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Author Topic: Understanding the Assasin class  (Read 2011 times)
Nymaen
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« on: April 21, 2012, 06:31:41 PM »

I am looking at playing an Assassin character in a new game that starts next week. We are all new to the system. I have asked a few questions earlier, but now I am having a hard time wrapping my brain around the assassin class.

I have figured out that this character should really be looked at as a loaded weapon that is unleashed on a target. This character really does the research to find out to needs to be filled or stopped, but are hired or asked to remove a specific individual as a problem.

I spent a fair amount of time looking at this class as fairly feat starved. Now I think I get how the Blade Practice works. I can get a different weapon feat each adventure based on what weapons/tools are best for that adventure. I even get how temporary feats need to meet all the qualifications when you learn them.

1) When I hit 9, can I get two different weapon feats? Or am I still limited to one melee combat feat, but can change my mind over the course of the adventure? It would be nice if I could get Knife Mastery and Knife Supremacy at 9th level to improve my existing Knife Basics.

2) Why is this limited to only melee feats? Seems like covert feats would be nice too.

The skill selections for class skills seem a touch odd. I am not sure why this class does not get stealth as a class skill. The main reason is when you are "closing" in on a target. Blend works great when I am not trying to hide, but I can't achieve hidden status unless the GM checks on his own. If I want to avoid notice, then it seems like I am required to use the stealth skill. So it seems weird I would be required to use an origin skill to fulfill a core function of the class.

I totally see how I should use disguise and bluff to get close to the target, but avoiding notice when I flee would require stealth, right?

3) Why no stealth as a class skill? Or is there something I am not getting about blend?

4) Are the AP values from heartseeker combined with the AP of the assassin's weapon? Does this mean a stiletto in an assassin's hands are AP 10?

My character will be a member of the many feuding noble houses in a custom game world. His goals are to look out for the interests of his house during a war between the humans and the elves. Wartime profiteering, diverting supplies, redirecting troops, spreading disease (or poison) through enemy camps are all part of his expected responsibilities.  This character will also be a good knife fighter and a passable duelist. (Accidents happen during duels).

I have been having some trouble picking out a good expert class to migrate into over time. The Edgemaster seemed interesting at first, but the feat requirements are very hard to meet and provide little benefit for the character. (Wresting? really?). The Swashbuckler seems far to flashy for a character that wants to blend into the background. It also uses the fencing feats pretty heavily, and the fencing feats did not impress me very much. The Gallant seems pretty nice (focusing on his inter-personal skills and renown). I noticed a complete lack of any sort of subterfuge expert classes in the book. Am I missing something?

5) What expert or master classes blend well with Assassin? What specialties go well?

6) Not assassin related specifically, but if I get a specialty that has a paired skill (Ex: Gladiator, each rank in Athletics give a rank in Impress). If I add Athletics as an origin skill, but no impress, would I get ranks in impress when I buy ranks in Athletics?
 



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Bill Whitmore
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« Reply #1 on: April 21, 2012, 07:19:41 PM »

1) When I hit 9, can I get two different weapon feats? Or am I still limited to one melee combat feat, but can change my mind over the course of the adventure? It would be nice if I could get Knife Mastery and Knife Supremacy at 9th level to improve my existing Knife Basics.
Yes, assuming you have 2 hours to practice, you can pick up 2 different feats using 2 applications of Blade Practice.
Quote
2) Why is this limited to only melee feats? Seems like covert feats would be nice too.
Don't know the reasoning for this, since I didn't design it.
Quote
The skill selections for class skills seem a touch odd. I am not sure why this class does not get stealth as a class skill. The main reason is when you are "closing" in on a target. Blend works great when I am not trying to hide, but I can't achieve hidden status unless the GM checks on his own. If I want to avoid notice, then it seems like I am required to use the stealth skill. So it seems weird I would be required to use an origin skill to fulfill a core function of the class.

I totally see how I should use disguise and bluff to get close to the target, but avoiding notice when I flee would require stealth, right?

3) Why no stealth as a class skill? Or is there something I am not getting about blend?
The sneak in, stab you in the back and kill you without ever being seen is more the purview of the Burglar.  For the Assassin class, Disguise and Bluff is their sneak.  If the target thinks your his best friend he'll invite you to come straight to him and will probably even offer you his back somewhere along the way.
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4) Are the AP values from heartseeker combined with the AP of the assassin's weapon? Does this mean a stiletto in an assassin's hands are AP 10?
Yes, Armor Piercing does stack.  You can take a Stiletto, add the Armor Piercing upgrade and use it with Heartseeker to have AP 12.
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My character will be a member of the many feuding noble houses in a custom game world. His goals are to look out for the interests of his house during a war between the humans and the elves. Wartime profiteering, diverting supplies, redirecting troops, spreading disease (or poison) through enemy camps are all part of his expected responsibilities.  This character will also be a good knife fighter and a passable duelist. (Accidents happen during duels).

I have been having some trouble picking out a good expert class to migrate into over time. The Edgemaster seemed interesting at first, but the feat requirements are very hard to meet and provide little benefit for the character. (Wresting? really?). The Swashbuckler seems far to flashy for a character that wants to blend into the background. It also uses the fencing feats pretty heavily, and the fencing feats did not impress me very much. The Gallant seems pretty nice (focusing on his inter-personal skills and renown). I noticed a complete lack of any sort of subterfuge expert classes in the book. Am I missing something?

5) What expert or master classes blend well with Assassin? What specialties go well?
From the Duelist standpoint, the Gallant could work pretty well.  The Mist Dancer blends magic with stealth.

Really, a lot of Specialties could work, depending on the Assassin's style.  Fencer seems pretty iconic.  Swindler could also work well for more of a Con Man.
Quote
6) Not assassin related specifically, but if I get a specialty that has a paired skill (Ex: Gladiator, each rank in Athletics give a rank in Impress). If I add Athletics as an origin skill, but no impress, would I get ranks in impress when I buy ranks in Athletics?
Yes.  And, if you linked one of those skills to yet another, by adding something like Talented (Athlete), you could put one point in Resolve, which would also give you a point in Athletics which would in turn give you a point in Impress.
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« Reply #2 on: April 21, 2012, 07:33:56 PM »

The thing to understand about assassin is that it's not really the dagger-in-the-night or sniper-in-the-belltower style assassin you see in tv shows.  That kind of thing is more the Burglar's purview.  Assassin is about getting close to people without arousing suspicion, and then unleashing a collosal shit ton of damage, preferably without making scene.  That's what Blend, Bluff, Disguise, Intimidate, and Prestidigitation are for.  So, to answer numbers 2 and 3, because that's more of a Burglar thing than Assassin.

Regarding blend vs stealth, this is blend, and this is stealth.

Bill beat me to everything else, so I'll just leave it at that.
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« Reply #3 on: April 21, 2012, 08:11:47 PM »

As mentioned, the Assassin is more a social then a stealth class. It's an evolution of the Spycraft Faceman.

As for Edgemaster and Wrestling, it's a synergy thing. A bonus to defense, a useful stance when you can't make use of a weapon, and a step toward Wrestling Mastery for use with Master's Touch.

Also, you don't need to take an expert class, the assassin has lots of cool above level four.

Lastly, you, might also look at the Emissary class for the agent of a noble house. It's a bit more spymaster and less James Bond though.
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« Reply #4 on: April 22, 2012, 07:14:45 PM »

Regarding blend vs stealth, this is blend, and this is stealth.
Good ones.  I'm especially going to have to remember the Blend one.

I tend to think of it like this:
Blend is hiding where everyone can see you.
Stealth is hiding where people can't see you.
Not completely accurate, but good-enough for describing why camouflage falls under Blend.
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« Reply #5 on: April 23, 2012, 02:39:56 AM »

Something I noticed about the Assassin class: it enables putting on a harmless social front, doing the prep time to get ready for a specific opponent/ situation, and dishing out the damage.

In other words:

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« Reply #6 on: April 23, 2012, 07:26:46 PM »

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Krensky
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« Reply #7 on: April 23, 2012, 09:15:16 PM »

Or, you know, Sir James Bond.

« Last Edit: April 23, 2012, 09:18:33 PM by Krensky » Logged

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Nymaen
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« Reply #8 on: April 23, 2012, 10:15:04 PM »

Please be patiet, still trying to work out in my mind how this character should be played.

The fencer looked really good at first, until I looked at the fencing feats. They all seem really weak to me. I really did not see how to make use of the fencing basics. I do not see a way to force characters to become flat-footed (flanking does not do it) available to a low level character. Am I missing something here?

Did I read page 203 that at the beginning of combat everyone is flat-footed until they act?

The highwayman from AC seems good in that it starts you on wolf-pack basics. Wolf-pack mastery lets you flank a character simply by being adjacent with an ally, which is very nice.

The rogue seems nice with the ambush, but the stealth synergy seems less useful for the assassin.


I keep wondering if I am trying to go the wrong way with this character. Should I be thinking more like aristocrat (more face time skills) or adventurer (cheaper heroic renown and more luck).

Are there any other official specialties not in AC or the FantasyCraft book I should consider?
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« Reply #9 on: April 23, 2012, 11:08:55 PM »

Please be patiet, still trying to work out in my mind how this character should be played.

The fencer looked really good at first, until I looked at the fencing feats. They all seem really weak to me. I really did not see how to make use of the fencing basics. I do not see a way to force characters to become flat-footed (flanking does not do it) available to a low level character. Am I missing something here?

Did I read page 203 that at the beginning of combat everyone is flat-footed until they act?

The highwayman from AC seems good in that it starts you on wolf-pack basics. Wolf-pack mastery lets you flank a character simply by being adjacent with an ally, which is very nice.

The rogue seems nice with the ambush, but the stealth synergy seems less useful for the assassin.


I keep wondering if I am trying to go the wrong way with this character. Should I be thinking more like aristocrat (more face time skills) or adventurer (cheaper heroic renown and more luck).

Are there any other official specialties not in AC or the FantasyCraft book I should consider?


1.  Feinting (page 219) should be what you're looking for.

2. Yes, or until he's been hit, whichever happens first.
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Krensky
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« Reply #10 on: April 23, 2012, 11:19:50 PM »

Feint, Bull-rush, Trip, Grapple. Anytime someone tries a fancy combat manuver on you an fails. Later on Sword Circle Supremacy's trick. Critical hits with stress or subdual damage. Shield Mastery's trick (bucklers are traditional fencing gear). Color spray is a first level spell. Flash or concussion bombs.
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Nymaen
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« Reply #11 on: April 24, 2012, 10:48:44 AM »

Ah, yes feint. That is what I was missing. cool thanks!

I will let you know how my character works out. First time in a long while playing a non-combat monster.
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Krensky
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« Reply #12 on: April 24, 2012, 12:23:45 PM »

The fencer in my one game likes Trip more the Feint, but anything that makes your opponent flat-footed, held, pinned, stunned, or sprawled works.
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« Reply #13 on: April 24, 2012, 03:27:12 PM »

From a pure combat stance, I like trip better as the target also has to spend an action getting back up.  However, as an Assassin, you get Prestidigitation as a class skill for Feinting.  You do not get Acrobatics for tripping.  Add to that, an Assassin is likely going to want Prestidigitation anyways so they can use Conceal Action when they attempt to poison someone's edibles or hide weapons or said poisons on their person.

You could put an Origin skill towards Acrobatics, but that makes tripping a more expensive option to pursue than just feinting.  But it could be worth having both.  If you happen to be fighting a guy with really good Notice and feinting isn't working, you can switch to tripping.  Likewise for a strong Acrobat with tripping.
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« Reply #14 on: April 24, 2012, 04:04:08 PM »

that is also why i like the knife feat chain alot for the assasin, free action feint for a target you already hit in the round, but that only comes in at the mastery tier.
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