Monday, March 18, 2013

CLASSES: The Assassin

ASSASSIN

HP: 1d8 (minimum 5) until level 12, +2 HP/level after 12
Attack Bonus:     Level 1        +0    -    Level 20    +15 (medium BAB progression)
Attack Rate:     Level 1        1/1 turn

Weapon Proficiencies:
    3 at level 1 + 1 every 4 levels (5, 9, 13, 17)
    Non-Proficient Weapon Penalty: -3
Weapon Proficiencies: Assassins may choose from any  Simple Weapon, any FinesseWeapon, the sap, and short sword.

Talent Proficiencies:
3 at level 1 + 1 every 3.5 levels (5, 8, 12, 15, 19)
    Non-Proficient Talent Penalty: -2
Assassin Talents: Assassins are well-trained individuals. They start the game with proficiency in Disguise, Disable Device, and Stealth automatically. Additionally, once per day, an Assassin may re-roll a roll for one of these three Talents as if they had Mastery in it.

Fortitude Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)
Reflex Save: +3 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
Will Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)

Death Attack: [Use: Standard Action] - An Assassin can snuff an oblivious victim. As a Standard action, an Assassin can prepare a deadly strike against a Flat-Footed opponent. This attack is resolved like casting a spell with a casting time of 10. Afterwards, the Assassin makes an attack that automatically hits and does critical damage. Additionally, the target must also make a Fort save DC (10 + half the Assassin's level, rounded up + the Critical modifier of the Assassin's weapon) or be reduced to -1 Hit Points. If, during this casting time, the target of the Assassins attack is, at any time, not Flat-Footed against the Assassin, the Death Attack automatically fails. An Assassin is Flat-Footed during their usage of Death Attack just like a spellcaster casting a spell. An Assassin cannot use Death Attack if they are wearing armor heavier than Light or using a shield larger than a buckler.

Evasion: [Use: Additional Effect on Reflex Saving Throw] - At 2nd level and higher, an Assassin can avoid disastrous attacks with great agility. If an Assassin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the Assassin takes no damage instead. An Assassin cannot use Evasion if they are wearing armor heavier than Light, using a shield larger than a buckler or if they are Flat-Footed.

Insight: [Use: Free] - At 3rd level and higher, an Assassin develops a startling insight into other people. After having  in the presence of an individual or group for 10 minutes or more and given them careful observation, an Assassin can attempt to gain insight into them. During this period of observation, the Assassin cannot engage in combat or use any Talent that requires an Ability roll against Intellect. Afterwards, the Assassin can ask a Yes or No question of the DM in a manner like the Commune spell. These questions are limited to the persons (or groups) habits, preferences, personality or history. The Assassin makes an Ability roll vs. Intelligence and, if successful, they receive an answer. If the roll fails, the Assassin knows he cannot determine that information at this time. An Assassin can ask one question per 10 minute period of observation for every three levels they have attained (1 question at 3rd level, 2 at 5th, etc). An Assassin must wait until the next day and must observe the person again for another 10 minutes to attempt to discern an answer to a question they previously failed.

Cripple: [Use: Additional Effect on Power Attack] - At 4th level and higher, an Assassin can deliver attacks that devastate their foes. When an Assassin hits with a successful Power Attack maneuver, he deals damage equal to his weapons Critical multiplier to the target's Strength, Dexterity or Constitution score (Assassin's choice). Damage from multiple uses of this ability does not stack though an Assassin can do damage separately to each ability score. Damage to an Ability score from this ability can be healed normally. An Assassin cannot use Cripple if they are wearing armor heavier than Light or using a shield larger than a buckler.

Vital Attack: [Use: Additional Effect on Damage Rolls] - At 6th level and higher, an Assassin treats any weapons Critical Modifier as +1. For example, a short sword that does x2 damage does x3 damage when in the hands of an Assassin. An Assassin cannot use Vital Attack if they are wearing armor heavier than Light or using a shield larger than a buckler.

Deceive: [Use: Additional Effect on Death Attack] - At 8th level and higher, an Assassin can strike with lethal speed against a duped victim. If an Assassin successfully uses Disguise against a targets reaction roll, or improves a targets Attitude with Diplomacy or Charisma, the Assassin may make an immediate Death Attack against that target as a Standard action.

Killers Instincts: [Use: Additional Effect on Disguise/Stealth] - At 10th level and higher, an Assassin knows how his target thinks. If an Assassin has used his Insight ability to successfully answer a question about an individual, the Assassin may re-roll one Disguise or Stealth against that target. The Assassin must choose to re-roll before being told whether or not his check has been successful. An Assassin can use this ability against that target again after another successful use of Insight.

Improved Vital Attack: [Use: Additional Effect on Damage Rolls] - At level 11 and higher, an Assassin treats any weapons Critical Modifier as +2 instead of +1. An Assassin cannot use Improved Vital Attack if they are wearing armor heavier than Light or using a shield larger than a buckler.

Greater Vital Attack: [Use: Additional Effect on Damage Rolls] - At level 16 and higher, an Assassin treats any weapons Critical Modifier as +3 instead of +2. An Assassin cannot use Greater Vital Attack if they are wearing armor heavier than Light, using a shield larger than a buckler.

A Quick Death: [Use: Additional Effect on Death Attack] - At 20th level, an Assassin kills swiftly. The Assassin's Death Attack casting time becomes 5 and it does max damage without a roll required.


Assassin Level Ability Attack Bonus CMB Base Armor Class Fort Ref Will














1 WPs, TPs, Assassin Talents, Death Attack +0
+0

10
+1 +3 +1
2 Evasion
+1

+1

11
+1 +3 +1
3 Insight
+2

+2

11
+1 +4 +1
4 TP, Cripple
+3

+3

12
+2 +4 +2
5 WP
+3

+4

12
+2 +5 +2
6 Vital Attack
+4

+5

13
+3 +5 +3
7 TP
+5

+6

13
+3 +6 +3
8 Deceive
+6

+7

14
+3 +6 +3
9 WP
+6

+7

14
+4 +7 +4
10 TP, Killers Instinct
+7

+8

15
+4 +7 +4
11 Imp Vital Attack
+8

+9

15
+5 +8 +5
12 TP
+9

+10

16
+5 +8 +5
13 WP
+9

+11

16
+5 +9 +5
14

+10

+12

17
+6 +9 +6
15 TP
+11

+13

17
+6 +10 +6
16 Greater Vital Attack
+12

+14

18
+7 +10 +7
17 WP
+12

+14

18
+7 +11 +7
18 TP
+13

+15

19
+7 +11 +7
19

+14

+16

19
+8 +12 +8
20 A Quick Death
+15

+17

20
+8 +12 +8

 ***

 Here we have the Assassin. The similarities and differences between it and the Thief should be readily apparent.

So who is an Assassin...?


Kind of a no-brainer huh?

The important thing to realize between the two classes is where they are different. Sure they are both stealthy and have a good amount of Talents (though Thieves outshine Assassins in this regard)...sure they both have a couple shared abilities. What they do NOT have is a similar style. The Thief is a money guy...he is a guy that can bounce around and pick apart a foe. The Assassin is NOT that guy. The Assassin is a people person...he knows what makes people tick and how to make that ticking stop.

The Assassin is not really about dealing damage...he's about eliminating obstacles. I would go as far to say that the Thief is probably a more solid choice in straight-up combat thanks to his Keen Eye ability. The Assassin, however, is a scalpel in the right hands and is a reliable scalpel at that. Note that the Death Attack does not require an attack roll. This is purposeful. The Assassin is about positioning, timing and precision...an attack roll for something like Death Attack is simply silly when one considers who the Assassin is and what they are trained to do. Note that at highest level, an Assassin's Death Attack will probably be around a DC 25 or even a bit higher with a good Int. Seriously that is NOT something to scoff at. You don't want an Assassin to have time to line up his shot...and that is exactly how it should be.

Insight is the flip-side of the Thief's Insight ability, focused on gaining information about the NPCs the party will meet. The Assassin should typically use this power quite liberally to help his party navigate the world. This is all in line with the sort of things discussed by Alexis in his article about the Assassin here. The Assassin is a student of his fellow humans...but it is the study of a clinical scientist, not necessarily of a focused artist.

When Insight is combined with Deceive magic happens! Seriously, if you are ever considering playing an Assassin and don't understand the power of these "non-combat" powers...then just roll up a Fighter, dummy. In fact, these powers even gain greater synergy later on with Killer Instincts which lets them solidify their cover (literally or figuratively).

A thinking man's class...I'd love to play an Assassin...perhaps one of the least powerful combat classes, but who cares?!

1 comment:

  1. Love these insight abilities. This assassin insight reminds me of Sherlock Holmes' freakish ability observe and deduce info about an individual.

    I especially like that they create an opportunity for player skill and interraction (asking the right questions) rather than the character just getting something automatically.
    My take on it (in different game system) will be to get a number of questions based on level of success.

    nice work sir.

    ReplyDelete