Improving and Changing The Assassin

Rystil Arden said:
Remember, you're the one who put the words in my mouth and built up the straw-man of "originality is bad" to villify. I never said that.

Uh, right. Remember, here's what you said:

Rystil Arden said:
Thought exercise: If allowing a full Sneak Attack in a PrC was not totally unbalanced, even if they get nothing else, why have WotC and all the other d20 companies I know of avoided this?

I find the tone here a bit patronizing, but whatever.

Oh, and just to "prove" that my interpretation of your words is not "original" (and therefore bad), here's a quote from someone who agrees with you:

gamecat said:
Rystil's argument about a lack of precedent

So, how about you contribute something constructive to this discussion? Useful might be too much to ask.

Thanks, -- N
 

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I find the tone here a bit patronizing, but whatever.

And you aren't being patronising?

At least I have actually been discussing the thread at hand. Your posts seem to be a series of ad hominems against me. That's fine if you like that sort of thing, but I'm going to ignore them from now on because you are hijacking this thread. If you'd like to make an "I don't like Rystil" thread in Off-Topic, I'll join you there.
 

In other news, I edited the Alt (which, by this point, Im fairly certain is quite similar to what I had posted a few years ago).

Any other Altssasins lurking around? Modular (or maybe flexible) PrCs good or not?

Technik
 

Here's my (ancient) version of the Vile Assassin. It's based on a magical James Bond-type dude who sometimes needs to be his own Q. I haven't looked over the Artificer recently, but that might be a good mechanic set to rip off instead.



The Vile Assassin


Requirements:
- Alignment: any Evil
- BAB: +5
- Skill Ranks: Hide 8, Move Silently 8, Disguise 4, Use Magic Device 8, Craft (Alchemy) 8
- Feats: Evil Brand, Magical Aptitude
- Special: Must be accepted by the Assassin's Cult, which requires that you kill someone for no other reason that to join the Cult (and for the glory of Baalzebub, but they might not know that just yet).


Class Benefits:
- BAB: as Fighter
- Good Save: Reflex
- Skill Points: 4 + Int bonus per level
- Skill List: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).



Code:
Level  BAB   Will  Ref   Fort   Special
1      +1    +0    +2    +0     Poison Use, Craft Gadget (0th level)
2      +2    +0    +3    +0     Sneak Attack +1d6, +1 Save vs. Poison
3      +3    +1    +3    +1     Craft Gadget (1st level), Bonus Feat
4      +4    +1    +4    +1     Sneak Attack +2d6, +2 Save vs. Poison
5      +5    +1    +4    +1     Craft Gadget (2nd level)
6      +6    +2    +5    +2     Sneak Attack +3d6, +3 Save vs. Poison
7      +7    +2    +5    +2     Craft Gadget (3rd level), Bonus Feat
8      +8    +2    +6    +2     Sneak Attack +4d6, +4 Save vs. Poison, Hide in Plain Sight
9      +9    +3    +6    +3     Craft Gadget (4th level)
10     +10   +3    +7    +3     Sneak Attack +5d6, +5 Save vs. Poison, Bonus Feat



Poison Use (Ex): Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Save Bonus against Poison (Ex): The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

Gadget: Charged-Baded Magic Item. Works exactly like a Wand, but it may be in any form, and it requires a Use Magic Device check to operate. The Gadget's creator gains a +5 Competence bonus to her Use Magic Device check. Gadgets are magical, and can be made as wand-like items or can occupy any standard item slot. Activating a Gadget is a standard action that draws an attack of opportunity.

Bonus Feat: Any Fighter Bonus Feat, any Metamagic Feat (which can be applied to Gadgets), or the following Item Creation Feats: Brew Potion, Craft Magic Arms & Armor, Craft Wonderous Item, Scribe Scroll (probably in variant storage form -- flashy powder bombs, rune-scribed skulls, dagger delivery systems, whatever).


Spells: Assassins do not cast spells. They can create magic items which produce spell-like effects, though. These are the spells they consider on their spell list when creating items:
  • 0th-level: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Lullaby, Mage Hand, Message, Open/Close, Resistance, Detect Poison, Acid Splash, Ray of Frost, Touch of Fatigue, Guidance
  • 1st-level: Alarm, Cause Fear, Detect Secret Doors, Disguise Self, Expiditious Retreat, Feather Fall, Lesser Confusion, Nystul's Magic Aura, Obscure Object, Sleep, True Strike, Undetectable Alignment, Jump, Ray of Enfeeblement, Obscuring Mist, Magic Weapon
  • 2nd-level: Fog Cloud, Glitterdust, See Invisibility, Daze Monster, Touch of Idiocy, Darkness, Blur, Invisibility, Misdirection, False Life, Alter Self, Bull's Strength, Cat's Grace, Knock, Spider Climb, Levitation, Align Weapon (Evil or Lawful only), Darkvision, Silence
  • 3rd-level: Dispel Magic, Nondetection, Stinking Cloud, Clairaudience/Clairvoyance, Deep Slumber, Hold Person, Ray of Exhaustion, Vampiric Touch, Blink, Fly, Gaseous Form, Poison, Magic Weapon (Greater), Glibness
  • 4th-level: Dimensional Anchor, Dimension Door, Solid Fog, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Confusion, Invisibility (Greater), Shadow Conjuration, Bestow Curse, Fear, Enervation
  • 5th-level: Cloudkill, Teleport, Prying Eyes, Rary's Telepathic Bond, Feeblemind, Hold Monster, Mind Fog, Seeming, Shadow Evocation, Waves of Fatigue, Overland Flight, Passwall, Slay Living
  • 6th-level: Dispel Magic (Greater), True Seeing, Mislead, Shadow Walk, Veil, Find the Path, Disintegrate, Acid Fog
  • 7th-level: Sequester, Phase Door, Plane Shift, Teleport (Greater), Scrying (Greater), Hold Person (Mass), Power Word Blind, Shadow Conjuration (Greater), Finger of Death, Ethereal Jaunt
  • 8th-level: Dimensional Lock, Mind Blank, Protection from Spells, Discern Location, Trap the Soul, Power Word Stun, Shadow Evocation (Greater), Temporal Stasis
  • 9th-level: Shades, Energy Drain, Soul Bind, Etherealness, Astral Projection, Power Word Kill

(5th, 6th, 7th, 8th & 9th level spells are included for the Epic Assassin, which will follow the obvious progression. I think they're easier to critique in context with the normal Assassin's spells.)
 

Rystil Arden said:
And you aren't being patronising?

No, I'm being critical. I'm taking issue with the content and the tone of several of your posts. It's probably significant that you choose to respond to my remark regarding tone, and ignore what I say about content... but again, whatever.

Good luck, -- N
 

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