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Re: Assassins Supplement

Posted: Mon Aug 13, 2012 12:39 am
by artikid
My 2cp:
I guess that all thief skills are useful/necessary to Assassins, but if some have to go this is a list of skills I'd keep.
Listen
Climb walls
Pick Pockets
Move silently
Hide in shadows
Pick locks

Re: Assassins Supplement

Posted: Mon Aug 13, 2012 1:04 am
by Steveman
Other than the application of poison - which isn't really something that needs to be a skill on its own and can be rolled into a poison use ability - why does an Assassin need a Pick Pockets skill? That is, unless one is trying to make the Assassin a strictly better Thief, which I thought was not the goal here.

Re: Assassins Supplement

Posted: Mon Aug 13, 2012 8:56 am
by Joe the Rat
Pick pockets is the fallback skill for sleight-of-hand, a fast and subtle bit of handiwork ideal for unobtrusively slipping substances into your target's tankard. Keeping it separate lets you apply this bit of digital deftness to other endeavors, rather than saying you can't do this sort of thing unless you're trying to kill someone.

If we take the Thug approach (a few core abilities, then pick a few skills to best suit your concept), this would be a good one for options (not every assassin may be a subtle poisoner. I've always preferred the sneaky sniper approach). This would also be a good home for disguise/impersonation type skills (looking the part vs. not being seen).

Re: Assassins Supplement

Posted: Mon Aug 13, 2012 9:16 am
by Steveman
That doesn't really answer why the Assassin specifically needs broad application of slight of hand skills any more so than any other adventuring class would.

Re: Assassins Supplement

Posted: Mon Aug 13, 2012 9:24 am
by SmootRK
Steveman wrote:That doesn't really answer why the Assassin specifically needs broad application of slight of hand skills any more so than any other adventuring class would.
I am in agreement with the principle here... I am sure all classes could benefit from a Climb Walls skill, who couldn't, but is it necessary to build a wizard? I am sure all characters could benefit from a scroll reading skill (wouldn't that be nice), but is it really necessary for a fighter?

Of course my examples are intentionally greatly exaggerated to illustrate the point.

Re: Assassins Supplement

Posted: Mon Aug 13, 2012 1:40 pm
by Dimirag
Every class can climb walls, move silently, find traps, and do the other stuff, one problem is that there no rules for some of them (although one can easily use the 1+mod on a d6 rule that is used for open doors and find traps).
Assassins should have skills where they do things better than other classes...
I would go with the following list:

Climb Walls & Move Silently: Same as above.
Listen & Hide: To avoid being caught.
Create Poison: The file already have this skill but can be converted into: Create and Use Poisons.
Shadowing: Can be included on Move Silently instead of being a separate skill.
Open Locks: So a locked door wont interfere on his job.
Find and Remove Traps: Limited to Trapped Locks?
Pick Pockets: Can be Omitted or used as Sleight of Hand or something similar like "Conceal Blade/Object" meaning that the Assassin has a chance of not being noted while searched for weapons.

With this the Assassin gets 6 or 7 skills while the thief gets 7.

BTW, the file needs two tables, one giving the XP value (which can be increased a 10%, this will allow for GM to use other races if they wish to do it) along with the HD per level, which the file doesn't name, I recommend using a d6 (not as good as a fighter but better than a thief, after all the Assassin is potentially more inclined on being on direct combats).
The second table should give the Skills Values for the class, and they can be entire differently from those of a Thief: Move Silently must be increased as its a fundamental piece on the Assassination ability, Hide is another Skills where the Assassin can be better than the Thief.

Finally you can combine Waylay with Assassinate as I posted before.

Re: Assassins Supplement

Posted: Fri Oct 19, 2012 12:53 pm
by Dimirag
I took the liberty of modifying the Assassin file, now it has its own XP & HD table as its own Abilities Table
Note: I deleted the file because it didn't contain the correct table and I lost the correct file :oops:

Re: Assassins Supplement

Posted: Thu Nov 01, 2012 5:38 pm
by Dimirag
Question: Whats the time for a Waylays Victim's Unconsciousness? Its equal to be knocked out by brawling?

Re: Assassins Supplement

Posted: Thu Nov 01, 2012 9:20 pm
by Solomoriah
Dunno. What do you think it should be?

Re: Assassins Supplement

Posted: Thu Nov 01, 2012 9:30 pm
by Solomoriah
I've revised the Assassin class a bit more. I've never liked the mechanic where you deny the 10% bonus to a class, so I upped the XP costs of the class 10% and dropped the restriction. I also rephrased the whole bit about their abilities.