Assassin Build-feats & poisons tips and advice?


Pathfinder First Edition General Discussion


tried to post this once, but it disappeared on me so I'm trying again.

Recently my Wednesday night group has been reduced to 3 people so we've started a mini-campaign based on being members/gaining membership to an assassins guild. My last character in this was a duel kukri wielding rogue 2/swashbuckler 3/assassin 5 (pathfinder) human, but met a painful demise at the hands of the city guard during an assassination attempt. Long story short, the invisibility that was on me were off and I couldn't re-apply it myself in time to escape so I chose to fight. Many fail rolls followed, and my red mantas assassin partner wasn't able to do much to help from his position. (we allow pretty much all 3.5 material, so we've got a lot of freedom to work with)

For my replacement character, I'm going for a slightly more versatile approach. My plan is rogue 5/ assassin 5 (3.5) tiefling. I really feel the spells are much better than the options the pathfinder assassin gives. My feat selection is currently Combat Reflexes, Two weapon fighting, Dodge, Mobility, EWP: Kasari-gama, Spring attack and Elusive Target. I've taken 2 flaws (unearthed arcana) Meger Fort, and Shaky (-3 fort save, -2 range attack) to gain access to 2 more feats, and used one rogue talent on weapon finesse. The other rogue talent is fast stealth.

For those who don't know: The Kasari-gama (Oriental Adventures) is basically a kama with a weighted chain attached. It can be treated as a double weapon or reach, determined at the start of your round. It is also a trip weapon. If you get the chance, look up some videos of this thing in action irl. It's really interesting.

My main concern is the feat Elusive Target. It pretty much negates power attack against me, and gives me a free trip if someone takes an aoo on me and misses. There other part of this tactical feat is if I'm flanked and attacked, I can have one attack target the flanking opponent rather than myself. Since this only works if I'm flanked it's pretty much nil. I would like to pick up lunge eventually, but I'm pondering dropping elusive target for it now. I also plan on picking up Quickdraw sometime soon, maybe even just give up combat reflexes for it but I'm not sure.

I'd like to hold on to Spring Attack for it's versatility (move, trip, move to escape, or move strike move to avoid lots of full round attacks on me) and it will be getting a lot of mileage due to boots of striding and springing, as well as the quick trait giving me a speed of 50. I've also got the up the walls skill trick to 'run' up walls, spending 20 feet of movement per 5 feet up I go with no climb check needed. I'd also like to keep Two Weapon fighting for when I've singled out an opponent with my partner, or the shadow double spell (gives me a flanking partner that deals STR damage, 1 round/level)

Anyhow, any advice or tips on feat choice would be appreciated. Now my second dilemma- Poisons

My current picks in poisons are Purple Worm Poison and decent DC as well as needing 2 saves, and Shadow Essense for it's afford (and to keep with the STR dmg theme). This would be more for keeping me alive rather than out-right killing. I'm thinking of even picking up a toxic weapon (+1 bonus, holds poisons for 2 hits rather than just 1) but I'm not sure if poisons will be useful enough to warrant this.

Any input would be greatly appreciated, especially since I've never really gotten into using poisons before

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