Assassins Supplement

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Dimirag
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Re: Assassins Supplement

Post by Dimirag »

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 6582 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 by Solomoriah »

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.
My personal site: www.gonnerman.org
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Dimirag
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Re: Assassins Supplement

Post by Dimirag »

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 by chiisu81 »

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 by cbarchuk »

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 by Dimirag »

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
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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cbarchuk
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Re: Assassins Supplement

Post by cbarchuk »

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 by Dimirag »

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.
Sorry for any misspelling or writing error, I am not a native English speaker
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zeruhur
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Re: Assassins Supplement

Post by zeruhur »

Here is the Italian translation of this supplement. It is mainly reshaim's effort (as every supplement we are going to rolling out) with some minor adjustments on my on part to update it to the latest version.
Edit: now on Downloads page
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Solomoriah
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Re: Assassins Supplement

Post by Solomoriah »

Announcing!

Assassins: A Basic Fantasy Supplement, Italian Translation R5-it1 -- March 07, 2021
The Italian translation team has been busy, and has provided this newly-translated version of the venerable Assassins supplement!

https://basicfantasy.org/downloads.html#assassins

Guys, I made a couple of minor edits. Please download a fresh copy of R5-it1 from the website before making further changes. Thanks!
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