My take on an Assassin Base Class

Good suggestions, everyone. I'll make more changes tomorrow, based on your input. My sleepy meds are kicking in, and who knows what this thing might turn into if I keep working tonight. But one question to all; By making these suggested changes, would you feel this class is a viable choice for players, or am I just wasting bandwidth here?
 

log in or register to remove this ad

I'd have to see the finished version, but overall I like the concept.

I also like that although you can't be a good assassin (which makes sense), you can at least be a non-evil one. That's appealing on its own. I like many of the "specials" too. They are quite flavourful.

As for players taking this, it's an interesting alternative to the rogue. If you can figure out a cool capstone ability (or just shift Death Comes to All to 20th), I can see someone taking this to level 20.
 


Something that nobody seems to notice-

You can't generally take scaling abilities from a 10 level PrC and put them into a 20 level base class- especially if they scale at a rate of

10+class level+ability mod.

Check out death blow. A 20th level assassin will probably cap out at a save DC of 37 or so. (assuming a decently tweaked int of 24). That's pretty huge, enough to down many critters. Add in some extra buffs and an effect from another character which stunts an opponent's saves, and your assassin is a real death machine.

See it's okay to pull that progression on a 10 level PrC because with the same int you'll cap at DC 27, which is more manageable.

You could actually keep it as is and stay 'balanced', just keep in mind you're moving well away from thieves and more towards a caster. Frankly the idea of staying balanced in D20 is laughable at this point anyway.
 

Brazeku said:
Something that nobody seems to notice-

You can't generally take scaling abilities from a 10 level PrC and put them into a 20 level base class- especially if they scale at a rate of

10+class level+ability mod.

Check out death blow. A 20th level assassin will probably cap out at a save DC of 37 or so. (assuming a decently tweaked int of 24). That's pretty huge, enough to down many critters. Add in some extra buffs and an effect from another character which stunts an opponent's saves, and your assassin is a real death machine.

See it's okay to pull that progression on a 10 level PrC because with the same int you'll cap at DC 27, which is more manageable.

You could actually keep it as is and stay 'balanced', just keep in mind you're moving well away from thieves and more towards a caster. Frankly the idea of staying balanced in D20 is laughable at this point anyway.

I disagree with the last point, but you are correct on the death attack DC (I forgot to check it :heh: ). It's easy to fix, though (thanks for pointing it out, however).

Death Attack: DC 10 + 1/2 class level + Intelligence modifier.

Easy. :)

As for the caster abilities, it's not really any different from a Ranger, Paladin, Hexblade or Spellthief in that regard to how much casting they get. That's a non-issue. The main difference here is the eventual caster level is greater.
 

That is generally what I do for save DCs with 20 level progressions.

I didn't mean there was a problem with the caster levels, I meant that a big instant-death attack like that would put the assassin more on the level of a caster than a rogue in terms of raw power. I guess I wasn't that clear, heh.

There is one ability that I would suggest for a 20th level cap, that would make an assassin actually believable at high level- the ability to knock off buff/protective magics by sacrificing sneak attack dice.

Say you could drop a variable number of dice to change the power of the dispel effect.
 
Last edited:

Brazeku said:
That is generally what I do for save DCs with 20 level progressions.

Cool, me too.

I didn't mean there was a problem with the caster levels, I meant that a big instant-death attack like that would put the assassin more on the level of a caster than a rogue in terms of raw power. I guess I wasn't that clear, heh.

Ah, I see. You could be right there. I'd say that's a fairly good thing, myself. :)

There is one ability that I would suggest for a 20th level cap, that would make an assassin actually believable at high level- the ability to knock off buff/protective magics by sacrificing sneak attack dice.

Say you could drop a variable number of dice to change the power of the dispel effect.

That's interesting. I might have to consider that for some of my homebrew stuff. Thanks for the idea. :)

I wonder what DungeonmasterCal will think.
 

It's a bit troubling that the Rogue gets more sneak attack dice! No sane Assassin would take level 20 in this class -- he'd take a level of Rogue to try & catch up.

Thats part of the reason I think Assassin is a Prc in the first case. I like assassin better without spells (rangers also don't get spells, in my brain). For a base class assassin you can just add spelllike abilities once per day to simulate spellcasting or ignore spells altogether. If I were going to do an Assassin class it would look something like this:

Assassin
Hit Die d6.
Requirements

To qualify to become an assassin, a character must fulfill all the following criteria:
-Alignment Any evil.
-The character must kill someone for no other reason than to join the assassins.
[If this is a starting character, there must be a murder in the backstory to begin as a level 1 assassin]

Class Skills

The assassin’s class skills (and the key ability for each skill) are 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), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

BAB: As Rogue
Saves: Bad Fort, Good Reflex, Bad Will

1 Sneak Attack +1d6, Poison Use
2 Imrpoved Initiative, +1 Save Against Poison
3 Sneak Attack +2d6
4 Death Attack, Uncanny Dodge, +2 Save Against Poison
5 Sneak Attack +3d6
6 Invisibility 1/day, +3 Save Against Poison
7 Sneak Attack +4d6
8 Improved Uncanny Dodge, +4 Save Against Poison
9 Sneak Attack +5d6
10 Hide in Plain Sight, Invisibility 2/day, +5 Save Against Poison
11 Sneak Attack +6d6
12 Improved Death Attack, Poison Immunity
13 Sneak Attack +7d6
14 Improved Invisibility 3/day
15 Sneak Attack +8d6
16 Crippling Strike
17 Sneak Attack +9d6
18 Improved Invisibility 4/day
19 Sneak Attack +10d6
20 Ultimate Death Attack


Class Features [copied from SRD]

All of the following are Class Features of the assassin class.

Weapon and Armor Proficiency
Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

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

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Improved Initiative
The assassin gains this feat for free at level 2.

Save Bonus against Poison
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. At level 12 an assassin becomes immune to all poisons.

Death Attack
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). 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. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 levels of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) 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.

Uncanny Dodge (Ex)
Starting at 4th level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Invisibility (Su)
At 6th level, an assassin can cast invisibility as a spelllike ability once per day. Every 4 levels thereafter he can cast it an additional time per day and at level 14 all uses are upgraded to Improved Invisibility.

Improved Uncanny Dodge (Ex)
At 8th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight
(Su)
At 10th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Improved Death Attack
Once the assassin has completed his study, he can make a death attack on the subject without further study as long as he does so within 1 hour.

Crippling Strike (Ex): At 16th level, the assassin can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Ultimate Death Attack
At 20th level an assassin can make an ultimate death attack once per day. If the ultimate death attack succeeds it results in death or paralysis as usual. The DC of of this attacks is (DC 10 + the assassin’s class level + the assassin’s Int modifier). A victim that successfully saves against an ultimate death attack gets a +10 circumstance bonus against any future ultimate death attacks.

However even if the victim succeeds against an ultimate death attack, the assassin can make another death attack without the required 3 rounds of study. This next death attack must be made within one minute of the ultimate death attack and the assassin must be able to make a sneak attack to trigger the death attack. This attack is made at the regular DC.
 

Brazeku said:
That is generally what I do for save DCs with 20 level progressions.

I didn't mean there was a problem with the caster levels, I meant that a big instant-death attack like that would put the assassin more on the level of a caster than a rogue in terms of raw power. I guess I wasn't that clear, heh.

There is one ability that I would suggest for a 20th level cap, that would make an assassin actually believable at high level- the ability to knock off buff/protective magics by sacrificing sneak attack dice.

Say you could drop a variable number of dice to change the power of the dispel effect.

I like this idea. Can you offer some more detail on it? Also, why would Sudden Attack be a better choice than Sneak Attack?
 
Last edited:

DungeonmasterCal said:
Also, why would Sudden Attack be a better choice than Sneak Attack?

My reasoning is that Sudden Strike fits the concept of an assassin better than sneak attack does. Also, since Sudden Strike is slightly less versatile than Sneak Attack, you can allow the class to have more Sudden Strike dice (ie 10d6 Sudden Strike, rather than 7d6 sneak attack) without making the assassin overpowered.

As it stands, the assassin class here gains a lot of lethal and versatile abilities, including many of the rogue's special abilities. The main difference here is that the assassin does not get to choose them (they are set abilities), whereas a rogue can choose when to acquire the abilities.
 

Remove ads

Top