2/19-20, +1 bastard sword) or +8 ranged (1d8/19-20, masterwork light crossbow); SA Sudden strike +3d6; SQ Swift assassin abilities; AL NE; SV Fort +5, Ref +10, Will +5; Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 10.

Skills: Concentration +12, Balance +14, Climb +11, Jump +11, Tumble +14, Hide +14, Move Silently +14, Listen +12, Bluff +10, Sleight of Hand +14, Disguise +10, Knowledge (martial lore) +11.

Feats: Weapon Focus (bastard sword), Dodge, Mobility, Improved Unarmed Strike.

Maneuvers: 2/encounter, max 3rd level, from Shadow Hand and Diamond Mind.

Equipment: +1 bastard sword, masterwork light crossbow, +1 chain shirt.



10th level swift assassin:

CR 10; Medium humanoid (human); HD 10d8+30 (78 hp); Init +8; Spd 30 ft; AC 27 (touch 21, flat-footed 16); BAB +7; Grap +9; Atk +14/+9 and +14 melee (1d10+4/19-20 and 1d10+3/19-20, +2 shortswords); SA Sudden strike +5d6; SQ Evasion, swift assassin abilities; AL NE; SV Fort +11, Ref +18, Will +11; Str 14, Dex 22, Con 16, Int 12, Wis 16, Cha 10.

Skills: Concentration +18, Balance +21, Climb +17, Jump +17, Tumble +21, Hide +21, Move Silently +21, Listen +18, Bluff +15, Sleight of Hand +21, Disguise +15, Knowledge (martial lore) +16.

Feats: Weapon Focus (shortsword), Dodge, Mobility, Improved Unarmed Strike, Two-Weapon Fighting, Spring Attack.

Stances: 1, max 5th level, from Shadow Hand and Desert Wind.

Maneuvers: 5/encounter, max 5th level, from Shadow Hand and Desert Wind.

Equipment: +2 shortswords (x2), +2 chain shirt, gloves of Dexterity +2, periapt of Wisdom +2.



15th level swift assassin:

CR 15; Medium humanoid (human); HD 15d8+60 (131 hp); Init +11; Spd 30 ft; AC 33 (touch 30, flat-footed 18); BAB +11; Grap +13; Atk +23/+18/+13 melee (1d10+6/19-20, +3 bastard sword) or +20 ranged (1d8/19-20, masterwork light crossbow); SA Sudden strike +8d6; SQ Evasion, swift assassin abilities; AL NE; SV Fort +16, Ref +24, Will +17; Str 14, Dex 26, Con 18, Int 14, Wis 20, Cha 12.

Skills: Concentration +24, Balance +28, Climb +22, Jump +22, Tumble +28, Hide +28, Move Silently +28, Listen +25, Bluff +21, Sleight of Hand +28, Disguise +21, Knowledge (martial lore) +22.

Feats: Weapon Focus (bastard sword), Dodge, Mobility, Improved Unarmed Strike, Power Attack, Spring Attack, Cleave, Combat Expertise, Stunning Fist.

Stances: 1, max 8th level, from Shadow Hand and Diamond Mind.

Maneuvers: 7/encounter, max 8th level, from Shadow Hand and Diamond Mind.

Equipment: +3 bastard sword, masterwork light crossbow, +3 bracers of armour, gloves of Dexterity +4, periapt of Wisdom +4.



20th level swift assassin:

CR 20; Medium humanoid (human); HD 20d8+100 (193 hp); Init +15; Spd 30 ft; AC 42 (touch 37, flat-footed 22); BAB +15; Grap +18; Atk +31/+26/+21 melee (2d4+8, +5 spiked chain); S/R 5 ft/10 ft; SA Sudden strike +10d6; SQ Improved evasion, swift assassin abilities; AL NE; SV Fort +21, Ref +32, Will +23; Str 16, Dex 30, Con 20, Int 14, Wis 24, Cha 12.

Skills: Concentration +30, Balance +35, Climb +28, Jump +28, Tumble +35, Hide +35, Move Silently +35, Listen +32, Bluff +26, Sleight of Hand +35, Disguise +26, Knowledge (martial lore) +27.

Feats: Weapon Focus (spiked chain), Dodge, Improved Disarm, Improved Unarmed Strike, Power Attack, Spring Attack, Cleave, Combat Expertise, Stunning Fist, Exotic Weapon Proficiency (spiked chain), Improved Trip.

Stances: 2, max 9th level, from Shadow Hand and Setting Sun.

Maneuvers: 10/encounter, max 9th level, from Shadow Hand and Setting Sun.

Equipment: +5 spiked chain, +5 bracers of armour, gloves of Dexterity +6, periapt of Wisdom +6.
 
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I like the concept, Hong, but is it really simpler than using regular classes? Other than the fact that you're pre-rolling the ability scores, it appears to have BAB progression, saves progression, skills, feats and class abilities like any other.

I presume you intend that the NPC not be given magical equipment other than the couple of items mentioned? Yeah, that would certainly make things easier. You also mention that skills need not be chosen - how would that work in play, especially when an opposed skill roll is called for?

Dunno. I love the intent; I'm not convinced it's notably easier (although, admittedly, I haven't playtested it). I think to make areal difference, you;d need to strip out a lot more of the optional stuff and stack up the base scores a little more to compensate.
 

Morrus said:
I like the concept, Hong, but is it really simpler than using regular classes? Other than the fact that you're pre-rolling the ability scores, it appears to have BAB progression, saves progression, skills, feats and class abilities like any other.

I presume you intend that the NPC not be given magical equipment other than the couple of items mentioned? Yeah, that would certainly make things easier.

As I was saying to Jasin on CM, I think there's a real difference in build times. In my previous game, building any character >10th level could be tedious in the extreme, especially if it involved multiclassing, cast spells, or had other special abilities. And that was with handwaving things like skill points, buying magic items, ability scores, etc. If I'd been doing everything strictly by the book, it would have been even more tedious.

Eg, those sample stat blocks took about 2-3 minutes each. The higher-level ones would have taken much longer, say 20-30 if doing things by the book. The idea here is that you can present everything as just a bunch of tables, and read the results straight off them. The Mastering IH book is like this; for each villain class there's tables giving hit points, total save bonuses, total attack and AC bonuses, etc by level.

You also mention that skills need not be chosen - how would that work in play, especially when an opposed skill roll is called for?

Um, just like with any other creature. If the class has the skill in question, then it's happy. If it doesn't, it's screwed.

Dunno. I love the intent; I'm not convinced it's notably easier (although, admittedly, I haven't playtested it). I think to make areal difference, you;d need to strip out a lot more of the optional stuff and stack up the base scores a little more to compensate.

The only optional stuff is really the stat boosters, in the sense that they're just items. Do you mean the funky per-level save and AC bonuses? It shouldn't matter in practice since the only time it makes a difference is if you walk into an antimagic field. I can count the number of times it's happened to me on one hand, in 7 years of post-3E D&D. Folding these bonuses directly into the relevant stats will definitely cause problems for things like init, skills, attacks (Weapon Finesse) etc.
 
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Hi, good stuff I. I have thought of doing something like this myself. I'm wondering where you are getting your stances from? Book of the nine swords? I didn't see them in the thread.

Also a semi dumb question, at 6th level the SA has a Dex 18+2, so is the dex 20? or is it 18 (with the +2 bonus)
 
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Gundark said:
Hi, good stuff I. I have thought of doing something like this myself. I'm wondering where you are getting your stances from? Book of the nine swords? I didn't see them in the thread.

Yeah, from Bo9S. Per-encounter mechanics means not having to keep track of resources between encounters, which is a good thing for NPCs.

Also a semi dumb question, at 6th level the SA has a Dex 18+2, so is the dex 20? or is it 18 (with the +2 bonus)

It's 20 (base stat 18, +2 from gloves).
 


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