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View Full Version : [CLASS]Masyaf Assassin



Zyks
2008-02-21, 05:12 AM
Ok, so I thought Assassins creed was a great game, and so decided I wanted to make a class for it in DnD. I finally got round to doing it, and the following is what I ended up with. My first draft was slightly different, but I sent it to a friend, who added some extras in like Roof jumper and Roof Wanderer (since I don't have cityscape I dont know exactly what they do).

This hasn't been tested in game yet, so feel free to use it as a beta test. I hope nobody has already made this class :smalltongue:

This is mostly my work, with some 3rd party checks from a couple of friends. Tell me what you think, this is my first homewbrew :smallbiggrin:

Masyaf Assassin

Alignment: any non-chaotic and non-good

Hit die: d8

Special: Not just anyone can be a Masyaf Assassin. They must be trained from a young age in the Masyaf Castle and surrounding villages. Once they graduate, they are awarded with their hidden blade, and become a Masyaf Assassin.

Class skills:
Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move silently (Dex), Listen (Wis), Spot (Wis), Tumble (Dex)

Skill points at first level: (6 + Int modifier) x 4
Skill points at additional levels: (6 + Int modifier)

http://i221.photobucket.com/albums/dd27/adg1310/table.jpg

{I couldn't be bothered to type out the whole table. If its not clear enough in the image tell me and I'll do it properly :smallsmile: }

Class abilities

Weapon and armour proficiencies:

Masyaf Assassins are proficient only padded and leather armour. They are proficient with all simple weapons, plus the short sword, long sword, hand crossbow, shuriken. They are also proficient with the assassin’s hidden blade (see below)

AC bonus

A Masyaf Assassin adds his wisdom bonus (if any) to his AC as a dodge bonus. This bonus only applies when the assassin wears padded, leather or no armour and only wielding one weapon.

Assassins hidden blade

This is the key part of the Masyaf assassin. Upon joining the Masyaf ranks, every assassin is given one of these. It is a leather gauntlet, with a thin blade on the inside of the arm. The blade can extend and be used to kill unaware opponents, and then retract to be hidden again.

This blade functions in a way similar to the Assassin’s (PrC DMG) death attack. There are some differences however.

The blade may only be used against an opponent who is flat footed. If it is used other wise, it deals no damage, and the opponent gets an attack of opportunity on the user. Using the blade is a standard action. The user must succeed on a touch attack against the opponent in order to hit. Should they fail, the opponent is alerted to their presence, though not necessarily their intention. Once hit, the opponent must make a will save. DC of 10 + Masyaf Assassins level + Assassins Wisdom bonus. Should the opponent be successful in their save, they take 1d6/level of damage.

The assassin may choose to make a kill with this weapon in either a high profile way, or low profile way. In high profile, it is very obvious they have made the kill. People around will panic, and guards will rush to the scene. In low profile, the body slumps slowly to the ground, and it will be a few moments before anyone notices they are dead.

Weapon focus

At first level, a Masyaf assassin has trained hard with a weapon, and gains the weapon focus feat. The weapon may be any they are proficient with (except the hidden blade). This weapon will be the Assassins chosen speciality, and all weapon fcous and specialisation feats to come will apply to that weapon

Free running

A Masyaf Assassin is adept at avoiding enemies by utilising rooftops, alleyways, and obscure climbing and evasive methods. The free running ability means a Masyaf Assassin may climb at 10ft less than his normal speed, and at the same speed on surfaces which require a balance check (with the relevant checks). And make jump checks as if he had a running start and the run feat.

Sudden Strike

At 4th level, a Masyaf Assassin gains sneak attack. This functions in exactly the same way as the ninja ability with the same name. It increases by 1D6 every 4 levels.

Evasion

A Masyaf Assassin must avoid being struck at all costs. Again, this functions in the same way as the rogue ability with the same name

Acrobatics

The Masyaf Assassin must utilise their mobility as much as possible. This ability functions like the Ninja ability of the same name, but also applies to balance checks

Combat expertise

At 6th level, the Assassin has trained to fight defensively, in order to survive should they become compromised. They gain the Combat Expertise feat, regardless of Prerequisites

Weapon specialisation

At 7th level, the Assassin gains the feat weapon specialisation for their chosen weapon, regardless of prerequisites. This represents continuous training with the weapon.

Roof Wander

At 7th level a Masyaf Assassin gets the Roof walker feat regardless of Prerequisites.

Bonus feat

At 9th level, and every 4 levels after, and Assassin gains a bonus feat from this list; Improved Disarm, Improved Feint, Improved trip, Dodge, Mobility, Spring attack, Whirlwind attack, Combat reflexes, Blind fight, Lightning reflexes, Agile, Acrobatic, Athletic and run. The prerequisites still apply.

Roof Jumper

At 12th level a Masyaf Assassin gets the Roof-Jumper feat regardless of Prerequisites.

DrizztFan24
2008-02-21, 12:15 PM
You may wish to modify the death attack DC. I currently play an assassin and nearly everything we run into makes the save (EXTREMELY frustrating) to stay alive. If you are a Masyaf Assassin then you are like an Artemis Entreri, people hire you because they know the target will not live. So I might suggest gaining a bonus based on the ranks in heal the character has. Then the DC increases as the character increases in a fairly consistent rate.

C'mon think about it...saying deadly assassin seems redudndant, therefore assassins should be deadly, not just to those with crappy saves.

my 2cp anyways

ZeroNumerous
2008-02-21, 01:58 PM
Uh.. You may wanna change Sudden Strike to Sneak Attack, because Altair does it pretty often. I also suggest giving them a better advancement, akin to rogue. Primarily because the class, as is, has nothing really going for it. Medium BAB, poor skill selection, crippled sneak attack, and slow sneak attack advancement doesn't give the class a clear purpose.

Zyks
2008-02-21, 02:38 PM
I originally did have it as sneak attack, my friend changed it to sudden strike. If you look at skills there arent many more that would really apply directly concerning the game itself. I agree with putting the DC up, but I'm afraid of overpowering the class. I was considering putting the BAB up, since Altair is always in full of fights aswell as assassinations (at least if you play like I do).

MagFlare
2008-02-21, 02:42 PM
You may want to add Jump as a class skill. Also, how about an equivalent to Hide in Plain Sight which only works when there's a group of noncombatants around?

Ethrael
2008-02-21, 03:27 PM
Hah! I guessed this would eventually come up in the homebrew section (I was counting days :smallsmile:)

The main problem I thought there would be is that it's so much more of a cross between assassin, ninja and rogue that it would end being unoriginal. You managed to make it less of a problem, but I think it's still there: most class features are taken from other classes, or are based on others. It's a good selection, but it's still slightly unoriginal. :smallfrown:

I doubt there's much you could do about it now since you've already written it out and finished it, but I would suggest adding at least one new and original class feature to it.

Otherwise it's a great class, and I believe the numbers seem to be pretty balaanced (more than I ever could do).

Zyks
2008-02-21, 06:37 PM
Thanks, this is my first homebrew after all. Hopefully first of many, and I'll get more creative with abilities.

I was going for more of ninja/rogue/fighter combo, since Altair doesn't exactly hide from a fight (or, as said before, not how I play :smalltongue: ) which Is why I gave it weapon specialisation and such.

Also I don't know why I missed jump off the skil lit. Will add it now.

Stycotl
2008-02-21, 06:51 PM
i would suggest formatting first of all, so that it is easy and non-confusing to read, to scan for ability descriptions, etc. good advertising means more reads.

Zyks
2008-02-21, 06:56 PM
Yeah, one problem is I dont actually have access to some of the abilities. Like I said in the post, one of my friends added some abilities in from cityscape. I'll do a proper table tomorrow morning. Wait, it is tomorrow morning, 00:06 am. never mind, Ill do it later this morning.

HarmlessPenguin
2008-02-26, 08:30 PM
I actually think the death attack DC is fine. The main problem with the Assasin PrC's death attack DC is that it doesn't begin progressing until you become an Assasin and then it doesn't progress further until you become an Assasin, capping the DC at around 23 pre-epic (not very threatening to a CR 20 enemy). With this class the death attack DC progresses from the get go and increases for 20 levels for a cap of around 33, which is much more dangerous and respectable, this attack is also based on a touch attack rather than a standard melee attack so it's also much more likely to hit.

Durendal
2008-02-27, 12:39 AM
Another big part of Assassin's Creed is the counter system. You might want to consider giving the class a # per encounter or per day ability to counter an attack and then retaliate. I'm thinking something similar to this (http://realmshelps.dandello.net/cgi-bin/feats.pl?Riposte,all) or one of the ToB counters. Maybe even allow Sudden Strike damage to be applied.

HarmlessPenguin
2008-02-27, 04:57 AM
After some thought, here is an idea if you really want something deadlier than the standard death attack though...It should be attained at some relatively high level like lvl 13

When making a 'high profile' attack with the Hidden Blade you may make a full attack action to perform a Coup de Grace attempt at half damage against that target as if they were helpless (note: if they have any bodyguards next to them, this does still provoke Attacks of Opportunity and should one of them hit, the attempt fails).

At 13th level this would deal 6d6+3d6 (sudden strike damage) for an average of Fort save DC of 37. At 20th level this would deal 10d6+5d6 for an average Fort save DC of 55!