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Dagger Thrower
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<blockquote data-quote="Mistwell" data-source="post: 6376210" data-attributes="member: 2525"><p>Here is how I imagine using Hunter's Mark with this build. Let's say your job is to take out the guard at the back door to a building. You cast Hunter's Mark on a passer-by, and flip a one-minute sand timer you wear as a necklace (probably shaped in the form of the symbol of the God of Luck) - you have to accomplish your assassination in that time, or the spell is lost.</p><p></p><p>You climb the wall to the building next door, and stealthy move across the rooftop. Hiding in the shadows of the rooftop, your target does not see you from down below (your stealth beat his passive perception). You re-assign the Hunter's Mark to your target in one round (no sound necessary to re-assign, which is why you cast it before arriving at this position). Now, roll initiative, because combat is about to begin, and you've got surprise. First round of that combat, you throw your daggers down at your target, and each carries with it the Hunter's Mark. In theory, the second one carries the Colossus Slayer as well (as that dagger is hitting a damaged target). </p><p></p><p>Thunk Thunk - you just did 65.5 damage on average, enough to take out almost any guard. Assassination accomplished, as the sands run out in your timer. </p><p></p><p>Obviously just one of many examples, but this would work in any scenario where you are sneaking ahead and have the time to spend a round of non-combat time assigning the spell but not attacking. This class combination requires preparation - you're sneaking, you're readying two daggers (which takes two rounds to draw), you're assigning or casting a bonus action spell, etc.. Initiative isn't rolled until combat actually begins, and you will have that first round as a surprise round, but you will have done all that preparation prior to combat actually beginning (unless their passive perception beats your stealth roll - in which case, like any good assassin who is caught - you run like hell!)</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6376210, member: 2525"] Here is how I imagine using Hunter's Mark with this build. Let's say your job is to take out the guard at the back door to a building. You cast Hunter's Mark on a passer-by, and flip a one-minute sand timer you wear as a necklace (probably shaped in the form of the symbol of the God of Luck) - you have to accomplish your assassination in that time, or the spell is lost. You climb the wall to the building next door, and stealthy move across the rooftop. Hiding in the shadows of the rooftop, your target does not see you from down below (your stealth beat his passive perception). You re-assign the Hunter's Mark to your target in one round (no sound necessary to re-assign, which is why you cast it before arriving at this position). Now, roll initiative, because combat is about to begin, and you've got surprise. First round of that combat, you throw your daggers down at your target, and each carries with it the Hunter's Mark. In theory, the second one carries the Colossus Slayer as well (as that dagger is hitting a damaged target). Thunk Thunk - you just did 65.5 damage on average, enough to take out almost any guard. Assassination accomplished, as the sands run out in your timer. Obviously just one of many examples, but this would work in any scenario where you are sneaking ahead and have the time to spend a round of non-combat time assigning the spell but not attacking. This class combination requires preparation - you're sneaking, you're readying two daggers (which takes two rounds to draw), you're assigning or casting a bonus action spell, etc.. Initiative isn't rolled until combat actually begins, and you will have that first round as a surprise round, but you will have done all that preparation prior to combat actually beginning (unless their passive perception beats your stealth roll - in which case, like any good assassin who is caught - you run like hell!) [/QUOTE]
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