Making an Assassin...need help

Psyduck

First Post
I am trying to come up with an assassin, and I am having trouble picking skills...

Our DM is starting a 10th level campaign (which I think may be a bad idea, but that's a new thread...) This brings up 2 questions...

First question is which class do I choose between Ranger, Monk, and Rogue?

Second, what skills do I pick as an assassin?

I'm trying to make a character that can break into any building, get the job done, and escape with his life. I figured the Rogue's skills would work, but losing vital skill points when switching to an assassin might hurt. I thought a monk and ranger, since they have the same skill points as an assassin, so there's little adjustments.

Any help would be greatly appreciated...
 

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I'd suggest rogue (Rog5/Asn5) for the skill points and +6d6 sneak attack. The only thing that really hurts is the BAB, but there's little you can do.
 

Just a straight rogue would be fine. When you come down to it, an "assassin" is someone whose job involves killing people in cold blood. Not all assassins have to be of the assassin prestige class, and not all characters of that prestige class have to have an assassin's job.
 

hong said:
Just a straight rogue would be fine. When you come down to it, an "assassin" is someone whose job involves killing people in cold blood. Not all assassins have to be of the assassin prestige class, and not all characters of that prestige class have to have an assassin's job.

Never thought of it that way, although I would definitely miss the death attack and spells...

Any help in making the Rogue class more deadly, closer to maybe the assassin class?
 

I'd stick with the assassin class, for both flavor and the death attack (useless in combat, but good for sneaking in & out and "getting the job done").

Do you know your stats?
 

Psyduck said:


Never thought of it that way, although I would definitely miss the death attack and spells...

Any help in making the Rogue class more deadly, closer to maybe the assassin class?

Poison. Magic. Sneak attack is a very deadly ability. Use it to it's most effectiveness.
 

Sorry, but I don't have any stats yet. My DM usually gives us the 32 point buy, though. Even if he doesn't, I normally end up with a 14 int, and a 16 dex (at least close to there)
 

Pointers:

Start out as a rogue to get all the prereq skills you need, evasion, sneak attack dice, and then go over to wizard, picking up alchemy, spellcraft, and knowledge arcana as much as possible take ONE level of assassin to get the death attack and the poision use, then bounce between wizard and rogue depending on your desire to get magic, or get more sneak attack dice and skill points.

keep a high dex, but a higher intelligence - this maximizes your death attack, alchemy skill, and your spell DC's if you have to resort to direct spell assult.

once your dex bonus cracks +8 , there is no real point to normal armor at all, as the "max dex bonus to AC" starts to get restrictive
your base dex bonus should be in the +3 to +4 range, and gloves of dexterity +6 should punch this bonus up 2 to 3 more points. Also - if you are worried about AC - remember that haste gives you a +4 bonus to AC as well - and the goal is a quick kill. :)

your best bet as far as race is the elf FRCS race that awards a +2 to Dex and a +2 to Int.

as far as spells -
alter self - disguise
invisibility - stealth
sleep - for taking out the guards without too much bloodshed
spider climb - mobility
knock - for beating arcane locks that you can't pick
hold person - which if works could end a fight before it starts shield - defence
mage armor - defence
magic missile - staple
melf's acid arrow - attack spell that you get sneak attack dice on dispel magic - cracking magical defences
fly - mobility
haste - combat mobility
fireball - when you have to go for a bang
polymorph self - disguise, mobility, AND melee punch, in one spell
improved invisibility - shoot from nowhere - get out alive...

your familiar is likely to be an owl ... you will appreciate the skill bonuses... and with the right equipment and skill selection - a whole lot of +2 bonuses crop up in convienent places.

for you - charisma will be of little to no consequence except for the bluff check in combat to throw your opponent off balance and get your sneak attack, and most opponents won't have a bunch of sense motive ranks.

Much beyond 7 levels of wizard you don't have very many goodies in regards to utility spells. Beyond this it is preety much sheer firepower. My best guess is to go ahead and do the following mix:

Rogue 3/Asn 1/Wizard 6

taking one more level of wizard - then reverting to conventional rogue all the way to 20th level

your fort save is ugly - so you probably have to take great fortitude as a feat about 6th level or so

Improved initiative is likely to be your first level feat

As far as the rest of your feats-
craft wondrous item, craft arms and armor, and brew potion are possible "make your own magic item" needs - but beyond that - I don't see much.
 

read the tagline, start as a ranger 1, then multiclass it's allmost cheating.

or rogue 3, ranger 3, monk 3, assassin 1, then go back to rogue for the rest of your career. this will make you a verry versatile killing machine. assassin levels suck compared to rogue levels, the magic is not as useful as the extra skills at least that's my take on it.
 
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I'd mix Wizard nd Rogue levels... I would try to get Invisibility or even Improved Invisibility as that would be most beneficial to your Assassin's "Death Attack" skill.

The skill points and Sneak Attack damage from Rogue is also very nice too.
 

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