Assassin PrC mod

hong

WotC's bitch
The DMG assassin is an okay class, but I'm trying to create an alternative that doesn't use spells and can also do nasty stuff at range. You can think of it as more sniper and less ninja, if you get my drift. So I came up with the following.


Prereqs: as DMG assassin

Hit Die: d6
BAB: as rogue (level x 3/4)
Saves: good Ref, poor Fort, Will
Skill points/level: 4
Class skills: as DMG assassin


Special abilities:
1st: Extended sneak attack (1 range increment), Sneak attack +1d6, Poison
use
2nd: Hide in plain sight, Uncanny dodge
3rd: Sneak attack +2d6
4th: Extended sneak attack (2 range increments)
5th: Sneak attack +3d6, Uncanny dodge
6th: Chameleon
7th: Extended sneak attack (3 range increments), Sneak attack +4d6
8th: Abundant step
9th: Sneak attack +5d6
10th: Extended sneak attack (4 range increments), Uncanny dodge


Extended Sneak Attack: The assassin learns to target her enemies with deadly accuracy from range. At 1st level, she can make a sneak attack at a target within her weapon's first range increment. This requires a full-round action, since the assassin must spend time lining up her shot (thus she forgoes her regular iterative attacks for the round), and she takes a -4 dodge penalty to AC for that round. She must still fulfil the other requirements for a ranged sneak attack.

At 4th level, the assassin can make an extended sneak attack at a target within two range increments. At 7th level this goes up to three range increments, and at 10th level, to four. Making an extended sneak attack at such ranges is difficult, however. The assassin loses 1d6 of sneak attack damage for every range increment beyond the first at which she makes her attack.


Poison Use: Assassins are trained in the use of poisons, and never risk accidentally poisoning themselves.


Uncanny Dodge: As per normal assassin ability.


Hide in Plain Sight: As shadowdancer ability (can hide as a ME action even when under direct observation, requires a shadow, cannot hide in own shadow).


Chameleon: At 6th level, the assassin gains the supernatural ability to use change self at will.


Abundant Step: At 8th level, the assassin gains the spell-like ability to slip magically between spaces, as per the spell dimension door, once per day.


Comments?
 
Last edited:

log in or register to remove this ad

I don't like the front loading.

Here's what I'd do:

1) Poison Use, Study I
2) +1d6 Sneak Attack
3) +1d6 Sneak Attack
4) Sniper I
5) +1d6 Sneak Attack, Study II
6) +1d6 Sneak Attack
7) Sniper II
8) +1d6 Sneak Attack
9) +1d6 Sneak Attack
10) +1d6 Sneak Attack, Study III

Poison Use: As per DMG.

Study I: As a full-round action, an Assassin may study a target within 30 feet. The Assassin's next attack against the target gains a bonus to hit equal to the Assassin's class level. This requires concentration equivalent to casting a 3rd level spell.

Sniper I: The Assassin applies Sneak Attack damage to targets beyond 30 feet. For each ten feet beyond 30, the Assassin loses 1d6 damage.

Study II: In addition to the to-hit bonus confered by study, the assassin's studied target loses her Dex bonus to AC if within 30 feet. This degree of study requires concentration equivalent to casting a 6th level spell.

Sniper II: The Assassin may apply full Sneak Attack damage to the full first range increment of his weapon. Every 10 feet beyond that subtracts 1d6 from his Sneak Attack damage.

Study III: The Assassin may now study a target as a move-equivalent action. This requires concentration equivalent to casting a 9th level spell.

-- Nifft
 

Well, I like the mods you have here (though i thought they already had poison use). Ranged sneak attack is pretty cool. The other abilities make up for the loss of spells nicely (though i'd leave hide in plain sight as a shadowdancer exclusive... it's one of the things that makes the class worth taking for a rogue-type in my opinion).
 

I like the concept you've put forth...of an assassin who can more capably do his work from a greater distance. However, I'd suggest changes to a couple things that seem a bit much.

First, allowing sneak attacks at such potentially great distances is too powerful. The range limitation of 30' on sneak/death attacks is one of the few things keeping it in check. In keeping with the flavor of your class, I'd suggest changing this to an increase of 10' every other level for maximum sneak attack range. This would demonstrate the assassin's training in precision attacks without getting carried away.

I don't care for the Hide in Plain Sight ability with this class. It's essentially the defining ability of the Shadowdancer. Maybe replace it with a progressive inherent bonus to the Hide skill? Just a personal taste thing.

To add a little back to this class, along the lines of improved death from afar, perhaps the assassin could gain a To-Hit bonus for each round spent aiming at the intended target. This could be a scaling ability.

Just some thoughts.
 

Rybaer said:

First, allowing sneak attacks at such potentially great distances is too powerful. The range limitation of 30' on sneak/death attacks is one of the few things keeping it in check. In keeping with the flavor of your class, I'd suggest changing this to an increase of 10' every other level for maximum sneak attack range. This would demonstrate the assassin's training in precision attacks without getting carried away.

Hum. I don't think going from 30' to 80' sneak attacks after ten levels is that great. Note that the class gives up the ability to make iterative sneak attacks if they want to attack at range. This should be sufficient to keep things interesting; even in conjunction with Hide in Plain Sight (see below), the assassin is eventually going to want to move to keep people from zeroing in on him.

I don't care for the Hide in Plain Sight ability with this class. It's essentially the defining ability of the Shadowdancer. Maybe replace it with a progressive inherent bonus to the Hide skill? Just a personal taste thing.

Naw, ninja spies (from OA) also get HIPS. Which is fair enough; it's an ability that's a classic of the archetype. If there is a problem, it's that everyone wants to get in on the ninja schtick.

Does anyone find it ironic how there are now four quasi-ninja PrCs (assassin, shadowdancer, ninja of the crescent moon, ninja spy) in published WOTC sources? Not to mention that even the base rogue is sorta ninjaish already (there's no other explanation for things like evasion).

To add a little back to this class, along the lines of improved death from afar, perhaps the assassin could gain a To-Hit bonus for each round spent aiming at the intended target. This could be a scaling ability.

Jacking up attack bonuses becomes meaningless after a certain point; you'll eventually be able to hit anything. This is particularly the case for ranged attacks (cf the N=infinity threads on super archers o' death). It's true that if there was some sort of Called Shot ability (a la ranged Power Attack), then those attack bonuses could be converted to damage bonuses for immense munchitude. However, there isn't, at least not in official sources.

Hmm... Called Shot... where have I seen that lately....


Edit: maybe bumping up the penalty to -2d6 sneak attack damage dice per range increment wouldn't be a bad idea.
 
Last edited:

Nifft said:
1) Poison Use, Study I
2) +1d6 Sneak Attack
3) +1d6 Sneak Attack
4) Sniper I
5) +1d6 Sneak Attack, Study II
6) +1d6 Sneak Attack
7) Sniper II
8) +1d6 Sneak Attack
9) +1d6 Sneak Attack
10) +1d6 Sneak Attack, Study III

...

Study II: In addition to the to-hit bonus confered by study, the assassin's studied target loses her Dex bonus to AC if within 30 feet. This degree of study requires concentration equivalent to casting a 6th level spell.

!! You don't think automatic +7d6 sneak attack damage on anyone within 30 feet isn't a bit much?
 

hong said:


!! You don't think automatic +7d6 sneak attack damage on anyone within 30 feet isn't a bit much?

It's only +7d6 SA applied to one attack every other round, so it's not totally broken. Also, it's hard to do in combat (thus the Concentration constraints).

Actually, I do still think it's too powerful... I'm trying to work out a mechanic whereby it's an opposed Sense Motive roll (and the ability is "Lead Shot") -- what would the opposed roll be, though?

-- Nifft
 

Pets & Sidekicks

Remove ads

Top