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| Ultima007108-13-07, 10:33 PM | Fantasy Assassin http://i187.photobucket.com/albums/x212/ultima0071/Assasin.jpg “You aren’t worth the time. Then again, you don’t deserve to live.” -Blake and Sara, two fantasy assassins Some villagers fear barbarians and some fear fighters. Others fear the magical types like wizards and sorcerers. Though, one class that every villager fears is, of course, the fantasy assassin one. Unlike rogues, fantasy assassins aren’t concerned with looting treasure or getting a big pay. They believe their main purpose in life in destroy the lives of others that aren’t worthy of living. Hit Die: d6 Requirements To qualify to become a fantasy assassin, a character must fulfill the following criteria. Alignment: Any evil Base Attack Bonus: +5 Feats: Dodge, Mobility, Stealthy Skills: Hide 10 ranks, Move Silently 10 ranks The Fantasy Assassin Level BaB Fort Ref Will 1st +0 +0 +2 +0 2nd +1 +0 +3 +0 3rd +2 +1 +3 +1 4th +3 +1 +4 +1 5th +3 +1 +4 +1 6th +4 +2 +5 +2 7th +5 +2 +5 +2 8th +6/+1 +2 +6 +2 9th +6/+1 +3 +6 +3 10th +7/+2 +3 +7 +3 Level Special 1st Target Practice +1, Shadowbind 2nd Sneak Attack +1d6 3rd Aphonia 4th Sneak Attack +2d6 5th Target Practice +2, Ague 6th Sneak Attack +3d6 7th Nightmare 8th Sneak Attack +4d6 9th Target Practice +3, Fantasy Ritual 10th Ultima Masher, Combo, Sneak Attack +5d6 Class Skills The fantasy 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), Sport (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Class Features All of the following are class features of the fantasy assassin prestige class. Armor and Weapon Proficiencies: Fantasy assassins are proficient with the dagger, shuriken, punching dagger, kukri, and shortbow. Fantasy assassins are also proficient with all light armor but not with shields. Target Practice: A fantasy assassin can pinpoint her target thus gaining higher accuracy and damage. Three times per day she can choose one target at the end of her turn to gain a +1 to the attack role and to damage. This bonus increases to +2 at 5th level and to +3 at 9th level. Shadowbind (Su): Once per day, a fantasy assassin can use her own shadow to pin another on the ground. This attack hampers opponent movement for 1d4+1 rounds. She can also pin multiple shadows at 1d4 + 1 per every 2 levels in fantasy assassin. For every extra shadow she pins, the rounds pinned lessons by -2. The opponent can still communicate via his mouth. Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a fantasy assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses from the damage stack. Aphonia: At 3rd level a fantasy assassin learns how to concentrate energy in her attacks. Once per day she can use her stored energy in an attempt to silence one of her opponents. Her touch attack gains a +2 against her target. If she succeeds in making the touch attack, her target becomes unable to speak or make noise for 1d4+1 rounds. This works as the silence spell except that it only silences the target. Ague (Sp): At 5th level a fantasy assassin learns how to scare her opponents with her eyes. Three times per day a fantasy assassin can stare into the eyes of her opponent with the essence of death. The target of this attack must make a will save (DC 10 + assassin level + Intelligence modifier) or become on the effects of the fear spell. Her opponent cannot be affected by this ability for 24 hours, even if she didn’t make her save. Nightmare (Sp): At 7th level a fantasy assassin further learns how to control her eyes and metal control. Once per day she can put her opponent into a magical slumber. Her opponent also must make a will save (DC 10 + fantasy assassin level + Intelligence modifier) or be affected by a nightmare. Every round the afflicted person takes 1d4 damage. As the nightmare goes on, it intensifies. Each round the target must make a will save (DC 10 + fantasy assassin level + Intelligence modifier) to attempt to wake up. If this save fails, she takes an extra d4 of damage every round. After the save is made, she can no longer be affected by Nightmare for 24 hours. Fantasy Ritual: At 9th level, a fantasy assassin learns the true meaning of her existence. She is able to undergo a ritual to intensify her energy. She must undergo an uninterrupted meditation for 6 hours. If disturbed, she breaks her trance and must start all over. After the ritual is complete, she may select either Last Breath or Rockseal. Last Breath (Su): Last Breath (Su): With her new powers, a fantasy assassin is able to manipulate her dark energy to a greater extent thus giving her the ability to knock out her foes. She can take a full-round action to make a touch attack against an opponent (Does not provoke an attack of opportunity). Her foe must then succeed on a fortitude save (DC 10 + fantasy assassin level + Dexterity modifier) or take damage equal to her remaining hit points in subdual damage. After using this ability, successful or not, the fantasy assassin is dazed for 1d4+1 rounds and cannot make another attempt at Last Breath for 24 hours. Creatures immune to negative energy are immune to this attack. Creatures that gain hit points from negative energy are restored HP equal to their remaining HP. Rockseal (Su): With her new powers, a fantasy assassin is able to manipulate the raw energy in her body. She can take a full-round action to make a touch attack against an opponent (Does not provoke an attack of opportunity). If successful, her opponent must make fortitude save (10 + fantasy assassin level + Intelligence modifier) or become petrified (as flesh to stone spell) for 1d4 days. After using this ability, successful or not, the fantasy assassin is dazed for 1d4+1 rounds and cannot make another attempt at Rockseal for 24 hours. Ritual of Death: At 10th level a fantasy assassin finally understands the true meaning of death. She may undergo a death ritual that lasts for 24 hours. This ritual slowly drains a fantasy assassin’s constitution, causing her to loose some of her health. She must choose to give up a certain number of hit points (minimum 5). If the ritual is interrupted, she looses the hit points she chose to give away and must start over. These hit points cannot be restored by any means including Wish or Miracle. After the ritual is complete she obtains the ability of Ultima Masher. Ultima Masher (Su): With her newfound powers, she is able to send out massive quantities of energy from her body. Once per day she can release a certain amount of energy from her body and use it against one of her foes. She must choose to temporarily sacrifice some of her hit points. The amount of damage dealt is equal to 2.5 x her hit points sacrificed. The number of hit points sacrificed can be no more than 10 x her Ritual of Death sacrifice. Combo (1000 Needles of Pain): At 10th level a fantasy assassin learns her true dark presence. She understands her limits but also learns how to exceed them. Once per week she is able to release all of her dark energy, form it into many sharp needles, and then direct them for an attack. These needles are faster than the speed of light thus giving them an automatic hit. This attack can hit a target up to 30 ft. away. For every hit die the fantasy assassin has, the needles gain a d4 of damage. The target of this attack must succeed on a fortitude save (10 + fantasy assassin level) or faint from the intense pain for 24 hours. Because of the extreme energy exertion, the fantasy assassin collapses from exhaustion after this ability is performed. This attack is a full round action. |
| Ultima007108-13-07, 10:33 PM | Changes Made to Prestige Class: ~Abilities Editted (Ague, Last Breath, Rockseal, Ultima Masher, Combo) |
| Ultima007108-13-07, 11:09 PM | Things I Need Help On: |
| Zousha_Omenohu08-13-07, 11:17 PM | I'm no good at this sort of thing, but I'll say this: No death attack? In my opinion, that's part and parcel of being an assassin. You learn how to drop a target as quickly as possible, not just where to hit him where it hurts most. This class looks like it was designed to hurt, not to kill, which is the whole point of being an assassin. The mystical powers are interesting, but it just doesn't feel like an assassin to me. Plus, fantasy assassin sounds kind of like a person who destroys the personal fantasies and daydreams of innocent little kids. I think the name should sound a bit more intimidating. |
| Waldo_di08-13-07, 11:24 PM | You should make last breath something like after you use it you are dazed for one round and make it usable more often also maybe make it a full round attack to unleash it... Maybe make ultima masher have you take damage and you could use it whenever you want maybe make it double the damage you'd do, Might want to state that people who take nightmare's damage are not awoken by it also remove the HD cap on nightmare and make them need to make a will save to wake up from nightmare even if they take outside damage. Also make it rogue BaB, also describe combo more... and where is Rockseal? Also how long are they panicked by ague? This is what I'd personally do to the abilities... Last Breath: At 9th level a fantasy Assassin is a master at knocking out her targets. Using dark powers she can make a standard action touch attack (does not provoke attacks of opprotunity) aganist an opponent the target must succeed a DC 10+Fantasy Assassin Level+ dex. mod Fort Save or take subdual damage = current HP+100. After the attack successful or not a Fantasy Assassin is dazed for 1d4+1 rounds, and can't make another last breath attack until the next dusk. Creatures that do not take damage by negative energy are immune to this attack, Creatures that gain HP from negative energy gain full HP. (remember according to FF Tatics is says Last Breath "Deals a Swift Shock, Knock Out Target.") Ultima Masher: At 10th level the fantasy assassin gains her ultimate attack ultima masher. To use ultima masher a Fantasy Assassin most give up at least 5d6 of HP the fantasy assassin uses her own life force to super charge her next attack, a fantasy assassin can give up to 1d6 HP per total chacter level (minimum 5d6) to 1d6 X 4 X How many d6 of life she gave up extra damage to her next attack using ultima masher is a swift action and make the fantasy assassin fatigued after the attack is launched. The Fantasy Assassin can only use Ultima Masher is she is not fatigued or Exhausted. If the fantasy assassin attack misses well than in sucks to be you becuase you still are fatigued and gain the HP lose while your enemy goes unscathed. Rockseal: At (insert level here) the fantasy assassin can entomb her enemies in rock. To use rock seal you must has a regular stone you then can make a touch attack as a standard action that forces the target to make a fortitude save = 10 + Fantasy Assassin level + int mod. or they become petrified like a flesh to stone spell. A Fantasy Assassin may only use this ability once every 10 minutes and become fatigued if succeeds. Remember these are only suggestions steal if you want too. BTW Sweet Class (someone plays FF tactics...) |
| Zousha_Omenohu08-14-07, 12:01 AM | Ah, that's why I didn't understand it! I've never played anything in the Final Fantasy franchise. |
| Saedar08-14-07, 01:57 AM | Fun looking class, I like what you have here. Just a couple things though. On Ultima Masher: 1.) Is the length that the weapon holds the ability (d4 rounds) the same as the time till you pass out or are they two seperate rolls? 2.) How often can you use the Neg Energy cone? Every round? As a free action? What? This part of the ability needs fleshed out a little more. 3.) Is the victim entitled to a save to negate the negative levels? On Combo: 1.) You don't have the calculation for the save against the faint portion listed. In General: 1.) Nifty class, just needs fleshed out a little. 2.) Not much in the way of flavor. All of the abilities are utitlity oriented and don't make the character stand out any more than a gestalt monk//rogue. 3.) Also, what with the insta-death things and other abilities, you might want to consider giving 3/4 BaB progression, rather than full. Hope this has helped! |
| Ultima007108-14-07, 11:55 AM | You should make last breath something like after you use it you are dazed for one round and make it usable more often also maybe make it a full round attack to unleash it... Maybe make ultima masher have you take damage and you could use it whenever you want maybe make it double the damage you'd do, Might want to state that people who take nightmare's damage are not awoken by it also remove the HD cap on nightmare and make them need to make a will save to wake up from nightmare even if they take outside damage. Also make it rogue BaB, also describe combo more... and where is Rockseal? Also how long are they panicked by ague? I was thinking about rockseal. Do you think it would make this class just a little too powerful? Also, ague panicks the opponent for 1d4 rounds (fair?) This is what I'd personally do to the abilities... Last Breath: At 9th level a fantasy Assassin is a master at knocking out her targets. Using dark powers she can make a standard action touch attack (does not provoke attacks of opprotunity) aganist an opponent the target must succeed a DC 10+Fantasy Assassin Level+ dex. mod Fort Save or take subdual damage = current HP+100. After the attack successful or not a Fantasy Assassin is dazed for 1d4+1 rounds, and can't make another last breath attack until the next dusk. Creatures that do not take damage by negative energy are immune to this attack, Creatures that gain HP from negative energy gain full HP. (remember according to FF Tatics is says Last Breath "Deals a Swift Shock, Knock Out Target.") I'm a new DM and all and haven't ran into subdual damage for a while. What does it do again? Also, I like the dazed part, it helps balance out the fantasy assassin even more. In Final Fantasy Tactics Advanced it "knocks out" an opponent. Even so, you don't need to kill your opponents in FFTA unlike D&D. Ultima Masher: At 10th level the fantasy assassin gains her ultimate attack ultima masher. To use ultima masher a Fantasy Assassin most give up at least 5d6 of HP the fantasy assassin uses her own life force to super charge her next attack, a fantasy assassin can give up to 1d6 HP per total chacter level (minimum 5d6) to 1d6 X 4 X How many d6 of life she gave up extra damage to her next attack using ultima masher is a swift action and make the fantasy assassin fatigued after the attack is launched. The Fantasy Assassin can only use Ultima Masher is she is not fatigued or Exhausted. If the fantasy assassin attack misses well than in sucks to be you becuase you still are fatigued and gain the HP lose while your enemy goes unscathed. Wow, I love this but isn't it a little TOO powerful? With a high base attack bonus and a high strength she can easily do 40d6+ damage to an opponent. If she could only do this a certain number of times per day I'd so O.K, but she can do it as much as she wants. Plus how long is she fatigued for? Rockseal: At (insert level here) the fantasy assassin can entomb her enemies in rock. To use rock seal you must has a regular stone you then can make a touch attack as a standard action that forces the target to make a fortitude save = 10 + Fantasy Assassin level + int mod. or they become petrified like a flesh to stone spell. A Fantasy Assassin may only use this ability once every 10 minutes and become fatigued if succeeds. This is pefect in the sense that I can't change it for the better. Also how long is she fatigued for? Remember these are only suggestions steal if you want too. BTW Sweet Class (someone plays FF tactics...) Thanks! I came up with this class in 45 minutes =P Also, I have had FFTA for about 4 years and STILL play it today. (CAN'T WAIT FOR FFTA2!) |
| Ultima007108-14-07, 11:57 AM | Fun looking class, I like what you have here. Just a couple things though. On Ultima Masher: 1.) Is the length that the weapon holds the ability (d4 rounds) the same as the time till you pass out or are they two seperate rolls? 2.) How often can you use the Neg Energy cone? Every round? As a free action? What? This part of the ability needs fleshed out a little more. 3.) Is the victim entitled to a save to negate the negative levels? On Combo: 1.) You don't have the calculation for the save against the faint portion listed. In General: 1.) Nifty class, just needs fleshed out a little. 2.) Not much in the way of flavor. All of the abilities are utitlity oriented and don't make the character stand out any more than a gestalt monk//rogue. 3.) Also, what with the insta-death things and other abilities, you might want to consider giving 3/4 BaB progression, rather than full. Hope this has helped! I'm changing some things around but the FULL BaB progression is because they are incredibly skilled at fighting. The fantasy assassin doesn't just hide in the shadows... |
| Ultima007108-14-07, 12:31 PM | Prestige Class Updated :invasion: |
| captianhowdy08-14-07, 03:57 PM | I really like this class. Definantly going to see if I can use it. Been lookin for that picture too :D If your really big into FF, I have a good bit of FF homebrewery in my sig. One or two things are at least decent |
| Ultima007108-14-07, 03:59 PM | Thanks ^_^ I like the constructs but what about a race, a class, or somethign else? Maybe a weapon? They are easy to design (this one took me 45 min) |
| TheCarrionCrawler08-14-07, 04:49 PM | Aphionia: It's actually spelled aphonia. Otherwise, quite a good class! :D |
| Ultima007108-14-07, 05:09 PM | Thanks =D |
| Waldo_di08-14-07, 08:21 PM | yes I'm sorry she's fatigued for the rest of the encounter (unless healed magically). BTW What is the Will save for Ague I'm assuming it's 10+level+int. mod you should make it a standard action and treat it like a gaze attack. 1d4 rounds of being panicked is good but you could tone it down to 1d3+1 rounds of friegtened. |
| Ultima007108-14-07, 08:45 PM | Editted =D |
| Waldo_di08-14-07, 08:57 PM | For Combo you should put a range on it also make some reproccussion when you use it like you are fatigued from the release of energy until the end of the encounter (unless healed magically) |
| Ultima007108-14-07, 09:09 PM | She's not fatigued because the COMBO is supposed to be more powerful than ULTIMA MASHER. Changed range from 0 (???) to 30 ft. |
| Waldo_di08-14-07, 09:14 PM | Alright I guess that makes sense How long do they feint for? I'd make them blackout for only a round 1d3 rounds. The Whole Encounters a little good... |
| Ultima007108-14-07, 09:16 PM | Well, if they aren't ALREADY DEAD, they should faint for 24 hours. I mean geez, you just had 1000 SPIKES going THROUGH every part of your body. A fate more painful than death, or loosing Chuck Noris. |
| Waldo_di08-14-07, 09:19 PM | All right but, you should make it a full-round attack action to use. |
| Ultima007108-14-07, 09:19 PM | Ok thanks =D |
| Waldo_di08-14-07, 09:49 PM | Lower the BAB to that of the Rogues start sneak Attack at 2nd level and put target practice at 1st and have it increase it every 3 levels. Oh, Big One Where are the Skills? I'd give him access to the Assassin Skills in the DMG and make it 6+int mod. That's all for know |
| Ultima007108-14-07, 10:02 PM | Lower the BAB to that of the Rogues start sneak Attack at 2nd level and put target practice at 1st and have it increase it every 3 levels. Oh, Big One Where are the Skills? I'd give him access to the Assassin Skills in the DMG and make it 6+int mod. That's all for know The Assassin of Ivalice are basically as strong as fighter and as quick (keen) as rogues. -- I think they are both fine. Target Practice, though, might go just to attack bonus instead of damage. Do you think that's fair? --- As for the skills, Ok :) |
| Ultima007108-14-07, 10:13 PM | Skills Added! =D |
| Waldo_di08-14-07, 10:25 PM | The Assassin of Ivalice are basically as strong as fighter and as quick (keen) as rogues. I know that but, this is D&D and no class has a D6 and full BAB. I think they are both fine. Target Practice, though, might go just to attack bonus instead of damage. Do you think that's fair? Yes very good As for the skills, Ok :) Good. One Last Nitpicky Thing (well maybe more than one) : Switch Sneak Attack with Target Practice... Also if you reduce Target Practice to +1 at first +2 at 5th and +3 at 10th level you could have it do damage too. (I'd make Target practice uses = 1/2 assassin level (rounded down) (minimum 1) |
| Ultima007108-14-07, 10:40 PM | GEEZ YOU ARE MURDERING ME! (Lol just kidding). But I think you should stick with one decision. I mean you've made me change like my whole class :weep: |
| Ultima007108-14-07, 10:55 PM | Updated (Woot finally!) |
| Waldo_di08-14-07, 11:26 PM | Alright your class is almost complete the only Single thing wierd with it is... to back loaded move last breath, or rock seal one level lower. Other than that nice. Also I had to change my character (Hunter) alot... alot... alot... alot. |
| deshrimp08-15-07, 12:23 AM | Here it is. deshrimp's major critique. Enjoy. Target Practice:[/B] A fantasy assassin can pinpoint her target thus gaining higher accuracy and damage. Three times per day she can choose one target at the end of her turn to gain a +1 to the attack role and to damage. This bonus increases to +2 at 5th level and to +3 at 9th level.This is ok Shadowbind (Su): Once per day, a fantasy assassin can use her own shadow to pin another on the ground. This attack hampers all opponent movement for 1d4+1 rounds. A fantasy assassin can instead pin 2 shadows +1 per assassin level for 1d4-2 rounds.This ability is decent. I would make this change: 1d4+1 per 2 levels of Fantasy Assassin or multiple shadows at a -1 round per additional shadow. Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a fantasy assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses from the damage stack.Fine no arguments here Aphonia: At 3rd level a fantasy assassin learns how to concentrate energy in her attacks. Once per day she can use her stored energy as an attack to the throat. All attack rolls to the throat gain a bonus of +2. If a fantasy assassin hits her target in the throat with this attack they become unable to speak or make noise for 1d4+1 rounds. I dont see much use in this other than the occasional silencing of enemy spellcasters. I would change it to blind an opponent for 1d4+1 per 2 levels of fantasy assassin. This makes it a little bit better. Think of it this way, If you hit an enemy in the throat with punching daggers your gonna kill them. Ague (Sp): At 5th level a fantasy assassin learns how to scare her opponents with her eyes. Three times per day a fantasy assassin can stare into the eyes of her opponent with the essence of death. The target of this attack must make a will save (DC 10 + assassin level + Intelligence modifier) or become panicked for 1d4 rounds. If the will save is made, the creature is shaken for 1 round. At this point in his career, Panicking an opponent really isnt that useful. You might want to make it affect the opponent as the fear spell. Nightmare (Sp): At 7th level a fantasy assassin further learns how to control her eyes and metal control. Once per day she can put her opponent into a magical slumber. Her opponent also must make a will save (DC 10 + fantasy assassin level + Intelligence modifier) or take 1d10 damage every turn until woken up. A person affected by this ability is in a magical slumber for 1d4 rounds and cannot be woken up by any means except by another will save (DC 10 + fantasy assassin level + Intelligence modifier).This is extremely powerful. 1d10 per round for 1d4 rounds? and all without having to attack the opponent? Try this: Nightmare (Sp): At 7th level a fantasy assassin further learns how to control her eyes and metal control. Once per day she can put her opponent into a magical slumber. Her opponent also must make a will save (DC 10 + fantasy assassin level + Intelligence modifier) or take 1d6+1 per 2 levels of fantasy assassin damage every turn until he makes his save. If he fails his will save, he is frozen in place and must make a will save every round or take 1d10 damage. In order for this ability to work the Assassin must spend a standard action to maintain concentration on the opponent. If the opponent is attacked, or someone trys to bring him out of his 'nightmare', he immediately gets to make another Will save. Once the opponent makes his save, he is no longer affected by the nightmare ability and can not be affected by it again for the rest of the day. Last Breath (Su): At 9th level a fantasy assassin learns how to use her abilities to an even greater extent. She is able to manipulate the dark energy in her hands thus giving her the ability to knock out her foes. She can make a standard action touch attack against an opponent (Does not provoke an attack of opportunity). Her foe must then succeed on a fortitude save (DC 10 + fantasy assassin level + Dexterity modifier) or take 100 + assassin’s hit points in subdual damage. After using this ability, successful or not, the fantasy assassin is dazed for 1d4+1 rounds and cannot make another attempt at Last Breath for 24 hours. Creatures immune to negative energy are immune to this attack. Creatures that gain hit points from negative energy are restored to full health.Make this a full round action. Also reword it a bit. like this: Last BreathAt 9th level a fantasy assassin learns how to use her abilities to an even greater extent. She is able to manipulate the dark energy in her hands thus giving her the ability to knock out her foes. She can take a full-round action to make a touch attack against an opponent (Does not provoke an attack of opportunity). Her foe must then succeed on a fortitude save (DC 10 + fantasy assassin level + Dexterity modifier) or take subdual damage equal to his remaining hit points. After using this ability, successful or not, the fantasy assassin is dazed for 1d4+1 rounds and cannot make another attempt at Last Breath for 24 hours. Creatures immune to negative energy are immune to this attack. Creatures that gain hit points from negative energy are restored to full health. Rockseal (Su): At 9th level a fantasy assassin is able to manipulate the dark energy in her hands. With this new skill, she is able to make a standard touch attack against one enemy to attempt to petrify them. If successful, her opponent must make fortitude save (10 + fantasy assassin level + Intelligence modifier) or become petrified (as flesh to stone spell). This ability, if successful, fatigues her for the rest of the encounter (unless healed magically) and cannot be used for 10 minutes.This isnt needed, It gives him to much power. Id say that he chooses either this or Last Breath but not both. I would also change it to petrify the opponent for 1d4 days. (this gives the assassin time to deal with the rest of her mission before dealing with the enemy. Ultima Masher: At 10th level a fantasy assassin learns how to concentrate all of her dark energy into one of her weapons. To use this ultimate attack, a fantasy assassin must give up a certain number of hit points (minimum of 5d6). This attack does 1d6 x 4 x B (B = number of d6’s sacrificed). After this ability is performed, successful or not, the fantasy assassin becomes fatigued for the rest of the encounter. This ability can only be used if the fantasy assassin is at full bodily health (no status condition).Okay, This is what i see wrong with this. 1d6 x 4 = 4d6. x minimum of 5, so you got 20d6 damage already, for only a max of a 30 hp loss? (assuming only sacrificing 5d6) Ok, so he becomes fatigued. Then he can still use it again? do another 20d6 damage for only a max loss of 60 HP? assuming a 15th level character, with all d6s for hit die, he has 15d6 HP +con, and loses only 10d6 no con in hp to use this twice, then the cleric heals him, allowing it to be used again, and again, and again. Get my point? Combo (1000 Needles of Torture): At 10th level a fantasy assassin learns her true dark presence. She understands her limits but also learns how to exceed them. Once per day she is able to release all of her dark energy, form it into many sharp needles, and then direct them for an attack. These needles are faster than the speed of light thus giving them an automatic hit. This attack can hit a target up to 30 ft. away. For every hit die the fantasy assassin has, the needles gain a d6 of damage. The target of this attack must succeed on a fortitude save (10 + fantasy assassin level + Constitution modifier) or faint from the intense pain for 24 hours. This attack is a full round action.Once again, make it a choice one or the other not both. This ability is okay, the ability to deal (at 20th level) 20d6 is fine. but the other ability you have is more powerful. aside that this one has range. plus he has to make a save or faint. |
| Ultima007108-15-07, 12:57 PM | Updated =D Please check my post before your post a comment :) |
| deshrimp08-15-07, 02:56 PM | Target Practice: A fantasy assassin can pinpoint her target thus gaining higher accuracy and damage. Three times per day she can choose one target at the end of her turn to gain a +1 to the attack role and to damage. This bonus increases to +2 at 5th level and to +3 at 9th level.Good no more arguments from me here Shadowbind (Su): Once per day, a fantasy assassin can use her own shadow to pin another on the ground. This attack hampers all opponent movement for 1d4+1 rounds. She can also pin multiple shadows at 1 + 1 per every 2 levels in fantasy assassin. For every extra shadow she pins, the rounds pinned lessons by -1. okay, try this: 1d4 +1 per 2 FA levels. Multiple shadows at +1 per 2 FA levels. Multiple shadows lower the rounds by 2 this limits the number of shadows, but allows for longer time. Also mention that it only stops movement. They pinned opponent can still communicate. I might also add a Ref save. DC = 10 + FA levels + Dex Mod Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a fantasy assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses from the damage stack.Again no complaints Aphonia: At 3rd level a fantasy assassin learns how to concentrate energy in her attacks. Once per day she can use her stored energy as an attack to the throat. All attack rolls to the throat gain a bonus of +2. If a fantasy assassin hits her target in the throat with this attack they become unable to speak or make noise for 1d4+1 rounds and take 4d8 damage.Same as last time, An attack to the throat could very possibly kill him. I understand the damage but think about it. I punch you in the throat collapsing your wind pipe, you cant breath, you soon die. Try this: Aphonia:At 3rd level a fantasy assassin learns how to concentrate energy in her attacks. Once per day she can use her stored energy in an attempt to silence the opponent. This is a touch attack that gains a bonus of +2. If a fantasy assassin succeeds in making the touch attack, her target becomes unable to speak or make noise for 1d4+1 rounds. This works as the silence spell except that it only silences the target. Ague (Sp): At 5th level a fantasy assassin learns how to scare her opponents with her eyes. Three times per day a fantasy assassin can stare into the eyes of her opponent with the essence of death. The target of this attack must make a will save (DC 10 + assassin level + Intelligence modifier) or become under the effects of the fear spell.Good no more complaints here. only one minor change. Add that the target can not be affected by this Fantasy Assassin's Ague ability again for 24 hours whether or not he made his save Nightmare (Sp): At 7th level a fantasy assassin further learns how to control her eyes and metal control. Once per day she can put her opponent into a magical slumber. Her opponent also must make a will save (DC 10 + fantasy assassin level + Intelligence modifier) or be affected by a nightmare. This nightmare does 1d4 damage every round until she is woken up. To wake up from this ability, she must make a will save (DC 10 + fantasy assassin level + Intelligence modifier). Failing this will save intensifies the nightmare causing an extra d4 of damage to her.oooo, I like that change. Each round the damage increases. Thats reall good. Might want to add that the target must make a will save each round. and that failing intensifies the damage by 1d4 each round untill the save is made. Again add that the target can not be affected by this Fantasy Assassin's Nightmare ability again for 24 hours after making his save. Ritual of Death: At 9th level, a fantasy assassin learns the true meaning of death. She is able to undergo a ritual to intensify her energy. She must undergo an uninterrupted meditation for 1d4 hours. If disturbed, she breaks her trance and must start all over. After the ritual is complete, she may select either Last Breath or Rockseal.Good just make it last for x number of hours. no random number. say 6 hours. seems like a good round number. Change the name to Ritual of The Dark Seal. The abilities granted are not really Death related more like knocking them out. Have the Ritual of Death abbly to the abilities Ultima Masher and Combo (1000 Needles of Torture). Last Breath (Su): With her new powers, a fantasy assassin is able to manipulate her dark energy to a greater extent thus giving her the ability to knock out her foes. She can take a full-round action to make a touch attack against an opponent (Does not provoke an attack of opportunity). Her foe must then succeed on a fortitude save (DC 10 + fantasy assassin level + Dexterity modifier) or take damage equal to her remaining hit points in subdual damage. After using this ability, successful or not, the fantasy assassin is dazed for 1d4+1 rounds and cannot make another attempt at Last Breath for 24 hours. Creatures immune to negative energy are immune to this attack. Creatures that gain hit points from negative energy are restored to full health.Good no more complaints, simply change it to: Creatures that gain hit points from negative energy are restored HP equal to thier remaining HP Rockseal (Su): With her new powers, a fantasy assassin is able to manipulate the raw energy in her body. She can take a full-round action to make a touch attack against an opponent (Does not provoke an attack of opportunity). If successful, her opponent must make fortitude save (10 + fantasy assassin level + Intelligence modifier) or become petrified (as flesh to stone spell) for 1d4 days. This ability, if successful, fatigues her for the rest of the encounter (unless healed magically) and cannot be used for 10 minutes.This is fine, but I would make have the same consequenses as Last Breath. After using this ability, successful or not, the fantasy assassin is dazed for 1d4+1 rounds and cannot make another attempt at Rockseal for 24 hours If you dont do this, Who would chose Last Breath? I mean think about it. knock opponent out and cant use again for 24 hours after, or Petrify and can use again 10 min later? Ultima Masher: At 10th level a fantasy assassin learns how to concentrate all of her dark energy into one of her weapons. Once per day she can attempt to use this attack. To use this ultimate attack, a fantasy assassin must give up a certain number of hit points (minimum of 5d6). This attack does 1d6 x 2 x B (B = number of d6’s sacrificed). After this ability is performed, successful or not, the fantasy assassin becomes fatigued for the rest of the encounter. This ability can only be used if the fantasy assassin is at full bodily health (no status condition).Okay once per day makes this better. a minimum of 10d6 damage is fine. But why not just say 2d6 x B? dont really need the 1d6 x 2. Also add in that he need not be at full hp. He could use this ability even if he doesnt have enough hp, however it just might kill him. (no problem there, it adds a degree of last attack sacrifice which assassins might do.) no other complaints. Combo (1000 Needles of Torture): At 10th level a fantasy assassin learns her true dark presence. She understands her limits but also learns how to exceed them. Once per day she is able to release all of her dark energy, form it into many sharp needles, and then direct them for an attack. These needles are faster than the speed of light thus giving them an automatic hit. This attack can hit a target up to 30 ft. away. For every hit die the fantasy assassin has, the needles gain a d6 of damage. The target of this attack must succeed on a fortitude save (10 + fantasy assassin level + Constitution modifier) or faint from the intense pain for 24 hours. This attack is a full round action.Heres the problem with this one. at 20th level, this does 20d6 damage. auto hit, and a faint possibility, if not dead from it. Use this, then if not dead, use the other attack. Makes no sense. Too powerful. there is no penalty for using this attack. whereas using ultima masher there is an hp loss. why use ultima masher? |
| Ultima007108-15-07, 03:48 PM | Deshrip, check it out. Just finalizing it =D |
| Ultima007108-16-07, 05:10 PM | Finally Completed! Please PEACH! |
| deshrimp08-16-07, 05:15 PM | I have no more to add. Very good. I congradulate you on a very successful class. |
| Ultima007108-25-07, 07:04 PM | Back |
| Ultima007109-23-07, 11:49 PM | For good thoughts: :bump: |
| Phelf_Der_Zemit09-24-07, 05:57 PM | It seems to me as if some of these abilaties should be able to be used more than once aday. The origional sin PrC can cast sleep (as per the first level spell) at first level, and only gains the chance to do it more often as the levels get higher. Now sense it is a gaze attack it would be uber over powered if they could use it much more, but at level ten it seems like they should be able to use it more than once a day. But then I suppose it would be to over powered. Catch twenty two I suppose. But in all respects this is a true assassin build, enough power for a major attack (including the niffty debuffs) and even more debuffs to get away, though I must say my favorite elements of the sin build are gone, 1) the death attack as stated before, and 2) the abilaty to use DD and Invisabiliaty, both sig sin moves. But other than that only good things to say about the build. Im happy to say, I couldnt stop giggling to myself when I read about the silencing touch thhing you got goin on. I might try to get my DM to set up a half and hour session were I can test this bad boy out, see if I can see anything that could be tweaked, added, or given more praise on the in-game. *gives the thumbs up* -pauses- *gives two thumbs up* oh and Im waiting with abaited breath for the Dimmision Mage or whatever it's called. |
| Ultima007109-24-07, 06:11 PM | Glad to hear some appreciation for my works :w00t: Also, this prestige class is built off of the assassin in FFTA and it was made to be a fun and exciting prestige class. If you want, you can replace Nightmare with the death attack. Your choice. |
| Phelf_Der_Zemit09-24-07, 06:18 PM | Ya, I guess the only thing about nightmare is that why do so much when if you lesson the power, just putting them a sleep then you can coup de grace them. But it is really nice flave. |
| Ultima007109-24-07, 06:31 PM | Ok, if you want to take notes, I encourage you to ;) . All the prestige classes you will find of mine will contain more flavorful content than powerful stuff. So, any meta-gamers trying to find an invincible prestige class from me: leave! |
| Ultima007110-28-07, 12:01 PM | Bump :bump: Also, I am dying for someone to platytest this prestige class. Good for NPCs too! |