New Base Classes: Assassin and Blackguard

airwalkrr

Adventurer
I'm sure this has been done before. But in the event it hasn't or others haven't seen it before, here it is. The idea is that I am trying to reduce the number of prestige classes without reducing the potential number of character concepts. Tell me what you think. Attached below at word versions that include the tables. They are probably prettier to look at. Note I use a variant skill system (details of which can be found here). Just use the DMG class skills and skill points per level if you want to use the core rules for skills.

ASSASSIN
Alignment: Any evil.
Hit Die: d6.

Class Skills
The assassin’s class skills (and the key ability for each skill) are Acrobatics (Dex), Alertness (Wis), Athletics (Str), Chicanery (Int), Disable Device (Int), Influence (Cha), Lore (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: 4.
Additional Skill Points: 5th, 10th, 15th, and 20th.

Class Features
All of the following are class features of the assassin class.
Weapon and Armor Proficiency: Assassins are proficient with basic weapons plus any two of the following: bows (shortbow only), claw weapons, crossbows, light blades, maces and clubs, and slings and thrown weapons. Assassins are proficient with light armor, but not with shields.
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, 9th, 11th, 13th, 15th, 17th, and 19th). If an assassin gets a sneak attack bonus from another source the bonuses on damage do not stack. The assassin uses the higher bonus.
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 level 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.
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 4th level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The assassin’s spell list appears below. An assassin casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 3rd level that increases by +1 for every three additional levels the assassin gains.
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 it has no affect on this ability.
Improved Uncanny Dodge (Ex): At 10th 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 it has no effect on this ability. The assassin uses the highest level from those classes to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 12th level, and at every four levels thereafter (16th and 20th), an assassin gains a special ability of his choice from among the following options.
Crippling Strike (Ex): An assassin with this ability 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.
Defensive Roll (Ex): The assassin can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the assassin can attempt to roll with the damage. To use this ability, the assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
Hide in Plain Sight (Ex): 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.
Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the assassin’s attack of opportunity for that round. Even an assassin with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The assassin becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects two skills. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. An assassin may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the assassin’s ability to wriggle free from magical effects that would otherwise control or compel him. If an assassin with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on
his saving throw.
Feat: An assassin may gain a bonus feat in place of a special ability.

Assassin Spell List
Assassins choose their spells from the following list:
1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.

BLACKGUARD
Alignment: Any evil.
Hit Die: d10.

Class Skills
The blackguard’s class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Heal (Wis), Influence (Cha), Lore (religion only) (Int), Profession (Wis), and Stealth (Dex).
Skill Points at 1st Level: 2.
Additional Skill Points: 10th and 20th.

Class Features
All of the following are class features of the blackguard class.
Weapon and Armor Proficiency: Paladins are proficient with basic weapons plus any three other weapon groups. Paladins are proficient with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su): Once a day, a blackguard may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
At 5th level, and at every five levels thereafter, the blackguard may smite good one additional time per day, as indicated on Table: The Blackguard, to a maximum of five times per day at 20th level.
Dark Blessing (Su): At 2nd level, a blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Spells: Beginning at 4th level, a blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells.
Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).
Sneak Attack: This ability, gained at 3rd level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 3rd (6th, 9th, 12th, 15th, and 18th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage do not stack. The blackguard uses the higher bonus.
Blackguard Spell List
Blackguards choose their spells from the following list:
1st Level: cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level: contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
* Evil creatures only.
Corrupt Weapon
Blackguards have access to a special spell, corrupt weapon, which is the opposing counterpart of the paladin spell bless weapon. Instead of improving a weapon’s effectiveness against evil foes corrupt weapon makes a weapon more effective against good foes.

The Blackguard’s Fiendish Servant
Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level (see the table below).
A blackguard may have only one fiendish servant at a time.
Should the blackguard’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.
Character Level: The character level of the blackguard (his blackguard level plus his original class level).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.
Str Adj.: Add this figure to the servant’s Strength score.
Int: The servant’s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have.
Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).
Speak with Blackguard (Ex): If the blackguard’s character level is 8th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Blood Bond (Ex): If the blackguard’s character level is 11th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): If the blackguard’s character level is 15th or higher, the servant gains spell resistance equal to the blackguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.
 

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44 views and no replies. Does anyone have any insight? Look balanced? Is it just so simple that no one sees the need to comment?
 

Well, I'll comment on the Assassin class at least.

I certainly like the idea of a Assassin base class, and what you have looks pretty good except for Death Attack (DA) at first level. That ability at first level works for the PrC because, at a minimum, you'd be taking Assassin as your 6th level. So, as a base class, DA probably shouldn't be gained until about 6th level also.

That might make the class a bit weak at low levels, though. Effectively you'd be a Rogue with half the skill points, no trap abilities (though these are replaced with poison abilities) and no evasion (I'd add that to the Special Abilities list, BTW). But later you get spells and DA- so maybe it balances. If you don't feel it does balance though, you could give them the Impromptu Sneak Attack (ISA) ability (from the Arcane Trickster) 1/day at 2nd level (where a Rogue would get Evasion). That would give them a "deadly" ability that seems pretty appropriate for the class- which also segues well into DA. Now though, that may be "too much", so balance it with the same '3 rounds of study' that DA requires. So now, a little ways into the combat (which he probably started off with a sneak attack) he gets a deadly little hit in again with the ISA. Nice. :cool:

With those mods I think you'd have a pretty good class. And it fills the niche of 'combat focused rogue" as well. In fact, consider it "yoinked". ;)
 
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Thanks for the feedback!

What exactly is the concern about allowing a death attack at 1st level? On one hand, yes, an ability that causes death seems powerful on the surface, but in designing the class I thought long and hard about it.

A) The death attack requires the assassin to study his victim for three rounds.

B) The assassin cannot take other actions for three rounds if the victim either detects the assassin or recognizes the assassin as a threat (this almost entirely nullifies its utility in the middle of combat unless the assassin is somehow invisible the whole time).

C) The death attack must be a sneak attack.

D) The victim must fail a Fortitude save.

That is a lot of conditions that have to be fulfilled. Getting a death attack done is tricky business. In fact, having used assassins numerous times over my 5 and a half years of DMing 3e, I have only seen the death attack successfully used once. I once even played in a campaign with an assassin (the green ronin class, which I don't particularly like) and he never got a successful death attack despite receiving it at 1st level.

I would be interested in knowing if there are DMs who have allowed assassin PCs though. If the use of the death attack has been troublesome even at 6th level, then maybe it IS a bit much. My inclination is to think not however. The way I see it, the death attack is a highly circumstantial ability. It can only be used against opponents susceptible to sneak attack and even then only if a number of other conditions are met. It is very useful when it comes into play, but such situations are not going to be a regular occurence. Along those lines, consider that trapfinding is incredibly circumstantial as well. It requires playing with a DM who not only uses traps, but uses traps that are "findable." Traps can be made unavoidable by devious DMs even for the best rogues with max ranks, 18 Int, skill focus (search) and investigator. It all has to do with putting traps in unexpected places. Considering this, trapfinding seems a fair trade for death attack (and poison use as the two go hand-in-hand imo), especially when one considers the reduced skill points.

I do not think it would be that tempting as a dip class because the DC scales with class level and there are few ways to increase it otherwise.
 

Well, what you say may be true but I think it's still too much. Compare it to a spell like Burning Hands. Now the only thing it has in common with a 1st level Assassin Death Attack is a similar saving throw, Reflex instead of Fortitude but. a 1st level Burning Hands will do 4 pts, MAX, on a failed save- a 1st level Death Attack KILLS YOU on a failed save. It doesn't matter if how long it takes to set up, that it takes all your concetration or that they have to be flat-footed - it's still a 'save or die' effect.

Compare it to a spell in another way. If I told you my wizard character had researched a 1st level DEATH spell that took three rounds to cast, could only be cast against a flat-footed person and had a Fortitude save- do you honestly feel that would be balanced? Would the casting time and target limitation balance the fact that noormally a "death effect" spell has to be at least a 5th level spell? I don't think so. I think most DMs will probably focus on the first level Death Attack and disallow the class. Pushing DA back a few levels makes it a more balanced class, IMHO.
 

FoxWander said:
Well, what you say may be true but I think it's still too much. Compare it to a spell like Burning Hands. Now the only thing it has in common with a 1st level Assassin Death Attack is a similar saving throw, Reflex instead of Fortitude but. a 1st level Burning Hands will do 4 pts, MAX, on a failed save- a 1st level Death Attack KILLS YOU on a failed save. It doesn't matter if how long it takes to set up, that it takes all your concetration or that they have to be flat-footed - it's still a 'save or die' effect.

Compare it to a spell in another way. If I told you my wizard character had researched a 1st level DEATH spell that took three rounds to cast, could only be cast against a flat-footed person and had a Fortitude save- do you honestly feel that would be balanced? Would the casting time and target limitation balance the fact that noormally a "death effect" spell has to be at least a 5th level spell? I don't think so. I think most DMs will probably focus on the first level Death Attack and disallow the class. Pushing DA back a few levels makes it a more balanced class, IMHO.

Your first point is comparing apples and oranges. Your 2nd is a good one, but only to the extent that most death spells are usually limited to 5th level or higher. A 1st level spell that had all the limitations of a death attack would be more than balanced. In fact, it would normally be a waste of time. I would much prefer the guaranteed 1d4+1 points of damage from a magic missile than spend three rounds worth of time and then move into melee just so I can have a chance to kill my opponent if I can flank him, hit him, AND he fails his save. That is the key difference between a spell and a special ability. Death attack is a special ability whose only use limitation is the number of opportunities an assassin can find to use it. Spells are limited to a certain number of times per day. Death attack does not work all the time, less often than most death spells because of all the limitations. It takes a skilled assassin to set up proper conditions so that a death attack will have a chance to be successful. Consequently, it is not unbalanced to allow unlimited death attacks because they are rarely successful.

Like you, I used to think a save or die effect should not be available to low-level characters. But the more I have thought about the assassin's death attack, the more I realize it really isn't inappropriate for a low-level character considering its rate of success. I believe there is simply a stigma attached to anything that is "save or die" as being powerful. But with all the limitations on assassin death attack, the ability is really quite UNDERwhelming when you think about it.
 

You make a good point- in actual play (especially at only first level) Death Attack probably wouldn't be unbalancing. But you inadvertantly made another good point as well- there is a stigma about such things. I think for most DMs, the gut reaction of "Death Attack?! At first level!?!!" would automatically put them off the class.

I haven't actually seen Death Attack 'in play' so I can't say for sure- but I'd tend to agree with you. It'd be hard to set up and probably wouldn't have much chance of actually working at low levels. In your typical dungeon crawl scenario, there's not much chance of pulling it off. But, knowing it's a weak ability at low levels, I'd gladly push it back a few levels just to make the class more palatable to a DM who might be leery of a home-brewed class. (especially if a could put impromptu sneak attack 1xday in there to balance it against rangers, rogues and other middle BAB 'combat' types)

In short- it may be balanced, but it's stigma could get the class denied by most DMs- so why not push it back and gain it when it might actually be a useful ability?
 


I will inquire about the Assassin class. On first look, it just appears to be a rogue with the assasin abilities dropped on top, albeit with the different skill system you are using I am unsure of exactly how the skill points match. Why would anyone want to play a regular rogue when a Death Attacking, Spell-using alternative is sitting right there?

So my point is, as I see it, new base classes are for exploring options that are not well represented by the current base classes. This class, essentially being a variant on the rogue class (as is the current PRC version of Assassin), might be better served as a set of Substituion levels for rogues (or even variants for fighter/ranger/etc.), rather than as you have it here. I would also drop spell-use. Nothing in my concept of Assassin epitomizes spell-use. A would-be Mage/Assassin would be a multi-class configuration in my option, as would a Cat-Burgler/Mage.

Anyway, just my own opinions and observations. I would obviously do things a little differently for this concept. Good luck with your endeavors.
 

smootrk said:
I will inquire about the Assassin class. On first look, it just appears to be a rogue with the assasin abilities dropped on top, albeit with the different skill system you are using I am unsure of exactly how the skill points match. Why would anyone want to play a regular rogue when a Death Attacking, Spell-using alternative is sitting right there?

A couple very good reasons. Trapfinding and evasion, both hallmarks of the rogue in 3e. Admittedly, with the loose "limitations" of multiclassing in 3e (still my bitter bone of contention with 3e) a couple levels of rogue earns you those and a better Reflex save to boot! (another problem with the virtual lack of restrictions on multiclassing) However that is not all. The assassin also gets improved uncanny dodge at a higher level and a saving throw versus poison as opposed to a bonus againt traps. But the biggest sacrifice is probably skill points. Although my skill system may LOOK a lot different, in practice it grants each class about the same amount of "ranks" in skills as the core rules give-or-take. If you don't use my skill system, just use the assassin skill list from the DMG and give it 4 skill points per level and it approximates my system well. You trade evasion, trapfinding, saving throw bonus versus traps, 4 skill points per level, and a special ability for death attack, poison use, saving throw bonus versus poison, and spells. Death attack and poison use are limited abilities like trapfinding. The saving throw bonuses are fairly equivalent. Evasion, trapfinding, a special ability PLUS 4 skill points per level seems a fair price for a limited number of spells.

smootrk said:
So my point is, as I see it, new base classes are for exploring options that are not well represented by the current base classes.

Well, admittedly, I am trying to cut the number of prestige classes down. I don't see why a number of them couldn't simply be classes in their own right.

smootrk said:
This class, essentially being a variant on the rogue class (as is the current PRC version of Assassin), might be better served as a set of Substituion levels for rogues (or even variants for fighter/ranger/etc.), rather than as you have it here.

That isn't a bad idea, although I contend that the resemblence between the two classes really stops at sneak attack.

smootrk said:
I would also drop spell-use. Nothing in my concept of Assassin epitomizes spell-use. A would-be Mage/Assassin would be a multi-class configuration in my option, as would a Cat-Burgler/Mage.

If spells were dropped, I feel the assassin would need at least 6 skills to compensate. As I've stated before in this thread, death attack is so conditional that it is actually a pretty weak ability (much weaker than something called "death attack" suggests). But giving the assassin more skills might be a fair tradeoff for a spell-less assassin.

Thanks for the comments.
 

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