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The diminutive form is a little over the top. Why not have simply a fly speed for X + con mod rounds a day. And knock it down 50' (or possibly less). Tough call on the spell-like abilities, but then again, a penalty to strength is often a big hit, having to worry about emcumbrance, to hit, etc.

EDIT -
I'd kill the levitate and feather fall, make 'em use their fly-rounds-per-day. The levitating dust has interesting flavor, but it'd be too much at low levels, perhaps have it so they get the ability to spread pixie dust at 6th level and an additional use per day every 6 levels afterward.

A very "fey"-like ability is charm, maybe have a plus to bluff checks--that fits the theme of tricky and charming.


The assassin spells in 3.5 were too little too late, you were looking at gaining (1st level) spells three or four levels in to the class, and that's after the five or six prereq levels. I'd much rather have some nifty abilities than a few niche spells.

I like the new PF assassin better, but I still don't know how well it'll hold up next to other classes. The death attack with no wait time is a good thing, though it's only once a day, you have to sneak like a creep, and the (usually) low save for it makes the death attack almost useless in high level adventures--unless you were playing an urban adventure and the player was picking on poor 0-level NPCs.

On the other hand, an old red dragon rolling a 1 against a death attack might make all the other shortcomings worth it.

P.S. oh wait, blindsense. Nevermind.

Post Post-script Blindsense evasion would be a neat ability for the assassin, though arguably not fitting to the flavor of the class.