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Tweaking the assassin [3.5E]
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<blockquote data-quote="Graf" data-source="post: 1154204" data-attributes="member: 3087"><p>Don't follow the logic paritcularly. A high bab is quite a coveted thing especially with lots of other useful powers.</p><p>In addition to giving other powers you've also upped their bab, making them the only class with a sneak attack progression which also gets "best bab". It's not just +3 additional points of bab (as if that were a bad thing) they get bab earlier.</p><p></p><p>If you think its not a big deal you should be comfortable dropping it. If you want to stay balanced against the core you either need to start dropping a lot of other powers or the bab.</p><p></p><p></p><p></p><p>It would depend on the situation. </p><p>The lower load time is a very nice feature. With 3 round (and a low fort DC) on the original power it wasn't going to turn up very frequently, probably once every few sessions. The power as it is now could be used a lot more frequently. I'm not sure it's significantly worse (especially if the character doesn't have sneak attack from another source). Especially since you can do other stuff at the same time (at least according to the DMG).</p><p>Surprise round: Assassin coats blade with poison and studies foe.</p><p>Regular round: Assassin hits with extra damage.</p><p></p><p>Surprise round: Assassin turns invisible. Studies foe.</p><p>Regular round: Hits does extra damage.</p><p></p><p>For that matter the death attack damage isn't lost if the target isn't flanked. So it's basically like a full proof feint.</p><p></p><p>Rogue: </p><p>Sitch a</p><p>Round 1: Tries to get out of sight to sneak attack. Is noticed.</p><p>Round 2: Either hides again or just attacks</p><p></p><p>Sitch b</p><p>Round 1: Tries to fient for sneak attack damage. Fails.</p><p>Round 2: Can try to fient or just attack with much lower damage.</p><p></p><p>Assassin</p><p>Sitch a</p><p>Round 1: Tries to get out of sight to sneak attack and studies foe. Is noticed.</p><p>Round 2: Can choose to attack with death attack anyway, doe</p><p></p><p>sitch b </p><p>Round 1: Tries to fient for sneak attack damage while studying foe. Fails fient. </p><p>Round 2: Can still attack with extra damage.</p><p></p><p>An unresistable fient, especially since you're regular sneak attack progression is unchanged and you have full rogue sneak attack damage availible as an additional option, is a nice power.</p><p></p><p>I still like it btw, but I think its probably just as good as the old death power as it's written now.</p><p></p><p></p><p>You're right. Invis and chameleon aren't a bit deal at those levels.</p><p>I do want to mention that the assassin spells require concentration checks (not a class skill), are aquired slowly and subject to armor penalty checks. </p><p>The new supernatural powers aren't subject to concentration checks or arcane spell fauilture.</p><p></p><p></p><p>You had invisibility 1/day in that slot before. So it fit what you were doing but got rid of a supernatural power.</p><p></p><p>Personally I would stage in the poison resistence.</p><p></p><p>Adding Shadowjump 160, darkvision and keeping invis, chameolon, good bab and moving down hide in plain sight still makes for a class that's better than the DMG.</p><p>I would drop bab and keep the rest of it or else drop darkvision (why should the class grant a racial ability? it's not even on the classes spell list), and slow the progression of some other power (shadow jump or give HiPS later or ditch invis).</p><p></p><p>[edit=badly worded sentence up front nuked.]</p></blockquote><p></p>
[QUOTE="Graf, post: 1154204, member: 3087"] Don't follow the logic paritcularly. A high bab is quite a coveted thing especially with lots of other useful powers. In addition to giving other powers you've also upped their bab, making them the only class with a sneak attack progression which also gets "best bab". It's not just +3 additional points of bab (as if that were a bad thing) they get bab earlier. If you think its not a big deal you should be comfortable dropping it. If you want to stay balanced against the core you either need to start dropping a lot of other powers or the bab. It would depend on the situation. The lower load time is a very nice feature. With 3 round (and a low fort DC) on the original power it wasn't going to turn up very frequently, probably once every few sessions. The power as it is now could be used a lot more frequently. I'm not sure it's significantly worse (especially if the character doesn't have sneak attack from another source). Especially since you can do other stuff at the same time (at least according to the DMG). Surprise round: Assassin coats blade with poison and studies foe. Regular round: Assassin hits with extra damage. Surprise round: Assassin turns invisible. Studies foe. Regular round: Hits does extra damage. For that matter the death attack damage isn't lost if the target isn't flanked. So it's basically like a full proof feint. Rogue: Sitch a Round 1: Tries to get out of sight to sneak attack. Is noticed. Round 2: Either hides again or just attacks Sitch b Round 1: Tries to fient for sneak attack damage. Fails. Round 2: Can try to fient or just attack with much lower damage. Assassin Sitch a Round 1: Tries to get out of sight to sneak attack and studies foe. Is noticed. Round 2: Can choose to attack with death attack anyway, doe sitch b Round 1: Tries to fient for sneak attack damage while studying foe. Fails fient. Round 2: Can still attack with extra damage. An unresistable fient, especially since you're regular sneak attack progression is unchanged and you have full rogue sneak attack damage availible as an additional option, is a nice power. I still like it btw, but I think its probably just as good as the old death power as it's written now. You're right. Invis and chameleon aren't a bit deal at those levels. I do want to mention that the assassin spells require concentration checks (not a class skill), are aquired slowly and subject to armor penalty checks. The new supernatural powers aren't subject to concentration checks or arcane spell fauilture. You had invisibility 1/day in that slot before. So it fit what you were doing but got rid of a supernatural power. Personally I would stage in the poison resistence. Adding Shadowjump 160, darkvision and keeping invis, chameolon, good bab and moving down hide in plain sight still makes for a class that's better than the DMG. I would drop bab and keep the rest of it or else drop darkvision (why should the class grant a racial ability? it's not even on the classes spell list), and slow the progression of some other power (shadow jump or give HiPS later or ditch invis). [edit=badly worded sentence up front nuked.] [/QUOTE]
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