Impy wrote: Lots of debate going on about the Assassin's Crossbow so how about instead of reprinting it we try for a alternative item with a transmute path. Nerfs at the UR level, but is a power upgrade at the legendary level.
+2 Deadshot's Crossbow, part of Deadshot set
+3 Deadshot's Crossbow of Sniping, part of Deadshot set, x3 damage on natural 20s
+5 Deadshot's Crossbow of Assassination, part of Deadshot set, x3 damage on all crits
Only usable by bards, rogues, rangers, fighters
D10 Damage Wheel
Add a 4 Piece deadshot bonus maybe, either +2 to hit or +2 damage, or if TPTB don't wish to add to set bonuses, give the Crossbow just a extra +2 to hit than it otherwise would have to fit with set theme
Makes crit extender slot items more useful, rogues are stronger at legendary level, but UR and relics are pulled more in-line to other items in their class. I also like the deadshot set, so adding to it is a plus in my book
+1 Impy
I think Rogue needs a better legendary melee
off-hand
+2 Death's Sting
can equip a Rare (or lower) weapon in main-hand
can be thrown (does not return)
cannot equip bow/crossbow/sling/etc,
+3 Nightshade's Returning Sting
can equip UR weapon (or lower) in main-hand
returns after being thrown
can be used to sneak attack ranged (thrown), all damage doubled on sneak attack
cannot equip bow/crossbow/sling/etc,
+5 Nightshade's Final Sting
can equip UR weapon (or lower) in main-hand
returns after being thrown
can be used to sneak attack ranged (thrown), all damage doubled on sneak attack
cannot equip bow/crossbow/sling/etc
negates critical & sneak attack immunities
on any successful hit (melee/range) with +5 Nightshade's Final Sting the player may activate Final Sting and leave the weapon embedded in the enemy. On the next turn player gets a guaranteed crit on their next melee attack with their mainhand weapon. Weapon does not return until the end of the room. useable 1/room.