Assassin's Tools [Archive] - Wizards Community

Post/Author/DateTimePost
Deviston

02-18-05, 09:09 AM
Can I have a ongoing list of what tools an assassin would use in his work. That also includes tools used to get information on his mark. And how would a garotte (( sp? )) be used in combat, and could you use your SA (( if damage is used, or is it a save of some sort )) when using the garotte?
shadow_walker

02-18-05, 05:11 PM
hello, you are the first person I have posted to. This is some of the stuff I use
for my assassins. (p.s if you would like more info on any thing about assassin
cheracters just post something with "assassin" in the title and i'll be more then happy to reply and offer any help I can.)

weapons- daggers are good for concealability and multi-use but low damage
use a dagger as a back up.

Short sword- o.k damage and concealability a good weapon for stealthy types.

Hand crossbow- best ranged weapon you can get low damage but it reloads faster then any other crossbow and it's tiny.

Sap- a good weapon to use on non-combats if you are a honorable assassin.

heavy crssbow- grate range and damage but little to no concealability ( get the shrinking or sizeing echantment from arms and equpment and compelete adventure respectivly)

Poison- any kind you can afford really but I strongly recamend coating your weapons

vest of escape- perfict for escape artis and open lock

folding grappleing hook from arms and equipment is god for climbing walls

disguise kit

spy glass

acid- for locks you can't pick and dealing with small groups

goggles of night if you don't have dark vision (light is not your firend)

and after that it realy depends on your chearcter.
shadow_walker

02-18-05, 05:15 PM
oh and no you don't get the sneak attack damage with a garotte because you are grappleing and if you read "song and silence" it tells you when you get that damage, but they frogot to add it that you get the damage when you fient in combat. " song and silance has stats for a garotte if you don't have this book I'll post them for you.
Osiris Memnoch

02-19-05, 01:24 AM
Small steel mirror for looking around corners and under doorways. Also can be used to signal freinds.

A good aliby. Have one ready ahead of time. (him) "Hey what are you doing here?" (you) "Oh this is your master's court yard? I'm new in town, you see and I thought this was a city park."

Potions of Invisibility. Obvious application there.

Scrolls of Sleep to take out lots of guards at once. Use Magic Device or a level or two in an arcane castor class.

Listen and Read Lips for getting info on your target. Scrying is way better but harder to pull off.

Wooden box filled with live scorpions and/or spiders. Drop them in your target's sheets. Imagine his surprise when he decides to go to sleep.

Last for now; a spool of thread. This was done by a ninja in a James Bond movie. I could definately work. Hide in the rafters of your target's bedroom and dangle the string above his mouth. Drip some poison down the string into his mouth. Sure there's ealier ways to do it but how cool would it be to pull that one off?
JimmyJustice

02-19-05, 04:18 PM
Assassin's Dagger - adds +2 to the DC for Death Attack
Ze_Mighty_Vegetable

02-19-05, 09:28 PM
I like carrying 2 daggers in a sleve holster (don't remember the name, can quickdraw the daggers as a free action (DC 10 dexterity check) with removable hilt (remove hilt as a free action, keeping the blade in the wound, doing base weapon damage next round and 1 damage each round after that until removed with a heal check). always good for a chuckle...

still life ("poison" that simulate death for half an hour) in a false tooth is also usefull if you're gonna be captured... corpses aren't garded as throughly as living assassins...
Osiris Memnoch

02-19-05, 10:58 PM
Isn't there a "sneaking" magic quality for weapons that adds d6 to sneak attack damage?
shadow_walker2.0

02-21-05, 11:57 AM
no your thinking of the heart finder enchantment found in "Arms and Equipment". there is a armor enchantment called "silent" that adds +10 to move silently checks and there is also on called "shadow" +10 to hide. I also say you should use double-sided clothes there good for haveing another disguise ready at all times. also take at least one l.v in Monk if only for the extra unarmed damage and stunning attack (very useful for makeing sneak attacks agenst people) or if monks not really tour thing use a weaghted sleeve and a monk's belt (3.0)
wonlee76

02-21-05, 01:14 PM
On top of everything else listed, find things that can mess with the "Scent" ability. I think there are an item or two in Complete Adventurer for this. You may have an insane hide and move silently check but getting caught within 30 or 60 feet of a minotaur or dogs is going to end your stealthy career unless you have something to deal with that. Any self respecting BBEG would have creatures with the scent ability on patrol in his home to catch those would be assassins. :)
Tolby

02-21-05, 01:40 PM
anything that increases your movement would be great. Sooner or later you will be caught the nest step is getting away. I would suggest all types of poisons for your work.

To gain information about your mark I would gain something like Eyes of the Eagle or a something akin to a crystal ball. Scoping out your mark's habits(and his guards) will aid you immensely.
Tolby

02-21-05, 01:42 PM
one more thing. Learn to play and instrument. No one ever fears assination from a bard. Walk right up to him play for him and perform a slight of hand to dump some poison in his goblet.
shadow_walker2.0

02-21-05, 02:38 PM
Tolby just reminded me of a trick I like to use thar goes with the preform skill a flute of the snake from song and silence.
shadow_walker2.0

02-21-05, 02:50 PM
arrows of slaying

Gnome crossbow sights (treat a traget as being two range increments closser)

Vorpel locking garotte and the improved grapple feat from OA.
Osiris Memnoch

02-21-05, 04:30 PM
A wooden box filled with crickets. If it's night time their chirping would cover any general noises you might make while sneaking around. Unless your DM is a jerk.

Irwin- "Hey Ray. That sounds like crickets chirping in that bush over there."
Ray- "Sound the alarm and rally the king's army of dracoliches."
Ze_Mighty_Vegetable

02-21-05, 05:13 PM
one more thing. Learn to play and instrument. No one ever fears assination from a bard. Walk right up to him play for him and perform a slight of hand to dump some poison in his goblet.

am I the only one who think a flute is basicaly an innocent-looking blowgun? Just a thought...
soulknife

02-21-05, 05:33 PM
theres a dragon magazine that has spy stuff in it and it has alot of cool stuff. in there it has buttons and each button has a specific function one is smoke another is a big flash of light. use something thats close to a flashbang for getaways and think about distractions.
Deviston

02-21-05, 10:32 PM
thank you, i have thought of many of these ideas (( the clothing and bard ones mostly )) and also thought of more in the meentime. I like the idea of sending a letter to the target telling him the exact date in which he will die. then confronting him telling him you are an assassin (( former )) and are willing to hire out services to protect the mark. then, the night after the suposed killing, put a drug in his "celebratory" drink. that, or kill him and run away. but i thank you all and beg that you keep posting here
shadow_walker2.0

02-22-05, 04:00 PM
Soulknif do know the # of the dragon magazien you saw that in I would like to take a look at that. and Deviston if your going with the bard trust me get a flut of the snake from song and silence it summons 1d4+1 medium-size vipers that apperar in a 30ft. area that you designate and they fallow your commands for 9 rounds. also double-sided clothes are a big help and if your realy feeling creative and play a lut add an extra removeable string that can serve as a wire garrote. and one last thing Deviston I love the dark hummor in sending a letter to your mark telling when he is going to die, I tip my hat to you sir.
soulknife

02-22-05, 04:03 PM
it is issue 316 february 2004
shadow_walker2.0

02-23-05, 03:33 PM
thank you Soulknife.
Vharuck

02-23-05, 04:37 PM
Caltrops are good. Free action to drop an object and it slows down your pursuers.
soulknife

02-23-05, 06:51 PM
any time
evangelion1010

02-23-05, 07:43 PM
General items - look in song and silence, A&EG, CAd.

The game isn't really made for poison use. Yes it exists, and its useful against mages, but if you sneak attack a mage, he should be dead or close to it anyways.

Method of teleportation - ring of blinking, dimension door...etc. getting through walls is nice.

Hat of disguise - altering your appearance at will or a +10 to disguise checks.. for a mere 1800 gp.

Various alchemical items...alchemist's fire is very good at creating a diversion.

Adamantine dagger if you don't have a good open lock check - just destroy it in 1-2 rounds.
Scrolls/wands of silence and UMD. Simply put, you don't make any noise. Just be careful not to get close to people that are making noise, or they'll know something's up when they can't hear eachother talking.

Items of speed, scrolls of flying... fly 60' is a very good way to get away from people, or get in and out of just about anywhere.

Good role-playing is worth a lot too. So many mundane items can be used to make a neigh unstoppable killing.
Dartak

02-23-05, 09:27 PM
in savage species there is a weapon called the rogue blade. it is a +2 rapier that gives you a constant blink spell, caster lvl 6. because blink dosent allow the target a dex bonus to ac, you always get a sneak attack. cost 44,320 page 51. hope this helps. also, i like to put vampiric on my garrote wires. it is in unaprocable east.

vampiric: any living opponent struck by a vampiric weapon must make a fortitude save (dc 16) or lose an additional 1d4 hit points, which are immediately added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hit points (multiple additions of temporary hit points don't sack) and disappear after 1 hour.
Cost +2
Dartak

02-23-05, 09:45 PM
also, in dragon magizine issue 322 they have magical enhancements for poisons, such as, one gives them spell resistance ( so that it is harder to use remove poison on the target. another makes it do better damage, and lots of other nasty things.
Deviston

02-24-05, 08:47 AM
Well, all these ideas ROCK BALLS!!! But the prob is, this is a almost NO magic campaign. I mean, the only mage class is the Adept from the DMG. It is heavy on the whoop and not so on the zap you know? So, these ideas are KILLER, but I really need stuff more mundane.
Vharuck

02-24-05, 10:20 AM
I assume you have the Arms and Equipment Guide. If not, pick it up. The number of awesome things in it include:

-One whole freakin' page of nothing but fully statted poisons (I counted 58)
-Wrist sheath
-Boot sheath
-Listening cone
-Smuggler's boots (with hollow compartments in the heels)
-Black bodysuit
-Glass cutter
-Collapsible grappling hook
-Grappling ladder
-False book (with hollow compartment), good for when masquerading as a wizard
-Bolt cutters

Not to mention all the cool weapons, like claw bracers and war fans.
VirgilCaine

02-24-05, 10:31 AM
Well, all these ideas ROCK BALLS!!! But the prob is, this is a almost NO magic campaign. I mean, the only mage class is the Adept from the DMG. It is heavy on the whoop and not so on the zap you know? So, these ideas are KILLER, but I really need stuff more mundane.

You should have mentioned this in the first place.
Deviston

02-24-05, 11:03 AM
heh heh heh, i know, but not really, now when i play a macig camp, i can use these ideas!! so still i say thank you!!
soulknife

02-24-05, 03:27 PM
alot of the things in the arms and equipment guide are in the magazine i mentioned
shadow_walker2.0

03-01-05, 01:25 PM
Alchmey items are going to be your best firend then and tryo come up with creative ways of useing them like if your in the FR a smokepowder bomb with a long fuse to make a well timed distraction or a smoke stick, thunder stone, and a flash pellet (compleat adventurer) mixed together some how. or acid for a quick "lock-pick". an as the others say "get arms and equipment guide" I also like compleat adventure.
gavalon

03-08-05, 10:21 PM
fleshshifting armor, about 13,000 for alter self at will; +1 leather armor
underdark
Deviston

03-09-05, 09:30 AM
need nonmagic stuffs, sorry but thanks
shadow_walker2.0

03-10-05, 04:40 PM
o.k hear is a list of non-magic stuff you can use and some good ideas to use them. you say you lie the bard ideas right?

so lets get started.

pan pipes with extra pipe for poison darts.

a lute with extra string that can be removed and used as a garrote.

a flute with a small gas sprayer in it to spray a color-less poison gas.

thats all I can come up with right now but tell me more of your cheracter and setting and I might be able to provide more ideas. well at any rate this should get you started.
Bane

03-10-05, 05:09 PM
Saw this one in a book. Mix honey and soil in a jar. Smear the concoction on a window, and press a piece of cloth or soft leather over the dirt. Hit the cloth. The window will break, the dirt will deaden the sound, and the honey sticks it all together. When you pull the cloth off of the window, the shards of broken glass will come with. Perfect for inobtrusive entrances.

I also cannot speak highly enough of oil. Spread it along your exit path on the way in, if you get caught, you will be better at running across oil than guards in chainmail. And once you get past the oil, you can toss some Alchemist's Fire in to deter guards. If you're lucky, the whole building will burn down, and there won't be any evidence left.

Breaker Bottles, from Arms and Equipment Guide, can be filled with all sorts of stuff, and you don't have to be very close to set them off.

Sovereign Glue and Tanglefoot Bags are good for slowing down any pursuit, and Universal Solvent is good in case they do the same to you.

I like to keep a belt pouch full of sand, so I can throw it in people's eyes.
Zerolight

03-11-05, 12:46 AM
Originally Posted by Ze_Mighty_Vegetable

removable hilt (remove hilt as a free action, keeping the blade in the wound, doing base weapon damage next round and 1 damage each round after that until removed with a heal check). always good for a chuckle...

Is this a house rule? Why would it do more damage to pull the knife out? In real life what you want to do is not only pull the dagger out but twist it first. Leaves a nice larger bleeding wound. In fact if you where in a ER and stabed someone in there heart (I always think its best to stab upwards) twist and pull it out they will die before they hit the ground! ummm well enough ranting, there is a weapon, barbed dagger form Complete Adventure that does extra damage with a sight of hand roll to twist it when you stab.

With low magic you dont have to worry about it as much but Thinaun weapons (CW pg. 136) hold the souls of those killed by them , great for preventing res or even ture res. So if you ever have to kill the head of some great clerical order make sure you keep em dead.
Deviston

03-11-05, 08:46 AM
I love you people, keep it coming !!! They are helping me as we speak !! (( oil and honey, those two things just saved my life !! )) and setting? urban but on a Arrakeen planet
Alleria

03-12-05, 07:52 PM
This might not be all that helpful, but since I am mostly just going to :bump: the thread anyways I suppose I could contribute -something-. :P

These are some interesting threads for little to no magic items and a few random interesting tactics:
Know any Tactical Items of Mundane Nature (http://boards1.wizards.com/showthread.php?t=211189)
Must have Mundane Items? (http://boards1.wizards.com/showthread.php?t=226528)
Items All Characters Should Have (http://boards1.wizards.com/showthread.php?s=&threadid=187216)

I am actually creating a character right now that focuses on using mostly mundane and Alchemical Items. This thread has given me many new ideas, you guys are great. :D
angryman

03-12-05, 11:03 PM
Did anyone mention ninja smoke bombs? I hope to hell they did. If not, ninja smoke bombs are fun.
Norseman

03-13-05, 12:11 AM
If you're a rich assassin, consider finding someone who can cast True Resurrection. Since they'll probably be good, make sure to convince them you're a mercenary or something more good than an assassin. Make a deal with them so that if they don't see you in one month or one year (your preference) they should cast it and bring you back. You'll probably have to pay in advance (make sure they're lawful good, but watch out for paladins). If there's a strong possibility of you becoming captured in such a fashion that you can't bust yourself out, just swallow some poison and follow up with a knife for good measure. In one month game time you're back in business.

Remember, only use this option if you're rich and your character is worth preserving. It's not particularly useful to use it on a level 4 assassin because the money you don't spend on gear makes your death more likely, hence it's a poor use of the money. Only use the money like that when you have it to spare.

You should also consider getting something to teleport you. A scroll, a refuge item, whatever. If ever possible, you want an escape route and teleportation is the best one around.

As an assassin, if you don't use poison, your DM would be justified in swarming you with high-level paladins for it.
sanzo the space worm

04-01-05, 09:20 PM
I like carrying 2 daggers in a sleve holster (don't remember the name, can quickdraw the daggers as a free action (DC 10 dexterity check) with removable hilt (remove hilt as a free action, keeping the blade in the wound, doing base weapon damage next round and 1 damage each round after that until removed with a heal check). always good for a chuckle...

I think the daggers your talking about are basically gnome quikrazors with a little trick to them.
gorfnad the shiznit

04-02-05, 01:45 AM
Reversable clothes are always a nice trick. Black dark stealthy look on one side and gaudy flashy bard type on the other.

Line your pockets with a leak-proof barrier, put a contact poison in there, then with your gloved hand reach inside your pocket act as if you're looking for something and then instead shake your targets hand when you meet them.
gorfnad the shiznit

04-02-05, 02:32 AM
Thunderstones to deafen them so they can't easily hear you escape and smokesticks so they can't easily see you escape.

Potions of spiderclimb are always nice.

Tindertrigs: kill, loot, then burn everything to the ground

Pretend to be a bard or just a commoner, attend a party where the victim is at, getting them roaringly drunk, and slip them poison, people with think the victim has just passed out from being overly drunk.