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General Tabletop Discussion
*Pathfinder & Starfinder
Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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<blockquote data-quote="Zachariah" data-source="post: 4129244" data-attributes="member: 51048"><p>First of all I would like to say that most boosts that increase your sneak attack function just like strikes and still allow for the normal sneak attack dice. So for example the level 9 boost, at lvl 19, will do a total of 20d6 points of bonus damage. This limits their use to certain situations. Allowing them to be a bit stronger then normal strikes. Maybe its an idea to give them a new category. Something like: Enhanced Sneak Attack, Assassination Technique or something along that line.</p><p>Also, English isn’t my native language (as you might have noticed), and im bad at writing even in my own language. Especially "politically correct" sentences like the maneuver descriptions. So, any help/tips are welcome when it comes to this.</p><p></p><p>Mind Blank: I dont really understand what you are suggesting/asking here? A nondetection spell for 1 round with caster level = initiator level? Eitherway, I see your point and actually decided to delete it... atleast for now. A bit to complicated. I was under the impression that detect alignment was a spell that you cast on someone...</p><p></p><p>Nerve Stab: Ahh ok, well I cant see it game breaking as it is so ill let it as it is.</p><p></p><p>Bloodstainer: Well, the reason why I put it at low level is because it scales with levels. Dont know where to place it else (level 6 has room though)</p><p></p><p>Relentless Strikes: It may indeed need some rewording. It allowed you to make a single sneak attack. Doesn’t care much about any situation besides the target being a legal target for SA.</p><p>Maybe make it: causes the target to become flat-footed against your first attack, during your next turn?</p><p></p><p>Fading Petal: Ok, good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tainted Blades: Currently it doesnt matter what the source is of the poison, aslong as it is under the effect of a poison (after initial, before secondary damage). I made a mistake with the poison effect, for some reason I was under the impression that you couldnt be poisoned again with the same poison while the secondary damage hadnt taken in effect yet.</p><p></p><p>Death Shroud: Yes, it sure is Su, just forgot to add that. Will do so. No, only suppose to block healing magic and positive energy. The assassin is not an adept at fighting already dead things. So it shouldnt help against UD. I will have to think about a way to make it clear. Suggestion are welcome.</p><p></p><p>Malicious Strike: It might be... dunno, no one else (on wizard forums) seemed to think so. I think it ok, needs some playtesting I to be sure, I guess.</p><p></p><p>Shifting Blades: The on fail part is a mistake. Its not suppose to be a part of that maneuver but of the Fading Petal maneuver. Because it was a bit powerful, atleast so I was told. Maybe not counting it as an attack of opportunity, for purpose of max number of attacks of opportunity that can be made? Flat-footed sounds like a good idea.</p><p></p><p>Blade of the Unseen: This isnt suppose to be a strike either. Keep in mind that at level 9 (first level you can gain this) you have a 3d6 sneak attack, making total bonus damage 8d6 which increases with additional levels. I like the idea of 1d4 + 1 rounds. Maybe this should be a Su ability as well (you cant poke someones eyes with a blade and make it last for only 4 rounds or so)</p><p></p><p>Revealing Fury: Yeah agreed, its one level higher than the TC version. Should be ok.</p><p></p><p>Black Venom Thrust: Striking in a major artery, releasing the poison there, to spread it fast through the system. the better you strike in a artery (pretty hard) the harder its to resist. I was thinking about something along that line. Prefer to keep the Su to the minimum.</p><p></p><p>Eye of Massacre: Yeah I know, but I dont care about that. Only applies to light weapons anyway. I like this as it is, other seems to like it as well.</p><p></p><p>Twisting Fang: based it on other maneuvers. Should be ok at this level. I like it as it is. Maybe reduce the threat range decrease to 4.</p><p></p><p>Black Lotus Eclipse: Nope, also suppose to be a sneak attack booster. Keep in mind that at level 15 it does +4d6 +5d8 points of bonus damage, plus paralysis. Pretty damn nice if you ask me.</p><p></p><p>Cremator: Yes Su indeed. Will increase the damage to 2d6. Miracle could work... took the discription from the Black Flame spell (for that part). The name... well cremation does normally go by means of fire, yeah. But highly concentrated acid can just as well carbonize things. Besides it leaves no corpse.</p><p></p><p>Veil of Deception: Yeah, you need to use it correctly to get everything out of it... its ok I think, even if its a bit weak.</p><p></p><p>Death Seal Strike: +1 isnt that much, could be removed its still there form when it was +3. Dont really know why, just left it in. It has a build in stop heart basically... I find it fitting to give an assassin a instant kill move as a level 9 maneuver though. Didnt realize that you could stabilize by yourself, forgot about it when making this one. The daze is because its such an powerful technique on a living being that even on a save causes some sort of effect. Its not really a powerful effect. Works well with Death Shroud, though.</p><p></p><p>Thanks a lot btw, for sharing your vision in this, hope to hear more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Zachariah, post: 4129244, member: 51048"] First of all I would like to say that most boosts that increase your sneak attack function just like strikes and still allow for the normal sneak attack dice. So for example the level 9 boost, at lvl 19, will do a total of 20d6 points of bonus damage. This limits their use to certain situations. Allowing them to be a bit stronger then normal strikes. Maybe its an idea to give them a new category. Something like: Enhanced Sneak Attack, Assassination Technique or something along that line. Also, English isn’t my native language (as you might have noticed), and im bad at writing even in my own language. Especially "politically correct" sentences like the maneuver descriptions. So, any help/tips are welcome when it comes to this. Mind Blank: I dont really understand what you are suggesting/asking here? A nondetection spell for 1 round with caster level = initiator level? Eitherway, I see your point and actually decided to delete it... atleast for now. A bit to complicated. I was under the impression that detect alignment was a spell that you cast on someone... Nerve Stab: Ahh ok, well I cant see it game breaking as it is so ill let it as it is. Bloodstainer: Well, the reason why I put it at low level is because it scales with levels. Dont know where to place it else (level 6 has room though) Relentless Strikes: It may indeed need some rewording. It allowed you to make a single sneak attack. Doesn’t care much about any situation besides the target being a legal target for SA. Maybe make it: causes the target to become flat-footed against your first attack, during your next turn? Fading Petal: Ok, good :) Tainted Blades: Currently it doesnt matter what the source is of the poison, aslong as it is under the effect of a poison (after initial, before secondary damage). I made a mistake with the poison effect, for some reason I was under the impression that you couldnt be poisoned again with the same poison while the secondary damage hadnt taken in effect yet. Death Shroud: Yes, it sure is Su, just forgot to add that. Will do so. No, only suppose to block healing magic and positive energy. The assassin is not an adept at fighting already dead things. So it shouldnt help against UD. I will have to think about a way to make it clear. Suggestion are welcome. Malicious Strike: It might be... dunno, no one else (on wizard forums) seemed to think so. I think it ok, needs some playtesting I to be sure, I guess. Shifting Blades: The on fail part is a mistake. Its not suppose to be a part of that maneuver but of the Fading Petal maneuver. Because it was a bit powerful, atleast so I was told. Maybe not counting it as an attack of opportunity, for purpose of max number of attacks of opportunity that can be made? Flat-footed sounds like a good idea. Blade of the Unseen: This isnt suppose to be a strike either. Keep in mind that at level 9 (first level you can gain this) you have a 3d6 sneak attack, making total bonus damage 8d6 which increases with additional levels. I like the idea of 1d4 + 1 rounds. Maybe this should be a Su ability as well (you cant poke someones eyes with a blade and make it last for only 4 rounds or so) Revealing Fury: Yeah agreed, its one level higher than the TC version. Should be ok. Black Venom Thrust: Striking in a major artery, releasing the poison there, to spread it fast through the system. the better you strike in a artery (pretty hard) the harder its to resist. I was thinking about something along that line. Prefer to keep the Su to the minimum. Eye of Massacre: Yeah I know, but I dont care about that. Only applies to light weapons anyway. I like this as it is, other seems to like it as well. Twisting Fang: based it on other maneuvers. Should be ok at this level. I like it as it is. Maybe reduce the threat range decrease to 4. Black Lotus Eclipse: Nope, also suppose to be a sneak attack booster. Keep in mind that at level 15 it does +4d6 +5d8 points of bonus damage, plus paralysis. Pretty damn nice if you ask me. Cremator: Yes Su indeed. Will increase the damage to 2d6. Miracle could work... took the discription from the Black Flame spell (for that part). The name... well cremation does normally go by means of fire, yeah. But highly concentrated acid can just as well carbonize things. Besides it leaves no corpse. Veil of Deception: Yeah, you need to use it correctly to get everything out of it... its ok I think, even if its a bit weak. Death Seal Strike: +1 isnt that much, could be removed its still there form when it was +3. Dont really know why, just left it in. It has a build in stop heart basically... I find it fitting to give an assassin a instant kill move as a level 9 maneuver though. Didnt realize that you could stabilize by yourself, forgot about it when making this one. The daze is because its such an powerful technique on a living being that even on a save causes some sort of effect. Its not really a powerful effect. Works well with Death Shroud, though. Thanks a lot btw, for sharing your vision in this, hope to hear more :) [/QUOTE]
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Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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