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| #1masterlinktmJul 24, 2008 16:58:16 | Hello everyone, I am having trouble settling down on how to make an "Assassin"(does not have to be the class) specializing in posions as him main offense. I have considered rouge/swashbuckler/assassin/ninja/monk/shadowdancer all in varying combinations. None have really sat well with me. I can use just about any 3.5 books and even some 3.0 books. It is a low magic campaign, set in about the time that pistols and gernades are being produced. Only thing really banned is Scouts and warlocks. Also the is a roleplaying heavy game. The DM has houseruled everyone has quickdraw. Which means one less feat I have to spend. I am unsure if I should go ranged or melee. My stats are 16, 16, 16, 13, 14, 14 Rolled for them. Starting level is level 7. Not likly to allow any LAs of 3+. Right now I have one built up as a Teifling rogue5/assassin1 but it just doesn't feel right. Another specific combo I considered was rouge3/swashbuckler3/assassin1 as human. I have been searching the forums and I havn't found anything that corrisponds with my desire on making posions my main offense. I realize that posions are not exactly great for large encounters but I would still like it if I could atleast be posioning someone almost every round. I would also like it if it would be a non-spellcaster. I am all castered out from previous games. Any help on increasing my attack power along with the DCs for my posions would be greatly appresated. Thank you in advanced for any and all help you can provide |
| #2eardatchJul 24, 2008 17:34:29 | Poisions begin to become useless rather fast after the first few levels because of the high fort saves of most monsters, however I found a few good ones recently while reading the back of the DMG, most notably Purple wurm poision (DC 24, 1d6 str, 2d6 str secondary, injury, 700 gp) and Dragon bile (DC 26, 3d6 str, contact, 1500 gp). Those two should be good for a few levels. Poision use, unless you are doing heavy con damage is essentially a debuff. Scout ahead and toss a few poisioned darts at the enemy. Then have the party tank engage the likely weakend enemy. You might want to take 4 levels in the feat varient rogue and 1 level of swash buckler before assassin. With Teifling Str 13 dex 18 con 14 int 18 wis 14 cha 12 +1 in either str (if you care) or int (for longer term power) |
| #3cycadaJul 24, 2008 17:46:49 | There is a rather large line of feats and magic items (both weapon enhancements and stand alone magic items) that benefit poison users in the book Drow of the Underdark. It's definently worth taking a look, as some of them can make your expensive poisons last twice as long and be atleast a little more effective. :D My 2 platinum.... |
| #4SydonisJul 24, 2008 20:18:16 | I don't know if your DM will allow it, but my DM and I are homebrewing a custom Assassin. We based this assassin on 4 particular specialties, poison being one of them. here it is. Assassin Requirements Alignment: Any. Feats: Improved Critical Skills: Concentration 8 ranks, Hide 8 ranks, Move Silently 8 ranks. Special: Must be approached by a Member of an Assassin's Guild based on some form of stealth murder, thievery, or jest of extreme skill. Certain Guilds may require additional prerequisites. Hit Die: d6 Weapon Proficiency: All simple and Martial. Barbed Dagger, Flutterblade, Bastard Sword, Garrote, Hand Crossbow, Shuriken. *Note* Information for Garrote listed below. Armor Proficiency: Light and Medium Armor, no shields. Language: Racial + Guild languages Skills per level: 8 + int Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex) Level BAB Fort Ref Will Special 1 1 2 2 0 Marked Enemy, Assassin’s Focus, Sneak attack +1d6 2 2 3 3 0 Assassin’s Specialty, Maneuver: Assassinate, Poison Use 3 3 3 3 1 Sneak attack +2d6, Bonus Feat, Evasion 4 4 4 4 1 Assassin’s Specialty, Camouflage 5 5 4 4 1 Marked Enemy +2, Sneak attack +3d6 6 6 5 5 2 Assassin’s Specialty, Improved Assassin's Focus, Bonus Feat 7 7 5 5 2 Sneak attack +4d6, Improved Poison Use 8 8 6 6 2 Assassin’s Specialty, Hide In Plain Sight 9 9 6 6 3 Marked Enemy +3, Sneak attack +5d6, Bonus feat 10 10 7 7 3 Grand Master Assassin, Assassin's Specialty Marked Enemy (Ex) - You may choose to mark a single target or enemy. If you spend a standard action observing or gathering information on the enemy, you gain +2 to Bluff, Disguise, Hide, Intimidate, Listen, Move Silently, Sense Motive and Spot when used against that specific target. Once an enemy is marked, you may use your Assassin's Focus abilities against them. Once your enemy is marked, you may choose to make a Concentration check as a move action. For each incremental 10DC you beat on this Concentration check involving the marked target, you gain a +2 insight bonus to all of the listed skills (max +6 for DC 30), and a +1 knowledge bonus (max +3 for DC 30) to attack rolls, damage rolls, and AC. At level 5, the insight bonus increases to +4 (max +8 for DC 30), the knowledge bonus increases to +2 (max +4 for DC 30), and total number of Marked Enemies allowed after the standard action observation grows to 2 . At level 9, the insight bonus increases to +6 (max +10 for DC 30) bonus increases to +3 (max +5 for DC 30), and the total number of Marked Enemies allowed after the standard action observation grows to 3. As well, you may make a Concentration check as a free action in place of the required specific Knowledge check (DC 15 + Enemy's HD) to learn about the Marked Enemy's weaknesses. If the Concentration check succeeds, you automatically learn if the Marked Enemy is immune to critical attacks, as well as any other information you would have learned (depending on the DC). Assassin’s Focus (Ex) - With a DC 20 concentration check, you may spend a standard action to enter a state of concentration called the Assassin’s Focus. The Assassin’s Focus puts the Assassin in a state of hyper sense, where he gains various abilities depending on his Specialty. While in this focus, you are treated as if under a Non-detection spell, and you gain +2 to saving throws. Read “Assassin’s Specialty” for rules on Focuses. Assassin’s Specialty – An Assassin must choose to specialize in one of four Skill Trees of the Assassin arts: Backstab, Sniper Shot, Ghost Strike, or Poison Mastery, each tree unique in its different form of Assassin training. Each Specialty has two branches of abilities to choose from: Focuses and Maneuvers. Focuses are Passive abilities which give the Assassin additional enhancements while retaining his Assassin’s Focus, while Maneuvers (abilities which must be Activated) allow the Assassin to expend his focus to exert extra-ordinary attacks or abilities for a short period of time. At 2nd, 4th, 6th, 8th and 10th levels, an Assassin may select a new Focus or Maneuver from his Specialty. Each branch has 3 abilities to select from, however in order to select a more powerful Specialty ability, you must select the abilities that lie before it (ex. Third level abilities require both second and first level abilities to attain). There is also a General Skill Tree that any Specialty Assassin may select abilities from. Focuses: The Assassin's Focus lasts until you go to sleep or are considered unconscious, or until you expend it on a maneuver or take damage (Concentration check negates vs. DC 10 + Damage Dealt). The abilities you gain from your Specialty Focuses become active only once you activate your Assassin's focus, and are considered Passive abilities. Expending the focus is considered a Swift Action. Abilities gained while in the Assassin's Focus may only be used against Marked Enemies. The Assassin’s Focus is considered an Extra-ordinary Ability (Ex). Maneuvers: Once the Focus is expended on a Maneuver, the abilities gained from that Maneuver last for a number of rounds equal to your Constitution modifier or until they are used. If you attempt to re-enter an Assassin's Focus before this Maneuver's duration ends, the Maneuver ends. Once the Maneuver duration ends, you must re-enter the Assassin’s Focus to utilize another Maneuver. Maneuvers may only be used against Marked Enemies. Maneuvers are considered Supernatural Abilities (Su). The 4 Skill Trees and their abilities are listed below. Sneak Attack – (As the rogue ability) You gain the ability to deal additional damage to unsuspecting enemies. If they are caught flatfooted, you deal an additional 1d6 of Sneak Attack damage to that creature. This amount increases by an additional 1d6 every 2 levels. They must be vulnerable to critical damage in order for sneak attack to be effective. You may also deal this damage with a ranged weapon, as long as you are within 30’ of the target. Sneak attack damage from other classes stack. Maneuver: Assassinate (Su) – Every Assassin is trained in the deadly art of Assassination, and is skilled in taking the lives of his enemies. You may expend your Assassin’s Focus to perform a critical attack on an unsuspecting Marked Enemy, which may instantly kill or paralyze the target. You must decide which attack you wish to make, an Assassination or Paralyzing Strike, which both succeed on a DC Fortitude save of (10 + ½ character level + Int modifier). If an Assassination attempt is successful, the target dies immediately. If the Assassination attempt is not successful, the attack is considered a sneak attack. If the Paralyzing Strike is successful, the target slumps silently to the floor and is considered Helpless for (1d6 + Assassin level + Int mod) rounds. If the strike is unsuccessful, your attack is considered a sneak attack that deals half your sneak attack damage. This attack may be used only against Marked Enemies, and only once against that enemy per encounter. If several Marked Enemies are present, you may use the maneuver against each one. As well, the maneuver may only be performed as long as you remain unnoticed to the target. If you are spotted or heard, you must remain hidden for (1d6 + target’s Wis mod) rounds before you may try another Assassination attempt. Read “Assassin’s Specialty” for rules on maneuvers. Poison Use - You are skilled in handling poison, and do not risk poisoning yourself when applying. Bonus Feat - An Assassin gains bonus feats at levels 1, 4 and 7 that he may only select from the Assassin Bonus Feat List and must meet requirements for the feat. The Assassin Bonus Feat List is listed below. Camouflage (Ex) – You gain +10 to all hide checks. Evasion (Ex) - You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex save against an attack that normally deals half damage on a save, you take no damage. Evasion can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of evasion. If you already have Evasion, you gain Improved Evasion. Improved Assassin’s Focus (Ex) – You have become so adept at focusing your mind that you have learned to do so quickly. You may now enter an Assassin’s Focus as a swift action. Improved Poison Use – You may now apply poison to your weapons as a move action. Hide In Plain Sight (Ex) – As long as you are in shadow or within 10’ of shadow, you can make a hide check. Grand Master Assassin – You have reached the Pinnacle of your Specialty, earning yourself the title of Grand Master and acquiring your Specialty’s Master Focus. A Grand Master Assassins gains +2 to the DC of their Assassinate Maneuver. As well, you gain one of the four Master Focus abilities, based on your selected Specialty. The four Master Focuses are listed below in the Assassin's Specialty List. This ability is considered a Focus. Poison Mastery - This Assassin has mastered the intricate design of deadly poisons, attempting to dispose of his enemies quickly and painfully from the inside. Whether sliding a coated blade through the flesh of his enemies, of placing several drops into someone's food while not looking, this Assassin has perfected his poisons to an art. Focuses 1. Artisan Poisoncraft - You are able to buy poisons and poison materials for 50% less and sell poisons for 50% more. You gain (1/2 Assassin levels) to Craft (poisonmaking). 2. Toxic Veins (Requires Artisan Poisoncraft) - You may add (1/2 Assassin levels) to your saves vs. poison. 3. Uncanny Venom (Requires Toxic Veins and Artisan Poisoncraft) - You may add (1/2 Assassin levels) to the DC's of all poison you make while Focused. Maneuvers 1. Concentrated Poison - Expend your Focus for your poisons to do an additional +1 damage per round. If the poison used does not deal Ability Damage, this Maneuver does not work. 2. Lingering Venom (Requires Concentrated Poison) - Expend your Focus to cause the damage from your poisons to be dealt for a third round causing half the damage. 3. Seeping Wounds (Requires Lingering Venom and Concentrated Poison) - Expend your Focus to cause your poisons to leak out of your enemy's skin on successful contact for 1 round, during which he is Frightened. This poison deals secondary damage to every creature he touches. If the poison does not deal Secondary damage, this ability does not work. Poison Mastery Specialty: Snake Eyes (Ex) - You may roll 2d6 and add the higher of the 2 dice to your initial poison damage. You may choose to reroll the dice if you get a pair, but you may only do this once. As for feats, take Poison Expert and Poison Mastery from Complete Scoundrel. I agree Cycada, Drow of the Underdark has some cool poison stuff. Also looking into Dungeonscape. You can also grab items like Venomswift Gloves: +4 dex, +2 DC on poisons. and the Poisoner's Kit: Mortar and Pestle; breathing mask; small brazier; spatula; empty vials; empty vials. Provides a +2 competency bonus to craft (poisonmaking), and +1 DC of all poisons made with this kit. Value: 500gp. If you can't use homebrewed classes, ignore this post haha. I'm going Rogue 5, Assassin 5, Dread Commando 5, then finishing off the last 5 levels of Assassin. If you want, I can give you the list of bonus feats we have. |
| #5hogarthJul 25, 2008 7:12:37 | The best poisoner is a druid. ![]()
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| #6shubniggurathJul 25, 2008 7:42:14 | Aaaaand... *drumroll* he is immune to poison himself at 9th level! |
| #7ithamarJul 25, 2008 10:27:11 | A fun Assassin type character would be the Marrulurk from Sandstorm. 2 HD, +1 LA (hopefully that meets your LA restrictions), comes with sneak attack, death attack, poison use, great stats, and a couple really handy bonus feats (Point Blank Shot & Rapid Shot I think). So combine the bonus feats with your free Quick Draw and you've got a great start for a ranged dagger or shuriken assassin. Go into Master Thrower and you're set. |
| #8womblehunterJul 25, 2008 10:44:37 | Are there any effects or creatures which suppress immunity to poison? |
| #9shubniggurathJul 25, 2008 13:36:02 | Note that I know of. It is exactly because of this that poison is not a viable mid-high level attack choice. Everybody and their mothers are immune |
| #10orenmirJul 25, 2008 14:05:52 | You can also grab items like Venomswift Gloves: +4 dex, +2 DC on poisons. What books are these 2 items from? |
| #11phaedrusxyJul 25, 2008 15:19:59 | The best poisoner is a druid. I think a Warforged Psion (Shaper) is a decent 2nd.
Of course, both of these might be inappropriate for a "low magic" game. |
| #12panserbjorn_xJul 25, 2008 22:31:44 | What books are these 2 items from? Drow of the Underdark. ~P_X~ |
| #13orenmirJul 25, 2008 23:03:42 | Drow of the Underdark. Hmmmm.... Are you sure? I just looked through the equipment section of DotU and didn't see either item. Can you give me a page number? Thanks. |
| #14ookamikibaJul 26, 2008 16:18:21 | I think that a level of Wizard would be worth the investment. Just get a Staff with Summon Monster on it. Then Summon Gargantuan Feindesh Centipedes. They have some of the best poison in the game and even if you only get fifty doses... At fifty doses at 76% (normally 3,000gp) This would be wayyyyyy better if... Oh... *ahem* Staff of Gate (9*20*750) = 135,000gp Used to Summon Fiendish Colossal Scorpians (Poison value: 9,000gp) You pay (per dose): 2,700gp Cost reduction: 70% reduction per dose |
| #15shubniggurathJul 26, 2008 18:39:53 | That assumes that the poison is still there after the spell expires. |
| #16ookamikibaJul 26, 2008 22:00:29 | That assumes that the poison is still there after the spell expires. I can't imagine it isn't. Otherwise, when you have it attack something and it survives the spell's duration, it would cease to be poisoned. If that were the case, it'd be silly to summon things with (Ex) abilities like poison and disease... |
| #17reisJul 26, 2008 23:56:37 | Are there any effects or creatures which suppress immunity to poison? A Molydeus Demon (Hordes of the Abyss) has supernaturally potent venom which specifically affects entities immune to poison, it does half damage those targets (1d6 rather than 2d6 con) and the fort DC is 29. However, the Molydeus is a CR 19 monster so it might be tough to obtain its venom On a similar note, book of vile darkness has a list of poisons that are quite a lot stronger than those found elsewhere. Notably, two of these can affect outsiders normally immune to poison, and some have a very high DC, notably Colossal Scorpion venom (DC 54, initial/secondary damage 2d8/2d8 strength. another good option might be to simply focus on doing ability damage by any means necessary rather than just relying on poison. A Swordsage with the Shadow Hand discipline fits the assassin-like role in a party and has a number of maneuvers that do ability damage, such as the ever popular Five Shadow Creeping Ice Enervation strike. |