Assassins Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Dimirag
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Re: Assassins Supplement

Post Fri Mar 24, 2017 10:14 pm

How about this table, it uses the new starting values while replacing "remove traps" with "poison" and maintaining the thief's skill percentage progression
Assassin Skill Table.png
Assassin Skill Table.png (34.94 KiB) Viewed 691 times
Sorry for any misspelling or writing error, I am not a native English speaker
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Solomoriah
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Re: Assassins Supplement

Post Fri Mar 24, 2017 10:44 pm

Dimirag made a good case for retaining Pick Pockets, and I'm prone to keep Climb Walls as well. I think the game balance is good in the version I am presently uploading.
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Dimirag
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Re: Assassins Supplement

Post Sat Mar 25, 2017 7:04 pm

I like the new release, good job!
Sorry for any misspelling or writing error, I am not a native English speaker
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chiisu81
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Re: Assassins Supplement

Post Tue Mar 28, 2017 1:12 pm

R5 uploaded by Solo.
The Assassin Abilities table has been revised, both for purposes of game balance as well as for compatibility with the optional Thief Abilities advancement from the Core Rules.
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cbarchuk
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Re: Assassins Supplement

Post Fri May 25, 2018 10:54 am

I'm thinking of adding this class to my current game. Can anyone give me their thoughts and opinions on the class itself and how it has played in any of their games? Also had a few other questions...

1. Poison skill. Is the percentage the chance of successfully making the poison? So could you spend 500-1000gp or so to get the ingredients to then turn around and fail making the poison?
2. How does the Assassin's poison work in the game? Does the target make a simple save and, if failed, takes damage every round or something like that as described on page 152?
3. The thief-options supplement allows certain stats to increase thief skills. Which one would affect the poison skill if any?

Thanks.
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Dimirag
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Re: Assassins Supplement

Post Sun May 27, 2018 9:53 pm

cbarchuk wrote:
Fri May 25, 2018 10:54 am
1. Poison skill. Is the percentage the chance of successfully making the poison? So could you spend 500-1000gp or so to get the ingredients to then turn around and fail making the poison?
I take it as the chance of making a poison from ingredients, the 500gp+ cost is for poisons already made. Maybe charging half price for the ingredients would be ok.
cbarchuk wrote:
Fri May 25, 2018 10:54 am
2. How does the Assassin's poison work in the game? Does the target make a simple save and, if failed, takes damage every round or something like that as described on page 152?
Save vs Poison: He saves, he lives; he fails, he dies. Poisons are a bad bad bad thing.
Or... they suffer damage as the Optional Rule on page 152.
If you go with other house rules on this, it will depend on them.
cbarchuk wrote:
Fri May 25, 2018 10:54 am
3. The thief-options supplement allows certain stats to increase thief skills. Which one would affect the poison skill if any?
I say Intelligence.
Sorry for any misspelling or writing error, I am not a native English speaker
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cbarchuk
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Re: Assassins Supplement

Post Sun May 27, 2018 10:18 pm

Dimirag wrote:
Sun May 27, 2018 9:53 pm
cbarchuk wrote:
Fri May 25, 2018 10:54 am
1. Poison skill. Is the percentage the chance of successfully making the poison? So could you spend 500-1000gp or so to get the ingredients to then turn around and fail making the poison?
I take it as the chance of making a poison from ingredients, the 500gp+ cost is for poisons already made. Maybe charging half price for the ingredients would be ok.
cbarchuk wrote:
Fri May 25, 2018 10:54 am
2. How does the Assassin's poison work in the game? Does the target make a simple save and, if failed, takes damage every round or something like that as described on page 152?
Save vs Poison: He saves, he lives; he fails, he dies. Poisons are a bad bad bad thing.
Or... they suffer damage as the Optional Rule on page 152.
If you go with other house rules on this, it will depend on them.
cbarchuk wrote:
Fri May 25, 2018 10:54 am
3. The thief-options supplement allows certain stats to increase thief skills. Which one would affect the poison skill if any?
I say Intelligence.
Wow, pretty powerful. So they can assassinate and kill anything outright and their poison can also do the same. What's your view on the assassin? I'm thinking of adding one to a game I'm currently running. Sounds like I should limit the amount of poisons the assassin can make for sure and assassinate is pretty wicked. I guess it's good that the more powerful the monster the better their death save is. The thing is I already have a thief in the group. Would you allow both to be in a party? Thanks again for all your awesome feedback. I appreciate it.
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Dimirag
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Re: Assassins Supplement

Post Mon May 28, 2018 11:25 am

Poison is a powerful thing that almost any character can use, its not an assassin special ability...
There are a couple of ways to limit its use, the easier one being:
Poisons takes time and patience, perhaps a full week of work per dose, meaning that making poisons will happen on downtime and not mid-adventure.
Other ruling you can take is that poisons doesn't work on monster and magical creatures, for monsters maybe more specific, expensive and harder to make poisons exist, and for magical creature there could be magical poisons (made by an assassin and magic user working together).
Also, victim's size could be another factor if you wan't to consider it.

I would allow a thief and an assassin, I'm not the kind of GM to limit a player's options besides of the ones I put for the whole table. BUT! I would talk with the player to make him notice that there is a similar character in play just to see if he wants to cover any other role and that mechanically the Thief will have the upper hand on thievish things, but if he wants to play an assassin, and I don't mind having one at the table, I would allow it.
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cbarchuk
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Re: Assassins Supplement

Post Mon May 28, 2018 12:40 pm

Yea I find that the assassin has always been a difficult class to implement without stepping the toes of the thief. The biggest issue for the assassin is not being able to remove traps. That's pretty huge and his poison skill which makes up for that loss has to be limited due to how lethal it is. Now his assassinate ability is pretty powerful. No real limit to it unlike with poison. An assassin would go through the same procedures as a thief. Make a hide or move silently roll and attack. Monster either makes his save and lives or fails and dies. Quite powerful. I may allow it just to see how the character plays out. I might make the poison limit 1 vial per adventure for now.
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cbarchuk
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Assassins

Post Tue Jun 12, 2018 2:25 pm

Not sure if this should be posted under the Assassin's supplement sub forum or not. If this is the wrong spot I apologize. Wanted to get some player's and DM's feeback on how this class is handled in your games in terms of Assassination and Poison to be specific.

1. Since poison is a save or die effect, do most folks here think it's okay for the Assassin to be able to buy poisons or think they should make it themselves?
2. GMs, do you put any sorts of limits on the Assassination ability? Can any monster literally be Assassinated for example? Also the supplement lists not granting a monster who is 2 levels or more lower than the Assassin a saving throw. Do most follow this optional idea?
3. In earlier editions the Assassin had to achieve surprise in order to Assassinate something. In this version it looks like the Assassin follows the same protocols as a thief backstabbing where surprise isn't necessary. How have others played this?

Thanks
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