Talk:Master Assassin (3.5e Prestige Class)

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Why does this class not have Poison Use as the original assassin? Not only does this mean that the character has a chance of poisoning himself no matter how many poison related tricks (with the exception of Poisonous Traitor but that just flat out grants him immunity) he takes but there are also a number of feats that have poison use as a prerequisite.

Err, it's meant to give different styles. If you want to use poison, pick that as your level 1 ability. Surgo 21:27, September 7, 2009 (UTC)
My sentiment is that even an assassin who does not pick the Poisonous Traitor Style should still be granted Poison Use. In the end, Poison Use is nothing compared to Poisonous Traitor. But it would help the assassin who does not want to use poison as his main weapon but just as an extra tool in his arsenal. 21:49, September 7, 2009 (UTC)
Also, I might as well point out a few other things that I noticed.
1. Not all styles are balanced. Stealthy Extraordinaire in particular is weak compared to the rest. The bonus should be equal to twice the Master Assasin level and allow the character to hide while being observed. This PrC does not seem to have a Hide in Plain Sight equivalent.
2. Sublime Assassin is a style that is slightly at odds with itself. The best martial adept to take this PrC is the Swordsage, a wisdom based class. My suggestion here is to have this style replace Intelligence with Wisdom for all MA tricks as an extra feature. But this is just a suggestion.
3. Death Attack was ported to this class without adjusting for the purpose of being used by a five level PrC. The best DC you get with it now is 10+5+Int mod (not counting ability focus, or that death attack dagger).
4. Should include a Psionic Assassin style. They have one written over at Mind's Eye but that one is not much better than the original crappy assassin.
Other than that I don't see much wrong with this class other than Master Dagger seeming a bit too strong of an ability. Well anyway, tell me what you think. 08:26, September 8, 2009 (UTC)
I will look into changing this with your critique in mind. The class is certainly rough still, perhaps this will remove those edges at last. Surgo 14:00, September 8, 2009 (UTC)
I am glad could help. I really enjoy playing flexible classes like this. 22:56, September 8, 2009 (UTC)

The current level 12 entry and SA progression work to match the rogue progression while you're in the class, but the odd number of levels means that you fall a level behind in SA after you leave it. Which is probably not a big deal, but I noticed it and wanted to point it out in case you wanted to add / cut a level. - Tarkisflux Talk 17:44, 3 July 2012 (UTC)

Assassin tricks[edit]

One of them seemed slightly overpowered. Granting proficiencies in 3 exotic weapons is basically the same as granting 3 feats. It's a nice idea, I generally prefer non-standard weapons, but it's too powerful for a 2 level dip. IMO anyway.

And yea, the Stealthy option was pretty lame compared to the other styles. +2 to Hide and Move Silently isn't worth getting. Nice idea though. 00:15, January 17, 2010 (UTC)

Exotic Weapon Proficiency is a shitty feat anyway, I don't feel bad about giving away 3 exotic proficiencies. Surgo 00:17, January 17, 2010 (UTC)
Heh, I actually agree with you there. Never felt that needing a whole feat for a sword 1 inch longer than an equivalent weapon was worthwhile, just never figured out a way to change it to something that worked. Cyberjester 00:24, January 17, 2010 (UTC)
Wow, Stealthy really is fail. Full CL progression is nowhere equal to a +2 bonus on Move Silent and Hide. Why is it even an option?
Consider instead some kind of Uber Darkstalker, or for something that scales better, how about extra SA? Of it its going to be hide and move silent, a substantual bonus like +5 per level? -- Eiji-kun 04:01, 14 November 2011 (UTC)
Maybe something like invisibility usable a certain number of rounds per day. It could get bumped up to either GI or at will at level five. --Undead_Knave 08:57, 17 December 2011 (UTC)
I've significantly rebalanced this class. Hopefully these fail issues are now gone. Surgo 01:25, 3 July 2012 (UTC)

I have concerns / comments about a few of these tricks.

  • "Hampering Strike" seems like a boosted version of the Hamstring feat. Retaining some of your sneak attack dice instead of sacrificing all of them might be appropriate.
  • "Right Place, Right Time" seems a lot weak compared to the other ones available at that level, and the ones before it. Int modifier to damage? Was it supposed to be attack and damage, or Int modifier to each die of sneak attack, or am I missing something that makes it almost as good as the Immolating Strike you took already?
  • "Mask Existence" bugs me, because complete immunity from an school of magic is annoying. Instead I'll put forth requiring a caster to succeed on a CL check against 10+Hide ranks or something similar to use divinations on them. And tossing in the Eyes to the Sky feat for good measure.

Everything else looks pretty reasonable, if niche. - Tarkisflux Talk 16:37, 3 July 2012 (UTC)

Going through yet more editing. I don't think the distinction between regular trick and improved trick is worthwhile. I'll just put them all under regular, and cut the class off a level earlier to maintain proper progression. Surgo 18:58, 3 July 2012 (UTC)
Right Place Right Time has the advantage of not being fire damage. It should add to any attack though, not just sneak attacks. I will update that. Surgo 19:59, 3 July 2012 (UTC)