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Messages - ragnarock

#1
Suggestions Archive / Improving the assassin
Jan 08, 2016, 05:53 PM
In my opinion I do not think a skill dump should replace class features because it is easier and simpler that way. However I do understand if it's pretty low on the priority list.

As you said, it's on scrolls already, so it's not a balance issue but a practical one.
#2
Suggestions Archive / Improving the assassin
Jan 06, 2016, 06:37 AM
I don't know if all of the spells were added, but having glibness and modify memory could be cool as well. Those would not be too op?
#3
Suggestions Archive / Improving the assassin
Jan 04, 2016, 08:34 PM
onivel Avatar
Here is the class as implemented... several of the requested spells are already given in a 1/day format.

Assassin

The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins.

- Hit Die: d6.
- Base Attack Bonus: +3 / 4 levels
- Good Saves: Reflex
- Proficiencies: Assassins are proficient with simple weapons and light armor.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:
Alignment: Any non-good.
Skills: Hide 8 ranks, Move Silently 8 ranks.

ABILITIES:
Level
1: Death attack +1d6, Use poison
2: Uncanny dodge I, Ghostly visage, Poison save +1
3: Death Attack +2d6
4: Poison save +2
5: Death Attack +3d6, Uncanny dodge II, Darkness
6: Poison save +3
7: Death Attack +4d6, Invisibility
8: Poison save +4, Hide in Plain Sight
9: Death Attack +5d6, Improved invisibility
10: Uncanny Dodge III, Poison save +5

Death Attack: At first level, an assassin may use a death attack, which functions similarly to a sneak attack in that if the target is not in combat they become victim to the death attack. The successful attack forces the target to make a fortitude save or become paralyzed. Even if they succeed with the saving throw they still suffer +1d6 points of damage in addition to the normal damage the attack caused. This damage increases to 2d6 at level 3, 3d6 at level 5, 4d6 at level 7, and 5d6 at level 9. (Note: The additional damage occurs even if the target is engaged in combat.)

Use Poison: The character is trained in the use of poison and never has to make a dexterity check when applying poison to a blade.

Poison Save: Starting at second level, an assassin gains a natural saving throw bonus to all poisons of +1 for every 2 levels.

Hide in Plain Sight: The assassin is able to use the hide skill even while being observed.
I think one of the main reasons Alter Self is not included is due to its ability to give wings and thus flight so it is open to abuse.
Can't rules be used to prevent people from abusing it? 
#4
Suggestions Archive / Improving the assassin
Jan 04, 2016, 05:29 PM
onivel Avatar
You seem to be forgetting or not mentioning one of their strongest features which is their paralyzing strike which is unique to the class. That coupled with HiPS can be exceedingly strong.Mind you, I would love to see my assassins get stronger, but as a class it really is not lacking in power.

It is not? I am imagining that the DC is so low most creatures can resist it, though I have admittedly not tried it out here yet. However, some more features with rp in mind, such as alter self, would not give a mechanical advantage?  
#5
Suggestions Archive / Improving the assassin
Jan 04, 2016, 04:25 PM
So I looked at the assassin prc on this server after creating my new character, and I have to say I was a little disappointed by the features available. It does have HiPS, which was a pleasant surprise! but otherwise it looks lacking, only with improved sneak attacks and improved fortitude against poison. It also had less spells than I expected it to, so I am suggesting to add some spells to the class. 

First Level: Disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike 

Second Level: alter self, cats grace, darkness, fox's cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment

Third level: deep slumber, deeper darkness, false life, magic circle against good, nondetection

Fourth Level: clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison


While I understand you can't implement all those spells, as that might have been a bit op, and since assassins don't have a spell book with spell slots, it would be pretty cool if some of these spells could be implemented as 1 cast/day spells like the assassin prc already got. For the rp flair; modify memory, alter self and disguise self would be awesome spells to have. I also believe many of these spells are already implemented into the server? 

Other spells that would be neat to have as far as I can see, would be true strike, darkness, fox's cunning, cats grace and freedom of movement. 

It would be pretty neat to add, as assassins right now strike me as a pretty featureless class aside from the rp possible. 
#6
Thanks white spirit, seeing Anen and Fade's adventure turning into a rescue mission was delightful!