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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Testing Merric's WotC=>EN World Importer
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<blockquote data-quote="Morrus" data-source="post: 6705790" data-attributes="member: 1"><p><strong>Originally posted by GladiusLegis:</strong></p><p></p><p><span style="font-size: 12px"><strong>V. Feats</strong></span> </p><p>Most True Assassins will likely wind up an ability increase/feat short of your typical single-class characters. Thus, judicious picking of feats is especially critical, although you'll probably have more options than most if you stick strictly to Fighter and Rogue levels.</p><p> </p><p><span style="color: deepskyblue"><strong>Alert</strong></span>: If you can't get a surprise round, you at least want to make sure you go first so you can stilll get advantage the first round of combat, if nothing else. This feat all but guarantees that will happen. A prime pick for Assassins, for sure.</p><p><span style="color: deepskyblue"><strong>Crossbow Expert</strong></span>: If you're working from range, this is a prime choice. Getting a bonus-action attack from dual-wielding two hand crossbows helps your surprise round damage all that much more, and ignoring the loading quality means you'll get all the attacks expected of you when using crossbows. Perfect.</p><p><strong>Dual Wielder</strong>: Arguable whether an average of +1 damage (+2 on crits) from upgrading from 2 shortswords to 2 rapiers is worth it. But it doesn't really hurt, either, as long as you maxed out your DEX first.</p><p><span style="color: blue"><strong>Magic Initiate</strong></span>: If you don't want to dip Warlock levels to pick up Hex, then consider this alternative. You only get one casting of that spell per day in this case, but that can be useful for that one big surprise nova you want to really make hurt.</p><p><span style="color: deepskyblue"><strong>Sharpshooter</strong></span>: A great choice if you work primarily from range. Removing disadvantage from long range lets you snipe reliably from wherever you please practically (like well out of everyone's blindsight or truesight ranges), and ignoring anything short of total cover is also sweet. The hit-for-damage trade is good sometimes (namely, if you're forced into straight combat), but not so good for a surprise nova, since you don't get static bonuses multiplied on crits or any other time.</p><p><span style="color: purple"><strong>Skulker</strong></span>: Terrific for a pure Rogue (Assassin) who only ever gets one attack on their Attack action. For you, on the other hand, not quite as necessary, since you're bound to hit at least once with as many attacks as you'll put out on a surprise nova. Hiding in light obscurity is nice, though, if you're not already a Wood Elf.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6705790, member: 1"] [b]Originally posted by GladiusLegis:[/b] [Size=3][b]V. Feats[/b][/size] Most True Assassins will likely wind up an ability increase/feat short of your typical single-class characters. Thus, judicious picking of feats is especially critical, although you'll probably have more options than most if you stick strictly to Fighter and Rogue levels. [COLOR=deepskyblue][b]Alert[/b][/COLOR]: If you can't get a surprise round, you at least want to make sure you go first so you can stilll get advantage the first round of combat, if nothing else. This feat all but guarantees that will happen. A prime pick for Assassins, for sure. [COLOR=deepskyblue][b]Crossbow Expert[/b][/COLOR]: If you're working from range, this is a prime choice. Getting a bonus-action attack from dual-wielding two hand crossbows helps your surprise round damage all that much more, and ignoring the loading quality means you'll get all the attacks expected of you when using crossbows. Perfect. [b]Dual Wielder[/b]: Arguable whether an average of +1 damage (+2 on crits) from upgrading from 2 shortswords to 2 rapiers is worth it. But it doesn't really hurt, either, as long as you maxed out your DEX first. [COLOR=blue][b]Magic Initiate[/b][/COLOR]: If you don't want to dip Warlock levels to pick up Hex, then consider this alternative. You only get one casting of that spell per day in this case, but that can be useful for that one big surprise nova you want to really make hurt. [COLOR=deepskyblue][b]Sharpshooter[/b][/COLOR]: A great choice if you work primarily from range. Removing disadvantage from long range lets you snipe reliably from wherever you please practically (like well out of everyone's blindsight or truesight ranges), and ignoring anything short of total cover is also sweet. The hit-for-damage trade is good sometimes (namely, if you're forced into straight combat), but not so good for a surprise nova, since you don't get static bonuses multiplied on crits or any other time. [COLOR=purple][b]Skulker[/b][/COLOR]: Terrific for a pure Rogue (Assassin) who only ever gets one attack on their Attack action. For you, on the other hand, not quite as necessary, since you're bound to hit at least once with as many attacks as you'll put out on a surprise nova. Hiding in light obscurity is nice, though, if you're not already a Wood Elf. [/QUOTE]
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