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Assassin Variant: Poisoner, not Infiltrator
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<blockquote data-quote="CleverNickName" data-source="post: 9038361" data-attributes="member: 50987"><p>[USER=72555]@NotAYakk[/USER] - The Chemist is a pretty solid concept, and blends elements of the alchemist with the assassin subclass (trading the Infusions for Toxins, sort of, and replacing multiple sets of tools with just one.) There are a few minor tweaks I would make, but the overall concept is pretty solid:</p><ul> <li data-xf-list-type="ul">Poisoner: Dexterity bonus to damage for a toxin doesn't feel right to me. I'd prefer it be Proficiency Bonus instead, or maybe Intelligence. Rogues are already adding their Dexterity bonus to every damage roll, after all, so this would likely get ignored. And I get why you would want to "reduce save spam," but you've eliminated all save throws against poison for the first ten levels of the subclass. I don't think it's <em>broken, </em>per se, I'd just prefer something in the middle. If it were mine, I'd just reflavor various cantrips (like Poison Spray) and call it good.</li> <li data-xf-list-type="ul">Toxic Masterpiece: maybe I'm misunderstanding this, so correct me if I'm wrong. But: doubling the amount of damage a Toxin can do on a hit, <strong>and</strong> applying two Toxins as part of the same action...am I misreading that, or does this allow a character to deal quadruple toxin damage on a single attack? and then double it <em>again </em>on a critical hit? <em>without a save throw? </em> Like, Black Venom + Cleansing Cream on a longbow has the potential to deal over a hundred points of <em>bonus </em>damage, without a save. And this damage is on top of the sneak attack damage the target is <em>already</em> taking. I get that this is a 17th level "capstone" ability but hoo boy. That's a lot. Being able to one-shot-kill a beholder (or whatever) from 300 feet while bypassing its Legendary Resistance...that's not something I want at my table, even at high level play.</li> </ul><p>Apart from the guaranteed extra damage (and really, it's just the amount of it...I don't mind it as a concept), I like the idea of swapping acid for poison damage...very evocative of the Chemist vibe. And I like the rudimentary "healing" that you can do with the Cleansing Cream ability--being able to remove a bad status condition is valuable.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9038361, member: 50987"] [USER=72555]@NotAYakk[/USER] - The Chemist is a pretty solid concept, and blends elements of the alchemist with the assassin subclass (trading the Infusions for Toxins, sort of, and replacing multiple sets of tools with just one.) There are a few minor tweaks I would make, but the overall concept is pretty solid: [LIST] [*]Poisoner: Dexterity bonus to damage for a toxin doesn't feel right to me. I'd prefer it be Proficiency Bonus instead, or maybe Intelligence. Rogues are already adding their Dexterity bonus to every damage roll, after all, so this would likely get ignored. And I get why you would want to "reduce save spam," but you've eliminated all save throws against poison for the first ten levels of the subclass. I don't think it's [I]broken, [/I]per se, I'd just prefer something in the middle. If it were mine, I'd just reflavor various cantrips (like Poison Spray) and call it good. [*]Toxic Masterpiece: maybe I'm misunderstanding this, so correct me if I'm wrong. But: doubling the amount of damage a Toxin can do on a hit, [B]and[/B] applying two Toxins as part of the same action...am I misreading that, or does this allow a character to deal quadruple toxin damage on a single attack? and then double it [I]again [/I]on a critical hit? [I]without a save throw? [/I] Like, Black Venom + Cleansing Cream on a longbow has the potential to deal over a hundred points of [I]bonus [/I]damage, without a save. And this damage is on top of the sneak attack damage the target is [I]already[/I] taking. I get that this is a 17th level "capstone" ability but hoo boy. That's a lot. Being able to one-shot-kill a beholder (or whatever) from 300 feet while bypassing its Legendary Resistance...that's not something I want at my table, even at high level play. [/LIST] Apart from the guaranteed extra damage (and really, it's just the amount of it...I don't mind it as a concept), I like the idea of swapping acid for poison damage...very evocative of the Chemist vibe. And I like the rudimentary "healing" that you can do with the Cleansing Cream ability--being able to remove a bad status condition is valuable. [/QUOTE]
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