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Does Assassin prestige require Spy or Infiltrator rank?
#16
Assassins have lethal magical nonspell abilities to aid them. I'll see if I can find some for you from the D20.

edit: Here.
Spoiler:
Weapon and Armor Profi ciency: Assassins are
profi cient with the crossbow (hand, light or heavy),
dagger (any type), dart, rapier, sap, shortbow (normal
and composite) and short sword. Assassins are profi cient
with light armor but not with shields.

Backstab (Ex): This is exactly like the rogue ability
of the same name. The extra damage dealt increases by
+1d6 every other level (2nd, 4th, 6th, 8th and 10th). If
an assassin gets a backstab bonus from another source,
the bonuses on damage stack.

Death Attack (Ex): If an assassin studies his victim
for 3 rounds and then makes a backstab with a melee
weapon that successfully deals damage, the backstab
has the additional effect of possibly either paralyzing
or killing the target (assassin's choice). While studying
the victim, the assassin can undertake other actions so
long as his attention stays focused on the target and
the target does not detect the assassin or recognize
the assassin as an enemy. If the victim of such an
attack fails a Fortitude save (DC 10 + the assassin's
class level + the assassin's Int modifi er) against the
kill effect, she dies. If the saving throw fails against
the paralysis effect, the victim is rendered helpless
and unable to act for 1d6 rounds plus 1 round per
level of the assassin. If the victim's saving throw
succeeds, the attack is just a normal backstab.
Once the assassin has completed the 3 rounds of
study, he must make the death attack within the
next 3 rounds.
If a death attack is attempted and fails (the victim
makes her save) or if the assassin does not launch
the attack within 3 rounds of completing the study,
3 new rounds of study are required before he can
attempt another death attack.

Poison Use (Ex): Assassins are trained in
the use of poison and never risk accidentally
poisoning themselves when applying poison to
a blade.

Spells: Beginning at 1st level, an assassin gains the
ability to prepare and cast a limited number of arcane
spells. To cast a spell, an assassin must have an Intellect
score of at least 10 + the spell's level, so an assassin
with an Intellect of 10 or lower cannot cast these spells.
Assassin spells are arcane and based on Intellect; saving
throws against these spells have DCs of 10 + spell level
+ the assassin's Intellect bonus. When the assassin gets
0 spells per day of a given spell level, he gains only the
bonus spells he would be entitled to based on his Intellect
score for that spell level.
The assassin's spell list appears below. An assassin
casts spells just as an arcanist.

Save Bonus against Poison (Ex): At 2nd level,
the assassin gains a bonus on all saving throws against
poisons; the bonus increases by +1 for every two
additional assassin levels.

Uncanny Dodge (Ex): Starting at 2nd level, an assassin
retains his Agility bonus to AC (if any) regardless of being
caught fl at-footed or struck by an invisible attacker. (Hestill loses any Agility bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class
the character automatically gains improved uncanny
dodge (see below).

Improved Uncanny Dodge (Ex): At 5th level, an
assassin can no longer be flanked, since he can react to
opponents on opposite sides of him as easily as he can
react to a single attacker. This defense denies rogues the
ability to use fl ank attacks to backstab the assassin. The
exception to this defense is that a rogue at least four
levels higher than the assassin can fl ank him (and thus
backstab him).
If a character gains uncanny dodge (see above)
from a second class, he automatically gains improved
uncanny dodge, and the levels from those classes stack
to determine the minimum rogue level required to fl ank
the character.

Hide in Plain Sight (Su): At 8th level, an assassin
can use the Stealth skill even while being observed. As
long as he is within 10 feet of some sort of shadow, an
assassin can hide himself from view in the open without
actually having anything to hide behind. He cannot hide
in his own shadow, however.

Assassin Spell List
1st Level —

Disguise self: You make yourself — including clothing, armor,
weapons and equipment — look different.

Detect poison: Detects poison within an object or person.

Ghost sound: (You can produce as much noise as four normal humans per caster level (maximum twenty humans),

Shadow meld: While the spell is in effect, if you remains motionless for
one full round (do not move or take any action), you become
invisible. This effect functions only in darkness or areas of
shadowy illumination. When you move, you become visible
immediately.

Slow fall: The affected creatures or objects fall slowly. Slow fall
instantly changes the rate at which the targets fall to a
mere 60 feet per round (equivalent to the end of a fall
from a few feet), and the subjects take no damage upon
landing while the spell is in effect.

2nd Level —

Alter self: You assume the form of a creature of the same type as
your normal form. The new form must be within one size
category of your normal size.

Arcane intellect: The transmuted creature becomes smarter. The spell
grants a +4 enhancement bonus to Intellect, adding
the usual benefits to Intellect-based skill checks and
other uses of the Intellect modifier

Darkness: This spell causes an object to radiate shadowy
illumination out to a 20-foot radius. All creatures in
the area gain concealment (20% miss chance). Even
creatures that can normally see in such conditions (such
as with darkvision or low-light vision) have the miss
chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns and so forth)
are incapable of brightening the area, as are light spells
of lower level. Higher-level light spells are not affected
by darkness.
If darkness is cast on a small object that is then placed
inside or under a lightproof covering, the spell's effect is
blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or
lower spell level),

Invisibility: The creature or object touched becomes invisible,
vanishing from sight, even from darkvision. If the
recipient is a creature carrying gear, its gear vanishes,
too. If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally
see invisible things or you employ magic to do so

Pass without trace: The subject or subjects can move through any type of
terrain and leave neither footprints nor scent. Tracking
the subjects is impossible by nonmagical means.

3rd Level —

Bloodlust: Shaman spell.

Deeper darkness: This spell functions like darkness, except that the
object radiates shadowy illumination in a 60-foot radius
and the darkness lasts longer.
Daylight brought into an area of deeper darkness (or
vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas
of effect.
Deeper darkness counters and dispels any light spell of
equal or lower level, including daylight and light.

Magic circle against good: This spell functions like magic circle against evil, except
that it is similar to protection from good instead of protection
from evil, and it can imprison a nonevil called creature.
(Magic circle against evil for reference: All creatures within the area gain the effects of
a protection from evil spell, and nongood summoned
creatures cannot enter the area. You must overcome a
creature's spell resistance in order to keep it at bay (as
in the third function of protection from evil), but the
deflection and resistance bonuses and the protection
from mental control apply regardless of an enemy's spell
resistance. This spell has an alternative version that you may
choose when casting it. A magic circle against evil can
be focused inward rather than outward. When focused
inward, the spell binds a nongood called creature. The creature cannot cross the circle's boundaries.
If a creature too large to fi t into the spell's area is the
target of the spell, the spell acts as a normal protection
from evil spell for that creature only.

Nondetection: Hides subject from divination,
scrying.

Suggestion: Compels subject to follow stated course
of action.

4th level —

Clairaudience/Clairvoyance: You hear or see at a
distance for 1 min/level.

Dimension door: You instantly transfer yourself from your current
location to any other spot within range. You always arrive
at exactly the spot desired — whether by simply visualizing
the area or by stating direction. After using this spell,
you cannot take any other actions until your next turn. (400 ft.)

Freedom of Movement: Subject moves normally
despite impediments

Greater invisibility: Functions as invisibility, except it lasts longer and doesn't break directly after attacking. (In the D20 it doesn't break on attacking, but it's too OP to do that.

Locate Creature: Indicates direction to familiar
creature.
[Image: Ml7sNnX.gif]
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#17
Thanks for posting the spells.
Well, Coriv is more melee based than ranged. Even though he might try to throw a throwing knife in someone's neck before going into combat, he much rather sneak up behind him and slit his throat.

I was thinking a +roll on the first attack.
Always intiative roll(element of surprise)
50+ on first attack.
20+ dodge
10+ attack
30+ chance to escape. Basically, you roll for an escape and the assassin gets 30+.
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#18
If other people can agree to it, then you can do it like that.

Though these are rather very generous bonuses. The most I've done was +10 attack, +5 defense, and even then I was supposed to be a character in a set of machinery. And now I decided that I wouldn't use bonuses half the time if they're just little spars or test runs in the arena.
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#19
I think a good guideline to giving perks to a prestige is to give them a disadvantage for every bonus. That way you won't end up looking like you just want a super powerful character and it could provide some pretty awesome RP.
All makt åt Tengil, vår befriare!

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#20
Hm...

What about if the assassin gets hit for 2 HP every time? And crits hits for 3? In a 10 Hp fight anyways.
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#21
Does he have any defensive perks? If not, than I would be okay with it.
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#22
Well, if he actually -gets- hit, there's not much he could do.
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#23
YOU'RE AVOIDING MY QUESTION.

Does he get +5 to defense, or something?
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#24
I wrote 20+ on dodge, but I guess that's a little out of hand..
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#25
He has a +30 to sneak, +20 to dodge, and +10 to attack?
....Yea, out of hand.

May I suggest you look at Shivalas (posted earlier) and derive your own from it?
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#26
He has half the HP of everyone in a duel though. I saw it, but I don't think than an assassin has a weakspot like a dead shot, expect for the fact that they can't fair fight worth shizzle.
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#27
Do you ever practice defense in your posts?
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#28
No, it's more focused on making quick work on the enemies, or counter-attacking. If let's say - that he fights 2 guards. He would dodge, and do a lethal strike. He would never risk to have a long fight, with swords for an example.

He doesn't blocks or parries, he dodges and stabs.
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#29
..Then why would he get a positive? Does he ever practice dodging?
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#30
He practices dodging, yes. But seeing as defense and dodge is actually the same, but would there really be any difference, seeing as you do either on your defense turn?
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