Koumei wrote:Josh: clearly you should randomly roll your next level.
Limiting that to the classes in your sourcebook (which is in itself a heuristic pruning of the possibility space) yielded a result of Assassin.
This is an alternative which I had not even considered based on my own heuristics for character advancement - and that could be a poor decision, so I should evaluate the random result more in-depth.
So adding a level of Dungeonomicon Assassin to a Dungeonomicon Monk 1/Snowscaper 4 gives no BAB increase (and due to fractionals a setback on increasing Snowscaper BAB), It gives one fewer HP than a level of either Snowscaper or Monk. With the Tome save progressions, it gives +1 fort, +1 ref, +0 will - compared to Monk 2's +1 to all or snowscaper 5s'+0 to all saves. It adds 2 more skill points than either of the options (and a broader class skill list, which for some reason I have been following, even though the MC does not care about class skills).
Level 1 of assassin gives me repeating and handcrossbow proficienies I don't care about, as the character already carries a musket she hasn't used once in two whole levels. It also gives me proficiency with light martial weapons that are not swords and not piercing weapons and one XWP of choice. In tome with +1 XWP per BAB, this is a minor consideration at best.
On to the actual class abilities: Assassin 1 gives me four spells known from: Detect Poison, Detect Magic, Read Magic, Ghost Sound, Disrupt Undead, Touch of Fatigue, of which I get to use two per day. Since I'm already packing a 4d6+4 ranged touch attack that ignores cold resistance and immunity as well as SR disrupt undead is subpar enough to be useless, leaving me only one meaningful choice of spell to eliminate. All in all, this spellcasting is of minimal utility. However I do feel compelled to point out the insight of one of my players last night - namely that of Koumei's Disgaea sourcebook classes, the Assassin is the only necromancer choice - eventually getting things like command undead and animate dead. So an assassin level opens up the chance to use scrolls of skeleton command and zombie making - which isn't terribly feasible without some more levels sunk into Assassin or Storm Blade- but which is interesting and kinda in-genre for N! verse settings.
Assassin 1 also gives me poison use, which could be used to add a potential status effect or ability damage to the dual sword attacks already adding pall of frost and frozen heart damage to each hit. This looks nice on paper, but the amount of enemies who get actions where such status effects or stat reductions matter after I get a full swording attack againt them has so far been very close to zero.
Assassin 1 gives personal immunity, which lets me pick 3 favorite blade toxins from the DMG and more importantly lets me tie the white mage in the next in-game drinking contest.
Then the big deal, a +3d6 death attack. However this takes a full round to setup, which means I'm giving up a +8 ranged touch 4d6+4 coldfire attack against anyone inside 110' (single move + close range) or a 150' charge for dual swords (yay tome 2wf!) at +12/+12 (counting charge) for 1d10+5 slashing and 1d6+5 cold / 1d6+3 slashing and +1d6+5 cold. So death attack is only a win when a target
A> has a high touch AC
or
B> has a high total AC and is more than 110' away
or
C> is more than 150' away.
This is an online game, run mapless, so precise distances are unlikely to come up, thus I feel safe in disregarding cases B and C. - This leaves only case A. And in case A, I already have
Snowscaper ability wrote:
Brittling (Su): At level 2 the Snowscaper may concentrate her will upon a person or object within medium range, and chill the target. This always hits, and does 1d6 cold damage, and makes the target lose their Dex bonus to AC for one round (two if the target is Cold-vulnerable). Objects have their hardness halved for 1d4 rounds; this goes for any creature which also has a Hardness score.
which auto-hits and removes Dex and Dodge bonuses from the target, letting the rest of the party gank anyone who isn't rocking Size, Deflection, Armored in Life or Bullshit bonuses to touch AC.
However, there's some interesting combo-ing between Death Attack and Brittling. Brittling removes Dex to AC, which would help with Death Attack setup, aside from the general one round duration being too short against opponent's who aren't cold-vulnerable. The actual combo works the other way around - using Brittling itself AS the death attack - in which case it's an auto-hit for extra damage and status ailments. However, this hinges upon Brittling counting as an attack - which is a questionable-at-best interpretation - it does "always hit"which could imply that it is an attack roll - but it is a supernatural ability without an attack roll, which probably makes it more akin to
magic missile- which is a damage spell, but not an "attack". And honestly, even if I could con Koumei into allowing that, it's still round of setup + standard action in following round to autohit for 4d6+4 damage out to medium range. Compared to the chance to move 75' and make a +8 ranged touch attack dealing 4d6+4 out to 35' beyond that in each of those two rounds, that's downright subpar.
Getting the better saves, better HP, +1 BAB, +1 AC and useless-for-this-character-in-this-game abilities of rain of flowers and abundant leap is just a better overall deal than that whole assassin level.
tl;dr; Heuristics 1, Random Roll: 0