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| ImtheDM04-27-07, 06:33 PM | meh...its a try, not many peoplelike the idea of an Assassin core, but this one has worked out just fine (so far). Have fun. Assassin Adventures: Assassins will adventure for a variety of sorts, to work their way to notoriety and person triumph and fame, to self hatred and vengeance, or perhaps…to avenge the innocent against crooked leaders or governments. Characteristics: You could walk into and have a polite conversation with an assassin at the local tavern and not even have a clue. Assassins are normal folk with abnormal ambitions, which keep them to their selves and remain unseen to the naked eye. They take to the art of slaying, and it is a lonely path. Alignment: Those who follow the trade of an assassin, weather it is for gold or redemption, are and tend to be on the morbid path of life. Rarely although a justicar of light and vengeance will take up the path of an assassin. Background: What can ye say? Assassins take up the study of death and how to deal it with quickness. Races: Any race that has the ability and concern to pick up a weapon for the sole purpose of slaying another may become an assassin. Role: The role of an assassin in a party takes on but one role: death dealing. Game Rule Information Abilities Alignment: Any non good Hit Die: d6 Class Skills As Rogue Skill Points at 1st Level: 4 x 4 + Int modifier Skill Points at Every Other Level: 4 + Int modifier. Level Chart Code: BAB Fort Ref Will Abilities 1. +0 +0 +2 +0 Poison use, sneak attack +1d6, paralyzing attack 2. +1 +0 +3 +0 Evasion 3. +2 +1 +3 +1 Improved poison use, sneak attack +2d6 4. +3 +1 +4 +1 Uncanny dodge, improved sneak attack 5. +3 +1 +4 +1 Death attack, sneak attack +3d6 6. +4 +2 +5 +2 Fast climb 7. +5 +2 +5 +2 Sneak attack +4d6 8. +6/+1 +2 +6 +2 Poison immunity, Improved uncanny dodge 9. +6/+1 +3 +6 +3 Fast stealth, sneak attack +5d6 10.+7/+2 +3 +7 +3 Quicken death attack 11.+8/+3 +3 +7 +3 Greater poison use, sneak attack +6d6 12.+9/+4 +4 +8 +4 Hide in plain sight 13.+9/+4 +4 +8 +4 Sneak attack +7d6 14.+10/+5 +4 +9 +4 Shadow 15.+11/+6/+1 +5 +9 +5 Greater Death attack, sneak attack +8d6 16.+12/+7/+2 +5 +10 +5 Greater hide in plain sight 17.+12/+7/+2 +5 +10 +5 Sneak attack +9d6 18.+13/+8/+3 +6 +11 +6 Poison Mastery 19.+14/+9/+4 +6 +11 +6 Sneak attack +10d6 20.+15/+10/+5 +6 +12 +6 Quicken greater death attack Class Features All of the following are class features of the Assassin. Weapon and Armor Proficiencies: Assassins are proficient in all simple weapons as well as the hand cross bow, sap, rapier, blow gun and one exotic weapon of choice. The assassin can use all light armor, but no shields. Poison Use: At first level the assassin may never be harmed while using her own poisons. Appling a poison to a weapon is a standard action. Sneak Attack: Starting at first level the assassin adds and additional d6 damage to any creature who is denied there dexterity on a successful attack. This damage increases by an additional d6 every other level. Evasion: At 2nd level an assassin take no damage from spells on a successful saving throw versus any spell that requires a reflex save for half damage. Paralyzing Attack: By observing a creature for no less than 3 rounds unnoticed, she may make a single strike against an opponent. The opponent must make a Fortitude save Difficulty Class 12 + half the assassins level (rounded down) + her Int modifier. If the opponent fails its save it is paralyzed. Improved Poison Use: Upon attaining 3rd level an assassin’s knowledge of poisons begins to grow and gain is skill. She now may apply a poison to weapon as a move action as well as add a +2 Difficulty Class modifier to any poison she crafts. Uncanny Dodge (EX): At 4th level an assassin retains her Dexterity bonus to her armor class even if she is caught flatfooted. Improved Sneak Attack: At attaining 4th level the Assassin may now sneak attack any opponent who is stunned, dazed, nauseated, fatigued, or exhausted. Even if the opponent is not denied his dexterity or flatfooted. Death Attack: Upon reaching her 5th level the assassin begins her journey into what she has trained for, the ability to kill with a single strike. By observing a creature for no less than 3 rounds unnoticed, she may make a single strike against an opponent. The opponent must make Fortitude save Difficulty Class 12 + half the assassin’s level (rounded down) + her Int modifier. If the opponent fails its save it dies. The assassin may opt to paralyze the opponent instead of killing it. Fast Climb (EX): A 6th level assassin in light or no armor and unencumbered may climb walls at her full move speed while suffering no penalties and still retain her dexterity modifier. Poison Immunity (EX): Though constant use of poison an assassin of 8th level becomes immune to all types of natural poisons. Improved Uncanny Dodge (EX): Opponents no longer receive flanking bonus’ while attacking the assassin. Fast Stealth (EX): A 9th level assassin in light or no armor and unencumbered may now move at her full move speed and suffer no penalties to her Hide skill and retain her dexterity bonus. Quicken Death Attack: At 10th level an Assassin may reduce the time needed to observer her mark before executing a paralyzing or death attack to 2 rounds. Greater Poison Use (EX): through continual use and improvements in creating and crafting poisons the assassin may now apply any poison to a weapon as a free action and add +4 to the Difficulty Class of any poison she crafts. Hide In Plain Sight (EX): The assassin at 12th level may hide while being observed as long as she is with in 10 feet of any shadow. She may not hide in her own shadow. Shadow (EX): At 14th level the assassin is so adapt at the shadows she may take 10 when using her Hide and Move Silently skill when situations would normally not allow. Greater Death Attack (SU): At 15th level the assassin’s ability to deal death attains a level to be revered and feared. Her death attack has ascertained the level of supernatural and now may be used to deal death or paralyze those immune to such effects. The assassin may use her death attack on those who are “immune to critical hits” such as undead, incorporeal, elemental, and oozes. Greater Hide in Plain Sight (SU): At 16th level the assassin takes her skills in being unseen to supernatural heights. The assassin may now hide in plain sight while being observed with no prerequisites. Poison Mastery (EX): Mastering the art of poison the assassin at 18th level may now apply her poison to a weapon as an immediate action as well as add a +6 bonus to the Difficulty Classes of any poison she crafts. Quicken Greater Death Attack: At 20th level the Assassin’s knowledge of death dealing has come to a climax. She may now reduce the time it takes to observe her mark to execute a paralyzing or death attack to 1 round, and reduce the time observing to execute a greater death attack to 2 rounds. |
| Treantmonklvl2004-27-07, 08:16 PM | Why not an Assassin core class? There is a Ninja core class - practically the same thing (I guess technically it is exactly the same thing). |
| calprinicus04-27-07, 10:47 PM | The assassin PrC is a PrC for a reason. it is a very specialized field to go into. a core class should be able have variety and PrCs should specialize in one of those fields. an assassin should stay as it stands as a PrC. example: a rogue could make a killer, trapsmith, trickster, disguise artist, pickpocket, as well as many others to which i'm missing. where as an assassin could specialize in...................ummm maybe poison expert? but other than thatnot very vercitile. |
| ImtheDM04-28-07, 12:47 AM | Not very versitile my arse, with this core class you can slay in a round, (and slay undead, constructs etc) make posions that cant be stopped all of this while NEVER being seen...its the reason that I actually made an Assassin core class, the PrC in the DMG sucks butt. Its way to front loaded, the abilities are weeeeeak, the prerequisits are way to politically correct and dumb, and it has spells....tell me please how you are suposed to be quiet and stealthy to kill your mark while casting spells? ..and please dont say Still and Silent meta magic feats. This core gives a PC a great alternative to the rogue. |
| Atsettam04-28-07, 12:51 AM | well, thats actually why I made an Assassin core class, the PrC in the DMG sucks butt. Its way too front loaded, the abilities are weeeeeak, the prerequisites are way too politically correct and dumb, and it has spells....tell me please how you are supposed to be quiet and stealthy to kill your mark while casting spells? ..and please don't say Still and Silent meta magic feats. This core gives a PC a great alternative to the rogue. I agree :tiphat: Not all assassins are evil. Being poisoned is not a common occurence. I personally dislike spells. The PrC does not a decent capstone ability. |
| calprinicus04-28-07, 01:09 AM | Not very versitile my arse, with this core class you can slay in a round, (and slay undead, constructs etc) make posions that cant be stopped all of this while NEVER being seen...its the reason that I actually made an Assassin core class, the PrC in the DMG sucks butt. Its way to front loaded, the abilities are weeeeeak, the prerequisits are way to politically correct and dumb, and it has spells....tell me please how you are suposed to be quiet and stealthy to kill your mark while casting spells? ..and please dont say Still and Silent meta magic feats. This core gives a PC a great alternative to the rogue. look this will never be printed as a core class. it's still way to specific. it's not varied enough.......oooo three things(slay,poison,unseen)............. give me any core class and I can easily list 10+ ways to make very different builds.the point is all cores give many varied ways to build and different characters and PrCs to pinpoint strong points of those builds and enforce them, and that is exactly what an assassin is. As for the spells they are not made to kill your mark that what the poisons and sneak attacks are for, the spells are for non detection and quick escapes like what assassins are known for. not one spell from the assassins list does damage except one (poison). PS as for "slaying constructs and undead" they're both immune to sneak attack and poison. good luck buddy. |
| ImtheDM04-28-07, 02:14 AM | PS as for "slaying constructs and undead" they're both immune to sneak attack and poison. good luck buddy. well yeah they are immune to posion and sneak attacks....but they arent immune to Great Death Attack. Yes I realize this core is focused on 3 things: Posion, one hit kills, and being unseen (and being FAST as hell about it). Thats the point...Im sorry, take any core class you want, lay on the magic and magic items...there arent any that can do what this class does in half the time. This is what I needed to create, in a strait up fight the Assassin sucks, hidden for a few rounds, the enemy is screwed. [The assassin PrC is a PrC for a reason. it is a very specialized field to go into. a core class should be able have variety and PrCs should specialize in one of those fields. an assassin should stay as it stands as a PrC. Naaaaaaaaaaaahh! There is nothing wrong with a specialized core class! There are 3472659837465293874 PrC's out there, and the majority of them blow, so its good to actually have a core thats usefull from start to finish even tho its 'specialized'. and honestly can you look at all the core classes from the 'Complete blah blah' books and thell me they arent 'specialized? PSS Spells for an assassin class is still a silly idea. |
| Eberik04-28-07, 02:26 AM | In the Accordland's main book there is an Assasin core class that is perfectly versitile in all aspects, are you a physical, verbal, or stealth type of killer. Lets not forget that a properly placed word or even trap can be the death of anyone or anything. Plus in the end it's up to the DM. |
| lizzistardust04-30-07, 10:18 AM | I think part of why not is that an Assassin would most likely be evil, and the prestige class does indeed require an evil alignment. DMs and player groups vary widely, of course, but evil PCs generally don't go over well in most campaigns. I'm about to play the 3.0 Assassin base class from The Assassin's Handbook, though. Ever played it? I think it'll translate fairly well into 3.5 (though the magic starting at 4th level may need adjustment), but we haven't even started the game yet. I'll probably post about how it's working out after I've leveled her up a few times. |
| RobbyPants04-30-07, 10:34 AM | I like a lot of what you've done here. One thing I noticed is that the base DC on both paralyzing and death attack is 12. It should probably be 10 (to keep with the standard d20 formula for level-based DCs). Granted, you could give them a +2 bonus to each of these at later levels as "improved" versions of each. It would be like taking Ability Focus from the MM. I'm not sure I like the poison immunity at 8th level. Not because of power, bue more from flavor. I like that the poison DCs increase. I'd probably cap the increase at +2 or +4 instead of +6, and grant them faster poison use at higher levels. Perhaps as a move, swift, and maybe eventually even free action. Imagine an assassin with Quick Draw drawing out three daggers to throw, and poisoning each of them! It might be a bit broken, but still, even as a swift action, the assassin can take a full round worth of other actions, and poison a single attack. I like the fast climb and shadow abilities. Giving up the assassin's (DMG PrC) spells needs some compensation, and I like this. I don't know that I'd speed up the Death Attack to more than 3 rounds, mainly for balance purposes. One thing I considered in the past (for my own PrC non-magic assassin varient) was to help out on a failed Death Attack attempt. People are always complaining about the low DC on Death Attack, so I thought "how can I help it if they fail?" What I came up with was adding to the sneak attack damage on a failed death attack. So, perhaps at mid level, if you fail your death attack, you deal a sneak attack with +1d6 extra damage. Make this at +2d6 and 3d6 at higher levels. This way, even if the save is successful, you still stab the hell out of them. Also (not sure if this is already covered), consider having the paralyzing attack do full sneak attack damage, but all is considered non-leathal. Generally speaking though, I really like the bulk of this class. Hopefully you don't mind me using it ;). Nice job! :D |
| ImtheDM04-30-07, 10:04 PM | QUOTE=lizzistardust;12256112]I'm about to play the 3.0 Assassin base class from The Assassin's Handbook, though. Ever played it? I think it'll translate fairly well into 3.5 (though the magic starting at 4th level may need adjustment), but we haven't even started the game yet. I'll probably post about how it's working out after I've leveled her up a few times.[/QUOTE] Yeah I do remember that assassin core class, there was something I really didnt like about it other then spellcasting, dont remember tho, let me know how it works out :) I like a lot of what you've done here. One thing I noticed is that the base DC on both paralyzing and death attack is 12. It should probably be 10 (to keep with the standard d20 formula for level-based DCs). Granted, you could give them a +2 bonus to each of these at later levels as "improved" versions of each. It would be like taking Ability Focus from the MM. yeah, I have never been great at DC for these kind of abilities in char creation, tho the DC 12 + seems to be working out so far. [QUOTE=RobbyPants;12256203]I'm not sure I like the poison immunity at 8th level. Not because of power, bue more from flavor. I like that the poison DCs increase. I'd probably cap the increase at +2 or +4 instead of +6, and grant them faster poison use at higher levels. Perhaps as a move, swift, and maybe eventually even free action. Imagine an assassin with Quick Draw drawing out three daggers to throw, and poisoning each of them! It might be a bit broken, but still, even as a swift action, the assassin can take a full round worth of other actions, and poison a single attack. C'mon man! Assassin just had to get Poison immunity! In my first build of this core I did give it improved speed with poisons, up to using poison as an immedate action, then play tested it at 20th level..and oh my, bad idea..the assassin was doing 6d6 con damage (two weapons fighting) every round... I don't know that I'd speed up the Death Attack to more than 3 rounds, mainly for balance purposes. One thing I considered in the past (for my own PrC non-magic assassin varient) was to help out on a failed Death Attack attempt. People are always complaining about the low DC on Death Attack, so I thought "how can I help it if they fail?" What I came up with was adding to the sneak attack damage on a failed death attack. So, perhaps at mid level, if you fail your death attack, you deal a sneak attack with +1d6 extra damage. Make this at +2d6 and 3d6 at higher levels. This way, even if the save is successful, you still stab the hell out of them. In my first build the assassin core didnt get the ability to reduce the time on her death attack it instead got the ability Quick Strike and Quick Retreat. Quick Strike gave the assassin (on a failed death attack roll) an additional attack at her highest BaB on the target for sneak attack damage as and immediate action. Quick Retreat allowed the assassin a move action after a failed Death Attack to get the hell outta Dodge, as an immediate action. Now that I think of it these are cool abilities, not sure why I got rid of them. Also (not sure if this is already covered), consider having the paralyzing attack do full sneak attack damage, but all is considered non-leathal. Thats a great idea! So stealing it :) Generally speaking though, I really like the bulk of this class. Hopefully you don't mind me using it ;). Nice job! :D Thanks friend! |