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A lot of the later base classes are perfectly fine as is, and in need of no real adjustment save the fixing of their hit dice to match their attack progression as per Pathfinder standards, and the updating of the skill list to account for consolidated skills.


Invader Smee wrote:
Not too familiar with the Lurk, or maybe my memory just isn't that good. What's its 20th level capstone ability now?

Has none to speak of. Well, it gets another Lurk Augment ability at 20, but that's all, and the ability is only useful against psionic enemies: it can drain a number of power points from the target equal to the damage dealt by the attack, any drained power expires at the end of your next turn.


I realize that psionics haven't really been touched yet, but I had some ideas for updating this class in particular, and wanted to run them by the good people on these forums. The updates I thought appropriate were as follows:

Hit die: increase to d8
Skills: remove Concentration, Jump, Tumble, Listen, Spot, Move Silently, and Hide from the skill list. Add Acrobatics, Stealth, and Perception.

Psionic sneak attack: applies to the full range of enemies as per standard sneak attack.

Sneak attack undead: this ability is no longer necessary, and can no longer be selected as an augment.

All of that is obvious enough, but where it gets tricky is whether or not to add anything else. When I look at the Lurk and the standard rogue, however, I tend to see the standard rogue as being better... and I therefore propose the following addition to the lurk:

Rogue talents. Gained at level 4, with an additional talent gained every four levels thereafter.

I would, however, add the following caveats:
1 - the Lurk may not select any rogue talent which would modify his sneak attack (Lurk augment already does this)
2 - The Lurk may not select any rogue talent which modifies an ability not possessed by the lurk
3 - The lurk never gains access to advanced rogue talents (which a rogue gains access to at level 10)
4 - The talents, 'minor magic' and 'major magic' would be altered to be psionically flavored, perhaps giving psi-like abilities... or increasing your power pool.

As for what capstone ability could be gained at level 20... I'm not entirely sure. If anyone has any suggestions, I am open to them. Giving them Master Strike as per the Rogue class seems silly. Maybe something that buffs your Augments, call it 'Augment Mastery?' I'm not sure what that would look like, however.

Anyways, anyone have any comments? Criticisms? Suggestions?

Full Name

Jack Hammer

Race

Metal

Classes/Levels

Fighter 16 / Earth Acolyte 1 / Inventor 1

Gender

Male

Size

Medium

Age

???

Special Abilities

Able to consume large quantities of alcohol. Ability to touch Earth powers.

Alignment

CG

Deity

Callous Jack

Location

Jack's Clubhouse

Languages

Common, drunken stupor

Occupation

unemployed, after being possessed by Elemental forces then dis-possessed

Strength 25
Dexterity 18
Constitution 25
Intelligence 14
Wisdom 12
Charisma 11

About Jack Hammer

Knight-General of the Dark & Stormy Knights™, the elite of the Angry Jack Cult. Proud recipient of the Ace badge for drinking 5 Dark & Stormys in less than an hour.