Dark Dork
2007-01-14, 07:34 AM
I'm a DM running a high-level campaign (lvl 15+) with 4 PCs:
A Celestial Cleric
A Barbarian Minotaur
A Human Wizard
A Human Assassin/rogue (a True Neutral one btw, I hate alinement restrictions)
Its the assassin i'm having trouble with.
He seems a little underpowered despite having the same level as the rest of the group.
Although he's probably the most creative and informed player in the group, he's kind of had to pick up the slack for the rest of them to fill the four basic areas of an adventuring group: fighter, divine spellcaster, arcane spellcaster, expert.
He's gone the "climbing rooftops under the cover of darkness" route as opposed to the "door maintainance guy" in terms of his rogue abilities so its not all bad for him but in combat he feels left out because the battle is usually resolved faster than the time it takes for him to get to a vantage point and charge up his death attack. Coupled with the fact that the campaign is mostly based around fighting outsiders, most of whom have large damage reduction and are immune to critical hits.
There are two obvious solutions:
-Drop the whole outsider thing and use humanoids as the main enemy,
-Remove from the campaign all instances where a rogue is required, allowing him to modify his character to something he prefers.
But both of these involve interfering with the plot and continuity: "Let's say you were never an assassin, but a paladin all the way through instead."
I was thinking one you geniuses (or is it genii?) would be able to point me in the direction of a particular prestige class or set of rules that could make him useful in combat but keep the general essence of his character intact, (i.e. A grim, sneaky, [but not lawful evil] assassin)
Thank you for your time.:smallredface:
A Celestial Cleric
A Barbarian Minotaur
A Human Wizard
A Human Assassin/rogue (a True Neutral one btw, I hate alinement restrictions)
Its the assassin i'm having trouble with.
He seems a little underpowered despite having the same level as the rest of the group.
Although he's probably the most creative and informed player in the group, he's kind of had to pick up the slack for the rest of them to fill the four basic areas of an adventuring group: fighter, divine spellcaster, arcane spellcaster, expert.
He's gone the "climbing rooftops under the cover of darkness" route as opposed to the "door maintainance guy" in terms of his rogue abilities so its not all bad for him but in combat he feels left out because the battle is usually resolved faster than the time it takes for him to get to a vantage point and charge up his death attack. Coupled with the fact that the campaign is mostly based around fighting outsiders, most of whom have large damage reduction and are immune to critical hits.
There are two obvious solutions:
-Drop the whole outsider thing and use humanoids as the main enemy,
-Remove from the campaign all instances where a rogue is required, allowing him to modify his character to something he prefers.
But both of these involve interfering with the plot and continuity: "Let's say you were never an assassin, but a paladin all the way through instead."
I was thinking one you geniuses (or is it genii?) would be able to point me in the direction of a particular prestige class or set of rules that could make him useful in combat but keep the general essence of his character intact, (i.e. A grim, sneaky, [but not lawful evil] assassin)
Thank you for your time.:smallredface: