The Genius Guide to the Shadow Assassin (PFRPG) PDF

****½ (based on 8 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

This release introduces the Shadow Assassin, a new core class designed for use with the PFRPG. It is a stealth-oriented class, with an emphasis on fighting effectively with light or exotic weapons, powers designed to strike down a single foe, and mystic control of shadows that greatly increases the character's power in dim lighting and total darkness.

More than just killers, shadow assassins are masters of secret combat techniques focused on light and exotic weapons, tactics designed to single out and slay a single foe in direct confrontation, and of course a mystic connection to and manipulation of shadow. Traditionally trained in clans with histories going back centuries, shadow assassins may try to conceal their existence from the common population, or may be legendary enforces of specific religions or rulers. Shadow assassins must train for years in the same kinds of conditions monks and wizards do, and for most their path is a lifelong dedication to mastering the darkness and overcoming any lone target.

Super Genius Games is proud to announce a new line of products for use with the Pathfinder RPG. The Genius Guide series of products are short electronic books that feature new templates, classes, spells, prestige classes and/or magic items. For use by players and GMs, each Genius Guide is low-priced and ready to be dropped into your game.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPDFRGGOWC5007E


See Also:

1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 8 ratings)

Sign in to create or edit a product review.

"Super Kill Guy Mode," Why You Should Buy This Class, and Other Things.

*****

I have played, played with, or DMed for innumerable third party classes over the last ~12 years that I have been playing 3rd, then 3.5th Edition D&D, then Pathfinder, and I have to say that the Shadow Assassin is among my all-time favorites.

The greatest thing about this class is its versatility. With two different sets of customizable class features ("Shadow Styles" and "Shadow Talents"), there are dozens, possibly into the hundreds of different, viable builds for this class, particularly because it multiclasses so well in addition to being a fun and unique blend of abilities when played all on its own.

Two of the favorites in my group so far are to play this class as a lightweight ranged Fighter, focusing on consistent, high single-target damage output with their many abilities that can be used to boost the damage of shurikens, or as an elusive and shadowy Rogue-replacement, capable of moving practically undetectably through darkness with a high base speed and many acrobatic tricks, or flight at higher levels, passively perceiving and rapidly disabling traps, and detecting just about anything with their ability to gain low-light and darkvision as class features and a Feat option for +Perception and, later, Blindsense in dark areas in the supporting "With a Bullet" product.

What makes the Shadow Assassin truly bemusing to witness is their signature "Deadly Focus" and "Greater Deadly Focus" abilities, however. 1-3 times per day, with Greater Deadly Focus, even a completely utility-built character can activate what the first DM in my group to run for one of these bad boys coined as, "Super Kill Guy Mode," and unleash more DR Bypassing damage on that annoying BBEG than anybody ever saw coming. It is truly an awe-inspiring and giggle-inducing moment the first time you see it in action.

The Shadow Assassin was the first Super Genius product I ever used, and since then I have become a dedicated fan - they are now by far my most-owned 3PP publisher, in fact, I would wager I own more of their products than any tabletop manufacturer except Paizo themselves, and I love every single one of them.


What lurks in the shadows isn't always just your imagination.

*****

Alright the Shadow Assassin is a 3/4 bab class with two good saves, that excels at one on one combat while focusing on light weapons. It even makes shuriken a useful weapon for more than just a carrier for poisons.

It is quite possibly one of my favorite pathfinder class. It allows you to play a shadowy killer without necessarily being evil. From creating weapons formed of pure shadow to creating phasing in and out of the shadows like an avenging specter. Formless but for the steel of your blades.


I'd hit it.

*****

I'm going to hafta give this one a try. Looks pretty fun, drops the "Evil" requirement of the standard assassin class, drops the poisons, picks up a lot of "Ninja" talents.


A assassin with mystic shadow powers.

****( )

This product is 9 pages long.

d8, 6 skills, medium BaB, weapons and armor like a rogue.

Class abilities mostly deal with using and mastering shadows. They also get a few talents similar to rogues and a choice of fighting styles. With Daggers, bolas and shuriken they add a bonus to hit/dmg as they level (up to a +4), also deadly focus add wis mod to hit/dmg(if the assassin kills them they can reuse the power after a 15 min break, otherwise they can not use it till the next day), they can learn to by pass DR. Those are a few example abilities they get.

Closing thoughts, If you want a assassin with a mystic/supernatural bent with shadow powers then this is a very interesting class. All and all i liked the class but felt it makes a more interesting challenging NPC class than PC class. I am revisiting some of my older reviews and fix my rating system to match. With that said I am giving this a 3.5 star review.


Very fun - very different from the standard assassin

****( )

At first glance, you can see the work that went into this PDF - it's clean, easily understood, good-looking, well-edited, and the illustrations of the "iconic" shadow assassin are eye-pleasing and evocative.

As for the mechanics - I made a 5th level elven shadow assassin, and played him in two sessions of the CotCT campaign I'm in.

I had a lot of fun making the character - so many of the class features are pick and choose, similar to the rogue's talents. You can easily customize the feel of the class via ability selection. There are some abilities that all shadow assassins get that focus on 1-on-1 fights, and the pick-and-choose abilities are based around things like mobility, stealth, minor spells, or combat.

I decided to give my PC an ability that kept him always armed, as well as one that helped him hinder spellcasters. My idea was that he'd be a scout and a support combatant. It worked out fairly well. In a fight with a "boss" spellcaster, I was able to provide consistent damage and spell disruption, and good mobility meant I could pursue the BBEG and chase him into a corner. In that kind of fight, I was right up with the tanks in combat contribution.

In non-combat encounters, I was still able to participate. I didn't have rogue trap skills or ranger tracking skills, but decent skill points and shadow-related bonuses let me do some good scouting.

The class does have a 1-on-1 combat focus, but it lacks an "instant kill" kind of ability (no death attack or sneak attack) which may disappoint some folks. It's also very dependent on context - if your GM isn't willing to provide opportunities for your PC to shine, you won't be as effective. Basically, this means including areas of darkness/shadow and at least one solo or boss enemy to fight - not that tall an order for a typical adventure.

tl;dr - A very versatile stealth-based class. An excellent supporting class. I will be playing this one again.


1 to 5 of 8 << first < prev | 1 | 2 | next > last >>
1 to 50 of 115 << first < prev | 1 | 2 | 3 | next > last >>

This is a thematic class that is well worth the money. I think it probably works best with a level of assassin and two of shadow dancer and, surprisingly for a stealth/skill class, it doesn't need any rogue levels at all.

Paizo Employee Starfinder Design Lead

Thanks for your input! One of the design goals was to both be able to stand side-by-side with a rogue (neither needing to dip into another core class, nor taking away all a rogue's unique toys), and make assassin and shadow dancer attractive options as PrCs.

I'm glad you like it!

Liberty's Edge

I really like the looks of this class, and I can't wait to play one. I like the looks of the powers, and I like that they are customizable (like the rogue/ranger/barbarian/etc, you can pick and choose which abilities you get). There's definitely a strong flavor to the class, but not so much that it would limit play options.

My only concern about the class is that it seems best suited to a party of PCs who are stealthy already, or as a single character or NPC. The group I'm playing with right now tends to be rather large and unwieldy (5-9 players, yikes). If I played a shadow assassin in that group, I think I'd have to be doing a lot of solo scouting to get the most out of my class features.

However, it's worth noting that I haven't played the class yet, I've just read over it. Once I get around to playing one, I'll try to post a proper review.

My unplaytested opinion: 4/5 stars


While I don't want to get too far off track into using too many 3pp sources at one point in time, or picking and choosing to the point of getting confusing, there was a feat in Feats 101 that allowed for a stealthy person in the party to take 20 hiding his buddies for ambushes, that sounded like a lot of fun for a group that had a few really good stealth characters and several stealth impaired characters.


Owen K. C. Stephens wrote:
I'm glad you like it!

Oh, I do :) I promptly created a 1st-level human Shadow Assassin and named him Garrett :P


I am really liking the class. I am envisioning using it to take out party members one by one as a lone NPC. The shadow styles are nice also. I think my players will start to fear shadows now.

I really like the class as an NPC(did I say that already). It seems as though I don’t know how it will work as a PC. One of my players intends to take leadership and get a sneak type. I might try that.

We might get to play this weekend. If we do I should hopefully have a report of the shadow assassin as a lone NPC, and as an NPC in a party.

I agree with Arakhor, it seems to work well with the shadowdancer or assassin PrC's.

I gives it 3 stars as a PC class* and 4 stars as an NPC in my preliminary report.

I will give try to give a detailed playtest report after I use it.

Edit: For the shadowblade ability what is the benefit of forming it as a free action, instead of a swift action? I still like the class though. :)

Questions:

Does camoflague(SU) work against blindsense and blindsight?

I understand Pathfinder does not have DR/Epic yet, but will the Bypass DR ability include Epic/DR?

Paizo Employee Starfinder Design Lead

You only get one swift action a round. You might need it for something else, or find multiple foes disarming you/sundering your weapon in a single round, allowing unlimited reforms. Also, throwing weapon options.

Camo works against all senses. (thus the mention of non-visual senses)

It bypasses the same DR as a paladin's smite evil. So whatever the smite evil answer is for your game, or if it's officially addressed in the epic rules you use, go with that.

In my games, epic paladins and epic shadowdancers bypass DR/epic with these abilities, non-epic characters do not.


Owen K. C. Stephens wrote:

You only get one swift action a round. You might need it for something else, or find multiple foes disarming you/sundering your weapon in a single round, allowing unlimited reforms. Also, throwing weapon options.

Camo works against all senses. (thus the mention of non-visual senses)

It bypasses the same DR as a paladin's smite evil. So whatever the smite evil answer is for your game, or if it's officially addressed in the epic rules you use, go with that.

In my games, epic paladins and epic shadowdancers bypass DR/epic with these abilities, non-epic characters do not.

Ok, thanks. I really like the greater deadly focus*.

I should be running the class this weekend. :)


All of these classes are brilliant!

It's unfortunate that my group is small. We're running a dragonrider with this party and the other 3 players are playing standard PF core classes.

Paizo Employee Starfinder Design Lead

Denim N Leather wrote:

All of these classes are brilliant!

It's unfortunate that my group is small. We're running a dragonrider with this party and the other 3 players are playing standard PF core classes.

We're very glad you like them!

And, of course, if you need to use more just throw some shadow assassins at your party. If you get a TPK, they can make new characters, using new classes...


Owen K. C. Stephens wrote:

And, of course, if you need to use more just throw some shadow assassins at your party. If you get a TPK, they can make new characters, using new classes...

Hehe ... I'm using a lot of non-core NPC antagonists in this campaign -- Archon, Anumus, a Cavalier bounty hunter, Ironborn, Wyrd, and the alternate priest classes from KQ #12; and that's just for starters!!

Keep 'em coming!


Printed this up today and read it on my ride home.

This class is B A D A S S !!!!!!!!!!!!!!!!!

My son (who is 15 y/o) wants me to make a solo adventure for a Shadow Assassin 'cause he's chomping at the bit to play one. (He's already playing an Aldori duelist in our current campaign)


Question: Were you influenced by the Night Angel trilogy of books when creating this class?

Paizo Employee Starfinder Design Lead

Denim N Leather wrote:
Question: Were you influenced by the Night Angel trilogy of books when creating this class?

I wasn't, but I suspect only because I haven't read them. Which, now, I may have to.

The thing that caused this to actually get written was the movie Ninja Assassin, which caused me to flashback to my ninja characters from the 1980s, when I was younger and wanted Kewl Shadow Powers, even though I didn't know to spell it Kewl back then.

Once I was on that oaht, a lot of thigns (from Assassin's Creed to the Black Company Books of the South to the Vlad Taltos book) were sources of inspiration and influence. And, I really wanted something that could be used to fill a common niche, without being too tied to any one culture (real or imagined).

I'm glad you're enjoying it!


That's really interesting b/c the assassins in Night Angel have a similar power wherein they can shape shadows into weapons.

It's only a so-so series, but it was as if you lifted the coolest elements from it into this class.

Sczarni

Quck question, how much does this take from the rogue? Honeslty, is there an overlap? Does it have SA?


I don't think this is anything like the rogue. I allows you to have a VERY stealth-oriented character with totally unique abilities. At high levels you have an assassin that doesn't need levels in rogue.

It is a bit of a skills monkey (6 ranks/level), meh saves, no special saves against poison that I can see, limited armour and weapon proficiency (with an exception as a very cool class feature).

It's really built for a mystery/intrigue/suspicion type of campaign.

No sneak attack, but some nice attack and damage bonuses from the Deadly Focus class abilities.


I used the class this weekend as a PC, and I went after the paladin, and I would have owned the pally(level 7) if the druid and cleric would not have kept dropping cure spells on him. I also fought in a lit area, instead of in a dark area, which would have been better for the class. The NPC was Shadow Assassin 6/ Fighter 3. I am thinking of using the class again for the next session to see how different builds work, to see how much darkness increases its effectiveness. The next session won't be until next month.


Question RE: Swarm of Blades Shadow Talent

A question for Owen K. C. Stephens (or anybody who knows)...regarding the Shadow Talent called Swarm of Blades - do you have to declare your use of this power before making an attack roll against the target of your deadly focus attack? Or can you declare its use after a successful attack? If you must declare beforehand then do you waste a use/day on a missed attack against the target of your deadly focus?

Also I wanted a variant Shadow Talent for my game - one where a swarm of ranged attacks can be made against the target of a deadly focus attack. It's vaguely similar to Swarm of Blades except it's against one target. Check out and comment on Flurry of Missiles as an additional Shadow Talent choice for Shadow Assassin class!

Quote:


Flurry of Missiles* (Ex): This talent focuses on the shadow assassin killing his primary target in a hail of ranged attacks. A shadow assassin can only use this talent when wielding a repeating crossbow, shurikens, or thrown light weapons.

When the shadow assassin makes a full-attack action against the target of his deadly focus, he may simultaneously throw two light weapons or fire two missiles for each attack made during that round. This functions as per Manyshot feat except that it applies to every attack made during the round. If an attack hits, then both thrown light weapons or missiles hit. Apply precision-based damage (such as sneak attack, deadly focus and greater deadly focus) and critical hit damage only once for each 'twinned' attack. Strength bonus applies to each thrown weapon, as do other damage bonuses, such as Weapon Specialisation, Daggermaster, and a Ranger's favoured enemy bonus. Damage reduction and resistances apply separately to each thrown weapon or missile.

A shadow assassin can use this ability once a day for every three full class levels. A shadow assassin must be at least 3rd level to select this talent.

I've done the following comparison to check these talents are comparable in power. If anything I think Flurry of Missiles is weaker which should make it easier for DMs to allow it.

Quote:

Shadow Talent Power Comparison at 20th Class level - Flurry of Missiles vs. Swarm of Blades

Shadow Assassin Minimum Level: Both can be taken at 3rd level
Uses/day at 20th level: Both 6

Action: Flurry of Missiles is a Full-attack action. Swarm of Blades is a Standard action

Trigger requirement (should this be announced before attack roll is made?): Both require the Shadow Assassin to successfully hit target of deadly focus

No. Attacks at 20th level: For Flurry of Missiles +15 BAB grants 3 attacks/round with repeating crossbow; thrown weapons require Quickdraw feat to match this. A successful attack roll must be made for each 'twinned' attack against the target.
For Swarm of Blades DC20+Dex mod. Ref save negates for each foe within 20' radius of target

Additional damage dealt: Flurry of Missiles Base weapon damage + enhancement bonus + Str + Daggermaster + feats. Thrown weapons are superior to repeating crossbow because they include Strength damage; however this is balanced by the Quickdraw feat requirement.
For Swarm of Blades 4d6 damage to each foe within 20' radius of target

Paizo Employee Starfinder Design Lead

Silke wrote:
A question for Owen K. C. Stephens (or anybody who knows)...regarding the Shadow Talent called Swarm of Blades - do you have to declare your use of this power before making an attack roll against the target of your deadly focus attack? Or can you declare its use after a successful attack? If you must declare beforehand then do you waste a use/day on a missed attack against the target of your deadly focus?
Quote:

That's a good question. As written, it looks like it happens automatically whether you want it to or not, using up your ability in your first few deadly focus attacks each day. Treat it as a power you can activate as a swift action after you successfully strike the target of your deadly focus. (Updated text in the next update of the pdf)

Silke wrote:


Also I wanted a variant Shadow Talent for my game - one where a swarm of ranged attacks can be made against the target of a deadly focus attack.
Quote:

I encourage anyone who wants to add things for their own campaigns to do so, always! I don't know if I'd add that to my own campaigns, because of the amount of damage it allows the shadow assassin to put onto one target. That isn't always a game-balance issue, but it can be a game-design issue. Sometimes allowing someone to focus all their power onto a single target is unbalancing, even if it does less total damage to a group of foes. It's like allowing a spell that does 2d6 fire damage/level to a single target, to a max of 20d6. That's often less total damage dealt to the enemy forces than a fireball, but it'll kill a single tough foe too fast for a 3rd level spell.


I noticed the shadow swarm attack requires a save of (10+ class level +attribute modifier) instead of (10+ 1/2 class level +attribute modifier) like other classes, with the monk's stunning fist being an example. Was that intentional?

Paizo Employee Starfinder Design Lead

wraithstrike wrote:
I noticed the shadow swarm attack requires a save of (10+ class level +attribute modifier) instead of (10+ 1/2 class level +attribute modifier) like other classes, with the monk's stunning fist being an example. Was that intentional?

No, that's a typo. We'll have it fixed. I even know what caused that typo, and I -should- have kept an eye out for it, but I missed that one.


Thank you for replying Owen. To be able to converse with product designers is fantastic and your pending errata for Swarm of Blades is very responsive.

I don't think your intention is to PREVENT the Shadow Assassin from activating Deadly Focus (a swift action) and their Swarm of Blades Shadow Talent in the same round. Thus Swarm of Blades activation should be a free action (not a swift action), worded in a similar vein to Spell Storing Weapon (Pathfinder RPG pg472).

So based on your feedback I would replace this text...

Quote:
When the shadow assassin successfully hits the target of his deadly focus with a single attack as a standard action, all foes within 20 feet of the target must make Reflex saves (DC 10 + shadow assassin’s class level + shadow assassin’s Dexterity modifier) or take...

With this text...

Quote:
Anytime a shadow assassin successfully hits the target of his deadly focus with a single attack as a standard action, he can immediately activate his swarm of blades ability as a free action if desired. All foes within 20 feet of the target must make Reflex saves (DC 10 + 1/2 shadow assassin’s class level + shadow assassin’s Dexterity modifier) or take...

P.S. Thank you very much for your comments on Flurry of Missiles Shadow Talent. It makes me reassess and from my analysis it added +50% damage to the target of a Greater Deadly Focus attack using a Repeating Light Crossbow. I was effectively making 3 Many Shot attacks as a full-attack action. At 15th level I did an average of 108hp damage using Flurry of Missiles and Greater Deadly Focus (with some magic gear and assuming all three attacks hit the target) vs. an average of 105hp damage for a 15th level Wizard casting Disintegrate.

It's a simple test I know and using just one of infinite builds for the Shadow Assassin (see below) but it doesn't seem to overpower Swarm of Blades as a player choice.

Quote:


Flurry of Missiles* (Ex): This talent focuses on the shadow assassin killing his primary target in a hail of ranged attacks. A shadow assassin can only use this talent when wielding a repeating crossbow, shurikens, or thrown light weapons.

When the shadow assassin makes a full-attack action against the target of his deadly focus, he may simultaneously throw two light weapons or fire two missiles with each attack. This functions as per Manyshot feat except that it applies to each attack roll made during the full-attack action. If an attack hits, then both thrown light weapons or missiles hit. Apply precision-based damage (such as sneak attack, deadly focus and greater deadly focus) and critical hit damage only once for each 'twinned' attack. Strength bonus applies to each thrown weapon, as do other damage bonuses, such as Weapon Specialisation, Daggermaster, and a Ranger's favoured enemy bonus. Damage reduction and resistances apply separately to each thrown weapon or missile.

A shadow assassin can use this ability once a day for every three full class levels. A shadow assassin must be at least 3rd level to select this talent.

The test build is as follows...I've posted it because you're unlikely to have anticipated such an unusual build for this class. The build is my considered attempt to stat out a certain fantasy figure (Laelle'aell Val'Sarghress) using Pathfinder/D&D resources.

Quote:


Level Class Ability Feat
1 Barbarian 1 Fast Movement, Rage (4 + Con mod. rounds/day) Dodge
2 Fighter 1 Bonus Feat: Mobility Mobility
3 Fighter 2 Bonus Feat: Cleave Power Attack, Cleave
4 Shadow Assassin 1 Shadowmeld (stealth bonus)
5 Shadow Assassin 2 Deadly focus (1/day, renewable if slay target), shadow style (Two-Weapon Style) Two Weapon Fighting
6 Shadow Assassin 3 Shadow talent (Flurry of Missiles, 1/day, later 2/day)
7 Shadow Assassin 4 Evasion (med. armour), shadowmeld (skill bonus) Combat Reflexes
8 Shadow Assassin 5 Daggermaster +1 (+1 attack/dmg)
9 Shadow Assassin 6 Greater deadly focus 1/day, shadow style (Exotic Weapon Style, grants Combat Expertise) Exotic Weapon Proficiency, Bastard Sword
10 Shadowdancer PrC 1 HIPS
11 Barbarian 2 Rage Power (Strength Surge 1/rage), Uncanny Dodge Oversized Two-Weapon Fighting (3.5e CAd pg111)
12 Frenzied Berserker PrC 1 Frenzy 1/day, Diehard (bonus feat)
13 Frenzied Berserker PrC 2 Supreme cleave (std action, foes can be 5' apart) Improved Two-Weapon Fighting
14 Frenzied Berserker PrC 3 Frenzy 2/day
15 Frenzied Berserker PrC 4 Deathless frenzy (fight until hp equal negative Con score) Darkstalker (3.5e LoM pg179)

The Frenzied Berserker PrC is using an in-progress Pathfinder conversion which is why some normally required rage feats aren't listed.


Evasion & Medium Armour Question

Quote:
Evasion can be used only if the shadow assassin is wearing light armour, medium armour, or no armour.

Is it intentional to allow a shadow assassin to use Evasion in medium armour given that they are not proficient in medium armour and other classes like Rogue and Shadowdancer can't use Evasion while wearing Medium Armour?


Heya just a quick question with the shadow blade ability when you put the second point into it it says it now becomes a force effect, with it already being counted as a magic weapon what bonus does this give? Because it would seem more viable to swap the force and free action around? I must be missing something thanks

Paizo Employee Starfinder Design Lead

Silke wrote:

Is it intentional to allow a shadow assassin to use Evasion in medium armour given that they are not proficient in medium armour and other classes like Rogue and Shadowdancer can't use Evasion while wearing Medium Armour?

It is intentional.

Paizo Employee Starfinder Design Lead

Eldin wrote:
Heya just a quick question with the shadow blade ability when you put the second point into it it says it now becomes a force effect, with it already being counted as a magic weapon what bonus does this give? Because it would seem more viable to swap the force and free action around? I must be missing something thanks

Force effects strike ethereal creatures, and deal full damage to insubstantial creatures. Shadows are incorporeal. Thus with that ability, the shadow assassin deals full damage to shadows (along with everything else).

Silver Crusade

Pathfinder Cards, Modules, Roleplaying Game, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber

I am another player in the Saturday night group that Jagyr Ebonwood is in. We are running a Curse of the Crimson Throne Adventure path, and now are in the “escape from old Korvosa” chapter. Our party is 4th 5th and 6th level. Lets see whom do we have? Who don’t we have? We have 2 clerics one of Sarenrae (my character), and one of Sheylin, 1 wizard, 1 sorcerer, 3 fighters, 1 rogue, and our guest shadow assassin. Jagyr Ebonwood usually plays a very colorful kilt sporting Great Axe wielding ½ orc Barbarian /rogue 3/3 named Kuldak with a, as he puts it, faux Russian accent. In terms of functionality, I think the shadow assassin class worked pretty well.

In our first random encounter of the evening he was roundly thrashed by an otyough. Well he wasn’t the only one that got thrashed. The dwarven fighter was flung about by his own grappling line as well.

When we went to “see the leader’ we had to give up our weapons. And later when things devolved to violence, as they often do with adventurers, two of the shadow assassin’s abilities came in very handy. First he was able to conjure a shadow blade so he was armed, and secondly, he has some sort of silence ability that was key to bringing down our spell caster adversary.

We did unfortunately have a difference of opinion due to our characters alignments. He killed our adversary after he had surrendered to us. The neutral good clerics were understandably outraged. The shadow assassin’s point was that this person had killed lots of people and he deserved to die. The shadow assassin was then “voted off the island” of old Korvosa. He was kicked out of the group. Well actually Kuldak climbed in through the window and defenestrated the shadow assassin (He tossed the shadow assassin bodily out the window.) We don’t know if the shadow assassin survived the fall.

all in all i thought the shadow assassin worked out pretty well.


Heya guys,
One more question to clarify with the shadow assassin, as part of the shadowmeld ability they are able to add half their lvl to bluff checks and with the second bonus from shadow talent two weapon style that also conveys a half there lvl to bluff checks for feints now would these 2 bonus's stack or would the taking of the 2 step two weapon step only be taken so you can get the bonus to feint everywhere instead of just in dim light even though at 12th you can produce a dim light shadow pretty much when needed???

Paizo Employee Starfinder Design Lead

Eldin wrote:

Heya guys,

One more question to clarify with the shadow assassin, as part of the shadowmeld ability they are able to add half their lvl to bluff checks and with the second bonus from shadow talent two weapon style that also conveys a half there lvl to bluff checks for feints now would these 2 bonus's stack or would the taking of the 2 step two weapon step only be taken so you can get the bonus to feint everywhere instead of just in dim light even though at 12th you can produce a dim light shadow pretty much when needed???

The bonuses are untyped, so they stack. So, yes, if you are a shadow assassin, who has taken two-weapon style twice, and you are in dim light, and you have two light weapons, and you want to make a Bluff check to feint, you end up adding half your class level to the check twice. (Which isn't quite the same as adding your full level, since you may be rounding half your level down if you are an odd level).

This is one reason shadow assassins don't have sneak attack (on top of the design goal to have them work next to, rather than overlap with, rogues).


Owen K. C. Stephens wrote:


The bonuses are untyped, so they stack. So, yes, if you are a shadow assassin, who has taken two-weapon style twice, and you are in dim light, and you have two light weapons, and you want to make a Bluff check to feint, you end up adding half your class level to the check twice. (Which isn't quite the same as adding your full level, since you may be rounding half your level down if you are an odd level).

Thanks Owen for a beautifully worded reply to Eldin's question.

I tried for 20 minutes to convert that into errata and this is the smoothest I could make it.

"If selected a second time, the shadow assassin gains a bonus to Bluff checks made to feint equal to half his class level when he wields two light weapons. This bonus to feint checks stacks with a Shadow Assassin's Shadowmeld (Bluff skill bonus) ability whenever it is attempted in conditions of dim or darker lighting."

Paizo Employee Starfinder Design Lead

Silke wrote:
Thanks Owen for a beautifully worded reply to Eldin's question. I tried for 20 minutes to convert that into errata and this is the smoothest I could make it.

That's accurate and succinct. Thanks!


Heya guys,
I swear this will be my last time anoying you =) umm just asking about the shadowmeld abilities produce shadow and living shadow; now are these powers supernatural or spell-like, and how long does i take to use them standard, move or swift. It doesnt seem to state either of these in the descriptions of them. And thank you for all of your help with the other questions.
One last thing and this i just for curious sake how come you made the deadly focus reset a 15 minute wait? Just for game purposes wouldnt it be easier to set it as a 15 round reset instead? So that the assassin couldnt ever reset in the middle of combat but still making him able to use this more then once in a dungeon crawl situation.


Eldin wrote:


One last thing and this i just for curious sake how come you made the deadly focus reset a 15 minute wait? Just for game purposes wouldnt it be easier to set it as a 15 round reset instead? So that the assassin couldnt ever reset in the middle of combat but still making him able to use this more then once in a dungeon crawl situation.

your dungeon crawls take 15 min to complete?


No they dont take 15 minutes to complete, there just isnt 15 minutes between each fight that the assassin need to reset his deadly focus ablity


Eldin wrote:
No they dont take 15 minutes to complete, there just isnt 15 minutes between each fight that the assassin need to reset his deadly focus ablity

How is this unfair or unbalanced?


Denim N Leather wrote:
How is this unfair or unbalanced?

Because it takes away what is essentially the primary class feature. The assassination part of the Shadow Assassin. Not a small thing.

Rogues can Sneak Attack pretty much everything, but even when they come across something that can't be Sneak Attacked, they don't lose their ability to do so to other things. Not so for the Shadow Assassin.

Dungeon Crawls should, theoretically, be over hard and fast. Having to sit around for 15 minutes meditating after every fight is just not practical or prudent.

It's a cool and interesting mechanic, it's just hard to fit into games. Sitting still for 15 minutes isn't something PCs are terribly good at =p (and good luck finding a DM who will let you get away with it)

Balanced? Sure, I suppose so. Fair? Eeeehhhh.

(P.S. Love the class, having wicked fun with it. Level one could use a shadow style or something though)

Paizo Employee Starfinder Design Lead

Eldin wrote:

Heya guys,

I swear this will be my last time anoying you =)

Actually, you have yet to annoy us. We lvoe that fans actually use our books, think about things that seem wrong or iffy, and give us feedback. It both proves are books are being used rather than just read, and helps us improve over time.

Eldin wrote:
umm just asking about the shadowmeld abilities produce shadow and living shadow; now are these powers supernatural or spell-like

Produce shadow and living shadow are both supernatural, hence the (Su) after their names.

Eldin wrote:
and how long does i take to use them standard, move or swift. It doesnt seem to state either of these in the descriptions of them. And thank you for all of your help with the other questions.

Like all supernatural abilities, they are a standard action unless the ability says otherwise. since they don't say anything about it, they are both standard.

And we're ALWAYS happy to answer questions.

Eldin wrote:
One last thing and this i just for curious sake how come you made the deadly focus reset a 15 minute wait? Just for game purposes wouldnt it be easier to set it as a 15 round reset instead? So that the assassin couldnt ever reset in the middle of combat but still making him able to use this more then once in a dungeon crawl situation.

Obviously, play style can affect what rules make sense. The ability is powerful, and needs to nto always be available, But we also didn't want to limit it to x/day, which could lead to using it multiple times in combat (once x was greater than 1), then not having it when facing a major foe everyone else prepares for (once you'd use all of whatever x was).

We decided to go with a reset time. That left how long should it be?

One common tactic among clerics, druids and wizards is to leave some spell slots open to prepare spells later. That takes a minimum of 15 minutes. Thus there is already a time set up in the rules for preparing yourself for another encounter, if you need to, and that time is 15 minutes. So when the cleric decides to prepare extra anti-undead spells once it's clear the main foe is a wight, the shadow assassin can take the same time to prepare another deadly focus.

If that doesn't work for your campaigns, feel free to shorten the time. But we wanted the power to not necessarily ALWAYS be available, but be free when the characters are preparing for something. Honestly, I've seen a -lot- more groups with fights that last longer than 15 rounds than I have groups who won't sit for 15 minutes between encounters, but again that's a play style question.

I hope that covers your questions about where the time frame came from, and why we wanted it. :D


Hi Owen, it's excellent to know the logic behind deciding exactly how much rest time is required to reset deadly focus ability. Now knowing the source it's a good choice.

Regarding Produce Shadow it's a 12th level Shadow Assassin ability. It only lasts 1 round per Shadow Assassin level (+Wis mod) while a mere 3rd level spell-caster can cast Darkness that lasts for 30 rounds. Both cast it as a standard action though the Shadow Assassin has the advantage of being able to portion it for multiple uses. On the other hand a 12th level caster could cast Quickened Darkness as a swift action.

Now to the discussion...a Shadow assassin operating in lit areas would broadcast his presence on the first round if he cast darkness (Produce Shadow). Assuming he's not dead and the enemies are still present on the following round he finally gets to start attacking. While he could have forgone darkness and simply attacked without the benefit of dim light have you considered making activation of Produce Shadow a move action? A swift action seems too powerful when backed by a full round of attacks but a standard action seems to give the game away to his enemies. Making it a move action would really enhance activating this ability in opening combat situations.

Note that this is purely a review of activation time for Produce Shadow. I'm not set on trying to change it and would love design team feedback on what type of action would make this ability most useful to the Shadow Assassin class.


Ok no bites on my last post. Having further play-tested the Shadow Assassin in our groups, the class is amply powered thus it's overkill to pursue Produce Shadow activation time. Even if a standard action is suboptimal for the shadow assassin it's a good thing for their enemies :P

Rereading an earlier post on Camouflage and DR/epic and also encountering See in Darkness (Su) ability during game play, I have drawn up the following suggested errata that we are so far applying to our Shadow Assassin's.

Quote:
- Bypass DR (Su): ...any attacks a shadow assassin makes...automatically bypass any DR the creature might possess; just like a Paladin's Smite Evil ability. An epic shadow assassin bypasses DR/epic with this ability, a non-epic shadow assassin does not.
Quote:
- Camouflage (Su): ...the shadow assassin can physically wrap himself in the shadow from dim or less light, using it as camouflage and making him more difficult to see even for targets with darkvision (normally dim light provides 20% concealment only against targets with normal vision). The shadow assassin gains 20% concealment in dim or less lighting, even from creatures with darkvision or non-visual senses such as blindsense, blindsight, scent and tremorsense. Note that camouflage is ineffective against creatures with See in Darkness (Su) ability such as Dark Creepers, Dark Stalkers and most Devils, as they can see perfectly in darkness of any kind.

Paizo Employee Starfinder Design Lead

I confess I hadn't considered the See in Darkness ability. However, if the shadow assassin's power works against tremorsense...

I'll have to ponder this one.


Owen K. C. Stephens wrote:
I confess I hadn't considered the See in Darkness ability. However, if the shadow assassin's power works against tremorsense...

Please give your ruling...because the Shadow Assassin "wraps himself in shadow" (your words) it should be a darkness based effect thus we ruled that "See in Darkness" ability could see though the darkness.

Personally whatever you rule, so be it, but it would be nice if a few things can overcome it such as "See in Darkness", True Seeing spell, and whatever else is left.

Dark Archive

I added a review to the product.

Paizo Employee Starfinder Design Lead

Dark_Mistress wrote:
I added a review to the product.

You have been busy. Thanks for the review!

Dark Archive

Owen K. C. Stephens wrote:
Dark_Mistress wrote:
I added a review to the product.
You have been busy. Thanks for the review!

Yeah i have been meaning to review a lot of the 3pp pathfinder stuff for awhile now. Since many of it has no or only one review. So I started reviewing a few this weekend but was bored this morning so I decided to crank out a few reviews. :)


Hi All

I just wanted to say that the shadow assassin is a well thought out and executed class. I rather like the customizable feel to the class. Plenty of choices and there's little or no overlap with the rogue! However, I believe there is space for one more shadow talent ability which grants trapfinding. This way, if need be, the shadow assassin could fill in for a rogue if the group requires one. Also, I really don't think this would take away from the overall feel of the class. I was thinking Shadowed Pilferer would be a decent enough name ... maybe it could also grant the character the ability to create thieve's tools out of shadow?

Some other random thoughts I had; a feat which grants the character the abilty to manifest a second blade via the shadowblade shadow talent and a feat which stacks rogue and shadow assassin levels for certain abilities would be kinda spiffy. Similar in vein to feats such as sacred outlaw, daring outlaw, and ascetic stalker etc etc.

Any and all comments/thoughts are welcome. :)

Cheers
Vol


Hi, I'm hopin someone can help me out here. When I first seen this class I thought it might be exactly what I was looking for on a character I had been attempting to design anyway. The more I read about it in the posts and some of the errata on it and discussion I became even more convinced this was it.

So I bought it and printed it off. HOWEVER, The DM that I play with doesnt seem to think the class is balanced at all, mostly based on two abilities he gets and told me unless I could find a serious justification somewhere on the forums for it, then it would not be allowed in his game, as he is the only DM I have in the area that will be running a Pathfinder game anytime soon, my hopes were dashed. I've tried to find discussion on these two abilities and have been unable to locate anything so if anyone could help me out with somethin I could present to him as justification for these two abilities I would greatly appreciate it.

The first of the two abilities is the Shadowmeld: stealth bonus. He said he believes it is too overpowering that the shadow assassin add his whole class level to stealth checks, that at 20th lvl for example the shadow assassin would have over +40 to his stealth check (assuming he put ranks in every level) when any other class would have 20 something.

The second of the two abilities is the Living Shadow at 16th level. That the gaseous form allows the shadow assassin to attack both material and ethereal enemies with out being able to be attacked yourself and because in no other class, feat or spell does gaseous form work that way.

If I can justify those to him sufficiently then I will once again be able to look forward to sneaking up on my enemies and hunting down my foes from the shadows :).........again thank you for your help in advance.

Paizo Employee Starfinder Design Lead

Draztik wrote:
Hi, I'm hopin someone can help me out here.

I wrote the shadow assassin. Maybe I can help?

Draztik wrote:
The first of the two abilities is the Shadowmeld: stealth bonus. He said he believes it is too overpowering that the shadow assassin add his whole class level to stealth checks, that at 20th lvl for example the shadow assassin would have over +40 to his stealth check (assuming he put ranks in every level) when any other class would have 20 something.

Point out that the stealth bonus does not stack with the bonus gained from being invisible. Which is, wait for it, +20. So a 20th level shadow assassin gets the same bonus as is provided by a 2nd level spell. Or, if your GM is worried about using it in combat, the same as a 4th level spell (greater invisibility). Except, of course, the shadow assassin ability only works in dim or worse light, and acts like normal stealth rather than working anywhere because you're invisible.

We playtested this ability, and found it balanced at all levels. By 20th, being able to go unseen in dark places is a very minor ability, since it can be negated by a 0-level light cantrip, and does very little against even as low-level a spell as fireball. If your GM is still nervous, ask if you can play the class by adding just half your level to Stealth. Trust me, you're not giving up that much.

Draztik wrote:
The second of the two abilities is the Living Shadow at 16th level. That the gaseous form allows the shadow assassin to attack both material and ethereal enemies with out being able to be attacked yourself and because in no other class, feat or spell does gaseous form work that way.

Nope, gaseous form doesn't work that way for anyone -- including the shadow assassin. Defensively, all gaseous form does is give you DR 10/magic and make you immune to poison, sneak attacks, and critical hits. That's nice, but it's NOT "with out being able to be attacked yourself." And the shadow assassin in return can attack other creatures. For half damage. With light weapons, and bolas, and shuriken.

As 16th level powers go it's nice. But compare that to spells gained by 16th level spellcasters. Antimagic shield. Greater spell immunity. Symbol of death. Earthquake. Finger of death. Reverse gravity. Prismatic wall. Incendiary cloud. Trap the soul. Mass charm monster. Form of the dragon III.

In fact, stop there. Tell your GM if he thinks living shadow is overpowered, when you hit 16th level you'll trade it in for the ability to cast form of the dragon III 1ce/day. If he thinks that's less powerful, take the deal!

Of course, the GM is always right about what comes into his campaign. If he doesn't allow the shadow assassin, try playing a rogue and aiming for shadow dancer and/or assassin PrCs. You won't get any of the same abilities (we carefully did not overlap those classes with shadow assassin), but you may be able to get a similar feel for your character.


Thank you very much for that reply, I have forwarded this link to him and we'll see what happens


Hi!
Regarding the Produce Shadow ability:
How big is the area of the shadow?
Does the shadow move with the character?
Does it really take a standard action to activate it? Seems strange since you can use it for individual rounds.
Thanks for your help!
Great class btw. - it's very versatile and a lot of fun to play! :)

1 to 50 of 115 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Paizo / Product Discussion / The Genius Guide to the Shadow Assassin (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.