| McDaygo |
So I skinned a gunslinger NPC as a Juicer from rifts (meant as a end game world renown heavy hitting NPC) and I gave him both a temporal accelerator and boots of speed.
Temporal Accelerator: When placed on the back of the skull, this curved metal bar adheres to the skin and releases a network of microscopic probes that interface directly with the wearer’s brain. As a swift action, the device can be activated to stimulate the wearer’s brain into accelerated activity. For 1 minute, the wearer gains two sets of actions each turn—two move, two standard, and two swift actions—in any order desired. A standard and move action can be combined into a full-round action as normal, but actions with a duration of 1 round still take up the wearer’s entire turn. When the duration expires (or the effects ends for any reason), the device deals 2 points of Intelligence and Constitution drain as well as shortens the wearer’s maximum lifespan by 5 years as a result of neurological deterioration. This shortened lifespan does not hasten the accumulation of age-related bonuses or penalties; it merely hastens death from old age. While the ability drain caused by the temporal accelerator can be treated with restoration and similar effects, the wearer’s shortened lifespan cannot.
If a temporal accelerator is activated more than once in a 24-hour period, the wearer takes an additional 2d4 points of Constitution and Intelligence damage in addition to the Constitution drain at the end of the device’s effect, and loses an additional 10 years of life expectancy instead of 5 for activating the device. A successful DC 25 Fortitude save reduces the ability damage by half. The ability damage increases by 1d4 and the save DC increases by 5 for each activation beyond the second in a 24-hour period.
A temporal accelerator can be disarmed or sundered with a disarm or sunder combat maneuver. It has hardness 10 and 5 hit points. Destroying or ripping away an attached temporal accelerator causes 1d8 points of Intelligence damage to the wearer, in additional to ending the effects of the device if active at the time.
Haste: The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
So the Temporal accelerator gives two full round action combinations, haste gives a bonus attack and rapid gives a bonus attack if full round so a 15th level gunslinger would it be option A if everything was ativated or option B:
A: 2 5 attack full rounds (3 normal, 1 haste 1 rapid)
B: 2 4 attack full rounds (3 normal, 1 hate and rapid if they don’t stack)
| Reksew_Trebla |
If Haste was meant to not stack with any extra attacks, then Haste wouldn’t work with Two-Weapon Fighting feats that give extra attacks with your off hand.
It is specifically calling out things like Speed, ie, stuff that gives a free extra attack at full bab, no strings attached. Since Rapid Shot has that penalty attached to it, it has a string attached, and does not qualify as a similar effect.
| McDaygo |
So if I don’t have him move that is potentially 10 attacks in one turn with a fire arm (high enough level where reloading is a free action). That is insane
Then again this is supposed to be the Artimus Entri of my world. Lose inspiration as assassin king. Meant as a satisfaction guaranteed (doesn’t take too many jobs now a days/semi retired) and near end game the actual end boss of the story is going to hire this assassin. The players will have a chance to social their way out of it but I want the suspense/anxiety of the worlds greatest assassin is coming after them. Like he will send them his calling card well in advance. An event that always marks the target for death a messenger with a gold coin printed with the face of the target just uttering the statement “for the boat fare” then the messenger leaves. After this assassin kills his target he shoots a round through the coin and leaves it with the corpse.
| MrCharisma |
Haste and Rapid Shot definitely stack. There's no question there, it's a VERY common occurence, and nearly every table will have seen it happen.
The Temporal accelerator is a much more unique, but from the description it just gives you an extra round's worth of actions each round. So with that in mind it looks like A would be correct, you'd get 2 sets of 5 attacks in a round (10 attacks total). Don't forget your 2 Swift actions either, potentially very powerful.
| McDaygo |
Haste and Rapid Shot definitely stack. There's no question there, it's a VERY common occurence, and nearly every table will have seen it happen.
The Temporal accelerator is a much more unique, but from the description it just gives you an extra round's worth of actions each round. So with that in mind it looks like A would be correct, you'd get 2 sets of 5 attacks in a round (10 attacks total). Don't forget your 2 Swift actions either, potentially very powerful.
Very powerful indeed. Fitting for the world’s most dangerous assassin
| McDaygo |
Just make sure he has ways to deal with things that make his shots useles.
If he can only 5 ft while taking them 10 shots things like tower shield or wind wall effects can be embarrassing. Not to mention stuff that take or break his weapon..
If fighting on the same level absolutely. Keep in mind he has evasion and improved uncanny dodge and reloads as a free action. So him getting the drop on the party via roof tops will still get at least one full round of fear when most of the party (6) will potentially be shot twice (I refuse to all 10 one player ) with free bleed (signature deed). Normally when I have a choice for attack I roll a 6 sider and assign number to a player. Clearly anyone healing would get targeted more but first round I’m spreading the love mostly even.