| Ultimas134 |
Hello all! I'm new to the boards and wanted to say hi first.
Down to business...
OK, so the character I am playing is a Assassin raised and working for the church. My DM made some changes to the assassin class obviously. I did not have to be evil, or kill someone to join. Instead I must maintain a modified pally code that is almost identical save for the part about being honorable, me and my DM both felt that honor is for someone who is a shinning example of their faith and in the public I. I am neither of these things.This change allows for the "dirty fighting" that could be attributed to Sneak Attack and the use of poisons. The HIPS provided by the Assassin class also now functions within 10 feet of light instead of shadow for flavor. Should I ever Break my code I will lose the ability to HIPS and use the other features of the class such as True death, Quick death, Death angel ect. ect.
Well Im level 9 starting in this campaign. 'My character is :
Pally2
Rogue3
Assassin4
sounds weird I know but I'm super stoked to play it.
Down to business.
Last thing I need to do is pick a weapon. I cant decide between +1 ghosttouch and +1 Adamantite. opinions?
I only have acess to whats on the SRD btw.
| flamethrower49 |
Hello to you too! But then, I'm relatively new myself...
So you need help with the specific type of weapon, then? Tell me a bit about yourself. Human? Weapon Finesse? What kind of feats do you have? Do you plan to use a shield or heavy armor? Presumably not, but I've heard stranger things. Two-handed weapon? Two-weapon fighting? One-handed? Do you need a light weapon? Do you have the feat to spare for an exotic weapon?
Basically, what kind of restrictions or requirements are we working with, before we recommend something that totally doesn't work?
As far as Adamantine vs. Ghost Touch, both are useful in relatively narrow situations. For a Paladin/Assassin weapon, Ghost Touch seems far more appropriate. It seems more likely you may want to kill a ghost than worry about breaking things. Death to all undead abominations, that sort of thing. You know your campaign circumstances better than we do, though.
| Ultimas134 |
Hello to you too! But then, I'm relatively new myself...
So you need help with the specific type of weapon, then? Tell me a bit about yourself. Human? Weapon Finesse? What kind of feats do you have? Do you plan to use a shield or heavy armor? Presumably not, but I've heard stranger things. Two-handed weapon? Two-weapon fighting? One-handed? Do you need a light weapon? Do you have the feat to spare for an exotic weapon?
Basically, what kind of restrictions or requirements are we working with, before we recommend something that totally doesn't work?
As far as Adamantine vs. Ghost Touch, both are useful in relatively narrow situations. For a Paladin/Assassin weapon, Ghost Touch seems far more appropriate. It seems more likely you may want to kill a ghost than worry about breaking things. Death to all undead abominations, that sort of thing. You know your campaign circumstances better than we do, though.
Thanks for the response!
I am a finesse fighter yes.I am a elf and I would like to keep it too a light weapon for better concealment. It can either be martial or simple.I wear +2 mithril chain shirt right now. I currently 1 hand and do not currently have a spare feat
my stats:
str 10
dex 18
con 12
wis 10
int 18
cha 14
@run:
Yes by default you cannot do this but my character is LG . We changed the class to be a "Holy Assassin". without typing a book realize that this makes using death attack and such a very serious choice since I have a modified pally code.
| Cowjuicer |
Srry to say this but you can't do that, Pali is only for LG characters Assasin is any evil, however you could go into anti-Pali to get the pali abilites.
In, quite literally, the third line of text in OP's post, he mentioned that he was using a homebrew variant of the assassin where he was allowed to play non-evil.
Seriously, dude. Third line of text. Is it that hard to read what he wrote?
On topic: I'm partial to adamantine, because I like to play fighters who smash objects and other stuff often ("I'm going to break down the door, and break open the treasure chest, and then BREAK OPEN SOME FACES!"). However, ghost touch may be more useful - depends if you plan on fighting lots of incorporeal undead or not. That will be mostly up to you, but for what it's worth, I'd take adamantine and then get Ghost Touch later if you end up needing it.
As far as specific weapon: I'm partial to morningstars - two types of damage with a d8 and almost anyone can use them - as well. However seeing that you want a light martial or simple weapon, maybe grab a bow and some arrows so you can contribute at range and fight with a shortsword?
| Ultimas134 |
Run, Just Run wrote:Srry to say this but you can't do that, Pali is only for LG characters Assasin is any evil, however you could go into anti-Pali to get the pali abilites.In, quite literally, the third line of text in OP's post, he mentioned that he was using a homebrew variant of the assassin where he was allowed to play non-evil.
Seriously, dude. Third line of text. Is it that hard to read what he wrote?
On topic: I'm partial to adamantine, because I like to play fighters who smash objects and other stuff often ("I'm going to break down the door, and break open the treasure chest, and then BREAK OPEN SOME FACES!"). However, ghost touch may be more useful - depends if you plan on fighting lots of incorporeal undead or not. That will be mostly up to you, but for what it's worth, I'd take adamantine and then get Ghost Touch later if you end up needing it.
As far as specific weapon: I'm partial to morningstars - two types of damage with a d8 and almost anyone can use them - as well. However seeing that you want a light martial or simple weapon, maybe grab a bow and some arrows so you can contribute at range and fight with a shortsword?
Yes I have been eyeing(spelling?) the short sword.I am looking at weapon enchants and just cant seem to pick one. Ideally I would like to make my character as versatile as possible. Maybe picking ghost touch would get around those pesky incorporeal some is my thought. However I am just not convinced that it would be a worthwhile buy.
Also I am in the dark about what our campaign will be about completely.
| Run, Just Run |
Run, Just Run wrote:Srry to say this but you can't do that, Pali is only for LG characters Assasin is any evil, however you could go into anti-Pali to get the pali abilites.In, quite literally, the third line of text in OP's post, he mentioned that he was using a homebrew variant of the assassin where he was allowed to play non-evil.
Seriously, dude. Third line of text. Is it that hard to read what he wrote?
On topic: I'm partial to adamantine, because I like to play fighters who smash objects and other stuff often ("I'm going to break down the door, and break open the treasure chest, and then BREAK OPEN SOME FACES!"). However, ghost touch may be more useful - depends if you plan on fighting lots of incorporeal undead or not. That will be mostly up to you, but for what it's worth, I'd take adamantine and then get Ghost Touch later if you end up needing it.
As far as specific weapon: I'm partial to morningstars - two types of damage with a d8 and almost anyone can use them - as well. However seeing that you want a light martial or simple weapon, maybe grab a bow and some arrows so you can contribute at range and fight with a shortsword?
I just noticed the assasin, Pali & rouge so I wrote that befor I read the rest because I was so suprised and have never seen the varient.
| flamethrower49 |
You can't go wrong with Short Sword. The most iconic of the light weapons. (It has sword in the title, after all!) Handaxe is the same, with a x3 crit. There are some other options if you want to change the damage type or give it more range. You can use a Rapier with Weapon Finesse, and that crit range is excellent. You'll have a problem concealing that, though.
Two items I see on the SRD deserve special consideration. There the Battle Aspergillum, which is a light simple weapon. It is exactly like a light mace (same price, too), except it sprays holy water. Creatures vulnerable to holy water take one extra damage from it with each hit. This could be good for obvious holy warrior reasons. Though you do have to refill it. Can anybody in the party bless water, perhaps? It's not like it's troublesome to keep some holy water around, though.
The other I see is the Switchblade Knife, a light martial weapon. It's treated exactly like a dagger, including the +2 bonus to conceal with Sleight of Hand. In addition, this weapon can be crafted to look like something else, only revealing the secret with an additional DC 15 Perception check. If you're more concerned with concealment, use this.
I don't think you need an Adamantine weapon - leave those for the more brutish fighters. I feel like Ghost Touch makes a solid character choice (Bad Undead!), but if you doubt the usefulness, why not go with Flaming or Frost or the like? Merciful can be useful on a Paladin weapon. How about here?
| Necroluth |
I don't think you need an Adamantine weapon - leave those for the more brutish fighters. I feel like Ghost Touch makes a solid character choice (Bad Undead!), but if you doubt the usefulness, why not go with Flaming or Frost or the like? Merciful can be useful on a Paladin weapon. How about here?
I second the choice of Merciful. This is a great way for you to maintain your vows and still punish the wicked. If your goal is only to kill the evil baron, and spare his duped guards/henchmen, then your merciful weapon will do the trick. You can knock out all of his guards with non-lethal damage, then switch over to lethal when you face your real target.
| Abraham spalding |
I kind of like adamantine for its tool like abilities. Being able to ignore hardness can really help you get into those hard to pick windows on the tenth floor. But it isn't always a subtle tool -- yeah you can 'pick' the window with it quietly if given time... but it's a question of if you have the time.
A magical weapon over comes a good amount of different issues... perhaps instead of a single +2(ish) weapon you try for multiple +1 weapons?
Different jobs need different tools after all.
Helaman
|
flamethrower49 wrote:I don't think you need an Adamantine weapon - leave those for the more brutish fighters. I feel like Ghost Touch makes a solid character choice (Bad Undead!), but if you doubt the usefulness, why not go with Flaming or Frost or the like? Merciful can be useful on a Paladin weapon. How about here?I second the choice of Merciful. This is a great way for you to maintain your vows and still punish the wicked. If your goal is only to kill the evil baron, and spare his duped guards/henchmen, then your merciful weapon will do the trick. You can knock out all of his guards with non-lethal damage, then switch over to lethal when you face your real target.
Actually, Merciful makes perfect sense.
| Gilfalas |
Yes I have been eyeing(spelling?) the short sword.I am looking at weapon enchants and just cant seem to pick one.
Start off with a +1 Merciful Short sword. It is only the cost of a +2 weapon (the same as a +1 Ghost Touch) but is far more useful and as a 'Holy Assassin' I would assume you take the dealing of actual death EXTREMELY seriously and as such you may want to take a Merciful weapon to make sure that you do not kill unless your absolutely supposed to. When you need to kill you 'turn off' the merciful enhancment (which you can do at will) and 'turn on' the assassin powers.
Short swords are small enough that they are usually easily concealed and strong enough to be decent in melee, classic stealthy assassin weapons.
Also, merciful is really darned handy when you want to take captives or capture someone as well and can prevent accidental killings of innocents if and when you have been tricked by the bad guys (which you KNOW will, at some point, happen).
And the extra d6 of untyped damage is not too bad either.
| HermitIX |
If you are changing the alignment of the class change the name too. Assassins are evil Shadow Paladins might not be.
It’s hard for me to see the assassin class done as a non-evil. It’s geared toward being a killer for hire which is evil. I get that it’s supposed to be for a higher purpose. But that just means your evil character has a noble goal.
Try changing all the Death references to “Torpor” a form of stasis. That way you capture the subject instead of kill it. It lasts one day per level in the class.
I don’t like the idea of Hide in Plain Site being attached to light. “Assassins” are supposed to sneak in the shadows. Light is supposed to reveal not conceal. I get the theme you are going for but this strikes a sour note to me.
| HermitIX |
I would go for Daggers. They don’t do much damage but you have sneak attack for damage. They have a range increment so you can throw them for a ranges attack when you need it; they are cheap so you can get various types of materials; in 3.5 I know they were easier to hide from guards –you got a sleight of hand bonus for its size-; and they kick but with the Flick of the Wrist Feat -3.5e-.
| CE Chef |
I really like the idea. Although, I do second the notion of disliking the HIPS being attached to light, unless it was like, next to blinding light. There is just too much room for abuse, being in shadowy illumination, or very dark, can hide in the shadows. Being in the light means you can hide, in the middle of the street, at noon. with this ability set that way, you can hide no matter what. Might as well just get invis as a spell like abil usable a couple of times a day, at that level it wouldn't even be too broken.
Enough about that though, onto the weapon. For the weapon I suggest the humble punching dagger, being adamantium over ghost touch. I suggest adamantium because it has that "trusty" feel to it. It's a tool that gets the job done, but never needs polish, always pristine. And, if you ever needed to...you could stab a treasure chest to death in a fit of righteous anger. I've never liked merciful from an RP stand point. I just can't imagine any piercing or slashing weapon with that enhance. Sorry. =( A third enhancement to look into would be the bane ability, depending on the campaign, this could be a great choice, or lack luster.
| Ultimas134 |
I really like the idea. Although, I do second the notion of disliking the HIPS being attached to light, unless it was like, next to blinding light. There is just too much room for abuse, being in shadowy illumination, or very dark, can hide in the shadows. Being in the light means you can hide, in the middle of the street, at noon. with this ability set that way, you can hide no matter what. Might as well just get invis as a spell like abil usable a couple of times a day, at that level it wouldn't even be too broken.
Enough about that though, onto the weapon. For the weapon I suggest the humble punching dagger, being adamantium over ghost touch. I suggest adamantium because it has that "trusty" feel to it. It's a tool that gets the job done, but never needs polish, always pristine. And, if you ever needed to...you could stab a treasure chest to death in a fit of righteous anger. I've never liked merciful from an RP stand point. I just can't imagine any piercing or slashing weapon with that enhance. Sorry. =( A third enhancement to look into would be the bane ability, depending on the campaign, this could be a great choice, or lack luster.
I agree thats the HIPS to light is kinda wonky. My DM did that from a thematic point, also to separates me from the shadow dancer in our group on some level I think.
I do like the idea of having 2 weapons...I may redo my gear just a smidge to make room for both a ghosttouch and a merciful weapon.