Assassin, why bother?


Pathfinder First Edition General Discussion

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Mynameisjake wrote:
SirGeshko wrote:
Ardenup wrote:
Having a look though is the assassin a little under done?

Not to mention the obscenely low Death Attack DC. Using 3 rounds to study the target, set up a sneak attack without the enemy recognizing a threat, and having them save (@ level 10, Assuming Int 14-17) against a DC 17 or 18 Fort save (10+5 Assn lvl+2 or 3 Int) is ludicrous. A melee character at the same level will save more than 50% of the time (+7 Fort+2 or 3 Con+9 or higher on 1d20), while even a low Fort save class like the wizard has a 25% chance of surviving (+3 Fort+15 or higher on 1d20).

And after level 15, forget it!

I usually houserule the "Assassin's class level" bit to be a bit like the Tome of Battle... "Assassin's class level +1/2 his other class levels."

A 75% chance of a character dropping dead instantly seems to low? Save or Die only seems like a good idea when it's the other guy who is doing it. When it happens to a beloved PC it's not nearly so much fun.

They're talking about the really low fortitude save targets, like a wizard with a modest (likely 12) constitution.

If you tried to hit a fighter with that he'd only fail on a 1.

That's why it's so difficult to use, (especially since the bulk of the monsters in the game are high fortitude creatures with massive constitution) because the against the bulk of potential targets they would never fail above a rolled 2.


HyrumOWC wrote:
wraithstrike wrote:

Once I read it I will put up 2 reviews.

One based on what I expect the class to do, and other after I playtest it which may be a month or so away.

Thanks. Free stuff is always good.

That would be awesome Wraithstrike! Can't wait to read both of them.

He's not the only one. Once I've got my copy read and analyzed I'll be writing a review as well. Do you have this product up at the paizo shop (and if you do could you link it for me?)

I'm more comfortable here, and I'd like to give the Paizo people a review. If you want I'd be happy to review over there as well, (or simply transfer my review to it lol) but like I said, not my ideal target audience lol.

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kyrt-ryder wrote:

He's not the only one. Once I've got my copy read and analyzed I'll be writing a review as well. Do you have this product up at the paizo shop (and if you do could you link it for me?)

I'm more comfortable here, and I'd like to give the Paizo people a review. If you want I'd be happy to review over there as well, (or simply transfer my review to it lol) but like I said, not my ideal target audience lol.

Yep, it's here. I just don't know how to give out free copies from the Paizo site:

http://paizo.com/store/downloads/otherWorldCreations/pathfinderRPG/v5748btp y8bns

Hyrum.


wraithstrike wrote:
I always wanted a nonspellcasting assassin.

It has always been in the core rules. It's called "rogue". Or "fighter"....


William Timmins wrote:

You know, a Ranger with favored enemy: Humanoid (human, elf, dwarf, ...) has long struck me as somewhat assassiny.

It all depends on your fighting style - and whether you take commissions to kill people for money.


I have a couple of issues with the assassin. The rogue gets a much better death attack at level 20, which doesn't require the studying of the opponent for three rounds gibberish. Shouldn't the assassin be the best at, you know, assassinating?

Also, a lot of the assassin's features seem rather redundant. Does it really need a +5 on its saving throws against poison? And how sure do you really need to be that your opponent is not going to be resurrected? Isn't turning him into dust just a bit extreme and does it really need to be its capstone ability?

If I were to houserule the assassin, I'd make the following changes:

- Whenever he gains a +1 on saving throws vs. poison, he also gains +1 on the DC of poisons he uses against his enemies. This would give him the niche of being the best poisoner in the game.
- The level 9 ability Swift Death is not usable only once per day, but rather just applies all the time.

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Mynameisjake wrote:
SirGeshko wrote:

Not to mention the obscenely low Death Attack DC. Using 3 rounds to study the target, set up a sneak attack without the enemy recognizing a threat, and having them save (@ level 10, Assuming Int 14-17) against a DC 17 or 18 Fort save (10+5 Assn lvl+2 or 3 Int) is ludicrous. A melee character at the same level will save more than 50% of the time (+7 Fort+2 or 3 Con+9 or higher on 1d20), while even a low Fort save class like the wizard has a 25% chance of surviving (+3 Fort+15 or higher on 1d20).

A 75% chance of a character dropping dead instantly seems to low? Save or Die only seems like a good idea when it's the other guy who is doing it. When it happens to a beloved PC it's not nearly so much fun.

If you compare the Death Attack DC to that of a spellcaster they're comparable. However, while you're wasting 3 rounds studying your target, a 10th level wizard is casting Cloudkill, Transmute Rock to Mud, and transforming into a Plant or Elemental, before casting Phantasmal Killer, essentially duplicating the Death Attack (only 1 action and an extra will save) at a slightly higher DC (primary stat assumed to be higher, availability of DC boosting feats, possibly Gnome).

I'd argue either the DC be boosted or the time spent studying your target drop to one round.
But, as KaeYoss said, you don't need to be an 'Assassin' to be an assassin.


Ellington wrote:
And how sure do you really need to be that your opponent is not going to be resurrected? Isn't turning him into dust just a bit extreme

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SirGeshko wrote:


However, while you're wasting 3 rounds studying your target, a 10th level wizard is casting Cloudkill, Transmute Rock to Mud, and transforming into a Plant or Elemental

The difference is that the assassin isn't detected. He can study in peace. The wizard will be attacked.

SirGeshko wrote:


But, as KaeYoss said, you don't need to be an 'Assassin' to be an assassin.

Yeah, listen to that KaeYoss guy, he sounds real smart. :)


The death attack is cool. But you can really only use it on initiation. My party would be annoyed if I sat on my a$$ for 3 rds studying an opponent when i should be bringing the hurt.


Mynameisjake wrote:
SirGeshko wrote:
Ardenup wrote:
Having a look though is the assassin a little under done?

Not to mention the obscenely low Death Attack DC. Using 3 rounds to study the target, set up a sneak attack without the enemy recognizing a threat, and having them save (@ level 10, Assuming Int 14-17) against a DC 17 or 18 Fort save (10+5 Assn lvl+2 or 3 Int) is ludicrous. A melee character at the same level will save more than 50% of the time (+7 Fort+2 or 3 Con+9 or higher on 1d20), while even a low Fort save class like the wizard has a 25% chance of surviving (+3 Fort+15 or higher on 1d20).

And after level 15, forget it!

I usually houserule the "Assassin's class level" bit to be a bit like the Tome of Battle... "Assassin's class level +1/2 his other class levels."

A 75% chance of a character dropping dead instantly seems to low? Save or Die only seems like a good idea when it's the other guy who is doing it. When it happens to a beloved PC it's not nearly so much fun.

It does, because of the other mitigating factors. Especially in a party scenario that's probably 4+ stealth v. perception checks, 3 rounds of observation, then getting in close enough for a sneak attack (at least 30 feet assuming you're using a crossbow) then there's hitting, and doing damage (the target might be resistant to crits) and then they get a save. and that's vs. an opponent with an absolutely ABYSSMAL fort save. its a really weak ability.


Ellington wrote:


If I were to houserule the assassin, I'd make the following changes:

- Whenever he gains a +1 on saving throws vs. poison, he also gains +1 on the DC of poisons he uses against his enemies. This would give him the niche of being the best poisoner in the game.
- The level 9 ability Swift Death is not usable only once per day, but rather just applies all the time.

I've been using that first house rule in my homebrew assassin base class for about six or seven years now... it is really neat IME and NSHO :)


I know it might sound a bit crazy and all, but why does everyone seem to be advocating playing the Assassin as a character that runs in guns blazing rather than a little more 'assassiny'? You know, the type that no one recognizes as an assassin until it is too late. The guy who, if he does his job correctly, no one even knows he did his job.


Caedwyr wrote:
I know it might sound a bit crazy and all, but why does everyone seem to be advocating playing the Assassin as a character that runs in guns blazing rather than a little more 'assassiny'? You know, the type that no one recognizes as an assassin until it is too late. The guy who, if he does his job correctly, no one even knows he did his job.

Because they're talking about playing an assassin in an adventuring party, where the standard approach is going in guns blazing.

As an assassin in a party the best you can really hope for when not out scouting solo is to be allowed to sneak up to a mark and open the ambush. After that the combat is pretty much open season.


Pathfinder Rulebook Subscriber
Caedwyr wrote:
I know it might sound a bit crazy and all, but why does everyone seem to be advocating playing the Assassin as a character that runs in guns blazing rather than a little more 'assassiny'? You know, the type that no one recognizes as an assassin until it is too late. The guy who, if he does his job correctly, no one even knows he did his job.

Because if you try and play an assassin the stealthy, sneaky, actual assassin-y way, the rest of the group gets bored of watching you play a solo adventure and busts down the door.

Assassins are simply not any better than rogues in dungeon or outdoor adventures much of the time. The times when assassins are better are pretty much a certain type of adventure that may or may not ever occur in most gaming groups.


Assassins are really more of PrC for the DM to use against the players. It's not that its a bad class, but its mean ability is not optimal for a party, however when ambushing a party... :).


I just think that all these suggestions to increase the lethality of the Assassin's death attack are things that would make PCs howl if they were used against them.


kyrt-ryder wrote:


Because they're talking about playing an assassin in an adventuring party

Well, some concepts just don't lend themselves to an adventuring party.

The traditional assassin doesn't run around screaming bloody murder, a guy in full plate and another with an unhealthy fascination with deadly fireworks in tow, not to mention that guy who cannot shut up about how cool his deity is. (Clerics are the Apple fans of character classes).

But if we're at it: I want a hermit PrC that allows me to run around in cities and the whole wide world :P


Mynameisjake wrote:
I just think that all these suggestions to increase the lethality of the Assassin's death attack are things that would make PCs howl if they were used against them.

Oh yeah.

It's a fun little game I play with my players: They suggest some weird stuff, I smile at them, say "Sure! Just let me rebuild those NPCs here" and they back-pedal faster than the Australian Backwards Running Ostrich.

Fun times.

Like when one character hit by firestorm would continue shooting instead of dousing the flames, and one player suggested that the arrows should be flaming arrows now. I thought about it a moment, and then my face lit up and I was telling them about their very astute observation, since those arrows will probably be cinders by now!

As for assassins: I'm save from more powerful assassins, since I already killed a character with one. They won't come and beg me to make them stronger. }>


I did not forget about my review on the PDF. I will try to do it by Tuesday. The first one anyway.


KaeYoss wrote:

the Australian Backwards Running Ostrich.

Good eatin'.


Mynameisjake wrote:
KaeYoss wrote:

the Australian Backwards Running Ostrich.

Good eatin'.

Not so good going the other way.


Assassins bother me as an NPC class as well.

Given their nature, a PC might experience an encounter with an Assassin thus:

DM: Make a fortitude save.

Player: 15.

DM: You die and turn to dust.

A more entertaining encounter with an assassin would be one where the assassin is being played ineffectively, deliberately so that the players have something to do.

That said, it's not the class itself that I have trouble with, but with 'bolt from the blue' deaths in general.


Umbral Reaver wrote:


That said, it's not the class itself that I have trouble with, but with 'bolt from the blue' deaths in general.

Well, those are from assassins. Could be worse. Could be a shock-frozen cow that drops onto your head. :D

Dark Archive

Pathfinder Roleplaying Game Superscriber
HyrumOWC wrote:

Our Shadow Assassin base class does just about what everyone is talking about. Here's a link to the description:

http://paizo.com/store/downloads/otherWorldCreations/pathfinderRPG/v5748btp y8bns

I'll also send the first few people to ask for one a free copy so they can look it over.

Hyrum.

I bought it and liked it. It kinda has a feel of more of a special cult of assassins though, like the Red Mantis with their focus on shadow powers.


Dark_Mistress wrote:
HyrumOWC wrote:

Our Shadow Assassin base class does just about what everyone is talking about. Here's a link to the description:

http://paizo.com/store/downloads/otherWorldCreations/pathfinderRPG/v5748btp y8bns

I'll also send the first few people to ask for one a free copy so they can look it over.

Hyrum.

I bought it and liked it. It kinda has a feel of more of a special cult of assassins though, like the Red Mantis with their focus on shadow powers.

I like the idea of different "asassin cults," since it reflects real history. There were the "original" assassins, the ninjas, etc.

As NPCs, assassins of different stripes can keep the players guessing. The Mantis assassins vs. core assassins, plus a few more variants, can add a lot of flavor and keep PCs from saying "Oh, another assassin! Well, we've dealt with them before. You just.."

...only to find that this guy isn't quite like the last one, and just disappeared (or whatever).

Granted, anyone can kill for filthy lucre. The idea of various secret cults zealously dedicated to murder-for-hire (or some darker motivation), and doing it all a little differently is just too fun to ignore!

I like PrCs just because DMs can use them and don't have to work too hard to come up with nicely varied opponents. Most PF players can be happy with a straight class, but options are always nice.


Ravingdork wrote:
A wizard 3/rogue 7/assassin 10 on the other hand gets a fine mix of abilities, will likely have higher Death Attack DCs, doesn't lose much in the way of sneak attack (2d6 maybe), and fits the "magical assassin" archetype rather well. Said assassin can also make tons of scrolls for himself or for others or put his familiar to good use as a spy or lookout.

Actually, the bonded object might work better. As far as I can tell, he could make his weapon his bonded object and be able to enchant it however he wants with some money and a skill check.

Maybe make his own Assassin's Dagger, for example, without having to rely on someone else to make it for him. Not having the slay living spell simply means a +5 to the skill check.

Plus, it's an extra spell cast per day.

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