Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Assassin Feedback
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WalterKovacs" data-source="post: 5327000" data-attributes="member: 63763"><p>That would be like a ranger (specifically a ranger with an animal companion) wielding the same weapon. Getting that +d6 per tier against their quarry.</p><p> </p><p>A maul is not brutal 1, thus kukri charge still has benefits compared to a maul. Also, you would still ned a feat to get a maul (at which point you would get the mordenkrand instead which would give you the brutal 1 property as well). </p><p> </p><p>It does ignore the idea of the class basically, but it makes a different build that more or less ignores the guild at-wills and is similar to the old Greatsword wielding rogues of old. However, there are already classes that could be quite similar (just trading the one shot massive damage encounter power for several encounter powers, etc). It would be a slayer with d6's instead of a static boost to damage basically.</p><p> </p><p></p><p> </p><p>Well, the kukri is bassically an assassin's dagger. Since the dagger is already the rogue's best friend, they probably wanted to differentiate the assassin from the rogue.</p><p> </p><p></p><p> </p><p>With the Bola attack, you get +3 as a proficiency bonus and it does immobilize as an at-will attack, so AC isn't as bad. The unarmed however is pretty bad, as it is worse than the bola attack and while it technically says you gain proficiency with unarmed attacks, it does not say what that means. Missing out on a +2 or +3 bonus on the attack the throw is very poor. It should probably address what being proficient in unarmed means (either give it the monk's unarmed attack, or give it it's own version).</p><p> </p><p></p><p> </p><p>The rule on the grabbed condition are that maintaining this condition on the creatur occupies whatever appendage, object, or effect the grabber used to initiate the grab. So, in the case of the garotte, both hands and the weapon are being used. If proficiency in unarmed attacks allow the use of legs/kicks that would allow for opportunity attacks, otherwise outside of a DM houseruling, you would be pretty much unable to attack without ending the grab. </p><p> </p><p></p><p> </p><p>First of all, action point.</p><p> </p><p>Secondly, based on the rules on grabbing, the spear you use to grab them (which, can't be a great spear. If it was any weapon in the spear group it wouldn't have to include javelin, which is in the spear group anyway.) can't be used to attack. So, any one handed weapon can be used on the coup de gras while you have the target grabbed with the spear. And, this is really only useful once per encounter when you can use an action point and your encounter power to pump a lot of maximized damage into a single target. Otherwise, the garotte attack is more useful. However, you can have both (especially as you level and get more). And with a ki-focus and quick change, there is little cost involved in having many weapons on you.</p><p> </p><p></p><p> </p><p>There are some utility powers that address that issue, and being trained in stealth allows the assassin to grab stealth skill powers as utilities that can also make it easier to hide. There is also the bluff->hide technique (only usable once per encounter though.) Taking the cuthroat feat at least makes it a minor action. There are a number of ways to deal with the problem. If it's outside, it may be more difficult, but inside of buildings there will likely be corners to start hidden behind and then using stuff like silent stalker to enter the room and remain hidden long enough to bring one of the attacks.</p><p> </p><p></p><p> </p><p>They should probably clarify the wording, but presumably if you are in a position to maintain your stealth at the end of your turn you wouldn't lose your stealth. [The power is designed to set up an attack, and thus assumes you left cover as part of the move]. Then again it may be a built in draw back, you get to be hidden until the end of your turn no matter where you are or what you do (leaving cover, attacking, etc) but you are no longer hidden at the end or your turn no matter what you do. </p><p> </p><p></p><p> </p><p>I'm not sure about it. The extra damage isn't worded like sneak attack (it would apply to maintained garotte strangle since it isn't tied to a hit like the other extra damage effects are). It itsn't worded like enhancement bonuses, so it should apply. However, it isn't weapon damage, so it wouldn't allow enhancement bonuses to apply [that I do know, there were questions involving that in the past in the case of sneak attack with a fixed damage power].</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5327000, member: 63763"] That would be like a ranger (specifically a ranger with an animal companion) wielding the same weapon. Getting that +d6 per tier against their quarry. A maul is not brutal 1, thus kukri charge still has benefits compared to a maul. Also, you would still ned a feat to get a maul (at which point you would get the mordenkrand instead which would give you the brutal 1 property as well). It does ignore the idea of the class basically, but it makes a different build that more or less ignores the guild at-wills and is similar to the old Greatsword wielding rogues of old. However, there are already classes that could be quite similar (just trading the one shot massive damage encounter power for several encounter powers, etc). It would be a slayer with d6's instead of a static boost to damage basically. Well, the kukri is bassically an assassin's dagger. Since the dagger is already the rogue's best friend, they probably wanted to differentiate the assassin from the rogue. With the Bola attack, you get +3 as a proficiency bonus and it does immobilize as an at-will attack, so AC isn't as bad. The unarmed however is pretty bad, as it is worse than the bola attack and while it technically says you gain proficiency with unarmed attacks, it does not say what that means. Missing out on a +2 or +3 bonus on the attack the throw is very poor. It should probably address what being proficient in unarmed means (either give it the monk's unarmed attack, or give it it's own version). The rule on the grabbed condition are that maintaining this condition on the creatur occupies whatever appendage, object, or effect the grabber used to initiate the grab. So, in the case of the garotte, both hands and the weapon are being used. If proficiency in unarmed attacks allow the use of legs/kicks that would allow for opportunity attacks, otherwise outside of a DM houseruling, you would be pretty much unable to attack without ending the grab. First of all, action point. Secondly, based on the rules on grabbing, the spear you use to grab them (which, can't be a great spear. If it was any weapon in the spear group it wouldn't have to include javelin, which is in the spear group anyway.) can't be used to attack. So, any one handed weapon can be used on the coup de gras while you have the target grabbed with the spear. And, this is really only useful once per encounter when you can use an action point and your encounter power to pump a lot of maximized damage into a single target. Otherwise, the garotte attack is more useful. However, you can have both (especially as you level and get more). And with a ki-focus and quick change, there is little cost involved in having many weapons on you. There are some utility powers that address that issue, and being trained in stealth allows the assassin to grab stealth skill powers as utilities that can also make it easier to hide. There is also the bluff->hide technique (only usable once per encounter though.) Taking the cuthroat feat at least makes it a minor action. There are a number of ways to deal with the problem. If it's outside, it may be more difficult, but inside of buildings there will likely be corners to start hidden behind and then using stuff like silent stalker to enter the room and remain hidden long enough to bring one of the attacks. They should probably clarify the wording, but presumably if you are in a position to maintain your stealth at the end of your turn you wouldn't lose your stealth. [The power is designed to set up an attack, and thus assumes you left cover as part of the move]. Then again it may be a built in draw back, you get to be hidden until the end of your turn no matter where you are or what you do (leaving cover, attacking, etc) but you are no longer hidden at the end or your turn no matter what you do. I'm not sure about it. The extra damage isn't worded like sneak attack (it would apply to maintained garotte strangle since it isn't tied to a hit like the other extra damage effects are). It itsn't worded like enhancement bonuses, so it should apply. However, it isn't weapon damage, so it wouldn't allow enhancement bonuses to apply [that I do know, there were questions involving that in the past in the case of sneak attack with a fixed damage power]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Assassin Feedback
Top