| Erevis Cale |
I'm curious about their Death Attack. It states that the DC is 22, but I don't get it from where?
Death Attack DC is 10 + Assassin levels (7) + Int modifier (2) = 19
And, as far as I can see, they have no additional feats/spells/abilities/items that would give an additional +3 DC. Anyone else notice this?
Also, has anyone perhaps changed their spells/feat selection?
It seems kinda stupid to have Modify Memory for their 4th lvl spell, when they can have Greater Invisibility, which is ideal for their ambush.
Or preparing Fox's Cunning, bumping their Death Attack DC by 2.
Also, some of their feats could be replaced by Ability Focus (Death Attack) by additional 2.
Meaning, by my math, their DC would be 23. Or by their statblock, 26.
| Dark Roland |
I'm curious about their Death Attack. It states that the DC is 22, but I don't get it from where?
Death Attack DC is 10 + Assassin levels (7) + Int modifier (2) = 19
the two seventh coil assassins CR 11?
int modifier is +5.10+7+5=22.
i'll surely change the spells, using SC, Cadv, CScoundrel and maybe Bovd.
Greater Invisibilty is a must for some situations.
Even if i think i'll use disguise them normally to prevent truee seeing, blindsight, scent and other things.
Disguise is +19.. too low.. i'll enhance it, toning down a little all the skills.
i'll change maybe some feats.
Surely ability focus..
the others..
i'd prefer to control some manuals before to answer this question
| Erevis Cale |
Ah, I misread their Int obviously...
But the question still remains - should I beef up their Death Attack?
Going from 22 to 26 is no small thing... And given that there are 9 of them in SoSC means that there's a potentional TPK waiting to happen...
My PCs have the following fort saves:
Bard: +6
Cleric/Rogue: +9
Druid: +14
Wizard: +10
Paladin: +18
Cleric: +17
Opinions?
| Erevis Cale |
Well if Greater Invisibility is in the play, they don't really need to roll hide checks. But even Greater Invisibility is kinda obsolete with +34 hide checks... My party can't beat that.
Thing is, I'm kinda reluctant to kill them off in a situation where they can't do anything except roll high on their Fort saves.
| Turin the Mad |
Then it can really depend on the situational specifics.
If there is a sneeze, cough or what have you, one of your characters (or a convenient NPC or two) can drop a well-placed faerie fire or glitterdust to just royally ruin the NPC's day.
OR you could make available permanent see invisible (as per PHB).
OR any number of other alternatives.
Lastly, +34 to Hide is not the same as +34 to Move Silent, and I'd be genuinely surprised if no one in your party did not have a Listen bonus up to the task.
| Erevis Cale |
They aren't the most careful bunch. Sure, they're good on the offense, but defense isn't their strong side. I'm trying to get them to a level of paranoia where they'd be prepared for even one of your encounters, Turin, but as it is, their usual approach is walk in guns blazin and see what happens.
I'll drop a hint or two about Scuttlecove being a wretched hive of scum and villainy and if they're not careful, then I guess they deserve it.
I figure the first time the assassins attack, I'll kill one of them. If they're still not careful or protected when 4 of them + Bar-lguras attack, then they're just being stupid.
Here's the party, just in case you're wondering how would they fare:
Bard/Seeker of the Song
Rogue/Cleric/Black Flame Zealot
Druid
Conjurer/Master Specialist
Paladin/Fighter/Champion of Corellon Larethian
Cleric/Radiant Servant of Pelor
As you can see, Spot/Listen checks aren't their thing. Druid has a Legendary Ape animal companion who has Scent, so if the first two assassins attack during the night, I figure he could give them a warning, though.
| Dark Roland |
Thing is, I'm kinda reluctant to kill them off in a situation where they can't do anything except roll high on their Fort saves.
i understand. give them only ability focus and try to attack the paladin or the cleric, even if the legendary ape might help them during this surprise attack.