| Karma1719 |
| 1 person marked this as FAQ candidate. |
Aura moderate Illusion; CL 7th
Slot wrists; Price 56000; Weight 1 lb.
DESCRIPTION
The wrapping on the bracers appear to be of an atuscan leather dyed with black ink and etched with traces of blood red that look capable of dripping from the material.
These bracers are given an enchantment that allows those who wear them to gain higher status of stealth and unawareness. While wearing these bracers in stealth, your melee attack actions are treated as sniping actions. This implies the usual -20 to stealth for sniping and the requirement of rolling another stealth action after a successful snipe.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater invisibility, Cost 28000
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Can I get some player opinions on the custom item?
| Nawtyit |
Gloves of Storing except they are bracres that cost a lot more and you can stealth afterwards. The price seems kinda high and 'sniping' is a ranged attack so you might want to reword that. I also don't understand why you put it in the 'Mythic Adventures Playtest' forum. Other that that, I like the idea. Could be very usefull, Assassin's Creed style.
| Ashiel |
Aura moderate Illusion; CL 7th
Slot wrists; Price 56000; Weight 1 lb.
DESCRIPTIONThe wrapping on the bracers appear to be of an atuscan leather dyed with black ink and etched with traces of blood red that look capable of dripping from the material.
These bracers are given an enchantment that allows those who wear them to gain higher status of stealth and unawareness. While wearing these bracers in stealth, your melee attack actions are treated as sniping actions. This implies the usual -20 to stealth for sniping and the requirement of rolling another stealth action after a successful snipe.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater invisibility, Cost 28000
========
Can I get some player opinions on the custom item?
Firstly, this should probably be in the homebrew/house rules section. Secondly, I think it's way overpriced. It doesn't do anything except allow you to treat your melee attacks like you're sniping, which means that you only make 1 attack and then immediately attempt to Stealth with a -20 penalty. Pretty serious penalty that. When making a ranged attack the penalty is not as large as it seems (you effectively have +1 stealth for every 10 ft. between you and your victim so sniping from 100 ft. away is effectively -10). In melee you're ground zero (full -20, effectively).
Personally I think a feat that allows it to appear that no attack has occurred for 1 round would be more amusing and Assassin's Creed-ish. Otherwise for strike-vanishing I'd recommend getting something that grants you concealment all the time. Finding cover or concealment is RAW required to Stealth (it is written as to be the effect that ends being observed, see below). So perhaps a cloak of displacement or similar (it's not terribly broken since you have to re-stealth as part of movement, so you're basically using hit and run tactics and appearing each time you attack, kind of like the Predator).
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth.
For simply concealing that an attack has even taken place seems more like a feat or perhaps even an expansion to an existing skill (perhaps Slight of Hand actually). Just a few things to think about. :)
| Ashiel |
Also, something that is far more relevant to Assassin's Creed sort of things than any magic item would be; I generally found that murdering people in AC while standing out in the open was a fool's errand if the idea was to not get noticed. Instead, you use crowds. D&D/Pathfinder already has this. See environment:
City Streets
Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide, while alleys range from 10 feet wide to only 5 feet. Cobblestones in good condition allow normal movement, but roads in poor repair and heavily rutted dirt streets are considered light rubble, increasing the DC of Acrobatics checks by 2.
Some cities have no larger thoroughfares, particularly cities that gradually grew from small settlements to larger cities. Cities that are planned, or perhaps have suffered a major fire that allowed authorities to construct new roads through formerly inhabited areas, might have a few larger streets through town. These main roads are 25 feet wide—offering room for wagons to pass each other—with 5-foot-wide sidewalks on either side.
Crowds: Urban streets are often full of people going about their daily lives. In most cases, it isn't necessary to put every 1st-level commoner on the map when a fight breaks out on the city's main thoroughfare. Instead, just indicate which squares on the map contain crowds. If crowds see something obviously dangerous, they'll move away at 30 feet per round at initiative count 0. It takes 2 squares of movement to enter a square with crowds. The crowds provide cover for anyone who does so, enabling a Stealth check and providing a bonus to Armor Class and on Reflex saves.
Directing Crowds: It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a free action to make the Intimidate check.
If two or more characters are trying to direct a crowd in different directions, they make opposed Diplomacy or Intimidate checks to determine to whom the crowd listens. The crowd ignores everyone if none of the characters' check results beat the DCs given above.
Altair or Ezio or whomever is assassinating this week uses a surprise round to sneak attack the hapless victim. Then 5 ft. steps into the crowd while making a Stealth check. Before anyone is the wiser, some dude just died and the assailant is no where to be found. Disguise checks automatically succeed unless you're being carefully examined, so this is not something that requires magic items, just a fair skill set, a crowd, and a mook to murder.
| Ashiel |
Well this puts my item to shame really. I failed to find where the custom materials test thingie was in the thread but it seems you really know your stuff. Perhaps you can give more detail on ideas that can involve such? Like say if I have a psion who can cast concealing amorpha?
I could be wrong but I think concealing amorpha is a personal range power, which means you can't have it cast on you unless you happen to be the psions psicrystal (good luck with that :P).
If you don't have access to a crowd but want to be able to stealth around, you'd definitely need to get a more reliable form of concealment. blur and by proxy a lesser cloak of displacement is ideal for someone who needs a cloaking device effect. It grants concealment for 1 min. / level or continuously (in the case of the cloak) which is enough to use Stealth against most creatures. Cover works as well but can be harder to do (soft cover doesn't cut it).
It's important to note that being Stealthed only means you're not perceived. It won't stop people from looking for you if you were there before (which means they may be making Perception checks over and over again each round looking for you, or may attempt to disrupt your Stealth by making it difficult to Stealth around, or attempting to guess your location and attack or use AoEs in that way, or use abilities to help pinpoint you). Given that you must move to Stealth it's effectively impossible to remain Stealthed through a combat. If you plan to attack you must reveal yourself, so I'd highly recommend making those attacks count if you plan to stay hidden round to round (a great strike-vanisher generally attacks once, moves and hides, attacks ones, moves and hides). It slows your DPR down, but a great strike-vanisher generally tries to make each hit count (sneak attack helps, but status ailments, poisons, and bleed effects are awesome here).