updated assassin class, balanced or still OP?


Homebrew and House Rules


SKILLS
STRENGTH D8 []+1 []+2 []+3
melee: strength +1
DEXTERITY D10 []+1 []+2 []+3
acrobatics: dexterity +2
stealth: dexterity +2
disable: dexterity +1
CONSTITUTION D4 []+1 []+2
INTELLIGENCE D6 []+1 []+2
WISDOM D6 []+1 []+2
CHARISMA D8 []+1 []+2 []+3
diplomacy: charisma +1

POWERS
Hand Size 5 []6
Proficient with [X]Weapons [X]Light Armors

You may evade your encounter.

When attempting a combat check with a weapon that has the knife([]or finesse)trait, you may use your stealth die instead.

You may reveal an ally to add 1d4 ([ ]+1 [ ]+2) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 6 check to recharge it instead of discarding it.

CARD LIST Favored card type: your choice
Weapon 4 []5 []6 []7
Spell X
Armor 1 []2
Item 4 []5 []6
Ally 4 []5 []6 []7
Blessing 2 []3

ROLE CARD

POWERS
Hand Size 5 []6 []7
Proficient with [X]Weapons [X]Light Armors

You may evade your encounter([]and if you evaded your first explore this turn, you may immediately explore again).

When attempting a combat check with a weapon that has the knife([]or finesse)([]or ranged) trait, you may use your stealth die instead.

You may reveal an ally to add 1d4 ([ ]+1 [ ]+2) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 6 check to recharge it instead of discarding it.

[] when using an ally to add dice to a check, you may reveal another ally to add 2([]4) to the check.

[] you may discard([]or recharge) an ally to reduce combat damage dealt to you by 1([]2)([]or banish the ally to reduce the damamge to 0).

so that's the new what I see as balanced version, the ally bonus ability is more limiting, but not so much that its not worth having, it shouldn't take much for an ally to assist in gathering intel, helping you escape, open a chest, etc. so that's why I chose a reveal for noncombat, for combat an ally could get injured or die, which is why I made it discard, but an assassin's allies are normally common people like thieves and such, so they are "replaceable" so to speak, so the diplomacy check is to theme that you haven't exhausted your resources of that faction, ergo still liked by said faction, the evade ability still seems fitting because over anything, stealth should be your greatest weapon, also why the ability to use stealth die for knife and finesse weapons is there, and then adds ranged on role to symbol evolving into other weapon types, I lowered the constitution to d4 because it is a female assassin character, nothing against females, just normally they are more "dainty" so to speak than men, and assassin's in general aren't limitless, they pride in stealth and agility, not taking a big hit or extreme survival, raised the charisma to a d8 like suggestions I had got said, and gave it diplomacy +1 and took away ranged +1 and perception +2 , I liked having the perception for flavor, almost never was used, but people seemed to think 6 different feats, when most were 1's and none were 3's and about half of them were rarely used, was too much, I also changed the card list a little, took away a weapon to add an item, an assassin wants to move light, they shouldn't be toting too many weapons, and need key items to assist them in their tasks, and took away an armor checkbox to add one to the allies, with the role card giving you the ability to use allies to reduce damage, flavored to them protecting you, I didn't feel armor was a huge thing, especially again, since the assassin should be moving light, so what are opinions?


I think I'd straight drop the 'melee: strength+1' skill. Since you already have the stealth skill, it feels redundant at this point, and you already have a fair number of skills.

The ally-to-check ability feels a bit wordy. I'd take some time to consider if you even need the combat rider, since he will likely be solid in combat even without it. If you want to keep it, you may want to consider the roll to recharge as a power feat, and only initially allow +1.

Overall, though, it doesn't seem too out there. Hope it works well for you!

Scarab Sages

Well you got 7 skill points placed when the norm is 5.

"You may reveal an ally to add 1d4 ([ ]+1 [ ]+2) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 6 check to recharge it instead of discarding it."

This part here resemble the Druid, yet the druids ally has to be an animal, yours say any ally...
Then again yours say none combat unless you discard etc.
Perhaps it should say something like humanoid ally and the recharge on an 8?
Also you're able to assist with yours while the Druid can't assist with theirs...

I haven't played that many games, so just sharing opinion here.


Azullius Koujou wrote:

Well you got 7 skill points placed when the norm is 5.

"You may reveal an ally to add 1d4 ([ ]+1 [ ]+2) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 6 check to recharge it instead of discarding it."

This part here resemble the Druid, yet the druids ally has to be an animal, yours say any ally...
Then again yours say none combat unless you discard etc.
Perhaps it should say something like humanoid ally and the recharge on an 8?
Also you're able to assist with yours while the Druid can't assist with theirs...

I haven't played that many games, so just sharing opinion here.

the guidelines ive seen say no more than 9 skill points I believe, 9 or 8, so im still under the max, the assassin is also an elf, so im sure that clashes flavor somewhere, but in the spirit of it, I don't see why it would only have to be human, sending a tiger or bear into combat, or training a dragon, etc. I see animals able to help just as much as humans, after all they are allies, not wild animals, I could perhaps raise the check to a 7 or 8, just don't want it too high because id like it to be a recharge more often than not, dont want the odds too stacked against the character, the game already has enough of that considering we dont have an immediate healer, or many blessings at our disposal, etc.

Pathfinder Adventure Card Game Developer

alkatrazshock wrote:
I see animals able to help just as much as humans, after all they are allies, not wild animals

I don't usually comment on homebrew designs, but this one caught my eye, and makes me ask a question:

What about being an assassin suggests that this character would get a better benefit from allies?

As a simple card power, you could make it mechanically balanced, but I'm not seeing the flavorful, thematic element. I understand why an abstract character might want a bigger bonus from allies, but that seems (to me) more like a guild master, ringleader, of Captain of the Guard sort of character.

This is just my opinion, but I would recommend thinking about the sort of things that you want a theoretical assassin-type character to do first, then try to figure out how those things might map into the card game.

Good luck, and thanks for sharing your ideas!


Chad Brown wrote:
alkatrazshock wrote:
I see animals able to help just as much as humans, after all they are allies, not wild animals

I don't usually comment on homebrew designs, but this one caught my eye, and makes me ask a question:

What about being an assassin suggests that this character would get a better benefit from allies?

As a simple card power, you could make it mechanically balanced, but I'm not seeing the flavorful, thematic element. I understand why an abstract character might want a bigger bonus from allies, but that seems (to me) more like a guild master, ringleader, of Captain of the Guard sort of character.

This is just my opinion, but I would recommend thinking about the sort of things that you want a theoretical assassin-type character to do first, then try to figure out how those things might map into the card game.

Good luck, and thanks for sharing your ideas!

the original idea for the assassin came from the assassin's creed series , mainly the ezio arc of the story, during that time, allies were about everything, yeah you were the main action to everything, but without fellow assassin's in the creed, thieves, mercenaries, courtesans and all the other tools to use, life was hard, just like with this character, if you have the allies, life gets easier, without them, the character is pretty limited other than being decent at combat, in that story, assassin's were vigilantes , the good guys, hence all the allies

Scarab Sages

Back to this area again then:

"You may reveal an ally to add 1d4 ([ ]+1 [ ]+2) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 6 check to recharge it instead of discarding it."

Perhaps you should remove the []+1 and []+2 to instead have [] granting you additional ally traits?
And [] you can add it to a check at you're location

But personally I think the Assassin's relation to allies might possibly fit better with a banish and a higher bonus(like they're desperate to help you out and after that they want nothing to do with you again)
Perhaps start out as a form of burglar and getting Assassin as you're later role?


Azullius Koujou wrote:

Back to this area again then:

"You may reveal an ally to add 1d4 ([ ]+1 [ ]+2) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 6 check to recharge it instead of discarding it."

Perhaps you should remove the []+1 and []+2 to instead have [] granting you additional ally traits?
And [] you can add it to a check at you're location

But personally I think the Assassin's relation to allies might possibly fit better with a banish and a higher bonus(like they're desperate to help you out and after that they want nothing to do with you again)
Perhaps start out as a form of burglar and getting Assassin as you're later role?

im designing these characters for a 2 player story, or what will often just be two players, the power originally was much stronger, reveal to add a d6 up to +2 on any check, or discard for an additional d4, and there were still things we couldn't roll against well, I want the character to be pretty god, but not so good that we seem to be baby feeding ourselves through the story, the way I envisioned the character, our classes are already set, the role represents us becoming stronger and more veteran in our classes, assassin to assassin elite and spellsword (magus) to master spellsword (magus), with both of us having out best abilities in combat, and just a few versatile abilities, things that require wisdom, or constitution, even strength, could get really difficult, etc. etc. I just feel that the ability is balanced, powerful yes, but taking away from it, will make it almost useless at times, limiting the allies that can be used, and the bonus, there are several attacks powers that can add d6 minimum with bonuses, and there are few abilities that add to noncombat checks, but vary from d4-d6, ive made an ability that has different costs to do each, but can do each, and limited it to a card type, and dropped it to the lowest dice, once fully upgraded, the max it can do before role card is plus 6 on a perfect roll discarding the ally if its combat and maybe recharging it, I just feel that the power is good and helpful, but if I take anymore away from it, our death will be much sooner this time, especially considering healing will be rare to us before my role card, and we both have abilities that discard our cards and she might have to burn through allies for explores, I remember even with the extra boost the other ability had, there was still problems with surviving and completing in time, the evade ability is good, but it loses us a turn if she has to evade something, which happens semi often due to her not possessing any magic or magic on weapons early game, merisiel who has the evade ability, she if alone, can possibly grant 2 d6 to her combat checks, where as this ability makes people have to stick together if they want the possible boost, and its a limited d4 boost, I just don't feel that its too overpowered, merisiel can recharge a card for a d6 and then discard it to get an additional d6, no upgrades to do that, only limitation is has to be alone and combat only, valeros can just for free add a d4 if im correct to a combat check, lini needs an animal ally to add to a check, etc. I just don't see why this one is so much better than all those, it requires an ally in hand, allies being one of the most discarded cards probably for explores, it only grants a d4 to noncombat for free, or d4 to combat with a discard possible recharge, and that's like it, no 2 d6's no auto recharging, still no stable ways to heal on the character, I feel like im rambling, and I don't mean to sound like im arguing or angry or something, im not, your idea of the character being lesser, is technically good, especially for like a pathfinder rpg party, but the adventure card game, is just very fast in its difficulty spikes and flavor, I remember my original party of 4, couldn't beat black fang for anything, took like 5 tries or something, and that was with using mine and her's custom characters, and another guy that had a custom character that was too powerful, and I don't think we are that bad at the game, so yes your idea is cool and all, so was the liquid poison idea that was suggested to me, its just without us having lots of party members, us fending only for ourselves, we just cant have any extremely dead abilities on our cards, we have to try and get everything to be as good as possible, without being broken, and from what ive seen, the abilities have the flavor, the feats and all that are balanced, the abilities are balanced now, I just don't see what good itll do for the character to take away checkboxes for bonuses and making it have to work harder to get an already not that powerful ability going , or why the evade shouldn't be there, and I should have the ability to recharge liquid traits for more damage, I don't want baby fed through the game, but I don't want us to be repiedately obliterated, and my character has no way of healing until role card, and no blessings ever, we both have low constitution, averagish strength averagish wisdom, about the only things I feel tht we can tackle well is dexterity and me on intelligence and her for charisma, my abilities can only boost my combat and help me, hers gives her the evade and the chance to boost other checks and combat, seems like a decent pair to do the adventure with, and not feel like the game is too easy, as I said, even with some of the best equipment and that way overpowered first ability, we still died, which mostly was due to me not taking the second combat check myself, I mean ill probably try this character out, and if I still feel like its too powerful, ill definitely be posting about it and then will look into more limitations, but considering the orginal ability was reveal an ally to add a d6 plus bonuses to any check and discard it to get an additional d4, and now its reveal for a d4 on noncombat checks plus bonuses and discard with a recharge check for d4 plus bonuses on combat check, I feel the ability has been limited, and would just get too limited if it was restrained further, I do appreciate the opinion though much, love the flavor of a burglar and then becoming an assassin, but the character is made for a girl, assassin was chosen by her as her class, deff don't see her jumping in to the idea to wait all the way until role card to be an assassin, and then if I did do a burglar, then the abilities would have to be worked with

Scarab Sages

Wow quite a lot of text you wrote there in a solid block. If you can gain an accept from the other players in your party it's all that's needed.
I don't see a big issue in having 7 skill points rather than 5(Even though page 19 say no more than 5 skill points(Probably to avoid power gaming))

The thing is you asked if it was OP and I raised my concern that it might be a bit much you get compared to compareable abilities.

Remember the decission is all yours, but you could go the middle way and:

"You may reveal an ally with the Human Trait([] Or other Humanoid) to add 1d4 ([ ]+1) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 7 check to recharge it instead of discarding it."

Just sharing my opinion here, and you've most likely played the game more than I have (Got my game 1 week ago)
I can't really see how to fit animal allys in here unless you got some racial thing going perhaps.(though the card game usualy ignore that stuff)


Azullius Koujou wrote:

Wow quite a lot of text you wrote there in a solid block. If you can gain an accept from the other players in your party it's all that's needed.

I don't see a big issue in having 7 skill points rather than 5(Even though page 19 say no more than 5 skill points(Probably to avoid power gaming))

The thing is you asked if it was OP and I raised my concern that it might be a bit much you get compared to compareable abilities.

Remember the decission is all yours, but you could go the middle way and:

"You may reveal an ally with the Human Trait([] Or other Humanoid) to add 1d4 ([ ]+1) to a noncombat, or discard it for a combat, check made at your location, succeed at a Diplomacy 7 check to recharge it instead of discarding it."

Just sharing my opinion here, and you've most likely played the game more than I have (Got my game 1 week ago)
I can't really see how to fit animal allys in here unless you got some racial thing going perhaps.(though the card game usualy ignore that stuff)

yeah I cant format for crap, I just type and type and type, sorta sucks for legit conversations >.> ill do some playtesting and see what works, the assassin is half elf, elves are normally nature fluent, so I could see where animals could fit in, and ive been playing the ACG since it came out, but I have no experience in actual RPGs unfortunately

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