Realms of Chaos
2010-09-12, 12:02 PM
The Assassin
http://www.olaclan.com/assassin.jpg
Shadows in the night and bringers of death, Assassins have quite a bit in common with each other. Whatever their cause may be, if they even possess a cause, they possess no greater talent than cutting short the lives of others. Though they are fairly skilled, they possess nowhere near the breadth of talent that most rogues possess.
Adventures: Assassins adventure for the same reason that they’d do anything else; to claim what they desire. Even if an assassin has no particular interest in an adventure, a paying patron very well might. Less skilled Assassins, the ones who are discovered or shame a guild or employer, may well be forced to flee just to stay alive. That said, very few assassins dislike the act of killing and quite a few enjoy the rush of adrenaline.
Characteristics: Though not quite as skilled rogues, Assassins typically possess enough skills to help them get by and are a bit more suited for combat. They are also adept at using several less savory tricks, ranging from ambushes to quick coup de graces to the use of poison in combat.
Some assassins study the basic talents of rogues, learning how to find and disarm traps or dodge special attacks. Others, meanwhile, focus on more martial pursuits, making their sneak attacks from further away or learning the weaknesses of creatures normally immune to such assaults.
Alignment: Most Assassins tend towards lawful and evil tendencies, due to the organization of guilds, frequent reliance of contracts, and the nature of their dark deeds. Though there are not good assassins, there are those who seek repentance for their crimes or who act on behalf of good agencies or patrons, secretly performing the actions that they could not. Other neutral assassins, meanwhile, act as they do in order to somehow undo some terrible wrong (either in society or one that was visited upon them personally) Chaotic Assassins, when they appear, are often merciless and aimless killers who simply act as they decide.
Religion: Though not well-known for their piety, many assassins invoke the names of Nerull or Erythnul before starting a job. The more repentant among assassins, however, may end up worshiping just about anybody.
Background: Some assassins are officially inducted into a formalized “assassin’s guild” or a “thieves’ guild” if none is available. As assassins rarely need the assistance that rogues may, mentors are extremely rare, forcing most assassins outside of these guilds to teach themselves the tricks of the trade.
Typically, even assassins of the same guild could hardly be called “allies” or “friends”. When given the choice, most assassins prefer to avoid contact with others of their “trade”. Even so, most assassins possess a certain degree of professional respect for each other’s handiwork and would reluctantly work with others if their guild or employer deemed it necessary.
Races: As versatile as they are, humans are among one of the more common races to turn to killing as a profession. Elves (especially the Drow) also turn out more assassins than they’d likely want to admit. Rather few dwarves or gnomes take up the mantle (though the same cannot be said for whisper gnomes or sverfneblin) though those that exist are watched by their peers with some degree of amusement. Perhaps surprisingly, there are very few halfling assassins. Despite the influence of Dallah Thaun, most halflings who would’ve been tempted to try assassination became the Jarran generations ago.
Savage species such as goblins and kobolds, due to the often-rigid tribal structure of their societies, can rarely make livings as assassins (or learn the more sophisticated tricks of the trade) except when living among other humanoids.
Other Classes: Assassins typically enjoy the presence of rogues and similar characters who can compliment their skill set and save them the trouble of trying to learn their tricks as well. They are generally wary of other martial classes unless they prove themselves capable of some degree of subtlety. Assassins appreciate the manifold boons of possessing spellcasters on their side but may or may not feel the need to protect them in battle. Assassins and paladins, even under the best of conditions, often have something of a strained relationship, preferring to avoid each other when possible.
Role: Depending on their selection of skills, an assassin’s precise role may differ from individual to individual. Compared with a rogue, assassins are better capable of withstanding prolonged melee combat and are masters of ending ambushes as soon as they begin. Their stealth, however, often remains unchanged. Quite a few assassins even choose to learn much of the same skill with traps that rogues possess.
Alignment: Any nongood.
Hit Die: d8
Starting Age: As rogue
Starting Gold: As rogue
The Assassin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Felling Blow (1d6), Sneak Attack +1d6, Poison Use
2nd|
+2|
+0|
+3|
+0|Death Blow, Special Ability
3rd|
+3|
+1|
+3|
+1|Felling Blow (2d6), Poison Mastery +1
4th|
+4|
+1|
+4|
+1|Master of Ambush, Bonus Ambush Feat
5th|
+5|
+1|
+4|
+1|Felling Blow (3d6), Sneak Attack +2d6
6th|
+6/+1|
+2|
+5|
+2|Special Ability
7th|
+7/+2|
+2|
+5|
+2|Felling Blow (4d6), Poison Mastery +2
8th|
+8/+3|
+2|
+6|
+2|Bonus Ambush Feat
9th|
+9/+4|
+3|
+6|
+3|Felling Blow (5d6), Sneak Attack +3d6
10th|
+10/+5|
+3|
+7|
+3|Special Ability
11th|
+11/+6/+1|
+3|
+7|
+3|Felling Blow (6d6), Poison Mastery +3
12th|
+12/+7/+2|
+4|
+8|
+4|Bonus Ambush Feat
13th|
+13/+8/+3|
+4|
+8|
+4|Felling Blow (7d6), Sneak Attack +4d6
14th|
+14/+9/+4|
+4|
+9|
+4|Special Ability
15th|
+15/+10/+5|
+5|
+9|
+5|Felling Blow (8d6), Poison Mastery +4
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Bonus Ambush Feat
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Felling Blow (9d6), Sneak Attack +5d6
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Special Ability
19th|
+19/+14/+9/+4|
+6|
+11|
+6|Felling Blow (10d6), Poison Mastery +5
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Bonus Ambush Feat, Slaying Strike[/table]
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Swim, Tumble
Weapon and Armor Proficiencies: You are proficient with all simple weapons and five martial and/or exotic weapons of your choice, as well as with light armor but no shields.
Poison Use: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.
Sneak Attack: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Basically, your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when you flank your foe. This extra damage is 1d6 at 1st level and it increases by 1d6 every four assassin levels thereafter. Should you score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. You can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty because you must make optimal use of your weapon in order to execute a sneak attack.
You can sneak attack only living creatures with discernible anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Felling Blow: As an assassin, you are an expert at ending battles before they can even start. By catching opponents off guard, you can strike them in just the right way to end the confrontation one way or another.
Whenever you make a successful attack against a target who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), roll the indicated number of die. After calculating damage, if the target’s remaining hp is equal to or less than the result, the target is instantly slain or falls unconscious for the next 1d6+1 minutes (your choice).
As with sneak attacks, ranged attacks can count as felling blows only if the target is within 30 feet. When using weaponry that deals nonlethal damage (such as a sap or whip), you may not slay an opponent using a felling blow.
You can only score felling blows on living creatures with discernable anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to felling blows. You must be able to see the target well enough to pick out a vital spot and be able to reach such a spot. You cannot score felling blows on creatures with concealment or when striking the limbs of a creature whose vitals are beyond reach.
Special Abilities: On attaining 2nd level, and at every four levels afterwards (6th, 10th, 14th, and 18th), you gain a special ability of your choice from among the following options.
Bonus Feat: You may select a bonus feat in place of a special ability.
Evasion (Ex): You can avoid even magical an unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.
Find Traps (Ex): You can use the search skill to find traps with a search DC of over 20.
Hide In Plain Sight (Ex): Requires Stealth Mastery, Hide 12 ranks. While in any degree of shadowy illumination or darkness, you can use the hide skill even while being observed.
Improved Uncanny Dodge (Ex): Requires Uncanny Dodge. You can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you possess class levels.
Piercing Blows (Ex): Choose construct, ooze, plant, or undead. You may now make sneak attacks and score felling blows on creatures of that type. You may select this ability multiple times, choosing a new creature type each time.
Ranged Assailant (Ex): You may make sneak attacks and score felling blows from as far as 100 feet away using ranged attacks. Add your class level to all Hide checks made to remain hidden after making a ranged attack.
Stealth Mastery (Ex): You take no penalty to hide or move silently checks for moving at your full land speed and halve the penalties to such checks when running or charging.
Trapmaster (Ex): Requires Find Traps, Search 8 ranks. You can use the Disable Device skill to disarm magical traps. Furthermore, if you succeed on a disable device check on a trap by 10 or more, you can bypass the trap (with your party) without disarming it.
Uncanny Dodge (Ex): You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
Death Blow: At 2nd level, you gain Death Blow (Complete Adventurer, page 106) as a bonus feat, even if you do not meet the prerequisites).
Poison Mastery (Ex): Starting at 3rd level, you learn how to use poison to its fullest effects and how to avoid its effects. You add the indicated bonus to the save DCs of all poison you utilize and to all Fortitude saves made to resist poison.
Master of Ambush (Ex): Starting at 4th level, you become adept at catching foes by surprise. Whenever you act during a surprise round, you may take a full round of actions. Furthermore, you are treated as dealing an extra dice of damage with your sneak attack for the purpose of meeting the prerequisites of Ambush feats. Lastly, once per round, you may apply the benefits of an ambush feat to a successful sneak attack without reducing the damage dealt.
Bonus Ambush Feat: You gain a bonus feat at 4th level and every 4 levels afterwards (8th, 12th, 16th, and 20th).
Slaying Strike (Ex): Starting at 20th level, once per encounter, you may declare your next attack to be a slaying strike as a free action. When making a slaying strike, the target is denied their Dexterity bonus to their AC (if any).
Personal Notes:
Okay, this is probably the most "boring" thing that I've ever made so some of you may be wondering what on earth I think I'm doing. Well, I've seen several people try to turn the assassin into a base class so I thought that I'd take a shot at it.
Before anyone out there brings this up, I know that this thing is "weak". I made it "weak" on purpose. The entire time that I was making this class, I had a single, burning goal in mind. I was trying to make a class that was as balanced as possible in relation to an average rogue.
Not a swordsage.
Not what you think a rogue should do.
Not an optimized two-weapon rogue with the craven feat.
Just an average rogue, the type that would be used in a casual campaign. I knew that balancing it perfectly would be impossible but I did my best.
Some of you may be wondering where the spellcasting, typical not only of the assassin PrC but of so many base class remakes, has gone. I have removed it for 2 reasons:
1. Being an assassin has no logical connection with somehow having magic. Seriously, no connection. :smallconfused:
2. One of the basic ideas of the Assassin PrC is that the spell-less rogue gets an upgrade by becoming the spellcasting Assassin. As such, giving this class spellcasting from the get-go would undermine my primary goal of making this class balanced. This guy can take levels in the assassin PrC if he wants to gain the same benefits at the same levels.
Yeah, I'm not one of those people who creates a class with the goal that it be so super-special-awesome that everyone play through it straight for 20 levels. Though it may sound hypocritical after my gambit fighter, I think those types of classes lead to power creep and I dislike myself whenever I make such a class myself. :smallfrown:
http://www.olaclan.com/assassin.jpg
Shadows in the night and bringers of death, Assassins have quite a bit in common with each other. Whatever their cause may be, if they even possess a cause, they possess no greater talent than cutting short the lives of others. Though they are fairly skilled, they possess nowhere near the breadth of talent that most rogues possess.
Adventures: Assassins adventure for the same reason that they’d do anything else; to claim what they desire. Even if an assassin has no particular interest in an adventure, a paying patron very well might. Less skilled Assassins, the ones who are discovered or shame a guild or employer, may well be forced to flee just to stay alive. That said, very few assassins dislike the act of killing and quite a few enjoy the rush of adrenaline.
Characteristics: Though not quite as skilled rogues, Assassins typically possess enough skills to help them get by and are a bit more suited for combat. They are also adept at using several less savory tricks, ranging from ambushes to quick coup de graces to the use of poison in combat.
Some assassins study the basic talents of rogues, learning how to find and disarm traps or dodge special attacks. Others, meanwhile, focus on more martial pursuits, making their sneak attacks from further away or learning the weaknesses of creatures normally immune to such assaults.
Alignment: Most Assassins tend towards lawful and evil tendencies, due to the organization of guilds, frequent reliance of contracts, and the nature of their dark deeds. Though there are not good assassins, there are those who seek repentance for their crimes or who act on behalf of good agencies or patrons, secretly performing the actions that they could not. Other neutral assassins, meanwhile, act as they do in order to somehow undo some terrible wrong (either in society or one that was visited upon them personally) Chaotic Assassins, when they appear, are often merciless and aimless killers who simply act as they decide.
Religion: Though not well-known for their piety, many assassins invoke the names of Nerull or Erythnul before starting a job. The more repentant among assassins, however, may end up worshiping just about anybody.
Background: Some assassins are officially inducted into a formalized “assassin’s guild” or a “thieves’ guild” if none is available. As assassins rarely need the assistance that rogues may, mentors are extremely rare, forcing most assassins outside of these guilds to teach themselves the tricks of the trade.
Typically, even assassins of the same guild could hardly be called “allies” or “friends”. When given the choice, most assassins prefer to avoid contact with others of their “trade”. Even so, most assassins possess a certain degree of professional respect for each other’s handiwork and would reluctantly work with others if their guild or employer deemed it necessary.
Races: As versatile as they are, humans are among one of the more common races to turn to killing as a profession. Elves (especially the Drow) also turn out more assassins than they’d likely want to admit. Rather few dwarves or gnomes take up the mantle (though the same cannot be said for whisper gnomes or sverfneblin) though those that exist are watched by their peers with some degree of amusement. Perhaps surprisingly, there are very few halfling assassins. Despite the influence of Dallah Thaun, most halflings who would’ve been tempted to try assassination became the Jarran generations ago.
Savage species such as goblins and kobolds, due to the often-rigid tribal structure of their societies, can rarely make livings as assassins (or learn the more sophisticated tricks of the trade) except when living among other humanoids.
Other Classes: Assassins typically enjoy the presence of rogues and similar characters who can compliment their skill set and save them the trouble of trying to learn their tricks as well. They are generally wary of other martial classes unless they prove themselves capable of some degree of subtlety. Assassins appreciate the manifold boons of possessing spellcasters on their side but may or may not feel the need to protect them in battle. Assassins and paladins, even under the best of conditions, often have something of a strained relationship, preferring to avoid each other when possible.
Role: Depending on their selection of skills, an assassin’s precise role may differ from individual to individual. Compared with a rogue, assassins are better capable of withstanding prolonged melee combat and are masters of ending ambushes as soon as they begin. Their stealth, however, often remains unchanged. Quite a few assassins even choose to learn much of the same skill with traps that rogues possess.
Alignment: Any nongood.
Hit Die: d8
Starting Age: As rogue
Starting Gold: As rogue
The Assassin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Felling Blow (1d6), Sneak Attack +1d6, Poison Use
2nd|
+2|
+0|
+3|
+0|Death Blow, Special Ability
3rd|
+3|
+1|
+3|
+1|Felling Blow (2d6), Poison Mastery +1
4th|
+4|
+1|
+4|
+1|Master of Ambush, Bonus Ambush Feat
5th|
+5|
+1|
+4|
+1|Felling Blow (3d6), Sneak Attack +2d6
6th|
+6/+1|
+2|
+5|
+2|Special Ability
7th|
+7/+2|
+2|
+5|
+2|Felling Blow (4d6), Poison Mastery +2
8th|
+8/+3|
+2|
+6|
+2|Bonus Ambush Feat
9th|
+9/+4|
+3|
+6|
+3|Felling Blow (5d6), Sneak Attack +3d6
10th|
+10/+5|
+3|
+7|
+3|Special Ability
11th|
+11/+6/+1|
+3|
+7|
+3|Felling Blow (6d6), Poison Mastery +3
12th|
+12/+7/+2|
+4|
+8|
+4|Bonus Ambush Feat
13th|
+13/+8/+3|
+4|
+8|
+4|Felling Blow (7d6), Sneak Attack +4d6
14th|
+14/+9/+4|
+4|
+9|
+4|Special Ability
15th|
+15/+10/+5|
+5|
+9|
+5|Felling Blow (8d6), Poison Mastery +4
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Bonus Ambush Feat
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Felling Blow (9d6), Sneak Attack +5d6
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Special Ability
19th|
+19/+14/+9/+4|
+6|
+11|
+6|Felling Blow (10d6), Poison Mastery +5
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Bonus Ambush Feat, Slaying Strike[/table]
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Swim, Tumble
Weapon and Armor Proficiencies: You are proficient with all simple weapons and five martial and/or exotic weapons of your choice, as well as with light armor but no shields.
Poison Use: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.
Sneak Attack: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Basically, your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when you flank your foe. This extra damage is 1d6 at 1st level and it increases by 1d6 every four assassin levels thereafter. Should you score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. You can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty because you must make optimal use of your weapon in order to execute a sneak attack.
You can sneak attack only living creatures with discernible anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Felling Blow: As an assassin, you are an expert at ending battles before they can even start. By catching opponents off guard, you can strike them in just the right way to end the confrontation one way or another.
Whenever you make a successful attack against a target who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), roll the indicated number of die. After calculating damage, if the target’s remaining hp is equal to or less than the result, the target is instantly slain or falls unconscious for the next 1d6+1 minutes (your choice).
As with sneak attacks, ranged attacks can count as felling blows only if the target is within 30 feet. When using weaponry that deals nonlethal damage (such as a sap or whip), you may not slay an opponent using a felling blow.
You can only score felling blows on living creatures with discernable anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to felling blows. You must be able to see the target well enough to pick out a vital spot and be able to reach such a spot. You cannot score felling blows on creatures with concealment or when striking the limbs of a creature whose vitals are beyond reach.
Special Abilities: On attaining 2nd level, and at every four levels afterwards (6th, 10th, 14th, and 18th), you gain a special ability of your choice from among the following options.
Bonus Feat: You may select a bonus feat in place of a special ability.
Evasion (Ex): You can avoid even magical an unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.
Find Traps (Ex): You can use the search skill to find traps with a search DC of over 20.
Hide In Plain Sight (Ex): Requires Stealth Mastery, Hide 12 ranks. While in any degree of shadowy illumination or darkness, you can use the hide skill even while being observed.
Improved Uncanny Dodge (Ex): Requires Uncanny Dodge. You can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you possess class levels.
Piercing Blows (Ex): Choose construct, ooze, plant, or undead. You may now make sneak attacks and score felling blows on creatures of that type. You may select this ability multiple times, choosing a new creature type each time.
Ranged Assailant (Ex): You may make sneak attacks and score felling blows from as far as 100 feet away using ranged attacks. Add your class level to all Hide checks made to remain hidden after making a ranged attack.
Stealth Mastery (Ex): You take no penalty to hide or move silently checks for moving at your full land speed and halve the penalties to such checks when running or charging.
Trapmaster (Ex): Requires Find Traps, Search 8 ranks. You can use the Disable Device skill to disarm magical traps. Furthermore, if you succeed on a disable device check on a trap by 10 or more, you can bypass the trap (with your party) without disarming it.
Uncanny Dodge (Ex): You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
Death Blow: At 2nd level, you gain Death Blow (Complete Adventurer, page 106) as a bonus feat, even if you do not meet the prerequisites).
Poison Mastery (Ex): Starting at 3rd level, you learn how to use poison to its fullest effects and how to avoid its effects. You add the indicated bonus to the save DCs of all poison you utilize and to all Fortitude saves made to resist poison.
Master of Ambush (Ex): Starting at 4th level, you become adept at catching foes by surprise. Whenever you act during a surprise round, you may take a full round of actions. Furthermore, you are treated as dealing an extra dice of damage with your sneak attack for the purpose of meeting the prerequisites of Ambush feats. Lastly, once per round, you may apply the benefits of an ambush feat to a successful sneak attack without reducing the damage dealt.
Bonus Ambush Feat: You gain a bonus feat at 4th level and every 4 levels afterwards (8th, 12th, 16th, and 20th).
Slaying Strike (Ex): Starting at 20th level, once per encounter, you may declare your next attack to be a slaying strike as a free action. When making a slaying strike, the target is denied their Dexterity bonus to their AC (if any).
Personal Notes:
Okay, this is probably the most "boring" thing that I've ever made so some of you may be wondering what on earth I think I'm doing. Well, I've seen several people try to turn the assassin into a base class so I thought that I'd take a shot at it.
Before anyone out there brings this up, I know that this thing is "weak". I made it "weak" on purpose. The entire time that I was making this class, I had a single, burning goal in mind. I was trying to make a class that was as balanced as possible in relation to an average rogue.
Not a swordsage.
Not what you think a rogue should do.
Not an optimized two-weapon rogue with the craven feat.
Just an average rogue, the type that would be used in a casual campaign. I knew that balancing it perfectly would be impossible but I did my best.
Some of you may be wondering where the spellcasting, typical not only of the assassin PrC but of so many base class remakes, has gone. I have removed it for 2 reasons:
1. Being an assassin has no logical connection with somehow having magic. Seriously, no connection. :smallconfused:
2. One of the basic ideas of the Assassin PrC is that the spell-less rogue gets an upgrade by becoming the spellcasting Assassin. As such, giving this class spellcasting from the get-go would undermine my primary goal of making this class balanced. This guy can take levels in the assassin PrC if he wants to gain the same benefits at the same levels.
Yeah, I'm not one of those people who creates a class with the goal that it be so super-special-awesome that everyone play through it straight for 20 levels. Though it may sound hypocritical after my gambit fighter, I think those types of classes lead to power creep and I dislike myself whenever I make such a class myself. :smallfrown: