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*Pathfinder & Starfinder
Improving and Changing The Assassin
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<blockquote data-quote="Sekket" data-source="post: 2153657" data-attributes="member: 22455"><p>Let me see if I can throw together a hypothetical progression for an Assassin.</p><p></p><p>[CODE]</p><p>REQUIREMENTS:</p><p>Alignment: Any evil.</p><p>Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.</p><p>Special: The character must kill someone for no other reason than to join the assassins.</p><p></p><p>HP gen: d6</p><p>Skills: 6 [Normal: 4]</p><p></p><p>LVL BAB FRW Special</p><p>1 0 020 Sneak Attack +1d6, Poison Use, Spells, Death Attack, Paralytic Attack</p><p>2 1 030 Improved Potency +1, uncanny dodge </p><p>3 1 131 Sneak Attack +2d6</p><p>4 2 141 Improved Potency +2</p><p>5 2 141 Sneak Attack +3d6, improved uncanny dodge</p><p>6 3 252 Improved Potency +3</p><p>7 3 252 Sneak Attack +4d6</p><p>8 4 262 Improved Potency +4, hide in plain sight</p><p>9 4 363 Sneak Attack +5d6</p><p>10 5 373 Improved Potency +5, Improved Death Attack</p><p></p><p>Sneak AttacK: 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.</p><p></p><p>Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade, or improving the potency of his poisons. [as per the class feature, Improved Potency]</p><p></p><p>Spells: [as normal]</p><p></p><p>Death Attack: If an assassin studies his victim for 3 rounds and then makes an attack with a melee weapon, which must meet the same prerequisites as a Sneak Attack, this attack is called a Death Attack and the Assassin gains a bonus equal to one half his class level (round up) to the attack roll. This Death Attack must successfully deal damage</p><p> in order for any other Death Attack specific effects to take place.</p><p></p><p></p><p>Sneak Attack damage applies normally. [note: merely because this attack is called a death attack does not mean that it is a death attack to the exclusion of a sneak attack.] Additionally any Death Attack against anyone immune to critical hits automatically fails.</p><p></p><p>While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. </p><p></p><p>The victim of a Death Attack takes ability damage to thier Constitution score equal to the Assassin's class level. An Assassin may forgo 3 die of sneak attack damage to increase the amount of Consitution damage by 1. A fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) is allowed to half this ability damage. Mettle, Mettle of Fortitude, or Improved Mettle of Fortitude can negate this ability damage. Improved Mettle of Fortitude can also half the ability damage. </p><p></p><p>Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds [he can continue to study for longer then 3 rounds, but must have had 3 consecutive rounds of study of his target in the last 6 rounds when he attempts his Death Attack].</p><p></p><p>If a death attack is attempted and fails (the assassin misses his target) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.</p><p></p><p>Improved Death Attack: At level 10, an Assassin may forgo 2 die of sneak attack damage to increase the amount of Con damage by 1.</p><p></p><p>Paralytic Attack: If the assassin attempts a Death Attack while wielding a weapon adept at causing subdual damage (such as a Sap, or any weapon with the Exhausting special ability) which he is proficient with, he may instead attempt a Paralytic Attack. This attack must meet all the same prerequisites as a Death Attack. The Assassin gains one half of his class level (round up) as a bonus to this attack. If the attack hits, and successully deals damage (lethal or nonlethal) the victim must make a fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) or become helpless for 1d6 rounds, and an additional round for every class level the Assassin has.</p><p></p><p>Improved Potency: An Assassin is highly skilled in the use of poisons. An Assassin may enhance a poison's DC by up to one half his class level, rounded down. Doing so takes materials costing 25% of the base cost of the poison. An Assassin may only use this ability once on any given batch of poison, and if another Assassin attempts to improve the potency the effects overlap and do not stack. Any poison the Assassin prepares personally, from scratch, is automatically enhanced. [Should the Assassin chose to, he may make a batch of poison with a lower enhancement to the DC then what he is capable of, to a minimum of +0]</p><p></p><p>[/CODE]</p><p>Notes:</p><p></p><p>I made the death attack con damage because I wanted the assassin to be nasty, but I understand that instant death is a bad thing [TPK without the party ever realizing they were in combat]. This is why the bonus Con damage from the sneak attack damage unproportional. The Assassin loses 3-18 dmg (avg 10.5 dmg) to deal a single extra point of Con damage, which really seems to be a bad trade off for the Assassin, until you realize it is entirely possible that from the damage the assassin has already dealt that the target might be at 1 con, and have more then 20 hp... in which case, you would want to deal Con damage to the target. </p><p></p><p>I also gave the Assassin 2 extra skill points per level, as I see them as being fighters relying almost entirely upon skill. </p><p></p><p>I dropped the Assassin's BAB to poor and gave them a bonus on all Death/Paralytic Attacks to thier attack roll. Assassin's should loose in toe to toe combat, but shine in backstabbing.</p><p></p><p>Comments?</p></blockquote><p></p>
[QUOTE="Sekket, post: 2153657, member: 22455"] Let me see if I can throw together a hypothetical progression for an Assassin. [CODE] REQUIREMENTS: Alignment: Any evil. Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks. Special: The character must kill someone for no other reason than to join the assassins. HP gen: d6 Skills: 6 [Normal: 4] LVL BAB FRW Special 1 0 020 Sneak Attack +1d6, Poison Use, Spells, Death Attack, Paralytic Attack 2 1 030 Improved Potency +1, uncanny dodge 3 1 131 Sneak Attack +2d6 4 2 141 Improved Potency +2 5 2 141 Sneak Attack +3d6, improved uncanny dodge 6 3 252 Improved Potency +3 7 3 252 Sneak Attack +4d6 8 4 262 Improved Potency +4, hide in plain sight 9 4 363 Sneak Attack +5d6 10 5 373 Improved Potency +5, Improved Death Attack Sneak AttacK: 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. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade, or improving the potency of his poisons. [as per the class feature, Improved Potency] Spells: [as normal] Death Attack: If an assassin studies his victim for 3 rounds and then makes an attack with a melee weapon, which must meet the same prerequisites as a Sneak Attack, this attack is called a Death Attack and the Assassin gains a bonus equal to one half his class level (round up) to the attack roll. This Death Attack must successfully deal damage in order for any other Death Attack specific effects to take place. Sneak Attack damage applies normally. [note: merely because this attack is called a death attack does not mean that it is a death attack to the exclusion of a sneak attack.] Additionally any Death Attack against anyone immune to critical hits automatically fails. While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. The victim of a Death Attack takes ability damage to thier Constitution score equal to the Assassin's class level. An Assassin may forgo 3 die of sneak attack damage to increase the amount of Consitution damage by 1. A fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) is allowed to half this ability damage. Mettle, Mettle of Fortitude, or Improved Mettle of Fortitude can negate this ability damage. Improved Mettle of Fortitude can also half the ability damage. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds [he can continue to study for longer then 3 rounds, but must have had 3 consecutive rounds of study of his target in the last 6 rounds when he attempts his Death Attack]. If a death attack is attempted and fails (the assassin misses his target) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Improved Death Attack: At level 10, an Assassin may forgo 2 die of sneak attack damage to increase the amount of Con damage by 1. Paralytic Attack: If the assassin attempts a Death Attack while wielding a weapon adept at causing subdual damage (such as a Sap, or any weapon with the Exhausting special ability) which he is proficient with, he may instead attempt a Paralytic Attack. This attack must meet all the same prerequisites as a Death Attack. The Assassin gains one half of his class level (round up) as a bonus to this attack. If the attack hits, and successully deals damage (lethal or nonlethal) the victim must make a fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) or become helpless for 1d6 rounds, and an additional round for every class level the Assassin has. Improved Potency: An Assassin is highly skilled in the use of poisons. An Assassin may enhance a poison's DC by up to one half his class level, rounded down. Doing so takes materials costing 25% of the base cost of the poison. An Assassin may only use this ability once on any given batch of poison, and if another Assassin attempts to improve the potency the effects overlap and do not stack. Any poison the Assassin prepares personally, from scratch, is automatically enhanced. [Should the Assassin chose to, he may make a batch of poison with a lower enhancement to the DC then what he is capable of, to a minimum of +0] [/CODE] Notes: I made the death attack con damage because I wanted the assassin to be nasty, but I understand that instant death is a bad thing [TPK without the party ever realizing they were in combat]. This is why the bonus Con damage from the sneak attack damage unproportional. The Assassin loses 3-18 dmg (avg 10.5 dmg) to deal a single extra point of Con damage, which really seems to be a bad trade off for the Assassin, until you realize it is entirely possible that from the damage the assassin has already dealt that the target might be at 1 con, and have more then 20 hp... in which case, you would want to deal Con damage to the target. I also gave the Assassin 2 extra skill points per level, as I see them as being fighters relying almost entirely upon skill. I dropped the Assassin's BAB to poor and gave them a bonus on all Death/Paralytic Attacks to thier attack roll. Assassin's should loose in toe to toe combat, but shine in backstabbing. Comments? [/QUOTE]
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