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<blockquote data-quote="FrogReaver" data-source="post: 9667841" data-attributes="member: 6795602"><p>Anyways, here's how I envision the soul knife playing.</p><p></p><p>Turn 1. You use steady aim so you get advantage to land sneak attack on an enemy (allies and enemies likely not yet engaged). At level 9 you have homing strikes just in case you miss. Low chance of mattering but adds a good bit of accuracy to this attack. (Only uses a dice if it turns a miss into a hit). Trip the enemy if you can and it makes sense to.</p><p></p><p>Turn 2. Since you hit the enemy last round with vex you have advantage. So you attack with your first attack. Homing strike just in case it misses, then bonus action attack with your 2nd attack, homing strike in case it misses. Assuming this enemy dies this round.</p><p></p><p>Turn 3. Enemies and allies are most likely engaged, pick any engaged enemy and attack it without advantage. Use homing strike to help you hit. If you hit, great you have started your advantage loop - if not try again with your bonus action attack.</p><p></p><p>Turn 4. Essentially the same thing as turn 3.</p><p></p><p>I think you can see how on almost every round I achieve much higher accuracy than the Assassin does and this doesn't actually use psychic dice very quickly since you only expend them when you miss and they turn that miss into a hit. Couple that high accuracy with the bonus action damage and I think you actually end up quite a bit higher in damage than the assassin or even true strike rogue variants. Not to mention psychic dice can also double as an excellent out of combat skills resource.</p><p></p><p>*Wanted to add - it's also possible you are hiding when combat starts and get advantage on your first attack without needing steady aim. Or for an ally/enemy to win initiative and engage each other allowing you to jump straight to the turn 3 loop. Or an ally uses an ability that grants advantage (there's many in 2024). Alert feat also can work wonders here.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9667841, member: 6795602"] Anyways, here's how I envision the soul knife playing. Turn 1. You use steady aim so you get advantage to land sneak attack on an enemy (allies and enemies likely not yet engaged). At level 9 you have homing strikes just in case you miss. Low chance of mattering but adds a good bit of accuracy to this attack. (Only uses a dice if it turns a miss into a hit). Trip the enemy if you can and it makes sense to. Turn 2. Since you hit the enemy last round with vex you have advantage. So you attack with your first attack. Homing strike just in case it misses, then bonus action attack with your 2nd attack, homing strike in case it misses. Assuming this enemy dies this round. Turn 3. Enemies and allies are most likely engaged, pick any engaged enemy and attack it without advantage. Use homing strike to help you hit. If you hit, great you have started your advantage loop - if not try again with your bonus action attack. Turn 4. Essentially the same thing as turn 3. I think you can see how on almost every round I achieve much higher accuracy than the Assassin does and this doesn't actually use psychic dice very quickly since you only expend them when you miss and they turn that miss into a hit. Couple that high accuracy with the bonus action damage and I think you actually end up quite a bit higher in damage than the assassin or even true strike rogue variants. Not to mention psychic dice can also double as an excellent out of combat skills resource. *Wanted to add - it's also possible you are hiding when combat starts and get advantage on your first attack without needing steady aim. Or for an ally/enemy to win initiative and engage each other allowing you to jump straight to the turn 3 loop. Or an ally uses an ability that grants advantage (there's many in 2024). Alert feat also can work wonders here. [/QUOTE]
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