Jump to content

User:Mattamue: Difference between revisions

From Arelith Wiki
Mattamue (talk | contribs)
No edit summary
Mattamue (talk | contribs)
Drafting assassin WIP
Line 1: Line 1:
{{CharacterNav|title=Classes}}
{{CharacterNav|title=Classes}}


'''Ranger''' is a default base class with Arelith specific changes.
'''Assassin''' is a default prestige class with Arelith specific changes.




Line 8: Line 8:
== Introduction ==
== Introduction ==


{{quote|The forests  are  home  to  fierce  and cunning  creatures.}}
Arelith Assassins enjoy many changes that benefit their rogueish aspects as well as a new ability: Assassinate. Mechanical changes are included in the [[#Class Mechanics]] on this page and explained in the [[#Arelith Changes]] section. Base mechanics can be found [https://nwn.fandom.com/wiki/Assassin on NWNWiki]. The [[#Roleplay Tips]] section provides suggestions for character development. '''Assassins have additional expectations for pvp and a required DM token approval process.'''


Arelith Rangers enjoy many changes that benefit their martial, spellcasting, and wilderness aspects. The [[#Path: Archer]] and [[#Path: Totem Ranger]] paths expand those options. Mechanical changes are included in the [[#Class Mechanics]] on this page and explained in the [[#Arelith Changes]] section. Base mechanics can be found [http://nwn.wikia.com/wiki/Ranger on NWNWiki]. The [[#Roleplay Tips]] section provides suggestions for character development.
== Class Mechanics ==
 
=== Token Process ===
 
In addition to the mechanical requirements, players will also need DM approval. To apply for a Prestige Class token, please [[Contacting DMs|contact DMs]] on the forums, via PM to Active DM's. Please have the character already created and being presently played.
 
You must be capable to demonstrating an ability and intent to form a constructive story from the mechanical benefits. A sample assassination will be asked for along with the usual background. If your concept does not bring fun to both parties involved, it will be denied. Be ever mindful of the to-be-murdered.


== Class Mechanics ==
A RP Rating of 20 is required.


=== Requirements ===
=== Requirements ===


'''Alignment restrictions:''' None
'''Alignment restrictions:''' Any evil
 
While many rangers follow a nature deity, they are no longer required to follow any deity to cast spells in Arelith.


[[#Complete_Nature_Deity_List|See below]] for a list of [[:Category:Deities_of_Nature|nature]] deities.
'''Skills:''' Hide 8, Move Silently 8


=== Class Features ===
=== Class Features ===


'''Hit die:''' d10
'''Hit die:''' d6


'''Proficiencies:''' armor (light, medium), shields, weapons (martial, simple)  
'''Proficiencies:''' armor (light), weapons (simple)  


'''Skill points:''' 6 + int modifier ((6 + int modifer) * 4 at 1st level)
'''Skill points:''' 6 + int modifier ((6 + int modifer) * 4 at 1st level)


'''Class Skills:''' animal empathy, concentration, craft mastery, craft trap, discipline, heal, hide, listen, lore, move silently, parry, ride, search, set trap, spot
'''Class Skills:''' appraise, bluff, craft armor, craft trap, craft weapon, disable trap, heal, hide, intimidate, listen, lore, move silently, open lock, pick pocket, search, set trap, spot, tumble, use magic device, persuade, ride
 
'''Unavailable feats:''' weapon specialization


'''Bonus feats:''' favored enemy, greater spell focus, two-weapon fighting, ambidexterity
'''Unavailable feats:''' craft wand, scribe scroll, weapon specialization


'''Primary saving throw(s):''' fortitude
'''Primary saving throw(s):''' fortitude


'''Base attack bonus:''' +1/level  
'''Base attack bonus:''' +3/4 level
 
'''Spellcasting:''' Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation


=== Level Progression ===  
=== Level Progression ===  
Line 46: Line 46:
Hit points rolls on Arelith are always maximum.
Hit points rolls on Arelith are always maximum.


The bonuses against favored enemies are bonus damage added to weapon(s), and bonuses to the spot, listen, and taunt skills.
{|
 
| align="center" style="background:#f0f0f0;"|'''Lvl'''
{|  
| align="center" style="background:#f0f0f0;"|'''Level'''
| align="center" style="background:#f0f0f0;"|'''BAB'''
| align="center" style="background:#f0f0f0;"|'''BAB'''
| align="center" style="background:#f0f0f0;"|'''Fort'''
| align="center" style="background:#f0f0f0;"|'''Fort'''
| align="center" style="background:#f0f0f0;"|'''Reflex'''
| align="center" style="background:#f0f0f0;"|'''Refl'''
| align="center" style="background:#f0f0f0;"|'''Will'''
| align="center" style="background:#f0f0f0;"|'''Will'''
| align="center" style="background:#f0f0f0;"|'''Feats'''
| align="center" style="background:#f0f0f0;"|'''Feats'''
| align="center" style="background:#f0f0f0;"|'''HP'''
| align="center" style="background:#f0f0f0;"|'''HP'''
| align="center" style="background:#f0f0f0;"|'''1st'''
| align="center" style="background:#f0f0f0;"|'''Poison save'''
| align="center" style="background:#f0f0f0;"|'''2nd'''
| align="center" style="background:#f0f0f0;"|'''Death attack'''
| align="center" style="background:#f0f0f0;"|'''3rd'''
| align="center" style="background:#f0f0f0;"|'''4th'''
| align="center" style="background:#f0f0f0;"|'''FE'''
|-
| 1st||+1||+2||+0||+0||bonus feat, dual-wield, trackless step, "-tracks" command||10||-||-||-||-||+1
|-
| 2nd||+2||+3||+0||+0||||20||-||-||-||-||+1
|-
| 3rd||+3||+3||+1||+1||use tracks (footprints)||30||-||-||-||-||+1
|-
| 4th||+4||+4||+1||+1||defensive dual wielding (DDW) +1 dodge AC||40||0||-||-||-||+1
|-
| 5th||+5||+4||+1||+1||bonus feat, studied enemy||50||0||-||-||-||+2
|-
| 6th||+6/+1||+5||+2||+2||animal companion, bonus language: animal language||60||1||-||-||-||+2
|-
| 7th||+7/+2||+5||+2||+2||woodland stride||70||1||-||-||-||+2
|-
| 8th||+8/+3||+6||+2||+2||uncanny dodge I||80||1||0||-||-||+2
|-
| 9th||+9/+4||+6||+3||+3||improved two-weapon fighting, evasion||90||1||0||-||-||+2
|-
|-
| 10th||+10/+5||+7||+3||+3||bonus feat, studied enemy, (if WIS 12 then +1 studied enemy)||100||1||1||-||-||+3
| 1st||+0||+0||+2||+0||use poison, track (footprints), assassinate||6||-||1d6
|-
|-
| 11th||+11/+6/+1||+7||+3||+3||||110||1||1||0||-||+3
| 2nd||+1||+0||+3||+0||ghostly visage, uncanny dodge I, poison save  ||12||+1||1d6
|-
|-
| 12th||+12/+7/+2||+8||+4||+4||DDW +2 AC, map reveal revisited (wilderness)||120||1||1||1||-||+3
| 3rd||+2||+1||+3||+1||Arelith custom poison (ACP) +1 DC||18||+1||2d6
|-
|-
| 13th||+13/+8/+3||+8||+4||+4||||130||1||1||1||-||+3
| 4th||+3||+1||+4||+1||||24||+2||2d6
|-
|-
| 14th||+14/+9/+4||+9||+4||+4||||140||1||1||1||0||+3
| 5th||+3||+1||+4||+1||darkness, uncanny dodge II, hidden danger (HiD) +1 AB||30||+2||3d6
|-
|-
| 15th||+15/+10/+5||+9||+5||+5||bonus feat, studied enemy||150||2||1||1||1||+4
| 6th||+4||+2||+5||+2||ACP +2 DC, evasion||36||+3||3d6
|-
|-
| 16th||+16/+11/+6/+1||+10||+5||+5||hide in plain sight (wilderness)||160||2||2||1||1||+4
| 7th||+5||+2||+5||+2||invisibility||42||+3||4d6
|-
|-
| 17th||+17/+12/+7/+2||+10||+5||+5||||170||2||2||2||1||+4
| 8th||+6||+2||+6||+2||||48||+4||4d6
|-
|-
| 18th||+18/+13/+8/+3||+11||+6||+6||+20% movement speed (wilderness)||180||3||2||2||1||+4
| 9th||+6||+3||+6||+3||improved invisibility, ACP +3 DC||54||+4||5d6
|-
|-
| 19th||+19/+14/+9/+4||+11||+6||+6||||190||3||3||3||2||+4
| 10th  ||+7||+3||+7||+3||uncanny dodge III, no longer leave tracks, HiD +2 AB||60||+5||5d6
|-
| 20th||+20/+15/+10/+5 ||+12||+6||+6||DDW +3 AC, bonus feat, studied enemy, (if WIS 14 then +1 studied enemy)||200||3||3||3||3||+5
|}
 
=== Spells ===
 
{| 
| align="center" style="background:#f0f0f0;"|'''1st level spells'''
| align="center" style="background:#f0f0f0;"|'''2nd level spells'''
| align="center" style="background:#f0f0f0;"|'''3rd level spells'''
| align="center" style="background:#f0f0f0;"|'''4th level spells'''
|-
| Camouflage||Cat's grace||Aid||Cure serious wounds
|-
| Cure light wounds||Hold animal||Blade thirst||Freedom of movement
|-
| Entangle||One with the land||Cure moderate wounds ||Mass camouflage
|-
| Grease||Protection from elements ||Invisibility purge||Polymorph self
|-
| Magic fang||Sleep||Greater magic fang||Summon creature IV
|-
| Resist elements||Summon creature II||Neutralize poison||
|-
| Summon creature I ||||Remove disease||
|-
| Ultravision||||Summon creature III||
|-
|  
|}
|}


=== Epic Ranger ===  
=== Epic Ranger ===  


'''Bonus feats:''' The epic ranger gains a bonus feat every three levels and every five levels after the 20th. In other words, at levels 23, 25, 26, 29, 30.
'''Bonus feats:''' The epic assassin gains a bonus feat every four levels: at levels 14 and 18.
 
'''Epic ranger bonus feats:''' bane of enemies, blinding speed, epic prowess, epic spell focus, epic toughness, epic weapon focus, improved combat casting, perfect health


'''Epic favored enemy:''' The epic ranger gains a further +1 bonus in weapon damage, spot, listen, and taunt versus favored enemies for every 5 levels after the 20th.
'''Epic assassin bonus feats:''' epic reflexes, epic skill focus (hide, move silently only), great dexterity, improved combat casting, improved sneak attack, self concealment, superior initiative


'''Unavailable epic feats:''' epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
'''Unavailable epic feats:''' epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape


{|  
{|
| align="center" style="background:#f0f0f0;"|'''Level'''
| align="center" style="background:#f0f0f0;"|'''Level'''
| align="center" style="background:#f0f0f0;"|'''Feats'''
| align="center" style="background:#f0f0f0;"|'''Feats'''
| align="center" style="background:#f0f0f0;"|'''HP'''
| align="center" style="background:#f0f0f0;"|'''HP range'''
| align="center" style="background:#f0f0f0;"|'''FE'''
| align="center" style="background:#f0f0f0;"|'''Poison save'''
| align="center" style="background:#f0f0f0;"|'''Death attack'''
|-
|-
| 21st||||210||+5
| 11th||ethereal visage||66||+5||6d6
|-
|-
| 22nd||||220||+5
| 12th||ACP +4 DC, defensive roll||72||+6||6d6
|-
|-
| 23rd||bonus feat, animal empathy henchmen||230||+5
| 13th||darkness (with ultravision)||78||+6||7d6
|-
|-
| 24th||||240||+5
| 14th||bonus feat||84||+7||7d6
|-
|-
| 25th||bonus feat, studied enemy||250||+6
| 15th||ACP +5 DC, HiD +3 AB, invisibility 50% movement||90||+7||8d6
|-
|-
| 26th||bonus feat||260||+6
| 16th||improved evasion||96||+8||8d6
|-
|-
| 27th||studied enemy||270||+6
| 17th||||102||+8||9d6
|-
|-
| 28th||DDW +4 AC||280||+6
| 18th||bonus feat, ACP +5 DC||108||+9||9d6
|-
|-
| 29th||bonus feat||290||+6
| 19th||||114||+9||10d6
|-
|-
| 30th||bonus feat, studied enemy, (if WIS 16 then +1 studied enemy)||300||+7
| 20th||HiD +4 AB||120||+10||10d6
|}
|}


Line 176: Line 123:


|-
|-
|'''Trackless Step'''
|'''Skillpoints'''
| 2
| -
| Additionally, does not leave footprints (tracks) at zone transition.  
| Skillpoints per level increased to 6.  


|-
|-
|'''Tracks (footprints)'''
|'''Class skills'''
| 3
| -
| Use tracks (footprints) near area transitions in natural areas to determine certain details about PCs who have recently traveled through. Search and Spot do not improve this.  
| Access to Persuade and Ride as class skills.


|-
|'''Defensive Dual Wielding'''
| 4
| Increases AC (dodge) when dual wielding (or wielding a double-sided weapon) by 1, and increases by 1 every 8 levels afterward (level 4/12/20/28).


|-
|'''Studied Enemy'''
| 5
| See [[#Studied Enemies]].


|-
|}
|'''Bonus [[Languages|Language]]'''
| 6
| [[Animal language|Animal Language]].


|-
|'''Woodland Stride'''
| 7
| Arelith change adds this feat to Ranger.


|-
|'''Uncanny Dodge I'''
| 8
| Arelith change adds this feat to Ranger.


|-
==Roleplay Tips==
|'''Evasion'''
| 9
| Arelith change adds this feat to Ranger.


|-
|'''Wilderness map'''
| 12
| Revisiting a wilderness areas will auto-reveal that wilderness area map.


|-
|'''Hide in Plain Sight (wilderness)'''
| 16
| May HiPS in "natural" areas, the ranger receives a message upon entering these areas.


|-
== External Links ==
|'''+20% movement speed (wilderness)'''
: [http://nwn.wikia.com/wiki/Category:Animal_companions Animal companions on NWNWiki]
| 18
: [http://nwn.wikia.com/wiki/Favored_enemy Favored enemy on NWNWiki]
| +20% movement speed aura while out of combat in wilderness areas, applies to all nearby party members and animal companions, summons, etc. Will not stack with Barbarian or Monk movement speed bonuses.
: Information about default NWN class is [http://nwn.wikia.com/wiki/Ranger available on NWNWiki].
[[Category:Classes]]


|-
|'''Prerequisite for Arcane Archer'''
| -
| Rangers count toward one of the required classes to become [[Arcane archer]]s. Other requirements (feats and race) still apply.


|-
|'''Animal Empathy Henchmen'''
| -
| Characters with at least 3/4 of their character levels as Ranger will convert animals dominated through the use of Animal Empathy into henchmen. This allows a Ranger to have up to three followers (2 animal-henchmen gained through Animal Empathy and 1 animal companion gained from Ranger-Class bonus). Like the class-feature animal companions, and animal-henchmen will not be released upon resting.


|-
|'''[[Console_commands#-track|Tracks]]'''
| -
| By using the "[[Console_commands#-track|-tracks]]" command, a ranger can detect enemies in the area, and assess the [[Balance|balance]] of a NPC population.


|-
|'''[[Spell changes]]'''
| -
| Spell changes in their own section. Blade thirst, for example, is changed on Arelith.


|-
|'''[[Animal Companion]]'''
| -
| Animal companion stats are changed on Arelith. [[https://docs.google.com/spreadsheets/d/1FSajF3LtMJwvJk-SwTKkK7jo4TmcND7cycJUKRevVsI/edit#gid=0 Ranger Animal (24) Snapshot]].


|-
== NWN Requirements ==
|'''Skillpoints'''
| -
| Increased from 4 to 6 per level.


|}
* Alignment: Any evil
* Skills: Hide 8, Move Silently 8


=== Path: Archer ===
== Arelith Changes ==
Rangers on Arelith can choose the Archer path at character creation or up to level 2 using the -path command.
====Token Process====
In addition to the mechanical requirements, players will also need DM approval. To apply for a Prestige Class token, please [[Contacting DMs|contact DMs]] on the forums, via PM to Active DM's. Please have the character already created and being presently played.  


They gain:
You must be capable to demonstrating an ability and intent to form a constructive story from the mechanical benefits. A sample assassination will be asked for along with the usual background. If your concept does not bring fun to both parties involved, it will be denied. Be ever mindful of the to-be-murdered.  
*Level 1: Rapid Reload
*Level 1: Rapid Shot
*Level 1: Point Blank Shot
*Level 9: Called Shot
*Craft Ammunition ability: Once per day, a ranger may create a bundle of projectiles for the weapon they have specialized in (bow, crossbow, sling, thrown weapons). The quality of the projectiles escalates with the ranger's level.
**Level 1: Iron
**Level 5: Steel
**Level 10: Damask
*Bonus Ranger damage: +2 at class level 4 and an additional +2 after every 8 class levels. (+ 2/4/6/8 at ranger levels 4/12/20/28).


They lose:
A RP Rating of 20 is required.
*Dual Wield
*Improved Two-Weapon Fighting
*Dual-wield AC bonus


=== Path: Totem Ranger ===
===Mechanical Changes===


Rangers on Arelith can choose the Totem Ranger path at character creation or up to level 2 using the -path command as well as finding an NPC in the module.
*Skillpoints per level increased to 6.
*Gets access to Persuade and [[Riding|Ride]] as class skills.
*Every 3 levels, an Assassin receives +1 DC when using Arelith's custom [[poison]]s.
*Assassin (and [[Shadowdancer]]) levels stack with [[Rogue]] levels when qualifying for the +1 AB to [[Rogue]] proficiency weapons at levels 19 and 24. [[Rogue]] levels are required for this bonus to trigger.
*Assassin (and [[Shadowdancer]]) levels will stack with [[Rogue]] levels for the purpose of calculating how much lost DEX is regained as Dodge AC via the Lightly Armored feat. [[Rogue]] levels are required for this bonus to trigger.
*Assassin (and [[Shadowdancer]]) levels now count for the reduction of Blinding Speed Cooldown. Rogue levels are -not- required for this bonus to trigger. All applicable class levels stack - this includes [[Rogue]], [[Assassin]], [[Shadowdancer]], and [[Harper Scout]].
*Assassin (and [[Shadowdancer]]) levels will stack with [[Rogue]] levels when qualifying for the in stealth rogue speed increase, this does not include the AB bonus upon leaving stealth. [[Rogue]] levels are required for this bonus to trigger.
*Assassin gains the Track feat at level one and Assassin levels contribute towards interpreting [[Track|tracks]]. At class level 10, Assassins no longer leave [[Track|tracks]].
*Hidden Danger: Assassins receive a passive AB bonus when wielding a concealable weapon, equal to +1 AB per five class levels. Small characters treat any Tiny weapon as concealable. Medium or larger characters treat any Small or Tiny weapon as concealable. This bonus '''''does''''' apply to slings if wielded by medium/large creatures. This bonus '''''does not''''' apply to Kama, Katana, Shuriken, or Lances. If the Assassin qualifies for the Rogue bonus to the AB property of Rogue Proficiency weapons, the Hidden Danger bonus will not stack - the Assassin bonus will be reduced by the same amount of AB granted by the Rogue bonus.
*Assassin Feats:
**Gain Evasion at level 6.
**Gain Defensive Roll at level 12.
**Gain Improved Evasion at level 16
*Assassin Spells:
**All spells have been changed from uses/day to 2 minutes cooldown.
**At Assassin level 11; Gains Ethereal Visage
**At Assassin level 13; Darkness will also produce an Ultravision effect along the spell.
**At assassin level 15; Invisibility will also grant 50% movement increase, like that of Expeditious Retreat.
*New ability: Assassinate.
**This ability marks a target for 30 minutes that will receive additional damage from the attacks of the assassin.
**The ability has 2 minutes of CD against NPCs, and 10 minutes against PCs.
**The damage is Magic and equals to Assassin Level + Int Modifier. The Int Modifier is capped to half the assassin level. The damage is not multiplied by critical hits.
**This ability is accessed through the radial menu, (or sent to a player in a tell using the command [[Console_commands|-assassinate]]). In the radial menu, it will appear as the Player Tool 2. This can be quickslotted.
**This ability currently only works with melee weapons, not ranged.  Unarmed characters need to be wearing gloves for it to work.


While not strictly a path, rangers have their own version of the [[Druid#Totem_animal|totem-pact of the druids]]. Finding the same NPCs as the druids, they can take on a favored animal to bind themselves, but they will not receive any of the mechanical bonuses or penalties, nor will they be able to use the -polymorph command. The only change that they will experience is that (nearly) all their summons will take the form of their totem animal.  
==== Assassin Quest System ====
There is a custom [[Assassin Quest System]] on Arelith.


A ranger that later multiclasses as druid will be able to [[Console_command#-polymorph|-polymorph]], but will never receive any of the other bonuses or penalties. Also, the -polymorph will only use the druid levels for determining the power of the shape, ignoring the ranger levels.
=== [[Rules#RULE_2:_Abide_by_the_Rules_of_Engagement|The Rules of Engagement]] ===


The bargain is permanent. Once taken, it cannot be undone or changed.
Assassins must abide to all but one of the OOC rules of engagement.


===Other Features===
The exception is the interaction rule. Assassins, and only assassins who have taken the class, can interact with their target, and then afterwards, attack their target at ANY point WITHIN 24 hours. IF they die during any attempt, they must wait 24 hours. If more than 24 hours have passed, they must interact in some way again, and then they may attack without the usual RP beforehand hours later. Despite this grace, think very hard about how the interaction will be fun for your victim before you do the assassination X time later in the day. This will be asked of you to present in your application.
*Rangers no longer need to choose a nature deity to cast spells on Arelith.
*Skillpoints per level increased to 6.
*Additional allowed bonus feats two-weapon fighting & ambidexterity
* Rangers count toward one of the required classes to become [[Arcane archer]]s. They still need to fill the other requirements (feats and race).
* Characters with at least 3/4 of their character levels as Ranger will convert animals dominated through the use of Animal Empathy into henchmen. This allows a Ranger to have up to three followers (2 animal-henchmen gained through Animal Empathy and 1 animal companion gained from Ranger-Class bonus). Like the class-feature animal companions, and animal-henchmen will not be released upon resting.
* Rangers level 12 and above revisiting wilderness areas they have explored earlier will have the map revealed for them
* Rangers level 18 and above gain a +20% movement speed aura while out of combat in wilderness areas. This applies to all nearby party members and animal companions, summons, etc. It will not stack with Barbarian or Monk movement speed bonuses.
* [[Console_commands#-track|Tracks]] - By using the "[[Console_commands#-track|-tracks]]" command, a ranger can detect enemies in the area, and assess the [[Balance|balance]] of a NPC population.
* At class level 3, a ranger can also use tracks (footprints) near area transitions in natural areas to determine certain details about PCs who have recently traveled through. Search and Spot do not improve this.
* [[Spell changes]], or [[Class_Spell_Changes#Ranger|Organized Spell Changes]].  
* Bonus [[Languages|Language]]: [[Animal language|Animal Language]] (obtained at level 6)
*'''[[Animal Companion]]'''


===Studied Enemies===
Bear in mind that this is something of an honor system. Just because you can, it doesn't mean you should attack your mark, lose the fight, raise and go chase after the mark again and again.
* Rangers may now accrue Studied Enemies, expanding on their roster of Favored Enemy races.  This bonus does not stack with favored enemies.
* Rangers receive one Studied Enemy slot for:
** Every 5 class levels
** Each Wisdom modifier point at 10 class level increments (that is one additional if you have a wis mod of 1 at level 10, one additional if you have a wis mod of 2 at 20, one additional if you have a wis mod of 3 at 30).
** Additional slots at class levels 27 and 30.
* To choose a race as a Studied Enemy, a ranger must first exhaustively examine the weaknesses of that race by slaying a hundred examples of it. Presently, only PvE kills are counted.
* Once this step is complete, a Ranger can designate a race as a Studied Enemy by using the console command '-ranger study <race name>.'
* Currently, this designation is permanent. Choose carefully.


{| class="wikitable"
== Tips for Roleplay of Assassin ==
! Favored Enemy Table
Cuchilla:
! 1
:"If you find the most thrilling part of an assassin's work to make the PvP of a target, then choose another class. You'll very quickly get bored with it.
! 2
! 3
! 4
! 5
! 6
! 7
! 8
! 9
! 10
! 11
|-
| Base Race \/
| Actual Race -->
|
|
|
|
|
|
|
|
|
|
|-
| Goblinoid
| Goblin
| Gnoll
| Hobgoblin
|
|
|
|
|
|
|
|
|-
| Reptilian
| Kobold
| Troglodyte
|
|
|
|
|
|
|
|
|
|-
| Orc
| Orog
|
|
|
|
|
|
|
|
|
|
|-
| Giant
| Ogre
|
|
|
|
|
|
|
|
|
|
|-
| Outsider
| Imp
|
|
|
|
|
|
|
|
|
|
|-
| Dwarf
| Derro
| Shield Dwarf
| Gold Dwarf
| Duergar
| Wild Dwarf
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|-
| Human
| Human
| Deep Imaskari
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|
|
|
|-
| Elf
| Moon Elf
| Wild Elf
| Sun Elf
| Drow
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|
|-
| Gnome
| Rock Gnome
| Svirfneblin
| Forest Gnome
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|
|
|-
| Halfling
| Lightfoot
| Ghostwise
| Strongheart
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|
|
|-
| Half-Elf
| Half-Elf
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|
|
|
|
|-
| Half-Orc
| Half-Orc
| **Genasi
| **Tiefling
| **Aasimar
| **Dragon
| **Rakshasa
| **Vampire
|
|
|
|
|-
| Undead
|
|
|
|
|
|
|
|
|
|
|
|-
| Dragon
|
|
|
|
|
|
|
|
|
|
|
|-
| Elemental
|
|
|
|
|
|
|
|
|
|
|
|-
| Ooze
| Not Selectable as FE
| \\
| \\
| \\
| \\
| \\
| \\
| \\
| \\
| \\
| \\
|-
| Fey
| Fey
|
|
|
|
|
|
|
|
|
|
|}


:If you find the preparations for an assassination thrilling, then there are a lot of RP possibilities, and playing an assassin can be a blast.


* Races markes with double asterisk count as the base race chosen by the player playing said race, otherwise NPC's of that race fall under normal categories. For example, a player character dwarf that chooses an Aasimar award is still mechanically a dwarf for favored enemy purposes.
:Further, winner or loser, make it fun."


==Roleplay Tips==


''Rangers are hunters with an affinity for the world around them. Two things should be noted to be true here: Hunters. And “Affinity for the world”.''


===Origins of Rangers===
* Leave notes for that character, making it clear for him that he is a target for assassination.
Rangers are possibly one of the newest classes to appear in the Realms. This may be counter-intuitive, as it would seem that characters with an affinity for their environment would be something that could be produced in any circumstance, but this is not so. Rangers fulfill a very specific function in their world, one that frequently had to be filled by a particularly canny rogue, fighter or druid in the past. Rangers, therein, evolved to fill this particularly empty role, adopting traits of all those classes and creating their own unique skillset.  
* Send the person a halfling/goblin [[Speedy messenger]] making clear that he is a target for assassination. Much alike the note, but more directly. ''Note: This does not count as 'interactive roleplay', you may not attack someone just because you have sent them a speedy.''
The single most important aspect of someone becoming a ranger is living in and adapting to a particular environment. Stereotypically this is a forest or other natural area: mountains, swamps, open plains. Anything you’d tap for mana. But it can also be a particular city, system of caves or something completely unexpected, like a stretch of the planes. A ranger must, simply must, have lived in the area they most associate themselves with. One cannot study their way into the ranger’s discipline. Read all the books on tracking you want: you’re still going to have no idea how to do it properly.  
* Use deceptive Speedy messengers to set up meets, then betray the target after they show up and talk to you thinking you're an ally. ''Note: This does not count as 'interactive roleplay', you may not attack someone just because you have sent them a speedy and they turn up.''
After living in this area enough, they will begin to be what a ranger is.  
* Have someone they trust sell them out, plan a "great" event with them or lure them into shady meeting to capture them.
* Party up with someone, and after roleplaying an adventure with them for a while place them on dislike - then, when you're in combat, betray them. Or when you're in a desolate enough location, begin the hostile RP. Sprinkle a few well placed one liners and there you have it, an assassination.
* Play cat and mouse with someone, stringing them along for a long period of time with notes and clues and taunts before you finally strike.
* Emote every time you stalk target like *you feel you are being watched* etc. For your emotes to show to your target even when you are in stealth mode, use either -disguise or racial language when the person you are to assassinate speaks the same language as you. Then the emotes you make will show up in the right window with server messages. (Remember that in fight any such message will be likely lost to other player.)
* Bluntly step forward and tell him you are now about to assassinate him. It gives someone the chance to run away. It does kill your element of surprise in a way, but it's a way. Some characters may consider it a joke and start talking with you.
* Step forward, let him know you are to assassinate him, and tell him you won't if he pays you enough? ;) Fun RP.
* Use darkness wands or invisibility potions to regain advantage after talking.
* Trick them or persuade them into giving you something that can be used to identify them, then take it back to whoever hired you as "proof of the kill"
* An emote fight, with some light mechanical fighting. It can end with one side NOT mechanically dead, and the other walking off/escaping/etc.
* Provoke them. (Nice for chaotic hitman). Just hang out around the person and do everything you possibly could to provoke them ICly to attacking. "Hey, that's not an assassination! Its justified self defense!"
* Get some friends and roleplay out an ambush or something similar. Sloopy and un-assassinish, yes, but it gets the job done.


===Being a Ranger===
A ranger is the ultimate local.
One must remember that like all adventurers, rangers are not common. A given tract of land is not entitled to have a ranger watching over it, but may consider itself blessed if it does. If that tract of land does manage to produce a ranger, though, functionally every living thing on the land will be aware of, or completely ignorant of the ranger’s existence, at that ranger’s discretion. A ranger knows their land, in a way that only a ranger can. They know when things get sick and die, as well as when they flourish. They know the natives, speak their languages, know where they sleep, eat and sometimes more about their mannerisms than the natives do themselves. If need be, the Ranger knows how to track, corner, intimidate, coerce, bribe, lure, trick and avoid the natives as well. the ranger’s base of power is in their home. To creatures in that environment, he is a nigh-omniscient force. And nobody in their right mind would attempt to confront a ranger in their home territory. The Ranger knows where the pitfalls are, how to lose someone, how to catch someone, and how to lure someone. The actual application of this skill set is entirely up to the morality of the ranger, but there is one particular goal that they share almost universally.


Rangers want to preserve their home.
Chris:
This could be considered several different ways. For a Good ranger it would be preservation of the life worth preserving in that home. For an Evil ranger it may be simply ensuring their dominance over that section of the world. Once their home is changed, trees burned, houses burned, mountains leveled or stripped of life: all that Ranger’s life work goes with it. Their skills become useless in the alien place they find themselves. A ranger will not let this happen. How this happens is again, up to the ranger’s morality.  
:"Remember that people are more keen to go along with your conflict roleplay if you don't force it upon them and give the other player also ways out or chances to influence the outcome. It's one of the fundamentals of dynamic-episodic roleplay. This is not always easy to do."




===Rangers are Hunters?===
DM Watchtower:
This is just as fair to say as “rogues are assassins”. Sure, they may not all actively use those skills they have, but they’re there, always lingering on the edges of their consciousness. Like the “Sneak Attack” feat, the “Favored Enemy” feat is a horrifying concept in the reality of the Realms. That means that a single individual out in the world has put more thought than any other member of his species into the death of your species, or even any other species. They know perhaps more than you do about how you move and think, and how to best kill you. Just look at the bonuses given:
:"The response to this is always "but if I give the enemy any wiggle-room, they'll exploit the OOC knowledge and mess up my plans." As with everything, if you have evidence that someone is a wanker, please report it, and I can deal with it. More importantly though... why are you going to try and perpetuate RP with someone you don't trust? If you can't trust someone to not give as much as you're giving in a story, look at it as a nice little sign placed on their chests that say "hey, don't waste your time with me, find someone who will be more fun!""
:Bluff: The Ranger knows how to lie to you.  
:Listen: He may hear you when you are trying to be quiet.
:Sense Motive: He knows when you lie.
:Spot: You cannot hide from him.
:Survival: You cannot flee from him without being tracked.
:Damage Bonus: He knows how to kill you.
Certainly, it may not be your race the ranger knows how to slay, but the sheer realization that these people devote some quantity of their lives to an obsession with what is functionally the inevitable death of another race makes them terrifying combatants. One must also recognize that rangers are natural combatants nearly on par with the Fighter. Perhaps not with the fighter’s versatility and brutal efficiency, but coupled with their class abilities and plethora of skills, rangers are more than a match, provided not in a straight fight.


===Morality===
We should discuss briefly, the ranger’s morality. They are often typecast as selflessly leading native forces or standing alone against the threat of an invading or unnatural force. I’m actually not going to argue that rangers don’t do that. I’d say that any ranger would do that regardless of their alignment, but their reasons behind it could be infinite. As they stand in that pass, hide in that pass or lie behind a bush with a thin wire in their mouth, prepared to trigger a rockslide, one must give consideration to whether killing the onrushing orcs is a selfless act. In combat, rangers are often completely indistinguishable from one another. How they actually live their day to day lives in their territory is often the greatest indication of a ranger’s morality. The one that speaks with the natives, helps them with their problems, overtly or subtly, and in general tries to protect and preserve sentient species passing through their realm is most likely a ‘good’ ranger.
An evil ranger can be a thousand things, just as the good ranger can differ greatly in personality. They could be an absolute ruler of their territory, someone to whom the natives pay tithes and taxes in exchange for protection. The ranger may be changing the place they live in to better suit themselves, or some idea of an ideal home. They may have given themselves over to the cause of another, whom they believe has a better idea of what the land requires.


===Wanderlust===
Cuchilla:
It stands to reason that actively adventuring rangers are not always in their home territory. The ranger skill set works in almost any environment that they have exposure to and practice in, so some rangers take to travel. Abandoning the benefits of complete affinity with a given locale, these rangers instead are the ultimate adaptors, capable of taking their universal understanding of the world and applying it to any unexpected situation. These individuals often spend great amounts of time observing locals, often the best source of information, or attempting to explore their environment through experimentation. They are difficult to catch off guard, and eternally wary of things they have no experience with, leading to the ranger’s well-deserved stereotype as a ‘loner’. They often have difficulty relating to people whom they don’t know well, out of this trepidation. Alternatively, a ranger may be over-energetic around new people, having so little social experience that they come off as overwhelming or too friendly, speaking to gather new experience with a culture, to adapt it into their ‘domain’, as it were.  
:"I can't remember how many Clyasy been assassinating during her time. But it's numerous, and all the acts were more or less inspired by the book "The Day of the Jackal" by Frederick Forsythe (and the [http://www.imdb.com/title/tt0069947/ Oscar nominated film made from this book]).


===Animal Companions===
:If you want to get a kick out of your assassin, I'd strongly recommend you to read that book, or see the movie. 99 % of the book is an exciting thriller on how "The Jackal" prepares for his assassination of the French president Charles de Gaulle. The act itself, is actually only described over a few pages.
Rangers’ animal companions are completely normal animals.
These are animals that the ranger has managed to, through a variety of perfectly normal animal-training methods, gain some measure of control over. Whether the animal is always present, capable or even loyal is entirely up to the animal. The beast most commonly believes itself to be ‘using’ the ranger for food, or has been intimidated into a semblance of loyalty. It should be stressed that unlike the druid’s animal companion, the ranger’s animal companion has no way of being ‘awakened’ and becoming sentient. They do not contemplate their actions, they have minimal intelligence and absolutely no introspective logical thought. The ranger may appreciate, abuse, shelter, ignore or aid their companion based on their relationship with it. Though the average Ranger may go through a dozen companions in a single campaign, due to Neverwinter Nights mechanics, your companion will seem to inexplicably ‘reappear’ at several points. We’ve made the executive decision to chalk that up to ‘playing dead’, or ‘retreating’ on the part of the companion.  


It should be a given, from this, that rangers have a great range, as all classes do, in their personalities and interests. The only way one can possibly go wrong with a ranger is to have one that comes off as completely ignorant of their environment, and incompetent in a new situation.
:As the following plot is over (the players left), I can reveal that one of the best 'assassination' role play I remember with Clyasy, was when a renegate Banite hired and paid her to assassinate the dread master of Stonehold. Like The Jackal she prepared, stalked, talked to the one who hired her, interviewed discretely surfacers at Jhared's, and followed the dreadmaster to know all about how him, and plan the final strike.


=== Complete Nature Deity List ===
:There never was an assassination, as Stonehold vanished, the dread master just left, and, yeah .... But I still find this week long plot a high light, with much roleplay, and with many players involved, and the thrill it was to prepare for the final act.


Aerdrie Faenya ''(Elven pantheon)'',  
:So this is why the final PvP itself mostly made me as a player get the feeling: Ack, days or weeks of fun role play has ended. Because the 5-10 seconds a PvP normally takes (and talking about assassinations, it's mostly until death for one of the involved) is really only a question of build, luck and mostly out of your hands."
Angharradh ''(Elven pantheon)'',  
Anhur ''(Mulhorandi pantheon)'',
[[Auril]],
Baervan Wildwanderer ''(Gnome pantheon)'',
[[Chauntea]],
Deep Sashelas ''(Elven pantheon)'',
[[Eldath]],
Fenmarel Mestarine ''(Elven pantheon)'',
Gwaeron Windstrom ''(patron of rangers of the North; serves to [[Mielikki]])'',  
Hiatea ''(monster deity)'',
Isis ''(Mulhorandi pantheon)'',
[[Lurue]], [[Malar]], [[Mielikki]], [[Nobanion]],
Osiris ''(Mulhorandi pantheon)'',
Rillifane Rallathil ''(Elven pantheon)'',
Sebek ''(Mulhorandi pantheon)'',
Segojan Earthcaller ''(Gnome pantheon)'',
Sekolah ''(monster deity)'',
Sheela Peryroyl ''(Halfling pantheon)'',
Shiallia ''(serves to [[Mielikki]])'',
[[Silvanus]], Solonor Thelandira ''(Elven pantheon)'', Stronmaus ''(monster deity)'', [[Talona]], [[Talos]], Thard Harr ''(Dwarven pantheon; wild dwarves)'', [[Ubtao]], [[Ulutiu]], [[Umberlee]]


''(Page 90 of FR Faiths and Pantheons)''


However, not all of those deities are considered nature deities in Arelith's [[deity]] system. Here is a list of the Deities that are considered Nature deities in Arelith.
Kumagoro:
[[:Category:Deities_of_Nature|Confirmed Nature Deity List]]
:"Also play Assassin's Creed - a large chunk of the game is devoted to merely finding out about the mark, and you rarely get the chance to actually assassinate them properly - you usually need to deal with one on ... fifty... combat. Finding out their friends, their enemies - heck, everything about them is probably the best way to go about it. A crafty assassin could work it so that the target is killed by someone entirely else."


== External Links ==
== External Links ==
: [http://nwn.wikia.com/wiki/Category:Animal_companions Animal companions on NWNWiki]
 
: [http://nwn.wikia.com/wiki/Favored_enemy Favored enemy on NWNWiki]
: Information about default NWN class are [http://nwn.wikia.com/wiki/Assassin available on NWNWiki].
: Information about default NWN class is [http://nwn.wikia.com/wiki/Ranger available on NWNWiki].

Revision as of 17:54, 15 August 2020

Classes

Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List


Assassin is a default prestige class with Arelith specific changes.


Introduction

Arelith Assassins enjoy many changes that benefit their rogueish aspects as well as a new ability: Assassinate. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development. Assassins have additional expectations for pvp and a required DM token approval process.

Class Mechanics

Token Process

In addition to the mechanical requirements, players will also need DM approval. To apply for a Prestige Class token, please contact DMs on the forums, via PM to Active DM's. Please have the character already created and being presently played.

You must be capable to demonstrating an ability and intent to form a constructive story from the mechanical benefits. A sample assassination will be asked for along with the usual background. If your concept does not bring fun to both parties involved, it will be denied. Be ever mindful of the to-be-murdered.

A RP Rating of 20 is required.

Requirements

Alignment restrictions: Any evil

Skills: Hide 8, Move Silently 8

Class Features

Hit die: d6

Proficiencies: armor (light), weapons (simple)

Skill points: 6 + int modifier ((6 + int modifer) * 4 at 1st level)

Class Skills: appraise, bluff, craft armor, craft trap, craft weapon, disable trap, heal, hide, intimidate, listen, lore, move silently, open lock, pick pocket, search, set trap, spot, tumble, use magic device, persuade, ride

Unavailable feats: craft wand, scribe scroll, weapon specialization

Primary saving throw(s): fortitude

Base attack bonus: +3/4 level

Level Progression

Hit points rolls on Arelith are always maximum.

Lvl BAB Fort Refl Will Feats HP Poison save Death attack
1st +0 +0 +2 +0 use poison, track (footprints), assassinate 6 - 1d6
2nd +1 +0 +3 +0 ghostly visage, uncanny dodge I, poison save 12 +1 1d6
3rd +2 +1 +3 +1 Arelith custom poison (ACP) +1 DC 18 +1 2d6
4th +3 +1 +4 +1 24 +2 2d6
5th +3 +1 +4 +1 darkness, uncanny dodge II, hidden danger (HiD) +1 AB 30 +2 3d6
6th +4 +2 +5 +2 ACP +2 DC, evasion 36 +3 3d6
7th +5 +2 +5 +2 invisibility 42 +3 4d6
8th +6 +2 +6 +2 48 +4 4d6
9th +6 +3 +6 +3 improved invisibility, ACP +3 DC 54 +4 5d6
10th +7 +3 +7 +3 uncanny dodge III, no longer leave tracks, HiD +2 AB 60 +5 5d6

Epic Ranger

Bonus feats: The epic assassin gains a bonus feat every four levels: at levels 14 and 18.

Epic assassin bonus feats: epic reflexes, epic skill focus (hide, move silently only), great dexterity, improved combat casting, improved sneak attack, self concealment, superior initiative

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP range Poison save Death attack
11th ethereal visage 66 +5 6d6
12th ACP +4 DC, defensive roll 72 +6 6d6
13th darkness (with ultravision) 78 +6 7d6
14th bonus feat 84 +7 7d6
15th ACP +5 DC, HiD +3 AB, invisibility 50% movement 90 +7 8d6
16th improved evasion 96 +8 8d6
17th 102 +8 9d6
18th bonus feat, ACP +5 DC 108 +9 9d6
19th 114 +9 10d6
20th HiD +4 AB 120 +10 10d6

Arelith Changes

Change Level Description
Skillpoints - Skillpoints per level increased to 6.
Class skills - Access to Persuade and Ride as class skills.



Roleplay Tips

External Links

Animal companions on NWNWiki
Favored enemy on NWNWiki
Information about default NWN class is available on NWNWiki.




NWN Requirements

  • Alignment: Any evil
  • Skills: Hide 8, Move Silently 8

Arelith Changes

Token Process

In addition to the mechanical requirements, players will also need DM approval. To apply for a Prestige Class token, please contact DMs on the forums, via PM to Active DM's. Please have the character already created and being presently played.

You must be capable to demonstrating an ability and intent to form a constructive story from the mechanical benefits. A sample assassination will be asked for along with the usual background. If your concept does not bring fun to both parties involved, it will be denied. Be ever mindful of the to-be-murdered.

A RP Rating of 20 is required.

Mechanical Changes

  • Skillpoints per level increased to 6.
  • Gets access to Persuade and Ride as class skills.
  • Every 3 levels, an Assassin receives +1 DC when using Arelith's custom poisons.
  • Assassin (and Shadowdancer) levels stack with Rogue levels when qualifying for the +1 AB to Rogue proficiency weapons at levels 19 and 24. Rogue levels are required for this bonus to trigger.
  • Assassin (and Shadowdancer) levels will stack with Rogue levels for the purpose of calculating how much lost DEX is regained as Dodge AC via the Lightly Armored feat. Rogue levels are required for this bonus to trigger.
  • Assassin (and Shadowdancer) levels now count for the reduction of Blinding Speed Cooldown. Rogue levels are -not- required for this bonus to trigger. All applicable class levels stack - this includes Rogue, Assassin, Shadowdancer, and Harper Scout.
  • Assassin (and Shadowdancer) levels will stack with Rogue levels when qualifying for the in stealth rogue speed increase, this does not include the AB bonus upon leaving stealth. Rogue levels are required for this bonus to trigger.
  • Assassin gains the Track feat at level one and Assassin levels contribute towards interpreting tracks. At class level 10, Assassins no longer leave tracks.
  • Hidden Danger: Assassins receive a passive AB bonus when wielding a concealable weapon, equal to +1 AB per five class levels. Small characters treat any Tiny weapon as concealable. Medium or larger characters treat any Small or Tiny weapon as concealable. This bonus does apply to slings if wielded by medium/large creatures. This bonus does not apply to Kama, Katana, Shuriken, or Lances. If the Assassin qualifies for the Rogue bonus to the AB property of Rogue Proficiency weapons, the Hidden Danger bonus will not stack - the Assassin bonus will be reduced by the same amount of AB granted by the Rogue bonus.
  • Assassin Feats:
    • Gain Evasion at level 6.
    • Gain Defensive Roll at level 12.
    • Gain Improved Evasion at level 16
  • Assassin Spells:
    • All spells have been changed from uses/day to 2 minutes cooldown.
    • At Assassin level 11; Gains Ethereal Visage
    • At Assassin level 13; Darkness will also produce an Ultravision effect along the spell.
    • At assassin level 15; Invisibility will also grant 50% movement increase, like that of Expeditious Retreat.
  • New ability: Assassinate.
    • This ability marks a target for 30 minutes that will receive additional damage from the attacks of the assassin.
    • The ability has 2 minutes of CD against NPCs, and 10 minutes against PCs.
    • The damage is Magic and equals to Assassin Level + Int Modifier. The Int Modifier is capped to half the assassin level. The damage is not multiplied by critical hits.
    • This ability is accessed through the radial menu, (or sent to a player in a tell using the command -assassinate). In the radial menu, it will appear as the Player Tool 2. This can be quickslotted.
    • This ability currently only works with melee weapons, not ranged. Unarmed characters need to be wearing gloves for it to work.

Assassin Quest System

There is a custom Assassin Quest System on Arelith.

The Rules of Engagement

Assassins must abide to all but one of the OOC rules of engagement.

The exception is the interaction rule. Assassins, and only assassins who have taken the class, can interact with their target, and then afterwards, attack their target at ANY point WITHIN 24 hours. IF they die during any attempt, they must wait 24 hours. If more than 24 hours have passed, they must interact in some way again, and then they may attack without the usual RP beforehand hours later. Despite this grace, think very hard about how the interaction will be fun for your victim before you do the assassination X time later in the day. This will be asked of you to present in your application.

Bear in mind that this is something of an honor system. Just because you can, it doesn't mean you should attack your mark, lose the fight, raise and go chase after the mark again and again.

Tips for Roleplay of Assassin

Cuchilla:

"If you find the most thrilling part of an assassin's work to make the PvP of a target, then choose another class. You'll very quickly get bored with it.
If you find the preparations for an assassination thrilling, then there are a lot of RP possibilities, and playing an assassin can be a blast.
Further, winner or loser, make it fun."


  • Leave notes for that character, making it clear for him that he is a target for assassination.
  • Send the person a halfling/goblin Speedy messenger making clear that he is a target for assassination. Much alike the note, but more directly. Note: This does not count as 'interactive roleplay', you may not attack someone just because you have sent them a speedy.
  • Use deceptive Speedy messengers to set up meets, then betray the target after they show up and talk to you thinking you're an ally. Note: This does not count as 'interactive roleplay', you may not attack someone just because you have sent them a speedy and they turn up.
  • Have someone they trust sell them out, plan a "great" event with them or lure them into shady meeting to capture them.
  • Party up with someone, and after roleplaying an adventure with them for a while place them on dislike - then, when you're in combat, betray them. Or when you're in a desolate enough location, begin the hostile RP. Sprinkle a few well placed one liners and there you have it, an assassination.
  • Play cat and mouse with someone, stringing them along for a long period of time with notes and clues and taunts before you finally strike.
  • Emote every time you stalk target like *you feel you are being watched* etc. For your emotes to show to your target even when you are in stealth mode, use either -disguise or racial language when the person you are to assassinate speaks the same language as you. Then the emotes you make will show up in the right window with server messages. (Remember that in fight any such message will be likely lost to other player.)
  • Bluntly step forward and tell him you are now about to assassinate him. It gives someone the chance to run away. It does kill your element of surprise in a way, but it's a way. Some characters may consider it a joke and start talking with you.
  • Step forward, let him know you are to assassinate him, and tell him you won't if he pays you enough? ;) Fun RP.
  • Use darkness wands or invisibility potions to regain advantage after talking.
  • Trick them or persuade them into giving you something that can be used to identify them, then take it back to whoever hired you as "proof of the kill"
  • An emote fight, with some light mechanical fighting. It can end with one side NOT mechanically dead, and the other walking off/escaping/etc.
  • Provoke them. (Nice for chaotic hitman). Just hang out around the person and do everything you possibly could to provoke them ICly to attacking. "Hey, that's not an assassination! Its justified self defense!"
  • Get some friends and roleplay out an ambush or something similar. Sloopy and un-assassinish, yes, but it gets the job done.


Chris:

"Remember that people are more keen to go along with your conflict roleplay if you don't force it upon them and give the other player also ways out or chances to influence the outcome. It's one of the fundamentals of dynamic-episodic roleplay. This is not always easy to do."


DM Watchtower:

"The response to this is always "but if I give the enemy any wiggle-room, they'll exploit the OOC knowledge and mess up my plans." As with everything, if you have evidence that someone is a wanker, please report it, and I can deal with it. More importantly though... why are you going to try and perpetuate RP with someone you don't trust? If you can't trust someone to not give as much as you're giving in a story, look at it as a nice little sign placed on their chests that say "hey, don't waste your time with me, find someone who will be more fun!""


Cuchilla:

"I can't remember how many Clyasy been assassinating during her time. But it's numerous, and all the acts were more or less inspired by the book "The Day of the Jackal" by Frederick Forsythe (and the Oscar nominated film made from this book).
If you want to get a kick out of your assassin, I'd strongly recommend you to read that book, or see the movie. 99 % of the book is an exciting thriller on how "The Jackal" prepares for his assassination of the French president Charles de Gaulle. The act itself, is actually only described over a few pages.
As the following plot is over (the players left), I can reveal that one of the best 'assassination' role play I remember with Clyasy, was when a renegate Banite hired and paid her to assassinate the dread master of Stonehold. Like The Jackal she prepared, stalked, talked to the one who hired her, interviewed discretely surfacers at Jhared's, and followed the dreadmaster to know all about how him, and plan the final strike.
There never was an assassination, as Stonehold vanished, the dread master just left, and, yeah .... But I still find this week long plot a high light, with much roleplay, and with many players involved, and the thrill it was to prepare for the final act.
So this is why the final PvP itself mostly made me as a player get the feeling: Ack, days or weeks of fun role play has ended. Because the 5-10 seconds a PvP normally takes (and talking about assassinations, it's mostly until death for one of the involved) is really only a question of build, luck and mostly out of your hands."


Kumagoro:

"Also play Assassin's Creed - a large chunk of the game is devoted to merely finding out about the mark, and you rarely get the chance to actually assassinate them properly - you usually need to deal with one on ... fifty... combat. Finding out their friends, their enemies - heck, everything about them is probably the best way to go about it. A crafty assassin could work it so that the target is killed by someone entirely else."

External Links

Information about default NWN class are available on NWNWiki.