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    Assassin Build Guide by undacovacop

    Updated: 05/22/06 | Search Guide | Bookmark Guide

    Neverwinter Nights Assassin Build Guide
    Composed by Undacovacop
    May 22, 2006
    
    1.0  Why Assassin?
         1.1  Death Attack
         1.2  Everything Else That Isn't Death Attack
    
    2.0  Race Overview
    
    3.0  Ability Overview
    
    4.0  Things Every Assassin Must Know
         4.1  Initiative Initiation
         4.2  Death Attack Breakpoints
         4.3  Other Useful Information
    
    5.0  Some Selected Spells
    
    6.0  A Few Build Options
         6.1  Assassin 30/Bard, Monk, Ranger, or Rogue 10
         6.2  Assassin 30/Bard, Monk, Ranger, or Rogue 9/Shadowdancer 1
         6.3  Assassin 30/Wizard 9/Bard, Monk, Pale Master, Ranger, or Rogue 1
         6.4  Assassin 30/Fighter 9/Bard, Monk, Ranger, or Rogue 1
         6.5  Assassin 30/Cleric or Druid 9/Bard, Monk, Ranger, or Rogue 1
         6.6  Assassin 30/Barbarian or Paladin 9/Bard, Monk, Ranger, or Rogue 1
         6.7  Assassin 30/Bard 5/Red Dragon Disciple 5
         6.8  Assassin 30/Bard, Sorcerer, or Wizard 3/Pale Master 7
    
    7.0  Contact Information and Why I Don't Care if You Steal This Guide
    
    8.0  Thanks
    
    -------------------------------------------------------------------------------
    1.0  Why Assassin?
    -------------------------------------------------------------------------------
    Probably because you want to kill things.  But not only kill things - any drunk
    Half-Orc armed with a table leg can kill something.  What you want is to sneak
    behind your victim and stab them in the back, paralyze them, and then leisurely
    annihilate them while they stand there helpless.  Bless the developers of NWN
    for allowing paralyzed opponents to grunt and squeal as you cut their rigid
    bodies to pieces.
    
    Hit Dice:       d6
    Proficiencies:  Weapon Proficiency Simple, Armor Proficiency Light
    Skill Points:   4 + INT modifier per level
    Requirements:   Alignment must be evil, 8 ranks Hide, 8 ranks Move Silently
    
    -------------------------------------------------------------------------------
    1.1  Death Attack
    -------------------------------------------------------------------------------
    Mostly similar to a Sneak Attack but has a fair chance of inflicting paralysis.
    Death Attack only works on opponents not currently in combat mode.  For this
    reason, Assassins must largely operate alone because henchmen who have engaged
    a target will prevent Death Attacks from activating.  Furthermore, it is
    critical that the Assassin have the initiative - otherwise, the initial attack
    will not be considered a Death Attack (see the initiative section below for
    more clarification regarding these points).  Opponents struck by a Death Attack
    must make a Fortitude save versus Paralysis.  If the save is successful, the
    target suffers only the effects of a normal Sneak Attack.  If the save fails,
    the target is paralyzed for 1 turn per Assassin level.
    
    Death Attack dmg:  +1d6 at 1st level, increases +1d6 per 2 levels afterward
    
    DC of the save vs. Paralysis:  10 + INT bonus + Assassin Level
    
    Note that 1 turn is equal to 10 rounds and 1 round is roughly equal to 6
    seconds.
    
    -------------------------------------------------------------------------------
    1.2  Everything Else That Isn't Death Attack
    -------------------------------------------------------------------------------
    Uncanny Dodge I, II, and III
    At 2nd level, Assassins retain DEX bonuses to armor class even if caught
    flat-footed.  At 5th level, Assassins receive +1 to Reflex Saving Throws.  At
    10th level, the bonus increases to +2.
    
    Spells
    Assassins can cast Ghostly Visage 1 x per day at 2nd level, Darkness 1 x per
    day at 5th, Invisibility 1 x per day at 6th, and Improved Invisibility 1 x per
    day at 9th.
    
    Poison Resist
    At 2nd level, Assassins receive +1 to Fortitude saves vs. Poison.  The bonus
    increases +1 per 2 Assassin levels afterward.
    
    Use Poison
    Assassins never make DEX checks to apply poison to weapons.
    
    -------------------------------------------------------------------------------
    2.0  Race Overview
    -------------------------------------------------------------------------------
    All races fit the Assassin class.  Elves and halflings make good sneakers,
    half-orcs make good thugs, gnomes make good wizards, and humans are good at
    everything.
    
    Dwarf
    Good CON (+2), poor CHA (-2).  Fighter levels do not count for determining
    multi-class experience penalties.  Bonuses to save vs. Poison, Spells.  With
    the proper build, these guys can become punishing Assassins.
    
    Elf
    Good DEX (+2), poor CON (-2).  Wizard levels do not count for determining
    multi-class experience penalties.  Bonus weapon proficiencies, skill affinities
    for Listen, Search, and Spot, and make Search checks automatically.  Elves also
    receive bonuses to save vs. Enchantments.  Doesn't get any better than that;
    elves are natural stealth Assassins.
    
    Gnome
    Good CON (+2), poor STR (-2).  Wizard levels do not count for determining
    multi-class experience penalties.  Skill affinities for Listen and
    Concentration, bonus to armor class because of small size, resistant to
    Illusions, and Spell Focus in Illusion.  Excellent race for illusionist
    Assassins.
    
    Half-Elf
    Highest-level class does not count for determining multi-class experience
    penalties.  Partial skill affinities for Listen, Search, and Spot, and bonuses
    to save vs. Enchantments.  Well-suited to any type of Assassin.
    
    Half-Orc
    Good STR (+2), poor INT (-2) and CHA (-2).  Barbarian levels do not count for
    determining multi-class experience penalties.  Half-orcs may seem underpowered,
    but they do make fun thug-style Assassins.
    
    Halfling
    Good DEX (+2), poor STR (-2).  Rogue levels do not count for determining
    multi-class experience penalties.  Skill affinities for Move Silently and
    Listen, bonus to armor class because of small size, immune to fear, and bonuses
    to all saving throws.  Halflings are the quintessential purist Assassins.
    
    Human
    Highest-level class does not count for determining multi-class experience
    penalties.  Receive 4 extra skill points at 1st level and 1 bonus skill point
    per level thereafter.  Humans also receive a bonus feat.  Humans are fantastic
    Assassins, and can be successful using any number of different builds.
    
    -------------------------------------------------------------------------------
    3.0  Ability Overview
    -------------------------------------------------------------------------------
    Strength
    Can be good, can be useless; depends on what you're going for.  Great for the
    Half-orc Barbarian/Thug-style Assassin; not so great for the classical stealthy
    Halfling types.
    
    Dexterity
    The prime ability for most Assassins.  Boosts ranged attack bonus (good for
    early career), armor class, initiative, Reflex saves (useful for dodging
    traps), and is the base for Hide and Move Silently skills, among others.
    
    Constitution
    More hit points, and boosts Fortitude saves.  Despite that though, only a
    secondary concern for most Assassins.
    
    Intelligence
    Vital for the Wizard Assassins.  Modifies the Death Attack save DC, which is
    a nice bonus in the early years, but quickly becomes insignificant at higher
    Assassin levels - unless several feats are dedicated to increasing it.  Also
    modifies the number of skill points received per level - very handy for the
    purist Rogue style Assassins.
    
    Wisdom
    Vital for the Cleric and Druid Assassins.  Also important to the Ranger
    Assassin.  Boosts Will saves.
    
    Charisma
    Vital to the Bard and Sorcerer Assassins.  Useful for the crafty, persuasive
    types.  Otherwise, a waste of time.
    
    -------------------------------------------------------------------------------
    4.0  Things Every Assassin Must Know
    -------------------------------------------------------------------------------
    Some important information vital to the effective use of the Assassin are
    included below.
    
    A side-note: don't be fooled by the "Death Attack" header that appears all the
    time during combat.  Very few of your attacks are actual Death Attacks.  If you
    want to find out, read the combat information scrolling by on the bottom of the
    screen.  Real Death Attacks will be flagged by the Fortitude saves that the
    targets have to make to avoid paralysis.  Took me awhile to figure out that 7
    "Death Attack" proclamations per round was actually only 3 - see the Death
    Attack Breakpoints section below for more information.
    
    -------------------------------------------------------------------------------
    4.1  Initiative Initiation
    -------------------------------------------------------------------------------
    After extensive testing (and the deaths of many harmless penguins), the
    following 4 feats are regarded as mandatory for an effective Assassin build:
    
    Blooded              +2 Initiative, +2 Spot, 1st level only
    Thug                 +2 Initiative, +2 Persuade
    Improved Initiative  +4 Initiative
    Superior Initiative  +8 Initiative, Improved Initiative, Epic Character
    
    Death Attack only works on opponents not already engaged in combat.  Therefore,
    in order to execute a Death Attack, the Assassin must have the initiative.  All
    the attacks that occur before the enemy can engage you in combat count as Death
    Attacks.  Furthermore, as mentioned in the first section on Death Attacks,
    henchmen will actually impair your ability to inflict maximum Death Attacks
    because of all this "engaged in combat" stuff.  If Tomi is battling Vengaul,
    for example, and you attack as well, your attacks will count only as regular
    Sneak Attacks - assuming that Vengaul doesn't then turn to attack you; since
    Vengaul is "engaged in combat," your Death Attack will not activate.
    
    1d20 + DEX bonus + Feat bonus = Initiative
    
    -------------------------------------------------------------------------------
    4.2  Death Attack Breakpoints
    -------------------------------------------------------------------------------
    After extensive in-game play testing, the following information appears to be
    correct.  A Death Attack breakpoint exists every three attacks per round as
    illustrated below:
    
    Attacks per Round     Death Attacks per Round
        1, 2, or 3                    1
        4, 5, or 6                    2
        7, 8, or 9                    3
            10                        4
    
    Yes, that's correct.  If you can attack 10 times per round, your first 4
    attacks will count as Death Attacks - provided you have the initiative (see
    above for details).  Incidentally, 10 attacks per round appears to be
    attainable only under the following conditions: Haste, Improved Two-Weapon
    Fighting, Flurry of Blows, 20th level Assassin/Monk/some other Fighter-type
    class dual-wielding kamas.  Oh, special thanks to the tens of thousands of
    penguins who died in my experiment module so that this information could come
    to light.
    
    So, if the previously-mentioned set of conditions are fulfilled, Assassin
    30/Barbarian, Fighter, Paladin, or Ranger 9/Monk 1 can reach 10 attacks per
    round, and 4 Death Attacks per round.  Assassin 30/Bard, Cleric, Druid, or
    Rogue 9/Monk 1 can reach 9 attacks per round, and 3 Death Attacks.  Assassin
    30/Sorcerer or Wizard 9/Monk 1 can reach 8 attacks per round, and 3 Death
    Attacks.  Compare that with a vanilla Assassin 30/Ranger 10, who maxes out at
    7 attacks per round.  Assassin 30/Rogue 10 maxes out at 6 attacks per
    round, as does Assassin 30/Wizard 9/Bard, Ranger, or Rogue 1 and Assassin
    30/Cleric or Druid 9/Bard, Ranger, or Rogue 1.  Amazing the difference one
    level of Monk can make.
    
    At first, I did the math on my fingers and kept coming up with a maximum of 9
    attacks per round as the maximum possible.  Then it occurred to me that
    Fighter-type classes have better base attack bonuses.  The better numbers
    synergize with the better attack advancement characteristic of the unarmed
    Monk, yielding an extra attack.  Let me explain...
    
    This is kind of complicated, but here's what it looks like.  All characters
    reach their maximum number of attacks at level 20.  Okay, so you take the base
    attack bonus (BAB) for a 10th level Assassin, which is +7.  Add that to the BAB
    for a 9th level Fighter, which is +9.  That gives us a total BAB of +16.  Now,
    because you've got 1 level in Monk and are wielding kamas, you use the unarmed
    attack bonus chart of the Monk class.  And here's what you get:
    +16/+13/+10/+7/+4/+1 for a total of 6 attacks.  Add 2 offhand attacks for dual-
    wielding, that brings the total up to 8.  Add 1 for Haste, add 1 for Flurry of
    Blows and voila!  10 attacks per round.  This same formula appears to work for
    the other classes as well.  Try it with a 9th level Cleric: +7 BAB of a 10th
    level Assassin, +6 for a 9th level Cleric, use the unarmed Monk chart again,
    and get: +13/+10/+7/+4/+1.  Dual-wield, Haste, and Flurry of Blows for a grand
    total of 9 attacks per round.  With a 9th level Wizard: +7 and +4 gives you
    +11/+8/+5/+2; add 4 more for dual-wield, Haste, and Flurry of Blows and you get
    8 attacks per round.
    
    And now that that's all sorted out, the bad news: this only works with the
    kama.  You can't active Flurry of Blows with any other weapon equipped.  Kamas
    don't do much damage (1d6), don't cause criticals often (20), and the
    multiplier stinks, too (x2).  Still though, a steady stream of attacks flowing
    from your character is pretty goddamn cool.
    
    -------------------------------------------------------------------------------
    4.3  Other Useful Information
    -------------------------------------------------------------------------------
    The following feat is regarded as mandatory for an effective Assassin build
    which does not provide the Ultravision spell:
    
    Blind-Fight:  Allows you to re-roll once every miss caused by concealment
    
    Since Darkness grants 50% concealment to every target within the area of
    effect, half of your attacks would normally miss outright.  Blind-Fight helps
    combat this annoying effect, though it is at best an imperfect solution.
    
    NWN patch 1.66 note:
    Any monsters immune to Mind-Affecting spells are not immune to Death Attack.
    Equipment that grants Immune to Critical Hits or Freedom will also provide
    immunity to Death Attacks.
    
    -------------------------------------------------------------------------------
    5.0  Some Selected Spells
    -------------------------------------------------------------------------------
    Camouflage (Druid 1st, Ranger 1st)
    Useful at lower levels for ensuring a successful Death Attack attempt.  +10
    Hide.
    
    Sleep (Bard 1st, Druid 1st, Ranger 2nd, Sorcerer 1st, Wizard 1st)
    Great Assassin companion, especially in the early days.  A sleeping opponent
    can be insta-killed.  It's amazing that Kobolds aren't extinct because of this
    spell.
    
    Ghostly Visage (Bard 2nd, Sorcerer 2nd, Wizard 2nd)
    10/+2 DR and immunity to 1st level spells doesn't suck.
    
    Darkness (Bard 2nd, Cleric 2nd, Sorcerer 2nd, Wizard 2nd)
    Probably the most useful spell in an Assassins repertoire.  Darkness means
    unlimited Death Attacks on all affected targets.  Comes with one, slight
    complication though - said targets receive 50% concealment.  See Ultravision
    for the fix.  Cast this spell on the bad guys (preferably Extended, for double
    duration), attack Bad Guy #1, then attack Bad Guy #2, etc. until one of three
    possibilities occur: 1) you killed all the bad guys, 2) you paralyzed all the
    bad guys, or 3) Darkness wears off.  In the first case, you're fine.  In the
    second case, once they've all been paralyzed, you can just pick them off one at
    a time - odds are that they'll be paralyzed for quite some time.  In the third
    case, either recast Darkness or just plow through whomever is still a threat
    and then mop up the still paralyzed bad guys.  You may sometimes find that you
    aren't succeeding in paralyzing them.  In that case, just back off a few
    seconds and then reengage them.  You're initial attack(s) will count again as
    Death Attacks.  Repeat as necessary.  Oh, by the way, Darkness will also
    prevent True Sight from working, allowing you to Death Attack anyone under the
    influence of this ability.
    
    Invisibility (Bard 2nd, Sorcerer 2nd, Wizard 2nd)
    Assassin made simple.  Death Attack, then cast Invisibility.  Rinse and repeat.
    Good substitute for the excellent Shadowdancer ability, Hide in Plain Sight.
    Most effective on single targets.
    
    Fox's Cunning (Bard 2nd, Cleric 2nd, Sorcerer 2nd, Wizard 2nd)
    Marginally useful, especially so during the early years of your career.
    Boosted INT means boosted Death Attack DC.
    
    Cat's Grace (Ranger 2nd, Sorcerer 2nd, Wizard 2nd)
    Most useful when combined with Weapon Finesse feat.  You can't paralyze anyone
    if you can't successfully stab them.
    
    Ultravision (Bard 2nd, Cleric 2nd, Druid 1st, Ranger 1st, Sorc 2nd, Wizard 2nd)
    
    Very useful.  This appears to be the only way to override the 50% concealment
    applied to enemies affected by Darkness.  If you can't cast this spell, you
    should opt for the Blind-Fight feat, which allows you to re-roll once every
    miss caused by concealment.  It ain't perfect, but it sure beats half of your
    attacks missing outright.
    
    One With the Land (Druid 2nd, Ranger 2nd)
    Situationally useful.  +4 to Hide, Move Silently, Set Trap, and Animal Empathy.
    
    Haste (Bard 3rd, Sorcerer 3rd, Wizard 3rd)
    More attacks is always better.  This spell is crucial for reaching the 4 Death
    Attack breakpoint.
    
    Invisibility Sphere (Bard 3rd, Sorcerer 3rd, Wizard 3rd)
    Somewhat useful, especially if you employ Rogue henchmen.
    
    Divine Power (Cleric 4th)
    Boosted STR means attack and damage bonus.  Bonus hit points to boot.
    
    Stoneskin (Druid 4th, Sorcerer 4th, Wizard 4th)
    Hard to beat 10/+5 DR.  Good when rumbling mano-et-mano.
    
    Improved Invisibility (Sorcerer 4th, Wizard 4th)
    Just like Invisibility - only improved.
    
    Lesser Spell Breach (Sorcerer 4th, Wizard 4th)
    Good for handling those pesky wizards, assuming they somehow survived your
    Death Attack long enough to hassle you.
    
    Minor Globe of Invulnerability (Sorcerer 4th, Wizard 4th)
    Again, good for handling those pesky wizards, assuming they somehow survived
    your Death Attack long enough to hassle you.
    
    Spell Resistance (Cleric 5th, Druid 5th)
    Again, again, good for handling those pesky wizards, assuming they somehow
    survived your Death Attack long enough to hassle you.
    
    -------------------------------------------------------------------------------
    6.0  A Few Build Options
    -------------------------------------------------------------------------------
    In order to appreciate the following build options, it may be neccessary that
    you disregard section 4.2 above, which demonstrated unequivocally the obvious
    superiority of adding just one level of Monk to your build.  Keep in mind that
    this is a "role-playing" game...there is sometimes more to the experience than
    killing everything...well, once in a while, at least.
    
    I doubt this list is exhaustive - I'm sure there must be a way to weasel Harper
    Scout in somewhere - but I tried to cover a broad range of build possibilities
    - in many cases, even the stupid ones.  For the most part, each build section
    has a number of successful variants, so I refrained from making Ability point
    distribution suggestions.  It's really a pretty simple concept - if you choose
    Monk, add more WIS; if you prefer Wizard, add more INT.  You're smart people;
    you get the idea.  Note that I took the liberty of capitalizing the required
    skills and feats for certain classes.
    
    When leveling up, pay attention to when you take levels in what.  For builds
    that use a primary class other than Bard, Monk, Ranger, or Rogue, be sure to
    take 4 levels of your primary class before taking a level in whatever class
    will grant you access to Hide and Move Silently.  Oh, and save your skill
    points!  You'll want to have enough to acquire 8 ranks in Hide and Move
    Silently at character level 5.  Then you can get to Assassin beginning at
    character level 6.
    
    -------------------------------------------------------------------------------
    6.1  Assassin 30/Bard, Monk, Ranger, or Rogue 10
    -------------------------------------------------------------------------------
    Why Bard?
      Bard Song, Bard Knowledge
      Darkness, Ultravision at 4th level
    
    An interesting build with access to Darkness and Ultravision - and not much
    else worth noting.  For those of you who like being somewhat underpowered.
    
    Why Monk?
      Improved Unarmed Strike, Flurry of Blows, Cleave, Evasion at 1st level
      Stunning Fist at 1st level
      Deflect Arrows at 2nd level
      Knockdown, Improved Knockdown at 6th level
      Immune to Disease at 5th level
      Wholeness of Body at 7th level
      Improved Evasion at 9th level
      Ki Strike I at 10th level
      Increased movement speed
      WIS mod armor class bonus
    
    Boatloads of free feats, plus the potential for a ridiculous number of attacks.
    Boosted movement rate and a special armor class boost as well.  No Ultravision,
    so you may need to compensate with the Blind-Fight feat.
    
    Why Ranger?
      Ambidexterity, Two-Weapon Fighting at 1st level
      Improved Two-Weapon Fighting at 9th level
      Favored Enemy at 1st, 5th, and 10th level
      Animal Companion at 6th level
      Ultravision at 4th level
    
    Dual weapon feats galore, favored enemies, an animal companion for the
    occasional distraction, and Ultravision to boot.  An excellent compliment to
    the Assassin class.
    
    Why Rogue?
      Sneak Attack at 1st level
      Evasion at 2nd level
      Uncanny Dodge I at 3rd level, Uncanny Dodge II at 6th level
      Special feat at 10th level
    
    Great for the purist Assassin.  The special feat at 10th level provides a few
    attractive options, namely Crippling Strike, Slippery Mind, and Improved
    Evasion.  Tons of skill points grant exceptional versatility.  No Ultravision,
    so you may need to compensate with the Blind-Fight feat.  Overall, a solid
    choice.
    
    Suggested Race: Elf, Halfling, Half-Elf, Half-Orc, Human
    
    Suggested Skill Distribution: Disable Trap, HIDE, MOVE SILENTLY, Pick Lock,
    Search, Tumble, Use Magic Device
    
    Suggested Feats: Blooded (can only be taken at level 1), Weapon Finesse,
    Improved Initiative, Thug, Superior Initiative, Stealthy, Weapon Focus, Great
    Dexterity, Epic Skill Focus (Hide, Move Silently), Two-Weapon Fighting,
    Improved Two-Weapon Fighting, Ambidexterity
    
    -------------------------------------------------------------------------------
    6.2  Assassin 30/Bard, Monk, Ranger, or Rogue 9/Shadowdancer 1
    -------------------------------------------------------------------------------
    Why Bard?
      Bard Song, Bard Knowledge
      Darkness, Ultravision at 4th level
    
    Sort of pointless combined with the Shadowdancer, though Darkness is still a
    potent weapon for any Assassin.
    
    Why Monk?
      Improved Unarmed Strike, Flurry of Blows, Cleave, Evasion at 1st level
      Stunning Fist at 1st level
      Deflect Arrows at 2nd level
      Knockdown, Improved Knockdown at 6th level
      Immune to Disease at 5th level
      Wholeness of Body at 7th level
      Improved Evasion at 9th level
      Increased movement speed
      WIS mod armor class bonus
    
    Boatloads of free feats, plus the potential for a ridiculous number of attacks.
    Boosted movement rate and a special armor class boost as well - be sure to add
    a few points to WIS score.
    
    Why Ranger?
      Ambidexterity, Two-Weapon Fighting at 1st level
      Improved Two-Weapon Fighting at 9th level
      Favored Enemy at 1st, and 5th level
      Animal Companion at 6th level
      Ultravision at 4th level
    
    Dual weapon feats galore - a deadly combination with Hide in Plain Sight.  Two
    Favored Enemy selections, and an Animal Companion for the occasional sticky
    situation.
    
    Why Rogue?
      Sneak Attack at 1st level
      Evasion at 2nd level
      Uncanny Dodge I at 3rd level, Uncanny Dodge II at 6th level
    
    Great for the purist Assassin.  Tons of skill points grant exceptional
    versatility.
    
    Why Shadowdancer?
    	Hide in Plain Sight
    
    Perfect fit for the Assassin.  Eliminates the need for Darkness and Ultravision
    almost completely.  My personal favorite build choice.
    
    Suggested Race: Elf, Halfling, Half-Elf, Human
    
    Suggested Skill Distribution: Disable Trap, HIDE, MOVE SILENTLY, Pick Lock,
    Search, TUMBLE, Use Magic Device
    
    Suggested Feats: Blooded (can only be taken at 1st level), DODGE, MOBILITY,
    Weapon Finesse, Improved Initiative, Thug, Superior Initiative, Stealthy,
    Weapon Focus, Great Dexterity, Epic Skill Focus (Hide, Move Silently), Two-
    Weapon Fighting, Improved Two-Weapon Fighting, Ambidexterity
    
    -------------------------------------------------------------------------------
    6.3  Assassin 30/Wizard 9/Bard, Monk, Pale Master, Ranger, or Rogue 1
    -------------------------------------------------------------------------------
    Why Wizard?
      Ultravision, Darkness at 3rd level
      Extend Spell feat available at 5th level
      Summon Familiar at 1st level
      INT mod does double duty
    
    Solid build with great damage potential.  Poor in direct combat, but more than
    adequate options for stealth.
    
    Why Bard?
      Can fulfill Hide, Move Silently requirement
      Bard Song for minor buffing
    
    Really only useful for the access to Hide and Move Silently.
    
    Why Monk?
      Can fulfill Hide, Move Silently requirement
      Improved Unarmed Strike, Flurry of Blows, Cleave, Evasion at 1st level
      Stunning Fist at 1st level
      WIS mod armor class bonus
    
    A few good feats to bolster combat effectiveness.  Excellent in combination
    with the spellcasting abilities of the wizard class.  Make sure to boost WIS
    score to take advantage of the armor class bonus.
    
    Why Pale Master?
      Can fulfill Hide, Move Silently requirement
      +2 bonus to armor class at 1st level
    
    An interesting choice with great role-playing implications.  Hard to beat the
    +2 armor class bonus just for ticking off one level.
    
    Why Ranger?
      Can fulfill Hide, Move Silently requirement
      Ambidexterity, Two-Weapon Fighting at 1st level
      Favored Enemy at 1st level
    
    Good feats to boost combat skill and Favored Enemy for role-playing flavor.
    
    Why Rogue?
      Can fulfill Hide, Move Silently requirement
      Sneak Attack at 1st level
    
    Tons of skill points for improved versatility.
    
    Suggested Race: Elf, Gnome, Half-Elf, Human
    
    Suggested Skill Distribution: Concentration, Disable Trap, HIDE, MOVE SILENTLY,
    Pick Lock, Search, Tumble
    
    Suggested Feats: Blooded (can only be taken at 1st level), Combat Casting,
    Weapon Finesse, Improved Initiative, Thug, Superior Initiative, Stealthy,
    Weapon Focus, Great Dexterity, Epic Skill Focus (Hide, Move Silently), Extend
    Spell, Two-Weapon Fighting, Improved Two-Weapon Fighting, Ambidexterity
    
    -------------------------------------------------------------------------------
    6.4  Assassin 30/Fighter 9/Bard, Monk, Ranger, or Rogue 1
    -------------------------------------------------------------------------------
    Why Fighter?
      Bonus feat every other level
    
    Possibly the only build capable of surviving extended bouts of stand-up combat.
    Tons of hit points, great feats, and excellent versatility.  No Ultravision
    though, so you may need to compensate with the Blind-Fight feat.
    
    Why Bard?
      Can fulfill Hide, Move Silently requirement
      Bard Song for minor buffing
    
    Well, at least you can hit the Hide and Move Silently requirements with this
    option.  No Ultravision, so you may need to compensate with the Blind-Fight
    feat.
    
    Why Monk?
      Can fulfill Hide, Move Silently requirement
      Improved Unarmed Strike, Flurry of Blows, Cleave, Evasion at 1st level
      Stunning Fist at 1st level
      WIS mod armor class bonus
    
    Brilliant choice for combining with the Fighter class.  Tons of feats and an
    armor class bonus, so be sure to boost WIS score.  This particular build may
    possibly be capable of dishing out more damage per round than any other as it
    can achieve the 4 Death Attack breakpoint.  No Ultravision, so you may need to
    compensate with the Blind-Fight feat.
    
    Why Ranger?
      Can fulfill Hide, Move Silently requirement
      Ambidexterity, Two-Weapon Fighting at 1st level
      Favored Enemy at 1st level
    
    Great mix with the Fighter primary class.  Good feats and a favored enemy
    make for a heck of a stand-up brawler and shadowy skulker.  No Ultravision,
    so you may need to compensate with the Blind-Fight feat.
    
    Why Rogue?
      Can fulfill Hide, Move Silently requirement
      Sneak Attack at 1st level
    
    Good skill point boost, and access to Sneak Attack a level earlier.  No
    Ultravision, so you may need to compensate with the Blind-Fight feat.
    
    Suggested Race: Any, but especially Dwarf
    
    Suggested Skill Distribution: Disable Trap, HIDE, MOVE SILENTLY, Pick Lock,
    Search, Tumble, Use Magic Device
    
    Suggested Feats: Blooded (can only be taken at 1st level), Weapon Finesse,
    Improved Initiative, Thug, Superior Initiative, Stealthy, Weapon Focus, Weapon
    Specialization, Improved Critical, Great Dexterity, Epic Skill Focus (Hide,
    Move Silently), Cleave, Great Cleave, Blind-Fight, Two-Weapon Fighting,
    Improved Two-Weapon Fighting, Ambidexterity
    
    -------------------------------------------------------------------------------
    6.5  Assassin 30/Cleric or Druid 9/Bard, Monk, Ranger, or Rogue 1
    -------------------------------------------------------------------------------
    Why Cleric?
      Ultravision, Darkness at 3rd level
      Access to bonus Domain powers (especially Trickery)
      Turn Undead
    
    Solid choice for the Assassin build.  The Cleric has access to some interesting
    powers that shore up typical Assassin weaknesses - Turn Undead, or the
    Destruction Domain for example.  The ability to cast Invisibility from the
    Trickery Domain is a no-brainer.  As a nice bonus, healing spells never suck
    and Clerics make decent brawlers when things go sideways.
    
    Why Druid?
      Ultravision at 1st level
      Nature Sense, Animal Companion at 1st level
      Woodland Stride at 2nd level
      Trackless Step at 3rd level
      Resist Nature's Lure at 4th level
      Wild Shape at 5th level
      Venom Immunity at 9th level
    
    An interesting selection that can make a powerful Assassin, especially in
    wilderness settings.  Wild Shape is an ultra-cool role-playing device and
    Woodland Stride combines nicely with Resist Nature's Lure to boost spell
    defense.  Also, you never know when you might need a Dire Wolf to do your
    infernal bidding - or a Giant Spider, if you're going for cool points.
    
    Why Bard?
      Can fulfill Hide, Move Silently requirement
      Bard Song for minor buffing
    
    Hide and Move Silently may be the only good news here.
    
    Why Monk?
      Can fulfill Hide, Move Silently requirement
      Improved Unarmed Strike, Flurry of Blows, Cleave, Evasion at 1st level
      Stunning Fist at 1st level
      WIS mod armor class bonus
    
    Good selection to boost combat presence, especially for the Druid.  WIS score
    does double duty, boosting access to spells and armor class.  Note that in
    combination with Druid, this build requires alignment manipulation.
    
    Why Ranger?
      Can fulfill Hide, Move Silently requirement
      Ambidexterity, Two-Weapon Fighting at 1st level
      Favored Enemy at 1st level
    
    Good feats and a favored enemy increases the combat presence of both Clerics
    and Druids.
    
    Why Rogue?
      Can fulfill Hide, Move Silently requirement
      Sneak Attack at 1st level
    
    Good skill point boost, and access to Sneak Attack a level earlier.
    
    Suggested Race: Any
    
    Suggested Skill Distribution: Concentration, Disable Trap, HIDE, MOVE SILENTLY,
    Pick Lock, Search, Tumble, Use Magic Device
    
    Suggested Feats: Blooded (can only be taken at 1st level), Weapon Finesse,
    Improved Initiative, Thug, Superior Initiative, Stealthy, Weapon Focus,
    Improved Critical, Great Dexterity, Epic Skill Focus (Hide, Move Silently),
    Extend Spell, Two-Weapon Fighting, Improved Two-Weapon Fighting, Ambidexterity
    
    -------------------------------------------------------------------------------
    6.6  Assassin 30/Barbarian or Paladin 9/Bard, Monk, Ranger, or Rogue 1
    -------------------------------------------------------------------------------
    Why Barbarian?
      Rage
      10% movement speed bonus at 1st level
      Uncanny Dodge I at 1st level, Uncanny Dodge II at 5th level
    
    Boatloads of hit points is never a bad thing.  Makes for a great (and very fun)
    thug Assassin.  Finally a use for those damned Half-Orcs.  Not as gifted in
    feats as the Fighter build, but more than makes up for it in sheer
    manliness.  No Ultravision, so take Blind-Fight to compensate.
    
    Why Paladin?
      Divine Grace, Divine Health, Lay on Hands at 1st level
      Aura of Courage and Smite Evil at 2nd level
      Turn Undead and Remove Disease at 3rd level
    
    This odd build just oozes role-playing possibilities; the fact that you have to
    become a Fallen Paladin to even make this build happen is very cool.  Turn
    Undead helps a little bit, especially in the early going.  Your spells
    basically suck, but your brooding malevolence will be off the charts.  No
    Ultravision, so you'll need Blind Fighting to compensate.
    
    Why Bard?
      Can fulfill Hide, Move Silently requirement
      Bard Song for minor buffing
    
    Really more of a pain in the ass than it's worth, especially with Paladin
    (though it does make for a classic story arc - first goody-two-shoes, then
    transitioning to the free-spirited, rogue-ish bard, and finally morphing into a
    deadly killer).  Pick something else.  Oh, by the way, no Ultravision.  Take
    Blind-Fight.
    
    Why Monk?
      Can fulfill Hide, Move Silently requirement
      Improved Unarmed Strike, Flurry of Blows, Cleave, Evasion at 1st level
      Stunning Fist at 1st level
      WIS mod armor class bonus
    
    WIS modifier doubles up for the Paladin, though Paladin spells are pretty
    useless.  Good array of feats that make for bonus combat nastiness.  Capable of
    reaching the 4 Death Attack breakpoint.  Could be a good combination with
    Barbarian, but I don't think the alignment contortion is worth the effort - if
    it's even possible.  No Ultravision here, so check out Blind-Fight instead.
    
    Why Ranger?
      Can fulfill Hide, Move Silently requirement
      Ambidexterity, Two-Weapon Fighting at 1st level
      Favored Enemy at 1st level
    
    Good combat feats, plus the Favored Enemy choice.  Especially well-suited to
    the Barbarian.  No Ultravision, so you'll probably want Blind-Fight.
    
    Why Rogue?
      Can fulfill Hide, Move Silently requirement
      Sneak Attack at 1st level
    
    Good skill point boost, and access to Sneak Attack a level earlier.  Fits the
    Barbarian well, and makes for a good story arc with the Paladin.  No
    Ultravision, so take Blind-Fight to compensate.
    
    Suggested Race: Dwarf, Half-Orc, Human
    
    Suggested Skill Distribution: Disable Trap, HIDE, Intimidate, MOVE SILENTLY,
    Pick Lock, Search, Tumble, Use Magic Device
    
    Suggested Feats: Blooded (can only be taken at 1st level), Weapon Finesse,
    Improved Initiative, Thug, Superior Initiative, Stealthy, Weapon Focus,
    Improved Critical, Great Dexterity, Epic Skill Focus (Hide, Move Silently),
    Terrifying Rage, Blind-Fight, Two-Weapon Fighting, Improved Two-Weapon
    Fighting, Ambidexterity
    
    -------------------------------------------------------------------------------
    6.7  Assassin 30/Bard 5/Red Dragon Disciple 5
    -------------------------------------------------------------------------------
    This build offers some interesting role-playing possibilities as well as a few
    not insignificant bonuses.  Five levels of Red Dragon Disciple will provide a
    +4 boost to STR, +2 bonus to armor class, and a 2d10 red dragon breath weapon.
    Combined with Darkness and Ultravision from the Bard class, you have one very
    effective Assassin.  Donít forget - you'll need to take 8 ranks in LORE before
    you can take levels in Red Dragon Disciple.
    
    -------------------------------------------------------------------------------
    6.8  Assassin 30/Bard, Sorcerer, or Wizard 3/Pale Master 7
    -------------------------------------------------------------------------------
    The Wizard class suits this build better than either Bard or Sorcerer - the INT
    bonus doubles as a booster for the Death Attack.  Good assortment of spells and
    the Extend Spell feat will work for Darkness, especially since this character
    cannot learn any 3rd level spells, yet continues to gain 3rd level slots.  You
    can also use the Empower Spell and/or Maximize Spell feats to take advantage of
    the 4th level spell slots you'll acquire as well.  7 levels of Pale Master
    provides a robust +4 armor class boost, the ability to summon undead allies, 3
    bonus hit points per level, a paralysis attack 2 x per day, and immunity to
    hold, paralyze, and stun.  Not to mention, a Pale Master combined with a Wizard
    (preferably one specializing in Necromancy) and Assassin makes for a good role-
    playing opportunity.
    
    -------------------------------------------------------------------------------
    7.0  Contact Information and Why I Don't Care if You Steal This Guide
    -------------------------------------------------------------------------------
    If you found this guide useful at all, or if you hated it, drop me a line!
    
    undacovacop@juno.com
    
    Please don't spam me or add me to some weird pharmacy mailing list - I have all
    the drugs I could ever possibly need.  Oh, and I'm open to suggestions, though
    I doubt this version will be revised with NWN2 just on the horizon.  Write
    "Assassin Guide" or something of that sort in the subject line; otherwise, I
    will probably just delete it since I get so much worthless garbage.
    
    Do feel free to steal this guide in part, or in full, and post it wherever you
    like.  Let's be honest: who really gives a damn?  Am I really interested in
    trotting out a horde of lawyers to chase someone down over something like this?
    Of course not.  Besides, it's a GAME folks, a GAME.  One proviso: if you do
    find a way to make money selling this information, send me an anonymous email
    as to how you did it and where I can find it!  If it turns out that you can
    make money this way, I may have to revise my "free love" policy.  Otherwise,
    this has been a wonderful spring project for me and I hope it proliferates
    across the Internet.  Besides, I still have all the original documents and
    could prove it's my work if I ever needed to.  Anyway, enjoy the Assassin,
    this great game, and stealing my work!
    
    -------------------------------------------------------------------------------
    8.0  Thanks
    -------------------------------------------------------------------------------
    Sections 1 and 2 come almost verbatim from the Neverwinter Nights game manuals
    and/or in-game information screens (SoU and HotU as well).
    
    Special thanks to the penguin community for all their sacrifices in my tireless
    pursuit of knowledge.
    

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