Base Class Assassin? [Archive] - Wizards Community

Post/Author/DateTimePost
Musco

12-21-06, 02:45 PM
Does it exist?

Link?

Thanks in advance!
The_Shaman

12-21-06, 03:06 PM
There was something in a non-WotC book, I think by Green Ronin, but as far as I know nothing in the core rules. Frankly, the PHB rogue and the CAdv ninja are both very good for the purpose. You do know what a coup de grace with sneak attack/sudden strike can do, right ;) ?
Musco

12-21-06, 03:42 PM
haha yes . . yes I do. I played a straight rogue in a quest a while back. I would have loved to morph him to an assassin but he wasnt evil and it didnt fit his story/personality.

Was just curious if they had morphed anything knew. Like I always loved spellsword but never played a quest high enough to PrC, but now there is Duskblade . . and come on any level 3 that with just 1 turn prep can deal 6d6 + weapon dmg with a +20 to attack, is just ccrraazyyy

*highfives duskblade*
The_Shaman

12-21-06, 07:37 PM
Well, I'm not a duskblade fan, but it's not for mechanical purposes. I just don't see what it's based on... Hybrid types are what MCing was for, theoretically. Anyway, if you want a non-evil assassin, there are a few classes that give you death attack without you having to be evil - Teflammar Shadowlord, Dark Hunter, Imaskari Vengeance Taker, Justice of Weald and Woe and probably others I don't know. A few, like the darkwood stalker, give you death attack but only against a particular creature (orcs in this case). Besides, your DM could extend assassins to non-good characters if you have a good reason to be one, right :cool: ?
Nexis

12-21-06, 09:29 PM
If you are familiar with Psionics, which can be found in the SRD, I suggest the Lurk. It does all that good sneak attack stuff and has some great powers to augment him. Don’t go looking for traps though; you can’t disarm the hard ones. Not much more to say...it’s pretty awesome :D
unundindur

12-21-06, 09:39 PM
Here is my take at a combat-assassin, based of ranger. Because of the darn search function beeing down I cannot find the rather long thread that lead to its creation :(

EDIT: I also notice some of the formatting have gone awry as the andycollins baords won't let me enter "edit-mode" either.... bad luck today...
----------------

Greetings. I wanted to hear if what you all thought of my approach to a more "assassin" orriented ranger, thus; The Stalker.

I have also added a red note whenever text does not belong to the class as such, simply for your comparison pleasure. :)

Special thanks to:

* Karn_Maradis for adressing some early issues.
* Lucan_Desmond for pointing out an issue with class-integrity (vs rogue).


Thanks to:

* Parcival, the OrcHunter for feedback.



Stalker




On a warm midsummer day, Lord Vermount speaks to his people, announcing the birth of his third son;

Lord Vermount - "My good citizens, I hereby announce to you the name of my third son, of which will be your future lord and master. It is beyond doubt a joyous day and you shall celebrate it for two continous days. My right here will fill you in on what more you shall hear, I have a son to dedicate myself to".

[Vermount retreats to his quarters].

Lord Vermount - "Sigh... These people should all be murdered. Two sons, two sons for nothing! Captain! I want tripple guard durring the celebration. None shall lay hand to my son, not even one of care and beauty such as lady Canessa."

Captain Zaul - Lord, your guard will be folded five, and I shall personally take care of your son..

Lord Vermount - No!, stop right there. You shall not even walk the halls surrounding the chapel. I will not take any risk, not even with you my old friend...

Captain Zaul - Of course my lord, it was foolish of me even to suggest such...

[Captain Zaul bows, before leaving]

Two hours later, in a dark cellar room.

Lord Vermount - Piedro, are you ready? I have entrusted you with grim tasks in the past, but this will be different, this will require your utter dedication and conviction. Again I ask, are you ready?

Piedro - My lord, twentyfour times have you asked your masterspy allegiance, twentyfour times you have obtained it. Do you still doubt my loyalty, or is it my skills you don't entr

[Lord Vermount smiles slightly]

Lord Vermount - No, Piedro, I doubt thee not, neither skill nor loyalty. I guess it is my nerves playing tricks on me, this setup is tearing on me...

[The spy slowly raises his cowled head]

Piedro - Trust me, it will work, I have seen to it, once inside none can escape the chapel.

Lord Vermount - Good, I will not have another failure, not this time! If the guilds understand this I will have to bribe them with my hard earned gold just to get of with nothing. You better not fail me Piedro...

[Silence enclose the room before two two men leave, each by their own door]

Eight hours later, in the chapel.

Piedro thinks- Where is he? The child has been here for over an hour, is he growing nervous? None the less, I have been into worse, even though Verm will surely gut me for failure... It is but a thought, I just have to be patient, calm...

In the alcove on the notheast tower a hook loosens.

Lord Vermount - Oh! Bu, but the trap... you should...

[Lord Vermount starts to cry while gasping for air]

Amidst the crowd on a warm summerday a commoner smiles to himself.

Commoner - So this is how it will be, that cat won't escape me again...

- From the drama composed after the legendary Geilen Vour.

De*****ion:

The Stalker is a trained hunter, blending martial skills with those of subterfuge and guile. While in many ways similar to a rogue, or even fighter, the Stalker is more defined at what he does; tracking down and extermenating his target. While most would call the Stalker an assassin, only a portition of them work as such. Others use their skills to defend officials from rivals, while others again act as forward troops in the armies of great nations.
Adventures: Stalkers are naturally attuned to adventure. Often their missions take them far and wide, and if not Stalkers tend to seek adventure on their own in search of better ways to do their job at a latter stage. Stalkers have no problem either within or outside urban environments but catious as they are often try to avoid cramp areas where their ability to stalk is severely penalized by adverse conditions.
Characteristics: Stalkers are well versed in the use of many arms and blend it well with great capabilities of grace and subterfuge. Furthermore many Stalkers are able speakers, and poisoncrafters.
Alignment: Stalkers often do what others would call unpure or dirty. While many a stalker would gladly embrace this characteristic, quite a few see their work as perfection of what others cannot do. Most Stalkers are evil of nature, acting as assassins and ruthless mercenaries. That said, there are quite a lot of nautral and good stalkers, but these tent to move in a chaotic direction.
Religion: ****Comming soon****
Background: Inexperienced Stalkers usually learn their skills from a single more experienced Stalker who takes the new one as his "apprentice" or in schools of assassination or scouting. Many Stalkers were once loners with an affinity for watching others act instead of doing a huge number out of themselves. A few Stalkers train by their own, slowly learning how to use their patience and understanding to get where they want. Stalkers do not generally hold allegiance to each other. Stalkers are often sent against each others, and if not they might as well head on each other only to extract an opposing treat.
Races: Stalkers are typically found amongst humans, elves, half-elves and half-orcs. Humans, ambigious as they are often see the way of the Stalker as a way to get where they want, slowly but steadily. Elves on the other hand embrace the Stalkers way as a way to protect themselves against evil and chaos. Half-elves take on the profession for the same reasons as humans, and sometimes simply because they are expelled from other soceieties and become "watchers" onto the soceiety around them. Intelligent half-orcs sometimes follow the Stalkers way to further their cause, but usually they are forced into the profession by some ruthless warleaders in need of agents and assassins. Gnomes and Halflings tend to avoid the wayof the Stalkers as they usually see it as evil and polluted. Whenever they would take the Stalker class, the Ranger class usually fits the bill better. Dwarves just don't Stalk very much. Preferring a more strightforward approach, few ever bother to "stalk" their enemies.
Other Classes: A Stalker works well with others, but often even better alone. As long as others can tolerate the long hours and days of stalking targets a Stalker is usually happy enough to have companions about. Barbarians and paladins tend to be the least favourable candidates for a Stalker companion. Either short tempered and action hungry, or pious and moral, these two can penalize the Stalker as much as help him. Wizards, Sorcerers, Clerics and Druids are all welcome aids, but can often blow the approach favoured by the stalker. Rogues, Rangers, Fighters, Monks and Bards are the most appreciated assets for the Stalker. Not only do they share one or more aspects of the profession, in some way they also posess some aspect of their mindset.
Role: A Stalker can fulfill many roles in an adventuring party. Apart from the skirmishing warrior and sneaky spy, the Stalker can be a party leader, pool of knowledge, saboteur or diplomat, depending on what approach the individual Stalker choses.


Table 1-1: The Stalker

Level BaB Fort Ref Will Special
1st +1 +0 +2 +2 Stalk, Track, Poison use
2nd +2 +0 +3 +3 Combat style
3rd +3 +1 +3 +3 Endurance
4th +4 +1 +4 +4 Spells, Covert acrobatics
5th +5 +1 +4 +4 Improved stalking
6th +6 +2 +5 +5 Improved combat style
7th +7 +2 +5 +5 Acrobatic charge
8th +8 +2 +6 +6 Swift tracker
9th +9 +3 +6 +6 Poisonstalker
10th +10 +3 +7 +7 Improved stalking
11th +11 +3 +7 +7 Combat style mastery
12th +12 +4 +8 +8 -
13th +13 +4 +8 +8 -
14th +14 +4 +9 +9 -
15th +15 +5 +9 +9 Improved staking
16th +16 +5 +10 +10 -
17th +17 +5 +10 +10 Hide in plain sight
18th +18 +6 +11 +11 -
19th +19 +6 +11 +11 -
20th +20 +6 +12 +12 Improved stalking



GAME RULE INFORMATION
Stalkers have the following game statics.
Abilities: Dexterity determines how easily enemies hit the Stalker, his abilities with the bow and governs many of his most important skills. Furthermore strength is important to the Stalker in close combat. Intelligence governs how many skills the Stalker obtains at each level and as such is important to certain Stalkers.
Alignment:Any.
Hit Die: d8.

Class Skills:
A stalker have the same class skills as a rogue except use magic device.
Skill points at 1st level: (6 + Int modifier) X4.
Skill points at each additional level: 6 + Int modifier.

Class Features:
All of the following are class features of the stalker.

NOTE: The stalker is a class variant of the Ranger. Except when noted here the class is similar to the Ranger.

Proficiencies: A stalker is proficient with all simple weapons, all slashing and piercing one-handed martial weapons, shortbow, longbow, hand crossbow, light crossbow, heavy crossbow and with light armour and bucklers. Furthermore the stalker is proficient with a special assortment of arms as given next; Bolas, Net, Sap and Shuriken.
Stalk (Ex): Whenever a Stalker studies a spesific victim for a full day (via interaction, observation, books or otherwise) doing little else (not adventuring) he gains a +1 insight bonus on bluff, listen, sense motive, spot and survival checks as well as damage against his prey. The stalker may study a victim for up to two consecutive days to gain double effect. This bonus relates only to a spesific creature, but doesn’t fade with time. Once the Stalker knows how an opponent moves he don’t easily forget. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the stalker can study his victim for another 2 days, gaining even more insight and thus bonuses against his prey. This ability replaces the rangers Favoured enemy ability.
Track: A Stalker gains Track (see page 101 in the Players handbook) as a bonus feat.
Poison use: A Stalker never risk accidentally poisoning himself. This ability replaces a rangers Animal empathy ability.
Combat style (Ex): At 2nd level, a stalker must select one of 4 combat styles to pursue: Archery, Single weapon, Martial-arts or Two-weapon fighting. This choice affects the characters class features but does not restrict his selection of feats or special abilities in any way.

* If the stalker selects archery, he is treated as having the precise shot feat, even if he does not have the normal prerequisites for that feat.
* If the stalker selects single-weapon style, he is treated as having the power critical feat for any one-handed weapon he wields as long as his other hand(s) are empty, even if he does not have the normal prerequisites for that feat.
* If the stalker selects martial-arts, he is treated as a first level monk for the purpose of unarmed damage and flurry attacks. The stalker does not gain the defence or speed bonuses obtained by a monk, and the two classes stack when deterining the effects of unarmed damage and flurry attacks.
* If the stalker selects two-weapon fighting, he is treated as having the two-weapon fighting feat, even if he does not have the normal prerequiisites for that feat.


The benefits of the ranger’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Endurance: A stalker gains endurance (see page 93 in the Players Handbook) as a bonus feat at 3rd level.
Spells: As a ranger This will likely change into something non-spellrelated very soon
Covert acrobatics (Ex): Starting at 4th level, a stalker gains a competence bonus on all balance, jump and tumble checks equal half his class level. Furthermore a stalker can use these skills at no penalty while hiding or moving silently. This ability replaces a rangers Animal companion.
Improved combat style (Ex): At 6th level, a stalker’s aptitude in his chosen combat style (archery, exotic arms, single-weapon style or two-weapon fighting) improves.

* If the stalker selected archery at 2nd level, he is now treated as having the far shot feat, even if he does not have the normal prerequisites for that feat.
* If the stalker selected single-weapon style at 2nd level, he is treated as having the Improved critical feat for any one-handed weapon he wields while not holding anything in the other hand, even if he does not have the normal prerequisites for that feat.
* If the stalker selected martial-arts at 2nd level, he is now treated as a 4th level monk for the purpose of unarmed damage and flurry attacks, and his unarmed attack count as magic for the purpose of overcoming damage reduction.
* If the stalker selected two-weapon fighting at 2nd level, he is treated as having the improved two-weapon fighting feat, even if he does not have the normal prerequisites for that feat.


As before, the benefits of a stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Acrobatic charge (Ex): Starting at 7th level, a stalker can charge through difficult terrain without penalty. Furthermore the stalker can now use the tumble skill while charging at no penalty. This ability replaces a rangers Woodland stride ability.
Swift tracker (Ex): Beginning at 8th level, a stalker can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of –20) when moving at up to twice normal speed while tracking.
Poisonstalker (Ex): Starting at 9th level, a stalker applies his bonus for stalking on all poison DCs against his chosen prey. This ability replaces a rangers evasion ability.
Combat style mastery(Ex): At 11th level, a stalker’s aptitude in his chosen combat style (archery, exotic arms, single-weapon style or two-weapon fighting) improves again.

* If the stalker selected archery at 2nd level, he is treated as having the Improved precise shot feat, even if he does not have the normal prerequisites for that feat.
* If the stalker selected single-weapon style at 2nd level, he adds half his stalk bonus on hit rolls when stalking a target and attacking with a single one-handed weapon and nothing in the other hand.
* If the stalker selected martial-arts at 2nd level, he is now considered an 8th level monk when determining unarmed damage and flurry attacks.
* If the stalker selected two-weapon fighting at 2nd level, he is treated as having the greater two-weapon fighting feat, even if he does not have the normal prerequisites for that feat.


As before, the benefits of a stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Hide in plain sight (Ex): A stalker of 17th level or higher can use the Hide skill even while beeing observed as long a he is within 10 feet of shadows. A stalker may not hide in his own shadow. This ability replaces a rangers ability of the same name.


NOTE1: Camouflage went out due to improvements in other areas.
NOTE3: I have not yet had a take on the spells, but I expect to change to psionic spells, if not just change the spellline into 4 feats instead.
NOTE4: A few possible combat styles I will look into are light weapons (feints), Subdual style (specialist at capturing enemies) and saboutage (specialist with bombs, alchemist fire, etc.)


Social stalker [Stalking]
You study the behaviour of others on a comunicative level, and can take advantage of their social weaknesses.
Prerequisites: Stalk ability, 8 ranks in Sense motive
Benefit: When stalking a target you also gain your stalk bonus on all bluff, diplomacy and intimidate checks.

Improved stalking [Stalking]
Given time you are able to extract even more information than others of your trade.
Prerequisites: Stalk ability, 8 ranks in Sense motive
Benefit: You can study your target for up to an additional 2 days, and thus gain an equal bonus to your bluff, listen, sense motive, spot and survival checks, as well as damage rolls.
Special: This feat can be taken more than once, each time you can study your victim for another 2 days.

Master stalker [Stalking]
Your experience in observing others have taken such a character that you need far less time to establish a descent psychological picture of your target.
Prerequisites: Stalk ability, 12 ranks in Sense motive
Benefit: You use half the usual time studying a target to get the corresponding bonuses.

Ascetic stalker [Stalking]
You combine stalking skills with martial tradition and become a fearsome blend of martial offence and grim understanding.
Prerequisites: Stunning blow, Stalk ability, Base attack bonus 4+
Benefit: Your stalking bonus also applies to the save DC of any stunning blows performed against your target. Furthermore you can multiclass freely to between the Stalker and Monk classes.

Deadly stalker [Stalking]
Your mastery of stalking combined with your complex understanding of deadly methods allow you to sheed death so clean and thurough as only Stalkers can.
Prerequisites: Stalk ability, Death attack, 12 ranks in Sense motive, Base attack bonus 8+
Benefit: Your stalking bonus also applies to the save DC of any death attacks performed against your target.


If you have any feedback, good or bad, please let me know.

Unundindur

Owner of the "Web of Corruption" guild

unundindur@hotmail.com
Treantmonklvl20

12-21-06, 09:50 PM
1st ed had a base class assassin, very similar to the thief. Nothing exists since 3rd ed to my knowledge though.