| Post/Author/DateTime | Post |
|---|---|
| Sanguine_My_Brother10-23-06, 07:01 PM | Hey guys, I have recently started a new campaign that focuses around assassins and I wanted some cool new weapons that my PC's can get. They are level 5 righ tnow but are going to level up soon. I already have a crossbow that allows sneak attacks out to an additional 30 ft. and some cool armor that gives +2 to sneak and move silently. Also a kind of palm flask that holds a powerful poison, though they are only allowed to use it three times per day. So does any body have any cool ideas that I could use? Note: the PCs themselves aren't assassins though one of them has the sneak attack ability. |
| Necropolitan10-23-06, 07:05 PM | There are several things I can reccomend. The Dagger of Venom is in the DMG and is always a good low-level choice, also if you can get ahold of Dragon issue 330 you should look at the Quiet Dagger chain; they are also available on Crystalkeep. Armor of Shadow, Slick and Silent moves are all low level bonuses that make a big impact on sneakiness; and don't be afriad to homebrew some nasty coup-de-grace weapons, like Dengar's Misericord. Enjoy! |
| LivingShadow10-23-06, 07:12 PM | the Coup de gras enhancement from XPH for high levels |
| Ryu Katsuragi10-23-06, 07:56 PM | Dagger of Opportunity, or something. Forget the book, but gives +2d6 sneak attack damage if you already have sneak attack. |
| dengarbountyhunter10-23-06, 08:02 PM | A cool "assassin-like" (but unofficial) weapon is the misericorde: 1d3 piercing, critical 20/x4, weigth 1 lb, cost 3 gp This dagger of triangular section (no edge, only a point) is mainly used to end the suffering of a wounded opponent, hence the name (French for “pity”). Its shape is ideal to pass between armour plates, mail rings and ribs. |
| Sanguine_My_Brother10-24-06, 08:09 PM | Thanks guys, I like the stuff that you have posted so far. Could you post more, please? I only need a few more more things. Thanks! |
| Gurug10-24-06, 11:16 PM | I currently have an assassin with a rapier that has the "brilliant energy" effect. Makes it pass through armor, which, when coupled with a sneak attack, makes a targets AC next to nothing. He also has a shortsword with "paralyzing" which makes an opponent held, which gets rid of their dex bonus = more sneak attacks. Hope that helps, brilliant energy is in DMG and paralyzing is in BoED Another brilliant assassin weapon is the garrote, found in SaS. Coat a "locking garrote" with contact or injury poison, and you can essentially have the garrote deal damage, the poisons take effect, and your hands free to finish it off. (helpless enough for a goup de gras?) |
| Lord_Bahamut10-25-06, 01:07 AM | Throwing stars are great for poisoning people. Get some black lotus extract, put it on a shuriken, and chukc it at someone. Then watch them shrivel up and die. Literally. Returning shuriken are pretty neat, expecially poisoned brilliant energy wounding returning ones. I've just really liked shuriken. |
| RobbyPants10-25-06, 10:17 AM | I ran a game a while back with an assassin character who used a weapon I created from the BoVD. It wasn't necessarily assissin-like (although it was nasty). I combined the Flesh Grinding and the Master Slaying abilities. Flesh Grinding allows the user to say a command word and leave the weapon in the opponent. It keeps damaging him for up to 5 rounds unless he can pull it loose. Master Slaying ties the weapon to its scabbard. The owner of the scabbard can command the weapon to attack its holder! So if you own the weapon and the scabbard, you can stab the guy and grind him. When he pulls it out, you can make him attack himself with it (and start the grinding again at the DM's choice)! It's a nice way to keep an opponent occupied while you focus on another or keep working on him! Add flaming, shock, or whatever to increase the damage taken each round during the grinding! :evillaugh |
| Patrick Draken-Korin10-25-06, 01:11 PM | Well, for a few nonmagical pieces of gear; fife and flute blowguns (a blowgun or greater blowgun, respectively)- disguised weapons that can be used as instruments or with a minutes preparation used as a weapon. General cost of 300-400 go (masterwork instruments). Feather staff; looks like a cane, but blades fan out from one end. treat i like a battleaxe, or make a specific weapon (can't remember or find it's stats right now). Spring loaded gauntlet; A&EG, basically a gauntlet and a hand crossbow combined. The swordcane; appears to be a cane (use as a club) but you can draw a shortsword/rapier from it. As for magical junk; there was a recent thread on weapon enhancements used to sneak attack constructs, undead, plants and other similar creatures. Renewing vial; made to create a specific variety of poison, 1 use each day, use must be applied to a weapon and used within 10 minute or is wasted. Cost was 10x the cost of one dose +2000 Gp i think (can't remember the original thread). |
| Cherubaddon10-25-06, 02:00 PM | Also consider some stuff that isn't a weapon, such as a Rope of Climbing. After a PC assassin had completed Red Hand of Doom unscaled and solo (yes!) that I DMed for him, he got the Cloak of Shadows: It basically combined a Cloak of Etherealness, a Cloak of Resistance (any one), a Brooch of Shielding and a Cloak of Elvenkind. He loved it! The hidden weapons from the previous post are all excellent. Just try and combine different magical items, even if normally incompatible. The results can be amazing! Good luck, hope it helps. |
| Sanguine_My_Brother10-26-06, 08:57 PM | That was a lot of help. Thanks guys! I just have one question. Wouldn't brilliant energy glow? I seem to remember it saying that it sheds light as a torch. That would be very bad to be sneaking up on someone, only to have them realize that there is someone behind them. Anyway I liked all your posts. I'll try to work them in. |
| Oneiromancer10-26-06, 09:17 PM | Always could go for a few feats as well. My favorite ones for my assassin are: Chink in the Armor, Arterial Strike, and Sneak Attack of Opportunity Assassin's Dagger +1 DC to death attack is also quite useful. And finally my favorite creation: Eye Of the Assassin Allows zooming from up to 1000 feet away Grants +2 bonus on ranged attack rolls +1 insight bonus on reflex saves (it reads the trajectory) +1d6 sneak attack damage +keep sneak attack at x4 range also can possess low-light vision or DV (your choice) Drawback: YOU LOSE AN EYE! it makes up for itself unless you enter an Antimagic Field (or another similar effect) Cost: (never really figured that out had a charmed artificer make for me, then programmed amnesia made him forget me[random scrolls are fun]) |
| Gurug10-27-06, 12:46 AM | That was a lot of help. Thanks guys! I just have one question. Wouldn't brilliant energy glow? I seem to remember it saying that it sheds light as a torch. That would be very bad to be sneaking up on someone, only to have them realize that there is someone behind them. Anyway I liked all your posts. I'll try to work them in. Yeah, the brilliant energy effect does say it sheds light, but considering you're probably sneaking up to someone with it sheathed, it could be too late for the light to make a difference. Could also be neat for it to be something like a black-light. Still glows, but would make the glow more ominious and such. |
| Cherubaddon10-27-06, 10:14 PM | Hey. You are the DM. What you say goes. And if you don't want your brilliant energy to glow, it bloody won't. I don't think it will unbalance the game. Just try it. |
| Sanguine_My_Brother10-27-06, 10:23 PM | And finally my favorite creation: Eye Of the Assassin Allows zooming from up to 1000 feet away Grants +2 bonus on ranged attack rolls +1 insight bonus on reflex saves (it reads the trajectory) +1d6 sneak attack damage +keep sneak attack at x4 range also can possess low-light vision or DV (your choice) Drawback: YOU LOSE AN EYE! it makes up for itself unless you enter an Antimagic Field (or another similar effect) Wow! pretty cool. Except for the losing an eye thing. I'd probably take it in real life if I could. I'll use it for a high level bonus for them completing a mission or something. All right If you got any more cool stuff, post it! |
| Suin Bahhar10-28-06, 10:58 AM | Some more suggestions: a) a masterwork thieves and disguise kit b) a nice preferably black cloak (+2 to concealing weapons on your body) of the monteback (dimension door 250 ft/day) c) all the daggers you can find d) a silenced grappling hook and 50ft silk rope e) a bag of caltrops, smokesticks and marbles f) a greasy object such as a pack of lard (for making certain areas greasy without the spell) g) a protable hole h) a small mirror i) a crowbar |
| RikuKupo10-28-06, 06:45 PM | A blured (RoW) weapon would be cool. It basically gives you 10 free sneak attacks a day. Theres also a belt in RoW, can't remember what it's called, but it basically has a bunch of mini bags of holding in it, you can put random stuff in there. I second the 'Daggers, EVERYWHERE' motion. depending on how much cash you have to spare, an animated shield is good. I don't remember, but do you even need to be proficient with an animated shield to benefit from it? I have a "Coat of Usefully Useless Stuff" It's like that other robe (memory's gone today :banghead: ) but it has more stuff, and it never runs out. My DM houseruled away the penalties for weapons of legacy, (he says they're WAY to much, and WoL is underpowered anyway, like I was going to argue :P ) so my nice little returning dagger is a torch, open/close/mage hand/unseen servant/detect magic freebie all in one. NEVER underestimate a 10 ft pole. And get a signature weapon. One that just looks cool. |
| DrMorganes10-28-06, 07:17 PM | Dagger of Opportunity, or something. Forget the book, but gives +2d6 sneak attack damage if you already have sneak attack. It's actually the Precision Damage enhancement detailed in Complete Adventurer. +2d6 to Sneak Attack damage for those who already have SA as a class feature. +2 cost equivalent. Incidentally, that lets the rogue/assassin do SA damage as a rogue/assassin FOUR levels higher. For a mere ... what? 6K plus weapon cost? Yum! |
| Azzy10-28-06, 11:09 PM | Range Martial Weapons Cost Dmg (S) Dmg (M) Crit. Incr. Weight1 Type2 Two-Handed Melee Weapon Brandistock 20 gp 1d6 1d8 ×2 10 ft. 5 lb. Piercing Range Ammunition Cost Dmg (S) Dmg (M) Crit. Incr. Weight1 Type2 Arrow, rope cutter 5 gp — — — — 1/5 lb Slashing Range Exotic Weapons Cost Dmg (S) Dmg (M) Crit. Incr. Weight1 Type2 Two-Handed Melee Weapons Garrotte 1 sp 1d63 1d83 ×3 — 1/10 lb. Bludgeoning Kumade 8 gp 1d6 2d4 ×2 — 10 lb. Piercing Arrow, Rope Cutter: These specialised arrows have a “V” shaped head, making it easier to target and cut small, thin items like ropes, standards, etc. Rope cutter arrows are considered masterwork arrows that provide a +4 enhancement bonus on attack rolls against objects and creatures of Diminutive or smaller size, instead of the usual +1 enhancement bonus on all attack rolls. Brandistock: This weapon appears to be a stout walking staff, but a quick twist or press of a button causes three blades to spring from one end in a trident pattern. Without the blades, the brandistock is a bludgeoning weapon that deals the same damage as a quarterstaff (1d6/1d6, ×2 critical), and can even be used as a double weapon, like a quarterstaff. With the blades out, it has the listed statistics. For purposes of weapon proficiency and similar feats, a brandistock is treated as if it were a trident or quarterstaff (depending on the brandistock’s mode). Thus, if you have Weapon Focus (trident), that feat applies both to tridents and brandistocks in its trident mode. If you have Weapon Focus (quarterstaff), that feat applies both to quarterstaves and brandistocks in its staff mode. Garrotte: A garrotte is a length of cord, rope, or cloth used to strangle an opponent. Unlike other weapons, a garrotte cannot be used as part of a normal attack—instead it can only be used as part of a grapple. With a garrotte you get a +4 bonus on opposed grapple checks. Using a garrotte requires both hands. Using a garrotte to start a grapple provokes an attack of opportunity, if the attack of opportunity deals damage, the grapple attempt fails. A garrotte can be used to damage a grappled opponent instead of dealing damage as if with your unarmed strike. A garrotte deals nonlethal damage, and cannot damage creatures that do not have a discernable neck, do not breathe or are immune to critical hits. You can use a garrotte to deliver a coup de grace to a helpless, grappled opponent. Kumade: This weapon has a rake-like head mounted on a long shaft, and doubles as a climbing tool. Because of the kumade’s clawed head, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the kumade to avoid being tripped. When using a kumade while climbing, you get a +2 circumstance bonus on Climb checks. This bonus does not stack with the +2 bonus provided by a climber's kit, because it’s the same circumstance. |
| dengarbountyhunter10-29-06, 11:17 AM | This is an item for crossbow snipers: Camouflage screen This thin wooden board is painted as to blend in the surroundings. It has a thin slit to fire through with a crossbow and is often used while prone to ambush creatures. It grants a +4 circumstance bonus on Hide checks made to shoot from hiding (see description of the Hide skill). The screen must be of a similar color as the surrounding to grant that bonus; it imposes a -4 penalty if the color is different. Forest, underground, snow and other colors/patterns are available. 2 pounds, somewhere around 10 gp. |