Assassin's Gear-PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
AnimeSniper

04-23-08, 04:19 PM
Here is what I have so far!

Assassin’s Gauntlets
Used with Sneak Attack & Death Attacks- Include added Dice from these
Similar to a regular gauntlet with Keen Edged, except with coverings the back of the forearm and back of the hand. Near the wrist, a small spring-wheeled spool of Vorpal wire filament is contained which is drawn out by a small eyelet and then wrapped around the targets neck. Spikes can be added to increase deadliness. Spiked version has the spikes angled at a twenty-five degree angle for concealment.
Notes: Opponent must makes Fortitude save equal to half the number of the DA/SA + Strength + CL or the tallied Damage is doubled and the opponent is knocked unconscious. If the Fort is successful then the Damage becomes equalivent SD.
Weight- 1˝lb
Critical- x2
Market Price- Assassin’s Guild Only
Masterwork- 502GP 1D3 Bludgeoning/ 1D8 Strangulation + Extra Dice
Spiked-505GP 1D4 Piercing/ 1D8 Strangulation + Extra Dice
Mithril- 702GP 1D3 Bludgeoning/ 1D8 Strangulation + Extra Dice
Spiked Mithril- 705GP 1D4 Piercing/ 1D8 Strangulation + Extra Dice
Adamantine- 3,502GP 1D3 Bludgeoning/ 1D8 Strangulation + Extra Dice
Spiked Adamantine- 3,505GP 1D4 Piercing/ 1D8 Strangulation + Extra Dice


Assassin’s Crossbow- Heavy Masterwork
Similar to the regular Heavy Crossbow (PH), Stock is made of Darkwood to lessen the weight by ˝ making it only 4lbs. total. The bolt arm is made of either Mithril or Adamantine. Instead of a normal reloading winch, the wielder uses a small ratchet-wheel arm to crank the bolt string back.
Features: Can be broke down into two parts for concealment.
Weight-4lb
Critical- 19-20 x2
Market Price- Assassin Guild Only
Heavy Crossbow (Darkwood/Adamantine) - 3,430GP
Heavy Crossbow (Darkwood/Mithril) – 2,930GP
10 Bolts (Darkwood Shaft/Adamantine Tip) - 371GP
10 Bolts (Darkwood Shaft/Mithril Tip) - 801GP
50 Bolts (Darkwood Shaft/Cold Iron) - 2,301GP
10 Bolts (Darkwood Shaft/Poison tip) –
Notes: The arrowhead has special grooves where a poison paste is smeared.

Assassin’s Armor
This shoulder vest rig is designed to be worn instead of the normal assassin’s light armor choices; like the padded, leather, studded leather, and chain shirts. It has three inverted holsters underneath the shoulders and has riggings for their swords to be carried, one on the back accessible over the shoulders and riggings at the small of the back for a second. Also implements the Vest of Escape +4 competence to open lock check.
It also has overlapping plates of thin Mithril sewn into the fabric for added protection giving a +5 AC, +4 Dex.
Market Price- Assassin Guild Only
Weight- 2lb
Cost- 6,200GP
Nathreet

04-23-08, 04:59 PM
First 2 look good, 3rd might be imba b/c of the AC bonus. The first two are interesting, but I don't exactly see the point of the 3rd. I'd increase the cost of the first item by a few gp b/c of its complexity, but that's nitpicking. Most of the cost is the 300gp MW cost.
AnimeSniper

04-23-08, 05:08 PM
First 2 look good, 3rd might be imba b/c of the AC bonus. The first two are interesting, but I don't exactly see the point of the 3rd. I'd increase the cost of the first item by a few gp b/c of its complexity, but that's nitpicking. Most of the cost is the 300gp MW cost.

Does 200GP increase sound okay for the first and for the third make it into a light Armor, worn by itself No Stacking AC, class with a +5 AC +4 Dex since it would only be available to Assassin's
ToastedAmphibian

04-23-08, 09:09 PM
Wait, your first item is a master work weapon that conceals a +8 weapon inside, and costs 305 gp?

Noone else has a problem with this?

Can wire be masterwork?
Captain_Kobold

04-24-08, 03:26 AM
I'm thinking the reference to Keen-edged/Vorpal wire filament is a typo, possibly left over from some earlier write-up. Since the wire does bludeoning damage in this write-up, they couldn't be applied.
Until you start looking at very modern materials, taking someone's head off, or even cutting the skin with a garrote is just not going to happen.

The line is likely to be made out of silk, not metal, since that will be thinner, stronger, and more flexible than metal wires available at the usual D&D tech base.

I don't think the spiked version is either necessary, or likely to work.
narack

04-24-08, 08:19 AM
Wait, your first item is a master work weapon that conceals a +8 weapon inside, and costs 305 gp?

Noone else has a problem with this?

Can wire be masterwork?

+7 actually (+1 base + 1 Keen + 5 Vorpal)
i'll buy 10 of these and then go sell them for 98,000gp each.
Who Wants to be a Millionaire
war_thog

04-24-08, 10:52 AM
cold iron arrows dont cost more than adamantine.

nor do they cost 2k.
thats enchanted only, and for 50 of them, not 10.

I see no difference between the adamantine/mithral/normal.
Nor do I have any idea what he means by add dice?

Are you making a normal melee attack adn getting sneak dice for free?
Or do you have to actually SA them?
That would make it somewhat redundant.

If it was a grapple + pin thing that could be an interesting angle.
AnimeSniper

04-24-08, 04:07 PM
See my first post:I've changed the prices for the 1st and made the 3rd into a form of light armor available only to Assassin's.

To Narack dono and Toasted Amphibian dono:I forgot to add in extra cost after Masterwork 300 + Weapon cost + Enchantments. Stilll a work in progress.

To Kobold Taichou: The Keen Edge is on the Gauntlet itself and the Vorpal is on the wire. If you were spotted by the NPC and he attacks, you can fight back hence either Bludgeoning or Piercing damage times 4(I think). And Strangulation if you succeed the SA/DA.

To War_Thog dono: How much would an arrow with a Darkwood shaft and Cold Iron Tip cost for a quantity of 50?

By add Dice I mean to say if you are Lv 12 Rogue/Lv 7 Assassin equals 13D6 dice, add in the necessary when you actually sneak up on an NPC and use the ability. I.e. Successful Move Silently behind a guard and then Sneak Attack using the Gauntlets wire which could kill him depending on his HP.

Thanks for the input so far.
war_thog

04-25-08, 12:09 AM
Well yeah I get that if you successfully sneak someone you can deal extra damage.

However you do that anyway, so its redundant to put it in the weapon text.

Also what the hell is this 1d8 strangulation damage?
D's doesnt do chocking that way.

Cold Iron only costs 2k if you magically enhance it.
If its mundane it costs something really small.
I forget how much, think its like double or something...

Also succeeding a death attack kills someone.
Whats the point of adding "strangulation damage" if youve killed them.

A better way to rule the garrotte is to give you madsome grapple stuff.
If youre opponent is flat footed you can instantly pin them and start choking them or some such BS.

Spikes on a garrote wire wouldnt make it any better, wouldnt be able to fit in the gauntlet.
The_Normal_Anomaly

04-25-08, 11:29 PM
Spikes on a garrote wire wouldnt make it any better, wouldnt be able to fit in the gauntlet.

I am fairly certain that the spikes are on the gauntlet, not the wire in that example.

As far as the bonus dice thing is, I think he is saying that if you get in your wire garotte attack, of which I am assuming is a grapple and/or pin sort of thing, then you would get your bonus sneak attack dice on the damage when you make your check to deal damage even in rounds past the initial attack. I do agree however that a write up of how this wire garotte would be used is in order for clarification as no real. It is an intersting concept, but needs clearer explanation.

I am not sure about how the assassin's weapon rig is working though. When I picture that it would be a special rig to allow the assassin to hide his weapons better, but yours has no such bonus. It seems to fill the area of armor. Unless I am missing something, assassin's armor is a better title. Some sort of special bonus to hiding weapons should be implemented in my opinion, and perhaps a separate item of armor that could also be concealed.
AnimeSniper

04-27-08, 01:52 PM
[QUOTE=war_thog;15703331]

Also what the hell is this 1d8 strangulation damage?
D's doesnt do chocking that way.


Also succeeding a death attack kills someone.
Whats the point of adding "strangulation damage" if youve killed them.

[QUOTE]

Strangulation was the only way that I could describe the damage done. Similar to the PHB and I've added a note to the 1st.
LKD

04-27-08, 08:50 PM
I like the strangulation attack. By my feelings?

Damage is continual subdual 1d4 auto crit (use Coup de grace rules, allow SA and SS damage) vs a save DC reflex based (10+rogue levels+dex). A passed save means they avoid the attack completely.

Different wires would bypass DR not do extra damage.

Once captured, use grapple rules with a +5 mod to maintain damage, target is silenced.

Add in Diamond wire for lethal damage instead of subdual. Avoid spikes, you want to have them carrying pliable saw blade (Like a jigsaw blade) if you can't afford the diamond wire but want to assassinate people.

(edit: This should only work when the target is denied dex. by Flanking or such. The 10+ DC seems a little high to start off with. Maybe 5+level+dex?)
AnimeSniper

04-30-08, 05:58 PM
Is there a post with all the short hand script for posting because I recognize a few; SA means Sneak Attack, etc. but what are the others?

SS in Particular to the previous post.
narack

05-01-08, 08:17 AM
Strangulation i would make it a Fort DC or fall unconscious, something like 10 + Str modifier and DC increase by 1 each round until target fall unconscious. To know how much round you can hold the target make a grapple(or escape artist) check. so if the grapple is break the target flee from your strangulation else he take sub dual damage from the wire something like 1d3. As long he is grapple you keep increasing the DC.

You wont be able to use that on creature immune to critical hit or creature that don't need to breath or that breathing part are not reachable or impossible to strangulate such as a gibbering mouther (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG126.jpg).
AnimeSniper

05-08-08, 07:43 PM
Strangulation i would make it a Fort DC or fall unconscious, something like 10 + Str modifier and DC increase by 1 each round until target fall unconscious. To know how much round you can hold the target make a grapple(or escape artist) check. so if the grapple is break the target flee from your strangulation else he take sub dual damage from the wire something like 1d3. As long he is grapple you keep increasing the DC.

You wont be able to use that on creature immune to critical hit or creature that don't need to breath or that breathing part are not reachable or impossible to strangulate such as a gibbering mouther (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG126.jpg).

I can definately see the futility of trying this on a Gibbering Mouther and any other incorpeal creature i.e. a vampire turning to smoke/etc then he or she bites you.
_Chaz_

05-08-08, 09:09 PM
Why can't people just use the drowning rules for garottes? Maybe shorten the time 'cause it's not often you see someone with a garotte coming and take a huge lungful of air in. Also see Songs and Silence for garotte rules.

Also, garrottes are good for people that need verbal components.