kgb wrote:Duration of token effect of 1 round per 2 Assassin levels (or perhaps 3 levels depending on balance issue)
Assassin Level / On hit effect
1-4 / Additional Damage 1d6 poison damage -2 Str
5-9 / Additional Damage 2d6 poison -2 Str -2 Con
10-15 / Additional Damage 3d6 poison -2 Str -2 Dex -2 Con
16-20 / Additional Damage 4d6 poison -2 Str -2 Dex -2 Con +Paralysis for 1 round per 4 Assassin levels.
21-25 / Additional Damage 5d6 poison + -2 Str -2 Dex -2 Con +Stun for 1 round per 4 Assassin levels.
26+ / Death.
Thoughts?
I honestly think that may be a bit much. Since rogue already gets STR drain and you would be able to do both if you really wanted to. Not to mention if you were a monk then 6 attacks with the max bonuses would get obscene quickly. Perhaps being able to create different types of poisons for different opponents would be more along the lines of the Assassins ability to study a foe and find his weakness.
Can you see an Assassin coating his blade with a Wisdom draining weapon to take on clerics or eliminating a pesky bard by reducing his Charisma? I don't find it hard to believe that an Assassin would be able to create the right poison for the job and it doesn't always have to drain physical stats. Perhaps giving the token a 1/day radial choice of different stat draining poisons. Even if the poison went up a little bit at some levels it would still be more balanced because it only drained one stat at a time and might not be as effective against everything it is fighting at the time.
mgrjebbo wrote:right so log off, go watch some tv and come back. why would anyone want to just sit there for 30 mins and do nothing while an assassin plays with them like a cat would a mouse.
dm testing is another thing, i am saying this as if it were a player.
thats essentially exploitation, as is doing the same while timestopped
Even though this point is off topic, it was mentioned:
If the action of logging off while timestopped is considered by the DMs to be exploitation (which I am sure it isnt) then there are many players that are committing a bannable offense on a weekly basis.
Back on Topic:
If I were to be parylized by an assassin for 30 minutes you can bet I would do whatever it took to regain that game time, whether it be logging to another server or playing another character. Time is something that is very valuable to some people and to be expected to have it monopolized by something that obscure, (ie: sitting and waiting while parylized for an exaggerated amount of time) is just an insult to our intelligence.
As Always,
Poet
***If one can not say anything non-insulting and/or degrading about someone else, regardless of the reasons, then one should simply remain silent. Especially on our boards - let's remain civil, folks. - Mentarch***
Is the DC for the death attack hardcoded?
Or can the Int modifier be changed to the Dex modifier?
That would make the assassin a little more playable and survivable.
As it has been said many times, such features are hard coded. Although then again never tried to meddle with it, so I wouldn't be surprised if I was proven wrong .
I dunno, but the way I see it is if you are going to allow monks to have HiPSing through SD abilities then you might as well allow Assassins to have it. The monk speed including the hit and hide ability of the SD is the biggest exploit there is in the game thus far. Either take it away from the monk or give it to other classes as well I say. To allow a monk to have HiPSing is like allowing the PM to have additional powers. The only difference is that the monk is allowed to have them. Stop being so hypocritical. Either put a limit that is acceptable by all or don't do it period.
Power is not given. It is taken.
Tal, Soul Reaper of [IO]
Gol-Gorath [IO]
Shilo [IO]
Cthulhus Acolyte [IO]
Ya ya ya I know... stop whining, complaining, and learn to build better.
The difference though is that you have to focus on assassin levels for the Death Attack.
Which means the monk benefits will be negligible due to lower levels of monk. And you can't realistically sacrifice Assassin levels and have a chance at an effective Death attack.
Assassins also suffer from lower AB and AC (than their rogue/monk counterparts) due to their having to put a significant amount of ability points into Int for the Death Attack.
Monks on the other hand do not have the same problem since 5 levels of SD is a minimal inconvenience to the monk abilities.
I would propose that SD be removed from Shadow Legion and that assassins be given HiPS since the requirements for both are fairly close, with assassin easier to achieve.
And if that will not happen then change the Death Attack to a reflex save and use the Dex modifier instead of the Int Modifier.
Change the paralyze effect to a knockdown effect bypassing discipline (to better simulate a dead character).
Because as it stands right now Assassins are next to useless unless you like making statues on the mountain.
And I am fairly sure the potential statues would rather have Assassins elsewhere.
True, let me rephrase that, let Dragon monks be allowed. Giving an assassin unlimited death attacks makes no since. They are trained killers that shouldn't need more than one opportunity to disable their target.
(I'm aware a page back I suggested hips but I see the err in that now.)