Assassin suggestions

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Izsu
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Assassin suggestions

Unread post by Izsu »

Assassins were skilled at being able to kill or incapacitate targets while avoiding confrontation. They were masters at dealing high damage from sneak attacks, and could even poison their weapons without the risk of poisoning themselves. With training, they could deliver stealth attacks that could instantly kill their target. Alternatively, if their target was wanted alive, they had the ability to merely paralyze them, allowing time for them to be tied up, or otherwise restrained.

Provided they were intelligent enough, assassins also gained a limited amount of magical ability, allowing them to cast some minor arcane spells. The spell effects were generally those that made it easier to approach or kill a target, or those that aided the assassin's escape, if discovered.





I've played an assassin for closing in on two years now, so pretty much since I started playing on the server overall. A fair few things have annoyed me and I won't go into all of them as stealth is a tricky thing to consider when it comes to balancing. I will however say that not once has my assassin character ever felt like an assassin. It feels like more of a clumsy unreliable thug. A mook not to be taken seriously, as opposed to a professional murderer to potentially be feared or not recognized before it's too late. It's said we should play our character sheets - that is more of a frustration for some than for others.

I'd like to suggest some things that might add some flavor to the class. I've heard it's been nerfed in the past on the server (and the details aren't know to me at the time of writing), so perhaps some might have a kneejerk reaction and immediately be against adding positives to the class.

My counter is this; Classes like assassin and shadowdancer are only taken for HipS (something that's not really optional for sneaks. You need it to survive. End of discussion.) and death attack. If all everyone ever takes a class for is a single thing it's a failure of game and balance design. It would be better to have them be subclasses to rogue rather than PRCs if that's the way it's going to be. Assassin is of course not the only class that could strongly use some looking over, but I'll admit my bias. I made this thread after all. One does tend to get attached to their characters.

I'll admit my gripes aren't purely about assassin but rather the stealth archetype overall, but that's not something I'll whine about today. That's a whole 'nother beast and a huge one at that so it's best to focus on one thing at a time.



Assassin




This thread isn't meant as a Take it all or leave it-suggestion, rather a list of things to look over. To see if any of it seems reasonable and fitting to the class. All of these are taken from the Forgotten Realms wiki.

As most people probably know assassin has a very select few casts of a very select few spells each day. Some of these spells are utterly useless in their current state. Take for instance being an assassin at epic level having a spell like Deep Slumber that has a DC of 17. DCs are a point of great concern for a class that has so few casts. They simply can't afford to use them.

Would you rather have 4 casts of that or 4 casts of Invisibility? Or 2 casts of Freedom of Movement vs 2 casts of Poison that gives a lackluster stat debuff (which, granted, for some has a DC of 30 as opposed to the other dodgy DCs of the class)?

There are, simply put, better options that could be available. Theoretically of course, as some of these suggestions might have issues with coding them that I'm unaware of. Some of them I'll list here. And before it is mentioned, I'm aware these are third edition assassin spells. There are however no second edition ones listed anywhere that I've been able to find, and there seems to be a fair few third edition things on the server regardless - so bear with me.



Spells:




Pass without trace: That's right, a spell already on the server. And for some reason not on one of the classes that would need it the most! A murderer! Who else could possibly need to cover their tracks more than someone needing to get to their target or leaving the scene of their crime? The spell effect mechanically is rather lackluster and could perhaps use some tuning, but thematically it's a no-brainer.




Non-detection:
Another tried and true of the server, a spell that's in a tabletop assassin's repertoire and also a spell that should be something any assassin with a brain would strive to learn if they for some reason already don't. Granted, DCs would be a worry, but it's not like they're archmages in the arts and shouldn't be able to outdo a diviner learned in the craft. It would still be something more valuable than a 17 DC sleep for instance.




True Strike: It's pretty well known that one of the more glaring weaknesses outside of the janky stealth system is a rogue archetype's AB. This spell might seem like a way to solve that, but spending one of your very Tier 1 limited casts to spend 3 seconds of casting to get 9 seconds of +20 AB just isn't worth it. True strike makes more sense as a toggleable ability with a cooldown than a spell. An assassin can't afford to stand still for so long to cast a spell with such a limited duration of effect. This is a spell that just didn't translate well at all from tabletop to videogame.



Find the Gap: Another spell that would likely translate better as a cooldown ability in a videogame. An assassin who can't account for a target wearing armor probably needs to go back to the basics and do some more training. This spell/ability would likely function very much like OOBI's Sharp Shooting ability. This could potentially be seen as overstepping onto another class' mechanics, but if any types of classes should know how to deal with an armored opponent it would surely be a master marksman and a professional murderer.


Silent Portal: There's a bit of an inconsistency regarding interacting with objects and stealthiness in the server. It's difficult to feel like an established sneak when ever chest or bag rips you out of both stealth and invisibility, but opening a door or a full on gate has you remaining as you are. Silent Portal could act as a temporary means of remaining in stealth while doing all of that.



Spider Climb: The concept of an assassin crawling across a ceiling or up a building to get to their target or their destination is an interesting one. Admittedly I've no idea how to properly portray this in the game as it is. It could be something as boring as just add some skillpoints to acrobatics and athletics or it could also function as a supernatural jump ability like Dimension Door. Which is another assassin spell as well, but I'm not going to overreach (more than I already am).




Ebon Ray of Doom: A tool to enable an assassin to prevent a target from simply chugging a backpack/Bag of Holding full of Heal potions or sitting turtled up in a defensive state with regeneration active. Potentially functioning like Lifeward or cutting down on healing effectiveness rather than a blanket disabling of action. Like a forced resistance towards positive energy.



Poison: "The caster had to successfully touch the target of this spell. The newer version of this spell did temporary but possibly devastating harm to the constitution of the victim immediately upon casting the spell and over the next minute. The older versions of this spell delivered a deadly poison into the victim that was immediately incapacitating and fatal within 10 minutes, barring magical intervention."



Poison as an effect in general on the server is one of the most ignored and handwaved-away mechanics there are. Everyone and their mother carries about a bunch of strawberries/green beans/antidotes which work as universal cure-alls against every poison in the world, no matter how severe. That's not even getting into how easily cured those effects are with lesser restoration potions being equally as common .

In the original Baldur's Gate game getting a poison set on you in early game was immensely dangerous if you were understocked as it didn't mean a temporary stat debuff. You steadily took damage and eventually died - quickly if you weren't a sturdier type of character. It wasn't something you just shrugged off and went "meh" at. It startled you into action as it was a legitimate danger.

Assassin has one of it's main conceptual draws as being a handler of poisons. But it's not a draw at all if it's something ultimately useless. They have to have meaning and a purpose that can be felt.

This has delved a bit past the Poison spell overall since the greater issue is the poison system and truly needs a thread of it's own.The point is that it's simply not worth spending a 2 cast ability to throw out such an easily ignorable and fallible spell when one could instead put a lifesaving spell like FoM on themselves or a friend.


Death Attack



This is probably the thing that'll set the most people off into argument and I'll agree it's a sensitive thing to mess with. As an assassin the DCs feel terrible no matter how you build and as a non-assassin you'll likely want to dump a trashcan over anyone who might go after you with it and succeed. The unfortunate truth is that when it comes to assassination as a concept is that it's either a rolling success or miserable utter failure. I've heard of a few servers that have their death attacks be an outright roll vs instant death but most have it as it is here. Roll versus paralysis. I'd like to offer some food for thought.

Suggestion #1
  • Death attack has a list of toggleable choices in a dropdown menu of poisontypes involved with the death attack:
  • 1. Paralysis.
  • 2. Damageticking poison per round.
  • 3. Further statreducing poison effects.
  • 4. AB/AC reducing debuff of some kind.
Suggestion #2
  • Death attack has an added second roll if the paralysis succeeds - roll vs death. Preventable by deathward. Possibly add a specific caveat for this ability to not instakill players - either out of simply avoiding anger/drama or to avoid having to potentially worry about something instantly fugueing players or not. I'm just going to set this one down as least likely option.
Suggestion #3
  • Death attack immediately sets you back into stealth mode (or into invisibility) if the target is killed in the death attack's flurry, as per the flavor description of "Assassins were skilled at being able to kill or incapacitate targets while avoiding confrontation".


Conclusion


My vision for assassin is to have more of a clear class identity, one that lives up to the title of assassin. A character type that has interesting choices in approaching a situation or a target. Something distinct from the other rogue classes and not just a pick for the sake of Hide in Plain Sight.

Go on and play a rogue without HipS. Especially with how aggro works in this game. You'll quickly see that Hide in Plain Sight isn't merely a powerful tool, it's an outright necessary one. And when something is so utterly needed perhaps it's time to consider that thing might need to become baseline somehow. But that's another threadtopic entirely.



Thoughts? Love? Hate? Suggestions of your own? I'll take it all.

I might come back and edit parts of this. Possibly add more.
And so I did. Parchment removal complete.
Last edited by Izsu on Sun May 14, 2023 8:29 pm, edited 1 time in total.
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Re: Assassin suggestions

Unread post by Green Monster »

My main is assassin and I agree that assassin should get more spells, but I think we should get an actual spellbook and learn spells from scrolls like wizards, but limited to necromancy, transmutation, divination, enchantment, and illusion schools.

However, having said that, I ALSO think that assassin should have additional requirements. It's ludicrously easy to get for the power it provides. Maybe require weapon proficiency: martial and weapon focus in a weapon.
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Re: Assassin suggestions

Unread post by selhan »

I will however say that not once has my assassin character ever felt like an assassin. It's said we should play our character sheets - that is more of a frustration for some than for others.
In my opinion I think its more in the areas of where your RPing. Assuming Im understanding your referring to the typical lurking death dealing contract killer, rping and hanging around a bunch of paladins just might make things feel a bit dull if not off.
It feels like more of a clumsy unreliable thug. A mook not to be taken seriously, as opposed to a professional murderer to potentially be feared or not recognized before it's too late.
I would assume they should be more in the lines of a professional. As for potentially feared outlook, that will probably take a whole lotta Rp and deeds to get that sort of reputation on this server. Given you dont get road block by a bunch of ranting "He killed me out of nowhere! I want him banned!" rage. Gonna take a whole lotta DM oversight.
As most people probably know assassin has a very select few casts of a very select few spells each day. Some of these spells are utterly useless in their current state. Take for instance being an assassin at epic level having a spell like Deep Slumber that has a DC of 17. DCs are a point of great concern for a class that has so few casts. They simply can't afford to use them.
Those are only good for kobolds! lmao
Pass without trace: That's right, a spell already on the server. And for some reason not on one of the classes that would need it the most! A murderer! Who else could possibly need to cover their tracks more than someone needing to get to their target or leaving the scene of their crime? The spell effect mechanically is rather lackluster and could perhaps use some tuning, but thematically it's a no-brainer.
I agree with this, since that spell IS in the server and its in the source. It should be part of their spellbook but I think your up against people who just dont like or even hate the class.
Non-detection: Another tried and true of the server, a spell that's in a tabletop assassin's repertoire and also a spell that should be something any assassin with a brain would strive to learn if they for some reason already don't. Granted, DCs would be a worry, but it's not like they're archmages in the arts and shouldn't be able to outdo a diviner learned in the craft. It would still be something more valuable than a 17 DC sleep for instance.
Agree to this. Or maybe Circle of Alignment vs Good even.
True Strike: It's pretty well known that one of the more glaring weaknesses outside of the janky stealth system is a rogue archetype's AB. This spell might seem like a way to solve that, but spending one of your very Tier 1 limited casts to spend 3 seconds of casting to get 9 seconds of +20 AB just isn't worth it. True strike makes more sense as a toggleable ability with a cooldown than a spell. An assassin can't afford to stand still for so long to cast a spell with such a limited duration of effect. This is a spell that just didn't translate well at all from tabletop to videogame.
9 sec? I heard people say it feels like 2 lol. I think the spell should stay active until the player strikes. Then its no longer trash.
Spider Climb: The concept of an assassin crawling across a ceiling or up a building to get to their target or their destination is an interesting one. Admittedly I've no idea how to properly portray this in the game as it is. It could be something as boring as just add some skillpoints to acrobatics and athletics or it could also function as a supernatural jump ability like Dimension Door. Which is another assassin spell as well, but I'm not going to overreach (more than I already am).
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Darkness:
All creatures within the area of effect are shrouded in a haze of darkness
which can only be pierced using ultravision, blindsight, or true seeing. Provides 50% concealment against ranged attacks and 20% concealment against melee attacks.
Is that even true in BG?
Death Attack

This is probably the thing that'll set the most people off into argument and I'll agree it's a sensitive thing to mess with. As an assassin the DCs feel terrible no matter how you build and as a non-assassin you'll likely want to dump a trashcan over anyone who might go after you with it and succeed. The unfortunate truth is that when it comes to assassination as a concept is that it's either a rolling success or miserable utter failure. I've heard of a few servers that have their death attacks be an outright roll vs instant death but most have it as it is here. Roll versus paralysis. I'd like to offer some food for thought.
Whats a Death Attack? Nearly everyone and their momma got more Fort than Fort Knox just sayin. :lol: But lets calculate it..lets say maxed 10 level assassin = Base 10+ Assassin levels+ In Mod vs average 30+-40+ Fort save ....nope! Better to give blessin to Tymora!
Conclusion

My vision for assassin is to have more of a clear class identity, one that lives up to the title of assassin. A character type that has interesting choices in approaching a situation or a target. Something distinct from the other rogue classes and not just a pick for the sake of Hide in Plain Sight.

Go on and play a rogue without HipS. Especially with how aggro works in this game. You'll quickly see that Hide in Plain Sight isn't merely a powerful tool, it's an outright necessary one. And when something is so utterly needed perhaps it's time to consider that thing might need to become baseline somehow. But that's another thread topic entirely.
To live up to the title of the class would really entail the RP environment/Dm oversight/player circle. Join Team Darkside you might find what your looking for or might not.

I meet people who has tried to make a rogue without hips. Within 2 months they rerolled and dipped in Shadow Dancer lmao! But I think rogue got their own hips now?

All in all, now a days you see paladins with Hips and sneak attacking! That should say enough :lol:

I do feel all of nwn2 servers just got no love for sneaks. I'm pretty sure theres a few that will or can stress on that point on this server but has given up or tapped out from the fight. I mean they couldnt even get rid of the ugly stealth icon and thats just an icon lol.

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Re: Assassin suggestions

Unread post by Steve »

Having a more-like-3.5 PnP-version of Coup de Grace for Assassins would be interesting: https://nwn2.fandom.com/wiki/Coup_de_grace

I’ve played a boatload of different Assassin PrC-having builds, and even with just 24-26 Death Attack DC, I’ve always managed easy paralyzing kills. But also, by carefully playing a 1-to-1 attack strategy against an area of opponents.

I think however this Server is just 1000% against any form of “one shot” kills. Even though it would be the most glorious and satisfactory experience!

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Re: Assassin suggestions

Unread post by selhan »

I think however this Server is just 1000% against any form of “one shot” kills. Even though it would be the most glorious and satisfactory experience!
1000% against? o.O More like one sided.
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Re: Assassin suggestions

Unread post by DaloLorn »

A few points aimed mainly at the OP and Green Monster's reply:
  • Please, no parchment. It's huge, it's borderline illegible, and I pretty much only read it by pressing the quote button and reading the raw text. Pleaaaase.
  • The only nerf I can remember was swapping out most of their Death Attack dice for Sneak Attack, which was aimed primarily at a commonly-exploited bug where Manyshot would deliver Death Attack damage twice (which doesn't - and shouldn't - happen with regular sneak dice). That's not to say there absolutely haven't been other nerfs, but that was not an undeserved change.
  • I actually do want to dispute the mandatory nature of HiPS, especially as a ranged character, but I won't deny it makes things a lot easier, and I was glad to be able to add it to my rogue when the ToT patch went live.
  • Please, use SRD references, not FR Wiki. D&DWiki and D20SRD are your friends here. If those fail because it's a non-SRD spell/class, I usually resort to a search along the lines of "[TOPIC] dndtools", and it hasn't failed me yet.
  • I actually think I prefer Sel's proposed upgrade to True Strike over yours if it's technically feasible, but I wouldn't be strictly opposed to turning it into a featspell either. As for Find the Gap, I think we're missing a few technical components needed to make it work. Probably the closest we could pull off is a featspell which makes a touch attack to deal your base weapon damage plus sneak dice? Might have to discuss that one with the team.
  • Silent Portal still requires you to break stealth to cast it, and I don't think it lasts too long. (Also, I'm positive it doesn't actually work as advertised right now.) That said, it could be interesting to make it a longer-duration (minute/CL?) spell which allowed you to safely open one chest before discharging...
  • In the absence of adequate mechanical support, I'd rather just give them Dimension Door. Like you said yourself, it's also on the assassin list. :P
  • Ebon Ray of Doom... I guess this could be an interesting one.
  • Death Attack isn't implemented in scripts, and is thus beyond our ability to modify. Sorry.
  • We are unable to add new spellbooks at this time, or even new spellcasting classes using existing spellbooks.
  • As Sel has already pointed out, your inability to feel like an assassin somewhat stems from the fact that Szarilana typically (and AFAIK nigh-exclusively) frequents social circles where assassins are... redundant, to put it generously.
Last edited by DaloLorn on Sat Jun 17, 2023 5:23 am, edited 1 time in total.
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Re: Assassin suggestions

Unread post by FearBeforeTheFlames »

Coming from someone that doesn't routinely play this particular class, so take this with a grain of salt.

I'm of the mind to encourage feedback and cooperation from everyone and find a lot of this post pretty inspired. Clearly a lot of thought, time, and experience came in from these recommendations and I genuinely appreciate the passion and commitment to the immersion of the class.

It's been a long-time note that stealth based characters have been up for stringent debate and I think anything that can be done to add more features and functions is awesome! I genuinely appreciate the work here! This was a fun read. (Also please don't kill me!)
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Re: Assassin suggestions

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Green Monster wrote: Sun May 14, 2023 1:57 am I think we should get an actual spellbook and learn spells from scrolls like wizards
For only spells relating to assassin and not the full swath.
I will however say that not once has my assassin character ever felt like an assassin. It's said we should play our character sheets - that is more of a frustration for some than for others.
In my opinion I think its more in the areas of where your RPing. Assuming Im understanding your referring to the typical lurking death dealing contract killer, rping and hanging around a bunch of paladins just might make things feel a bit dull if not off.
It feels like more of a clumsy unreliable thug. A mook not to be taken seriously, as opposed to a professional murderer to potentially be feared or not recognized before it's too late.
I would assume they should be more in the lines of a professional. As for potentially feared outlook, that will probably take a whole lotta Rp and deeds to get that sort of reputation on this server. Given you dont get road block by a bunch of ranting "He killed me out of nowhere! I want him banned!" rage. Gonna take a whole lotta DM oversight.
Something easier accomplished with DM events. A calling card is easier to put out there to be revered when the underlying identity isn't known, but as soon as you slip up or kill one person in PvP news about you, about your abilities, about how you accomplished things will all inevitably make its rounds, and the community responds accordingly.
As most people probably know assassin has a very select few casts of a very select few spells each day. Some of these spells are utterly useless in their current state. Take for instance being an assassin at epic level having a spell like Deep Slumber that has a DC of 17. DCs are a point of great concern for a class that has so few casts. They simply can't afford to use them.
This wouldn't be so bad if/when a rework of inflated saves and item prop stacking changes.
Pass without trace: That's right, a spell already on the server. And for some reason not on one of the classes that would need it the most! A murderer! Who else could possibly need to cover their tracks more than someone needing to get to their target or leaving the scene of their crime? The spell effect mechanically is rather lackluster and could perhaps use some tuning, but thematically it's a no-brainer.
I agree with this, since that spell IS in the server and its in the source. It should be part of their spellbook but I think your up against people who just dont like or even hate the class.
Endorsed.
Spider Climb: The concept of an assassin crawling across a ceiling or up a building to get to their target or their destination is an interesting one. Admittedly I've no idea how to properly portray this in the game as it is. It could be something as boring as just add some skillpoints to acrobatics and athletics or it could also function as a supernatural jump ability like Dimension Door. Which is another assassin spell as well, but I'm not going to overreach (more than I already am).
This could be a feat that modifies standard Jump wherein 8' of x/y distance is added, and 14' of z axis distance is added by a simple check, giving the assassin considerable maneuverability in standard PvE/P and option in DM events.
Silent Portal: There's a bit of an inconsistency regarding interacting with objects and stealthiness in the server. It's difficult to feel like an established sneak when ever chest or bag rips you out of both stealth and invisibility, but opening a door or a full on gate has you remaining as you are. Silent Portal could act as a temporary means of remaining in stealth while doing all of that.
That's the audio portion of it, the visual portion should still be advertised. This is done presently on chests but I think a compromise would be that on opening the chest checks nearby hostile creatures and determines if they're facing the opening object. If no one is then stealth is maintained. I considered having a skill rolled here but it's too easy to fly up and away with counters, and this gives a bit of a mini game challenge to the stealther to attempt distractions of the hoarder defenders. To prevent abuse / griefing if another player is within 0.5' from the chest the stealth is automatically broken.
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Re: Assassin suggestions

Unread post by DM Soulcatcher »

I don't have a strong opinion, myself, except for one thing.

Pass without Trace should never be an arcane spell. It's strictly a divine nature spell.


Other than that, please remember to be nice and understanding to one another. Minor annoyances are merely that and best kept in private channels.
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Re: Assassin suggestions

Unread post by DaloLorn »

DM Soulcatcher wrote: Mon May 15, 2023 7:53 amPass without Trace should never be an arcane spell. It's strictly a divine nature spell.
D20SRD disagrees.

(... Well, to an extent. Of the two SRD references I've checked, only D&DWiki's Assassin and PwT pages are mutually consistent in assigning the spell to Assassin 2, while D20SRD's PwT page only lists Druid and Ranger.)
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Re: Assassin suggestions

Unread post by Antimeta »

Assassin Spell List From D20srd

Assassins choose their spells from the following list:

1st Level
disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
BGTSCC: Detect Poison, Ghostly Visage, Sleep, True Strike = Sleep useless beyond low level CR , better to raise DC / True Strike needs improvement

2nd Level
alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
BGTSCC: Cats Grace, Fox's Cunning, Darkness = Out of the above Pass without trace already a spell in the server, add for the 4th spell.

3rd Level
deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
BGTSCC: Invisibly, Deeper Slumber, False Life = Deep Slumber useless beyond low level raise DC for improvement, Add 1 of the following magic circle against good, misdirection, nondetection for the 4th spell which all three already used on the server. Or even Dimension Door

4th Level
clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.
BGTSCC: Greater Invisibility, Clairaudience/Clairvoyance, Freedom of Movement, Poison. = Nothing to Change
Assassin Spell List Source: Dungeon Master's Guide v.3.5
Assassins choose their spells from the following list:

1st level - change self, detect poison, ghost sound, obscuring mist, spider climb.
2nd level - alter self, darkness, pass without trace, undetectable alignment.
3rd level - deeper darkness, invisibility, misdirection, nondetection.
4th level - dimension door, freedom of movement, improved invisibility, poison.
I dont think it should be that much trouble to make a few spell improvements. Even rp spells over Sleep and Deep Slumber would be far more useful.
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Re: Assassin suggestions

Unread post by Antimeta »

Any update to assassin spells in the works?
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Re: Assassin suggestions

Unread post by DaloLorn »

... I need to get better at tossing things over into the staff section for discussion... :cry:
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Re: Assassin suggestions

Unread post by Valleriani »

Some of the spells you suggest seem interesting to me. Pass without a trace, non-detection, silent portal, spider climb, I think utility that works on assassinating and getting out without being seen is both great for RP reasons and can be good for PVE too. I don't agree with adding 'more' damage to them, like true strike of 'find the gap', which grants them even more damage. Damage to me isn't the issue on sneakers. They probably are one of the better 1vs1 damagers then most classes, they're just a little bit samey when it comes to how they function with HIPS. (I would even say remove the HIPS (indoor/outdoor one) and just make them proper HIPS too but that's another topic)

Poisons need to be rebalanced as I said before. They need higher DC, longer durations by a good amount, etc. It's a whole nother topic though too but I do agree with this.

The thing with death attack though if you get para'd you're as good as dead. Different types of death attack might be interesting as you suggestion #1 is. I don't think is should rehide you automatically either. I also obviously think/wonder if there is a way to fix the wonkyness sometimes for sneak attacking, like why for example does sneak attack not work when monsters have a queue of spells?

But to put it blunt. Utility is nice, it should be something assassins have. Buffing damage with spells/skills, defo not. To me again the damage isn't the issue, it's just that it would be more fun if they had more actual use.
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Kitunenotsume
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Re: Assassin suggestions

Unread post by Kitunenotsume »

For consideration, https://dnd.arkalseif.info/classes/assassin/index.html tends to have the most comprehensive amalgimation and cited sources across content materials.

In other notes, I would certainly advocate more utility for poisons (and diseases, but that is a separate matter). I recall that there was discussion last year of a revamp to basic groceries being reduced from full Poison Immunity to something weaker. Neutralise Poison being shifted from 10 min/level of flat immunity to something lesser, like a fort bonus vs poison would also make it less trivial to counter epic poison sources (It would still be trivial, but less blataltly so)
I would also advocate the possibility of a dedicated poisoner having some means to bypass or supress Poison Immunity on specialized targets, as suggested by the Poison Immunity trait:
Hidden: show
Poison Immunities
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.
As ability of similar function already exists with Piecing Cold from Frost Mages.

Regarding Death Attack - a major point complicating balance on NWN2 is the lack of a study period. The 3-round duration of study (as distinct from a cooldown) works as a limiter on the spammable save-or-die nature of the attack and lends to a commensurate reward for the risk on the part of the assassin, as there is 1 attack every 4 rounds that will be valid as a save-or-die. Admittedly, having a 3 round period then turns the situation into a hide/spot game, which is also an unsolved discussion. However, I think that if a 3-round study period were implemented, it would be much more reasonable to increase the strength of the ability.
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