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Dramatic_Prince
 
PostPosted: Wed, Jan 26 2011, 12:03 PM 

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Gravemaskin wrote:
You need to be at least a level 16 assassin to get the knockdown ability.

Assassin 18 can knock you down for 18/3 rounds.
6 full rounds to get in 20 lovely death/sneak attacks. Even more if you dual wield :D
The best part is it's a reflex save, when most of the server whores fort and discipline.
Prepare to be knocked down by slings, out of your earthquake range! :twisted:

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Nekhy
 
PostPosted: Wed, Jan 26 2011, 12:27 PM 

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Knockdown by a sling is clearly a well-aimed shot at the groin.

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HellScourge
 
PostPosted: Wed, Jan 26 2011, 12:53 PM 

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Should be dev crit vs males as well.

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Selmak
 
PostPosted: Wed, Jan 26 2011, 14:19 PM 

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I think the males would sensibly have some groin protection. Though it's probably more protection against getting kicked in the nuts.

Anyway, moving along...


 
      
Selvec Darkon
 
PostPosted: Wed, Jan 26 2011, 14:39 PM 

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Dramatic_Prince wrote:
Assassin 18 can knock you down for 18/3 rounds.


Does anybody remember the stuff for Dev Crit since it's not in the sidebar? Does that 18/3 exceed dev crit's knockdown with a medium one-hander?

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Uncle-Opustus
 
PostPosted: Wed, Jan 26 2011, 14:43 PM 

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Terra wrote:
1 for a onehanded weapon of 18-20 base crit range, ie our friends the rapier, kukri and scimitar.
2 for twohanded weapon of 18-20 base crit, ie a rapier or scimmy used by a hin/gnome/goblin/kolbold
2 for a onehanded weapon of 19-20 base crit.
3 for a onehanded weapon of 20 base crit.
3 for a twohanded weapon of 19-20 base crit.
4 for a twohanded weapon of 20 base crit.

By far.

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Selvec Darkon
 
PostPosted: Wed, Jan 26 2011, 14:57 PM 

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Then I think it needs to be reduced. As something like Dev Crit, which is an Epic Ability used by classes focused towards strength and putting down their opponent should certainty last a lot longer then a well placed boot or a weighted arrow.

For those that say "They have Knockdown to spam!" I counter with "So do you if you take it".

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Mobile_Svensk
 
PostPosted: Wed, Jan 26 2011, 15:13 PM 

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Selvec Darkon wrote:
Then I think it needs to be reduced. As something like Dev Crit, which is an Epic Ability used by classes focused towards strength and putting down their opponent should certainty last a lot longer then a well placed boot or a weighted arrow.

For those that say "They have Knockdown to spam!" I counter with "So do you if you take it".


Dev.Crit doesn't require 18 Levels in a class...

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Uncle-Opustus
 
PostPosted: Wed, Jan 26 2011, 15:31 PM 

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Nor can it be spammed.

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Dramatic_Prince
 
PostPosted: Wed, Jan 26 2011, 16:10 PM 

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Uncle-Opustus wrote:
Nor can it be spammed.

You don't need to spam it.
Assuming a modest 16 base INT, which you can easily boost to 28 as INT gear is more bountiful than any other stat.
Your DC will be: 10 + 18(CL) + 9 (Mod) = 37 vs reflex
Clerics, druids, mages, fighter types usually have less than 10 dex and 20 reflex, so that's a pretty good chance of landing a knockdown on first hit.

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Uncle-Opustus
 
PostPosted: Wed, Jan 26 2011, 16:14 PM 

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Better get busy gearing up then, people.

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Dramatic_Prince
 
PostPosted: Wed, Jan 26 2011, 17:25 PM 

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So I was testing the 13 rogue/17 assassin build offline.
Epic dodging, corner-sneaking, slinging sonofa-hin with DC 36.

7d6 sneak attack + 9d6 death attack + 1d6 Improved sneaking+ 1d8 bullet + 1d4 sling + 5 mighty = 62
3 base attacks + 1 rapid shot + 1 haste X 62 = 310 dmg/round

So yeah, if you get death attack paralysed(freedom/fort) or Blade of Terror paralysed(will) or knocked-down(reflex), it's pretty much over for you.

Looks like only paladins and BGs are the omnipotents again :lol:

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Wolfking6116
 
PostPosted: Wed, Jan 26 2011, 17:47 PM 

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Gravemaskin wrote:
If you'll look at the actual changes as listed in the Assassin's and INT based attacks topic, you'll see that each of the abilities have a 1 turn cooldown before they can be used again.

This means that if you apply a poison as a level 10 assassin, your poisons will last for 10 turns on whatever weapon you're using.

If you hit an enemy with your weapon 5 turns after you applied it, a 1 turn cooldown will take effect before the roll will be made again. let's say there's 50 second seconds remaining of the cooldown, If you now open the kit again and pick another ability, you'll still have 50 seconds remaining before this one can be used, even though you changed it.

Roughly translating to a level 10 assassin being able to use the applied skill between 8 and 10 times before he has to reapply it, and a minimum distance of 1 turn between each roll made with the various abilities from the kit.


This all is what I was talking about, but simply making it "quicker" to use an ability that someone typically uses. Or to add two different abilities to two different weapons (if possible), like Kneecap to my main hand and Blind to my off-hand. But if say, the Kneecap triggers first and rolls, then the Blind won't have a chance to trigger until the Turn cooldown is over.

All it would give is the off-chance that if the turn finishes right after the mainhand swing finishes, the off-hand has a chance to do a different type of ability. This would provide that sort've unknown part of what an Assassin might do next in combat, as well as be an interesting way to 'switch things up' in a prolonged fight.

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Zinovy
 
PostPosted: Wed, Jan 26 2011, 18:41 PM 

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Quote:
I'm right because the sourcebooks says so, and dex has nothing to do with the DC of death attack (or any other sneak attack techniques for that matter), beyond the calculation of AB vs AC.



Oh drop the biscuit already. The sourcebooks are on your side if the goal is to be right and not consider the usefulness of the mechanics. I'm not denying your version, I'm saying there are other versions. To exclude all other affirmations that make sense in-and-of themselves because a sourcebook has a different version of it, we'd have to be talking about something that's actually in the sourcebooks. Circular reasoning and everything else comes from it, since this is the basis of the argument: is a mechanical enhancement derived reasonably from the abilities available needed to not leave Assassins as unappealing as before? As it turns out, it's not.

If you absolutely need to end up being "right" because the sourcebook says INT on the Assassin page - page that does not include a kit as implemented - then by all means; I'm not positioned to judge what gives you rectification in your opinion. I also own books, and none of them mention Assassin kits either; I guess we're even. Do I need to list all the things on Amia or NWN in general that aren't as per the sourcebooks? That would be a more than satisfactory condition for throwing out the "it's in the books (even if it's not and I just chose to extrapolate it that way)" argument.

My suggestion isn't needed. These long, long paragraphs of argumentation basically come down to a total inability to concede or see that other possible versions of seeing things that make reasonable sense are not all wrong because you like yours better, and their existance does not challenge the well-being of yours. Logically, there is no absoluteness to your argument, as per the condition above. From there, you'll be hard pressed to reasonably deny any and all other possiblities, whatever they are based on, on the sole basis that "it is how it is" - we call this "begging the question". I'm already in complete acceptance of the current version of things, because it is how it is; not because of some far-fetched reasoning that posits one guy's vision as the reality of all, since this alone cannot exclude all other possiblilities.

Bottom line is that it is how it is. It's a great tool and I thank those who put time into it.


 
      
Jehran
 
PostPosted: Wed, Jan 26 2011, 21:33 PM 

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Wolfking6116 wrote:
Gravemaskin wrote:
If you'll look at the actual changes as listed in the Assassin's and INT based attacks topic, you'll see that each of the abilities have a 1 turn cooldown before they can be used again.

This means that if you apply a poison as a level 10 assassin, your poisons will last for 10 turns on whatever weapon you're using.

If you hit an enemy with your weapon 5 turns after you applied it, a 1 turn cooldown will take effect before the roll will be made again. let's say there's 50 second seconds remaining of the cooldown, If you now open the kit again and pick another ability, you'll still have 50 seconds remaining before this one can be used, even though you changed it.

Roughly translating to a level 10 assassin being able to use the applied skill between 8 and 10 times before he has to reapply it, and a minimum distance of 1 turn between each roll made with the various abilities from the kit.


This all is what I was talking about, but simply making it "quicker" to use an ability that someone typically uses. Or to add two different abilities to two different weapons (if possible), like Kneecap to my main hand and Blind to my off-hand. But if say, the Kneecap triggers first and rolls, then the Blind won't have a chance to trigger until the Turn cooldown is over.

All it would give is the off-chance that if the turn finishes right after the mainhand swing finishes, the off-hand has a chance to do a different type of ability. This would provide that sort've unknown part of what an Assassin might do next in combat, as well as be an interesting way to 'switch things up' in a prolonged fight.


That would require some changes to the system and the conversation is one of the balances that enforce it can't be used in combat.

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Wolfking6116
 
PostPosted: Wed, Jan 26 2011, 22:01 PM 

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That's the sort of response I was looking for. =P

What about the option of different "Abilities" on each weapon for dual-weilding? Balance issue as well, maybe? Likely extra coding no doubt, and I'm not sure anyone wants to go back and fiddle with it after all the work has been put into it already.

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TormakSaber
 
PostPosted: Wed, Jan 26 2011, 22:12 PM 

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No combos.

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Wolfking6116
 
PostPosted: Wed, Jan 26 2011, 22:41 PM 

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So sayeth the wise TormakSaber.

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Yossarin
 
PostPosted: Wed, Jan 26 2011, 23:20 PM 



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TormakSaber wrote:
No combos.


C-c-c-combobreaker.


 
      
Mobile_Svensk
 
PostPosted: Wed, Jan 26 2011, 23:28 PM 

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Question - Does slippery mind come into account when rolling vs the Will save based abilities?

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Gravemaskin
 
PostPosted: Wed, Jan 26 2011, 23:58 PM 

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Slippery mind re-rolls on all failed will saves, I think.

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PaladinOfSune
 
PostPosted: Wed, Jan 26 2011, 23:59 PM 

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Unless it's against fear.

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Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 2:34 AM 

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Very_Svensk wrote:
Selvec Darkon wrote:
Then I think it needs to be reduced. As something like Dev Crit, which is an Epic Ability used by classes focused towards strength and putting down their opponent should certainty last a lot longer then a well placed boot or a weighted arrow.

For those that say "They have Knockdown to spam!" I counter with "So do you if you take it".


Dev.Crit doesn't require 18 Levels in a class...


What Opustus said, + Dev Crit requires over 20 levels in general, and has an attribute requirement of 25 STR, and feat requires of Power Attack, Cleave and Great Cleave. It's also Fort based and not Reflex based.

It's harder to get Dev Crit then it is to get that knockdown thing, and the knockdown thing has a greater knockdown ability then dev crit, and is also more effective. Thus my, Wtf face. Rather the Assassin KD thing should be fort based at least.

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Vaul Tarrith
 
PostPosted: Thu, Jan 27 2011, 3:00 AM 

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So...is anyone ever HAPPY with the changes here? :twisted:


I think it's brilliant, sounds well done...and I don't even HAVE an assassin. Bravo!


 
      
Zinovy
 
PostPosted: Thu, Jan 27 2011, 3:25 AM 

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Quote:
It's harder to get Dev Crit then it is to get that knockdown thing, and the knockdown thing has a greater knockdown ability then dev crit, and is also more effective. Thus my, Wtf face. Rather the Assassin KD thing should be fort based at least.



You can roll a Dev Crit more than once/minute and achieve it with any class combination, with the added benefit that your DC is based on the same ability as your AB so you end up with a nice amount of both. I don't think this dwarfs Dev Crit by a longshot. They're just different.


 
      
DerkDerkistan
 
PostPosted: Thu, Jan 27 2011, 3:32 AM 

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Dev Crit isn't just knockdown, either. Dev crit is also blindness, deafness, and something else...along with a very good possibility of having massive damage dealt by a subsequent dev crit once the first one lands.

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Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 3:40 AM 

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Zinovy wrote:
Quote:
It's harder to get Dev Crit then it is to get that knockdown thing, and the knockdown thing has a greater knockdown ability then dev crit, and is also more effective. Thus my, Wtf face. Rather the Assassin KD thing should be fort based at least.



You can roll a Dev Crit more than once/minute and achieve it with any class combination, with the added benefit that your DC is based on the same ability as your AB so you end up with a nice amount of both. I don't think this dwarfs Dev Crit by a longshot. They're just different.

I see it being heavily abused. Particularly with some of the builds I've seen for Assassin in the past.

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Jehran
 
PostPosted: Thu, Jan 27 2011, 3:42 AM 

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Selvec Darkon wrote:
Zinovy wrote:
Quote:
It's harder to get Dev Crit then it is to get that knockdown thing, and the knockdown thing has a greater knockdown ability then dev crit, and is also more effective. Thus my, Wtf face. Rather the Assassin KD thing should be fort based at least.



You can roll a Dev Crit more than once/minute and achieve it with any class combination, with the added benefit that your DC is based on the same ability as your AB so you end up with a nice amount of both. I don't think this dwarfs Dev Crit by a longshot. They're just different.

I see it being heavily abused. Particularly with some of the builds I've seen for Assassin in the past.


if and when that happens the balance team will re-look at it,

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Dramatic_Prince
 
PostPosted: Thu, Jan 27 2011, 3:51 AM 

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Selvec Darkon wrote:
I see it being heavily abused. Particularly with some of the builds I've seen for Assassin in the past.

I think it's an intelligent change which spices up a meh class, a build option and a way to get around the fortitude based culture, at least in the PvP happy crowd.
I don't think I'll ever play an assassin, but two thumbs up to Jehran, Grave and all others for developing this lovely set of skills. :D

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Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 4:48 AM 

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Okay. Let me clear something up cause I've seen a lot of hinting towards it when I make negative comments.
For the last 5 years I've been one of the biggest proponents of Assassin getting beefed up. Make no mistake I'm absolutely positively ecstatic to see the changes that have been promised for so long finally being implemented. What I am doing is playing Devils Advocate, because as someone who was fighting for Assassin changes about three years ago and got nothing but grief from the Amian populace for it, I feel like I should try and poke holes into this thing to see if there are any mistakes.

What I don't want to see is the changes implemented and suddenly it gets heavily abused by mass PvPers, and lets face it, if it's abuse-able it will be the same people who suddenly have these character popping up in droves. I don't want to see the Assassin class suddenly become a stable of abused abilities on Amia, like GS used to be.

What I'm worried about right now, is the effects of an STR Build Assassin with those abilities, and dev crit, and knockdown. An STR based Assassin was actually do-able on Amia before if you knew how, and with these added abilities it could suddenly become a bit of a problem, possibly to overpowered since the idea of the STR Assassin is to pump Assassin levels. I notice the abilities aren't reliant on other stats such as dex or int, which would curb the ability to mix and match if you know how. If there was perhaps a dex requirement added to the kit then it would do quite well to keep the bonuses directed at the dex based builds.

As for ranged KD. Well that's more a concern with the idea of knocking someone down at extreme range and then getting the AB + DMG bonuses associated with attacking a KDed person. As well as instant sneak attacks.

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Dramatic_Prince
 
PostPosted: Thu, Jan 27 2011, 5:06 AM 

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Selvec Darkon wrote:
What I'm worried about right now, is the effects of an STR Build Assassin with those abilities, and dev crit, and knockdown.

Dev crit knockdown, Kneecapper knockdown, Death attack paralyse all at once you mean?
Sounds like a save or lose situation indeed.

With the removal of ECL on Genasi, Air genasi are now ideal candidates for the DEX assassin and Earth Genasi for the STR assassin.

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Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 5:09 AM 

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Dramatic_Prince wrote:
Selvec Darkon wrote:
What I'm worried about right now, is the effects of an STR Build Assassin with those abilities, and dev crit, and knockdown.

Dev crit knockdown, Kneecapper knockdown, Death attack paralyse all at once you mean?
Sounds like a save or lose situation indeed.

Exactly. Same thing that happened with Dev Crit, which was changed because of that. Kneecapper KD does Reflex Save against KD. Dev Crit KD is automatic + mass dmg, Death Attack Paralyizes and if you even add normal KD that's vs Disc + sneak attack dmg. Your looking at something that could pretty much make life a living hell for anything it comes up against.

Then on a PvM stage you have a Kneecapper KD vs Reflex Save. Which if I remember correctly, would be a nightmare against Amia's spawns since most have high Fort to battle against Dev but not that high Reflex. It would be dependent on the DC of the reflex save.

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Zinovy
 
PostPosted: Thu, Jan 27 2011, 5:44 AM 

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Nothing's stopping a Dev Critter from KD spamming. The scenario described adds a reflex save - yes it can suck, but if they pass or fail they still won't have to roll again for 1 turn (on a character with either 25 STR normally, or 10 RDD levels reducing the Assassin count, the reflex save will be pretty low), until which they are dealing with a regular KD spamming Dev Crit as they can already be made.

One prompted save each turn against spawns is not very powerful compared to regular KD, if you ask me. Assassins are much more oriented toward PvP.


 
      
Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 11:14 AM 

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I would like to know if the changes where tested with STR build Assassins at all. I know it's very likely not to be the case given how when you think of assassins you don't usually think of a lumbering brute bursting in a room and snapping every ones necks.

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Mobile_Svensk
 
PostPosted: Thu, Jan 27 2011, 11:36 AM 

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Selvec Darkon wrote:
I would like to know if the changes where tested with STR build Assassins at all. I know it's very likely not to be the case given how when you think of assassins you don't usually think of a lumbering brute bursting in a room and snapping every ones necks.


Oh, You mean the Dev.crit assassin with Imp.KD Hips spamming your ass? It has a MAJOR Weakness - It only relies on Hips and it will have a sucky Hide score.

It'll have a Weak ac score, And it'll have a weak reflex. Which means all it's saves will be shit. Spot him and he's dead.

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Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 13:38 PM 

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Very_Svensk wrote:
Selvec Darkon wrote:
I would like to know if the changes where tested with STR build Assassins at all. I know it's very likely not to be the case given how when you think of assassins you don't usually think of a lumbering brute bursting in a room and snapping every ones necks.


Oh, You mean the Dev.crit assassin with Imp.KD Hips spamming your ass? It has a MAJOR Weakness - It only relies on Hips and it will have a sucky Hide score.

It'll have a Weak ac score, And it'll have a weak reflex. Which means all it's saves will be shit. Spot him and he's dead.


Errr. No not that build. The STR build I'm talking about is different. Its a pretty strong build and something I'd rather not post here because knowing certain Amian's they would snag it and "improve" it. Making it even worse then it already is.

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Blackdragon12121
 
PostPosted: Thu, Jan 27 2011, 13:41 PM 

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You know what i wanted to see for the assassin?

True strike actually being useful. I'd rather have had a casting of expiditious retreat than true strike...unless it can somehow be made that true strike applies only to your next attack then disappears after like in PnP *dreams*

Still, I look forward to trying these out on my assassin. Do you get them as you level up, or do you have to find them or what?


 
      
Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 13:48 PM 

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Blackdragon12121 wrote:
You know what i wanted to see for the assassin?

True strike actually being useful. I'd rather have had a casting of expiditious retreat than true strike...unless it can somehow be made that true strike applies only to your next attack then disappears after like in PnP *dreams*

Still, I look forward to trying these out on my assassin. Do you get them as you level up, or do you have to find them or what?


You get a Kit at 18 levels of Assassin I believe.

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Blackdragon12121
 
PostPosted: Thu, Jan 27 2011, 13:54 PM 

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You have to wait till Assassin 18!? Boo! *cries*


 
      
Maias227
 
PostPosted: Thu, Jan 27 2011, 14:27 PM 

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Nope selv, its;

PaladinOfSune wrote:
You gain one when you level up. So yeah, if you're already max level, just ask a DM.


Its something that progresses with the levels, you can do more the more levels you have.

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Nekhy
 
PostPosted: Thu, Jan 27 2011, 14:30 PM 

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Any level assassin can get it, but it's scripted to give it when you take a level of assassin for conveniency reasons (don't want to check all characters for assassin levels all the time just to give them a widget). So if you already took all the assassin levels you will take, ask a DM to give you one.

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Selvec Darkon
 
PostPosted: Thu, Jan 27 2011, 15:02 PM 

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Maias227 wrote:
Nope selv, its;

PaladinOfSune wrote:
You gain one when you level up. So yeah, if you're already max level, just ask a DM.


Its something that progresses with the levels, you can do more the more levels you have.


...I thought it said above that you only get it at 18 levels of assassin...

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Jehran
 
PostPosted: Thu, Jan 27 2011, 15:03 PM 

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Actually it just checks for 2 assassin levels (since level 2 is when you get the first ability) and drops it in your inventory.

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MoshingChris
 
PostPosted: Thu, Jan 27 2011, 22:58 PM 

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The problem with Selvecs build concern is the fact that the Assassin class is .75 BAB and all its abilities need to done from stealth to actually overcome the AC of well anything.

Strength based Assassin isn't that good. I'd much prefer a Pure 1 BAB class weapon master with 7 - 10 more AB than an Assassin whose abilities are circumstantial.

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Cerpin Taxt
 
PostPosted: Fri, Jan 28 2011, 3:37 AM 

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have fun being an evil water genasi and then having to take 18 levels of assassin just to get into a fight and find out the guy makes a save and beats the shit out of you

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ILoveIceCream
 
PostPosted: Fri, Jan 28 2011, 3:53 AM 

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Quote:
Blade of Terror (Paralysis) (1 round/assassin, will save to counter)
The appalling viciousness of the Assassin's assault cows the target into submission. The assassin may make a death-attack that causes overwhelming fear to the target of this ability.


ummm what's the point of this? assassins already get death attack....unless this ability bypasses freedom, it's kind of pointless


 
      
Jehran
 
PostPosted: Fri, Jan 28 2011, 3:57 AM 

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ILoveIceCream wrote:
Quote:
Blade of Terror (Paralysis) (1 round/assassin, will save to counter)
The appalling viciousness of the Assassin's assault cows the target into submission. The assassin may make a death-attack that causes overwhelming fear to the target of this ability.


ummm what's the point of this? assassins already get death attack....unless this ability bypasses freedom, it's kind of pointless


1) Its a will save
2) It does bybass freedom
3) It works differently

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ILoveIceCream
 
PostPosted: Fri, Jan 28 2011, 4:18 AM 

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thanks lol was about to say, even if it was a will save, and the paralyze didn't bypass freedom, it would be rather redundent.


 
      
Dramatic_Prince
 
PostPosted: Fri, Jan 28 2011, 4:39 AM 

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ILoveIceCream wrote:
thanks lol was about to say, even if it was a will save, and the paralyze didn't bypass freedom, it would be rather redundent.

You force the target to make save vs fort and will at the same time.
If you have a on-hit paralyse weapon property, 3 saves or lose?

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Selvec Darkon
 
PostPosted: Fri, Jan 28 2011, 5:42 AM 

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Thank you for explaining.

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