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D&D: What are good feats for an assassin?

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D&D: What are good feats for an assassin?

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  1. To begin with, there are so many weird books out there for the d20 system, many of them full of completely ridiculous feats that are not well-balanced.  I don't know what books your DM allows you to use, so I'll just stick with the core rulebook for now.

    Assuming you plan to spend most of your time being sneaky, some of the skill bonus feats are actually pretty good.  "Acrobatic" gives you a +2 bonus to Jump and Tumble checks, "Agile" gives +2 to Balance and Escape, "Alertness" gives +2 to Listen and Spot, "Deceitful": Disguise and Forgery, "Deft Hands": Sleight of Hand and Use Rope, and "Stealthy" (probably the best one of these feats): Hide and Move Silently.

    Your combat feats will depend on whether you prefer a ranged or up-close-and-personal style of assassination.  To begin with, though, Quick Draw is a feat I take for nearly all of my characters.  For ranged weapons, I would take Point Blank Shot, Far Shot, Precise Shot, then Improved Precise Shot.  For close combat, you definitely want to start with Weapon Finesse, to get your Dex bonus rather than Strength bonus for attacking.  From there I would take Dodge, Mobility, Spring Attack.  If you think you will be doing a lot of night fighting, (and you probably will as an assassin) you absolutely need Blind-Fight.

    Hope that helps.


  2. Duh. Dungeon masters don't have levels.

  3. play version 2. version 3 blows, takes the power from the DM (GM) and gives it to the players. i suppose it would be like preaching to tom cruise /boggles

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