IncarnateClown's page

4 posts. No reviews. No lists. No wishlists.




I have something to say about the death attack abilities in this game. I do not like how an assassin has to wait three rounds to assassinate. For a class that focuses at a one hit kill I find it weak by the time your a level ten prestiged assassin and say six levels in something else your fort save at character level 16 is only 20. By level 16 almost all powerful creatures make the save making the assassin power very weak considering you have to wait three rounds just to use the power. If the ability is going to be this weak I would make a person just wait one round. But I offer another rule variant to make assassins wanted characters in a party. The way I see it most things with humanoid anatomy have similar biology to have to study for three rounds makes almost no sense the brain is where it is vital points are always where they are. So what if an assassin gets something decent a fist level gunslinger could gain a double hack but and at 2d12 be doing as much as a level 20 monk. I just make the class more fun and create more longing to be it.
Death Attack- once per day for every three assassin levels can choose any attack he has to make it a death attack.
1st level assassin if an assassin meets rules for sneak attack and hits hit is critical roll critical damage that is all.
3rd level assassin- after you roll damage the opposing character must make fort save versus damage or die.
5th level assassin- can assassinate while hiding and remain hiding if invisible remain invisible.
7th level assassin- raise dead no longer works on victims need more powerful raise spell
9th level assassin-plus two to the DC save from assassinate.
10th level assassin- The insanity death attack the victims crumble to dust no ressurection can bring back victims but wish can supersede this. In addition as long as the character has cleave he can cleave with the death attack as long as the first attack was a successful kill blow.

As it stands I loathe to play assassins. change it to a variant of this calibre and it brings it to a power level that people want to play


I made a gnome gunslinger he is level six now. He uses the Double Hackbut weapon. He is a musket master. His dexterity is at 18 and from third level his damage was 2d10+4 now he is six level is underwealth and does massive damage with low powered magic items. With power attack and the weapon itself only being a +1 the damage is now 2d10+6 with rapid shot I currently have 3 attacks at 2d10+6 that is a max of 78 damage. When I crit in a round I do well over a hundred damage with the other attacks because the weapon is a x4 multiplier. I find that after six level the gunslinger is very lacking. To use his level seven abilities it takes a full round and you either only get one action or with the other ability you roll your dice into one attack but dont even get multiplied dex bonus so after level six as an experienced player I hardly find it worth it to carry on in this class as a two handed fighting character. Maybe as the pistolero it is worth staying in it but as a musket master I must change classes. I find the level 20 ability lacking because you have to critical in order for it to work and getting evasion at such a high level when you could mutliclass into rogue and get it way sooner is not a good bonus. So I have taken one level as a vivisectionist alchemist I traded the low use bomb for a regular use sneak attack and by level 2 i will get a discovery i plan to get an extra arm as per the ultimate magic. Now following i may either continue with alchemist or I may go fighter. The ultimate goal here is to get one more discovery in another arm so I will be a gnome who has four arms. I will fashion a swivel on the double hackbut and attach another gun using all four arms to hold a quadruple hackbut combination. I will take the two weapon fight feat and and the two weapon fighting feats by level 20 I will have six to seven attacks and because of the gunslinger or fighter levels I will add weapon specialization, weapon focus, weapon defense,. Using rapid shot I will increase the number of attacks by one and one member in our party uses haste every battle so I will get one more attack so in battle by level 20 the effective number of attacks will be 8-9 using a larger weapon from being a gnome i will use either a normal size double hackbut at 2d12 or one one more size up at either a minus two or minus four penalty. 2d12+5dex+5magic+1power attack+d6 acidic burst(+3d10 critical)+at least 2d6 or 3d6 sneak attack from vivisectionist.)times that by 9 with the explained battle combination. That 402 damage. At max damage with all modifiers. If you add a few criticals in the fray your looking at 5-600 DAMAGE PER ROUND.