Stealth Attack

heirodule

First Post
Apparently you want to knife someone in the kidneys because then they inhale and can't cry out.

I see there's throat punch, but that has too many prerequisties.

So to fix the problem with being unable to incapacitate competent guards in one round and sneak into most facilities, we need the following

Kidney stab [Ambush]
Prerequisites Sneak +1d6
Trade 1d6 of sneak, For each 1d6 of sneak traded, targets that breathe are incapable of speech (including spells with verbal components) for 1 + number of sneak dice traded.
 

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so you're basicly saying- trade d6 for each round of silence (which is from pain so dispel magic or magic resistence wont help) right? i'd up the preq a bit and give the target a save fortitude to avoid something like 10+ 1/2 stabbers level+ non sneak damage dealt. after all its always mor fun when you have a chance of failing right?
maybe add to the preq knowledge:anatomy 8 ranks.
 

No.

First off, just because you inhale doesn't mean you're suddenly incapable of speech. I inhale all the time and can speak.

Second a sharp intake of breath will at *most* stop someone from talking for all of 1 round at most. A shot to the throat actually damages the windpipe, making it difficult to talk.

And remember, no matter the requirements you still need to deal 1d6 neack attack damage for these feats to work.
 

Notmousse said:
No.

First off, just because you inhale doesn't mean you're suddenly incapable of speech. I inhale all the time and can speak.

Second a sharp intake of breath will at *most* stop someone from talking for all of 1 round at most. A shot to the throat actually damages the windpipe, making it difficult to talk.

And remember, no matter the requirements you still need to deal 1d6 neack attack damage for these feats to work.

so you're nerfing it on logical grounds???!! this is D&D house rules right? logic hardly plays a part. now if you said its too strong, limit it to a max of 1 round "unable to speak" i'd say cool, sound fine to me :)
 

This seems really really good. Like "Target spellcaster can't cast most of the spells he knows" good. Oh, and it lasts a long time. And it can be applied to multiple people.

Not sure how to fix it though :/. Even limiting it to a max of 1 round can make it a lock vs. casters.
 

First thing it needs is a saving throw. Presumably Fortitude (so still good against casters).

Then, as others have said, make the duration one round. "Until the beginning of your next turn" is probably right, so if you keep doing it, you can keep somebody silent until they drop.

Next I'd say double the "dice cost" (so trade in 2d6 for the attempt, which means you need at least 2d6 sneak attack as a prerequisite).

That's reasonable for a feat, I think.
 

i'd keep it as is with the added max duration until your next turn, can be used only one per person per fight. this way you cant keep stabing them silently, most spellcasters have contingency against silence modes, and you cant ove use it but still get the initial wanted effect which is that little extra time to off a guard silently. bear in mind this doesnt hide the sounds of battle nor the body falling to the ground, only the initial ability to speak and shout.
 

One thing to keep in mind is that it isn't always possible to sneak attack every round or hit every round.

That said I think making it trade 1d6 sneak attack damage for 1 round of silence is fine (and only 1 round, no multiple d6 for more rounds). Casters could still activate wands, staves and such so they won't be totally useless, if hit by a rogue's sneak attack with this feat.
 
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Aust Diamondew said:
That said I think making it trade 1d6 sneak attack damage for 1 round of silence is fine (and only 1 round, no multiple d6 for more rounds). Casters could still activate wands, staves and such so they won't be totally useless, if hit by a rogue's sneak attack with this feat.
No, they can't. They require command words.
 

Why don't you make it work only when the target is flat footed (or denied its dex bonus to AC I suppose, but that is more common than flatfooted) so it can't be used every round against a flanked foe. Would definitely limit its use.
 

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