L. A. DuBois
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Pretty much since I started playing D&D back when 3.5e was first released, I've been building specific and often unusual character concepts. And just now, an interesting idea came to mind: could you make an effective assassin using a full-caster class, and if so how? I mean, in theory, full-progression spellcasters are the most versatile and arguably powerful characters in the game, but to be a proper assassin requires a very specific set of skills that don't immediately spring to mind for full casters.
Now, I'm gonna go monkey around with this myself (possibly in the morning since it's 1:00am right now), but in the meantime I thought I'd pose the question here as well. So here's the rules for this challenge:
1) Create a PFS-legal 12th level character using only a single full-progression spellcasting class.
2) Ignore equipment, aside from an optional weapon. Since magic items are pretty much equally accessible to all classes, including them would just clutter things up when the goal is just to see how the class would perform on its own merits.
3) In order to be a proper assassin, one must be able to reliably kill a specific given target before they are able to react much. At the very least, without being able to alert others or get help. An assassin should also be capable of doing this with no collateral damage (including extra killings) or witnesses.
Personally, I think I'm going to try for three different flavours with this to build:
A) Boring, But Practical: This type of assassin is simply reliable. Given ideal but typical circumstances (at night while the victim sleeps alone in their room or something, not while bound and unconscious in a private demiplane), they are most guaranteed to be able to off as wide a variety of targets as possible.
B) Beyond the Impossible: This type of assassin is able to kill someone and get away with it in an incredibly difficult situation, like while the target is surrounded by guards or is on a different continent. The entire assassination need not occur entirely under those circumstances, but it must start under them, and whatever remains may exist must be returned to wherever the target had been at that start before the assassin can escape. Don't know if this one will actually be possible to do, but I want to at least give it a shot.
C) Smoke and Shadows: This kind of assassin must be impossible to catch. They may not be able to kill any target, they may not be able to kill in any situation, but they cannot be tracked or discovered. No one knows who they are or how they do what they do. For bonus points, the Nameless One feat is off limits.
| lemeres |
For this, I have something simple that can satisfy flavors B) and C), but it is not quite as reliable at condition 3) (kill without witnesses, or collateral damages).
The idea I have is simple- druid.
Druids are able to turn into a variety of forms over long periods, which makes them fantastic at disguise and stealth. Who would suspect that the bluejay on the window sill would suddenly turn into a big brawny guy with a dagger?
Additionally, they have a variety of crowd control spells that would allow them to hamper, delay, and trap opponents. There are also options to manipulate animals for trickier kills (charm the lord's horse- suddenly the lord has an 'unfortunate riding accident').
A particular approach I like is a druid focused on earth elementals. Earth elementals both provide fantastic stats (at level 10, you can go large sized, have +6 str/natural armor, and I am pretty sure you can guy a large weapon for it to use), but they can also earthglide. That is a fantastic way to sneak in close without warning or to slip away. Not exactly subtle... but suddenly having a 16 foot tall giant appear behind you and stab you with a sharpened telephone pole is hard to guard against. You can go with more of a Jason Vorhees thing- big and intimidating, but able to slip in and out when people are not looking.
Add in the ability to spontaneously cast summon spells to grab elemental minions to help out (air elementals are always nice to have- they can chase down escapees).
Druid assassins also just feel right in terms of flavor- there has to be at least some druid circles that go eco-terrorist, right?
yeah, even with the nerfs from 3.5, druidzilla still works in a lot of situations. They are still one of the most versatile classes.
| avr |
12th level, full caster, PFS legal so no crafting. Hmm.
Aiming at C). Let's imagine a cleric of Sivanah 5 / veiled illusionist 7. The veiled illusionist PrC does the heavy lifting here, with a supercharged disguise self, several illusions of your choice added from the sorc/wiz spell list (e.g. greater illusion of treachery), and one of the most reliable means of disguising your spellcasting out there. You can get nondetection from a domain. Cleric spells of 5th-6th level do include stuff like plane shift and touch of slumber for the assassination, scrying and find the path to find the target, and word of recall (or plane shift, again) for the getaway.
| Zarius |
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Oh, goody goody. Theory crafting on the Arcane Assassin, my favorite design from the 2nd ed Player's Options..
I'm going to start out with something... Unusual. For this build, I'm going to use twelve levels of Oracle (I'm presuming that you aren't allowing prestige classes, either).
Mystery: Bones. You want Boring, But Practical, this gives Disguise and Bluff. You can literally make yourself into the most boring person on the planet. So boring, in fact, that people literally can't remember you as anything beyond a generic 'human', or whatever other race you've chosen. Coupled with Diplomacy, you're now able to walk in to anywhere you choose, and convince anyone you want to aid you - assuming you can make the rolls, of course.
Curse: Haunted. This might seem counter intuitive, but Bones also gives you Stealth, so those minor hauntings don't matter. Nobody knows it's you. At tenth level - which you've already surpassed as part of this challenge - you gain Telekenisis. This is important because, base, you're able to cast the spell and affect targets upto (400+[12*40]) 880 feet away, sending nearby people and/or objects hurling at them. You wanna not get busted? Being nearly three football fields away when the king is suddenly stabbed by his own guards' swords. This meets Beyond Impossible, I feel, since he's not only able to assassinate someone under guard, but assassinate them physically using their guards' weapons. Doesn't matter what the guards say, any sane, rations constabulary system will lock them all up, at best. Most likely execute.
On to Revelations, you get four. Contrary to the common theme from what a lot of people might want, I'm going defensive, because sometimes plans fail horribly.
~~Armor of Bones. At level 12, you're looking at a +8 to your AC from it with no penalties from armor. It's basically half-plate with no weight, encumbrance, or armor check penalty. (It's also served my own main oracle extremely well.)
~~Near Death. This gives a +4 saving throw bonus against soooo many effects at level 11, it's almost harder to find not-raw-damage things it doesn't boost than that it does.
~~Resist Life. Why? Because the spells you get for hurting other creatures also heal you. That seems critically valuable with the manure strikes the air agitation system.
~~Spirit Walk. Twelve rounds of incorporeality and invisibility is hard to beat when you're trying to escape. You might not be able to do anything else, but you can move and there's no limit on how much beyond normal actions. That means 30X4(Run action)*12. 1440 feet, through any solid non-force object.
~~~~~ I'm going to explain some of my logic here. You want someone who can get in and out of a nasty place and kill one guy without getting caught, but that's not always going to be a thing, no matter how good you are. Being able to escape once it's gone south is critical to any good assassin. Always have three ways out: Your main escape, your fighting escape, and your emergency escape. The first is covered by being 880 feet away when you try to kill your target. The first three revelations cover the second escape - you're well protected from physical damage, you're well protected from magical effects that aren't just "blow the guy up", and you can select whether to heal your self or take out someone important with your basic free spells. The third is covered with your last revelation, allowing you to vacate an additional 1440 feet in 72 seconds. Additionally, being able to become incorporeal and invisible at the same time for 12 rounds every day makes you bloody hard to catch, and even harder to KEEP. Oh, you caught me? Wait a few days, poof.
Next we get into the spells. Funny enough, the two most valuable spells are provided not by the spell list but by the Curse (Telekinesis) and the Mystery (Circle of Death). Additionally, Animate Dead can be exceedingly useful if you've stopped caring about collateral damage.
* = granted by class features rather than selected
Orisons (Level 0)
~Create Water - drown your victim.
~Bleed - just in case you don't want to cut them again.
~Mending - to fix things you break, hide your tracks.
~Detect Poison - So you make sure you hand the right goblet over.
~Purify Food and Drink - Poison ALL of the food, cleanse just your own.
~Detect Magic - everyone should have this.
~Read Magic - everyone should have this.
~Resistance - another emergency spell.
~Light - it really helps to see when you try to murder a guy.
~*Mage Hand - from curse list
~*Ghost sound - also from curse list
L1
Obscuring Mist
Entropic Shield
Command
Doom
Shield of Faith
*Inflict Light Wound
*Cause Fear
L2
Augury
Find Traps
Hold Person
Spiritual Weapon
Make Whole
*Inflict Moderate Wounds
*Minor Image
*Levitate
*False Life
L3
Bestow Curse - This is actually a fun one, you can Curse someone to jump out a window any time they pass one. Or just pass one above a certain elevation. This is a horrifyingly creative spell.
Dispel Magic
Obscure Object
Meld Into Stone
*Inflict Serious Wounds
*Animate Dead
L4
Freedom of Movement
Poison - This is a killer spell. Literally. Con damage is the only stat damage that can actually kill.
Air Walk
*Inflict Critical Wounds
*Fear
L5
Plane Shift - You can send a single unwilling target to, say, the Elemental Plane of Fire. Or negative energy. Or, just to be a sadist, positive energy
Scrying
*Inflict Light wounds, Mass
*Telekinesis
*Slay Living
6th level
HARM - 120 points of damage means instant fort save vs heavy damage or SPLAT
*Inflict Moderate Wounds, Mass
*Circle of Death
~~~~So, some of the choices for spells are obvious, some maybe not so much, but every spell that was actually selected serves one of three purposes: Entry, exit, or murder. There are no selected "just because" spells, not even Detect Magic and Read Magic. Those can be used to help entry into magically locked places, or defeat magical traps.
And now on to Traits and Feats.
Traits - I'm going to assume the standard two.
~~Sadly, Traits are actually a hard one to decide. As an assassin, there are so many skills that can be useful to you, and you don't get many of them. The Bones mystery actually circumvents a lot of them, but Disable Device, Sleight of Hand, Use Magic Device, and Knowledge (Arcana) are all potentially critical for getting in and out, for making sure your target doesn't suspect you, etc. I have FOUR I'm going to select, because my first level feat is going to be Additional Traits(Advanced Player's Guide, and it's not called out as not legal). Sadly, this still leaves me with one of those four skills flapping in the wind.
~Mathematical Prodigy (Magical Trait) - This one will give you your Knowledge(Arcana) as a class skill, plus a natural +1 to your it. Bugger Knowledge(Engineering).
~Criminal(Social Trait)- Disable Device or Sleight of Hand as a class skill, and +1 to Disable device, Sleight of Hand, and Intimidate.
~Vagabond Child (Urban) (Regional Trait) - Sleight of Hand or Disable Device as a class skill (pick the one not picked from Criminal), and a +1 to Sleight of Hand, Disable Device, and Escape Artist (do Trait bonuses stack?)
~Reactionary - +2 trait bonus to Initiative - having TWO turns to kill your target is always a boon.
Feats
~Additional Traits
~Improved Initiative - as said before, two turns to kill your target where they're flatfooted is a supreme benefit to murder and mayhem.
~Spell Penetration
~Improved Spell Penetration - as much as I hate these feats, once targets get wind of a mage killing high profile targets, you're gonna be running into people with spell resist items. The penetration is needed. (As a fun aside, DDO used to have the word 'penetration' filtered, so items with Spell Pen would filter it out.)
~Eschew Materials - People are going to say this is a waste, but what happens when you need to start dropping your nukes in jail?
~Defensive Combat Training - Even with a 3/4 BAB progression, a few points of CMD can make all the difference in the world. This is your weakness in a fight.
I'm not going to get into skills, because I've already mentioned the important ones, and how many ranks you dump into them will depend largely on your stats. You didn't mention if we were doing point-buy or rolls, so I'm not fiddling with this. This build assumes a non-human build. If you play a human, don't bother with Empower - the only spell it would REALLY matter on that's worth the level jump is Circle of Death, and that's at your max. Enlarge is potentially worth it, as it would jump Telekenisis's range from 880 feet to 1760 feet, giving you a quarter of a mile just from it.
I do believe I have adequately covered the first and third rules, second wasn't hard. And I think I covered all three flavors. Feel free to tell me if you feel I am mistaken here.
| lemeres |
Actually, I remember that prestidigitation is a fantastically 'boring but practical' spell for assassins. it covers so many small details that are at the heart of a murder mystery.
-it can change taste. That means that you can use poisons with obvious aftertastes without any worry.
-cleaning up blood is obvious. However, the spell also has a 'soiling' function it is vague. Could you soil someone else's sword with blood? That could allow you to frame someone.
-temperature change. While there is a limit to the amount of material you can change... that can be used to trick investigators. Manipulating the temperature of a severed finger can trick people about the time of death- a warm finger make the death seem like it just happened (even though it might have been days). A cold finger makes them thing the death happened hours ago, even though you just slit the throat.
- color change. I could argue for circumstantial bonuses to disguise if you wear something obvious (a red cloak), and then you change the color once you are out of the sight of pursuing guards.
| UnArcaneElection |
Seems like you would want feats like:Conceal Spell (and eventually Improved Conceal Spell), and Subtle Enchantments. These all have another feat as a common prerequisite: Deceitful. Archives of Nethys lists all of these as PFS-legal. I would have also listed Cunning Caster, but Archives of Nethys says it isn't PFS-legal.
| Omnius |
Arcane Trickster... doesn't even work particularly well within its idiom. You're giving up too much to continue things that don't work well together. You'd be better off with just the spellcasting. Or single-classing one of the many, many two thirds casting classes and having some decent skills. Which is the forte of most of the two thirds casters.
| Zarius |
I would make an Arcane Trickster with Arcanist and Ninja.
In conjunction with Omnius's comment, which is true, you also forgot the "single spellcasting class" part of the challenge. Ninja is not a spellcasting class, and arcane trickster breaks the 'single' part of the challenge.
| Kaouse |
Sorcerer with Shadow Bloodline gets Shadow Well at level 9, effectively a better version of Hide in Plain Sight. Just have them cast one death spell of your choice. Instant assassin.
Or you could just be a God Wizard. Scry your opponent. Cast Greater Invisibility. Teleport to their location. Annihilate them with high level spells.
Honestly, 9th level spells make such a thing easy to do. The only issue is deciding which 9th level spellcaster to go with and which high level spell to cast. This would be a lot more challenging if you wanted to make an assassin who targets full-casters, rather than a full caster moonlighting as an assassin.
| Captain Morgan |
Literally any of the full casters work, since there are so many spells that obviate traditional stealth. And by the book, death spells are about the only reliable way to kill someone quickly enough for them to not call for help unless you severely outlevel them.
This. It isn't even worth coming up with builds because all you really need are spells. Maaaaybe some feats to cast those spells in a concealed manner, or building to make the DCs reliably high enough. But really, the best counter to a magic assassin is to have magical counter measures.
An AP I ran featured a murder mystery at level 7-- someone was brutally eviscerated at he inn the party was staying, one room over, with no one realizing in until the next morning. In trying to figure out how it was done, the wizard realized he could have done it SO EASILY. Invisibly fly up to the window of the room, cast silence, break window, murder person, cast Make Whole to fix window, leave. When they used Speak with Dead on the victim, even asking "Who killed you" becomes questionable if someone can use glamours.
Really, the question is why anyone bothers to be an assassin without magic. By level 12, they can use divination to find out when their target is most vulnerable, teleport to them, hit them with a Save or Die, then teleport away with no one being the wiser. They can then magically cloak themselves to prevent others from divining that they did it. They can impersonate or Dominate bodyguards. They can barter with Outsiders to carry out he murder. Unless the target is sitting in an Anti-Magic field or something similar, the caster always wins.
| Captain Morgan |
Is variant multiclassing legal? Make a wizard vmc rogue with accomplished sneak attacker and now all you have to do is find a way to deliver the sneak attack damage
I don't actually think sneak attack is a great way to assassinate people. The damage isn't reliable, and it doesn't multiply on a critical hit, for a coup de grace.
I'd rather have the feats.
Grandlounge
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Somehow these will overlap with other recommendations.
Travel tricky cleric works well for this.
Druids have earth elemental with echolocation and thousand faces (urban gets it at 6 skin shaper get alterself at 4 for hours per level).
Anything with dim door and a 4x weapon.
Nature fang can actually get the assassinate slayer talent.
Solar mystery oracles get dim door.
Lunar oracle get a wild shape type ability.
| zza ni |
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12th level, full caster, PFS legal so no crafting. Hmm.
Aiming at C). Let's imagine a cleric of Sivanah 5 / veiled illusionist 7. The veiled illusionist PrC does the heavy lifting here, with a supercharged disguise self, several illusions of your choice added from the sorc/wiz spell list (e.g. greater illusion of treachery), and one of the most reliable means of disguising your spellcasting out there. You can get nondetection from a domain. Cleric spells of 5th-6th level do include stuff like plane shift and touch of slumber for the assassination, scrying and find the path to find the target, and word of recall (or plane shift, again) for the getaway.
any full caster with programed image or permanent image (or both), can also multi into veiled illusionist for extra masking self abilities.
then pick shadow gambit feat and have a LOT of, birds for example (each it's own spell), fly around -ether programed to follow the caster and then 'hit' the target when using the feat. or permanent around and the same as above. the best part is deniability as nothing can point back to the caster unlike other spells being cast.you can setup the illusion to deal the needed damage for the target ("The shadowy attack can deal acid, bludgeoning, cold, electricity, fire, piercing, or slashing damage, but the damage must be appropriate to the illusion")as well as the method to deliver the damage being touch attack or save rolls.