| Draco Caeruleus |
I was thinking that I'd like to see some sort of assassin base class, and it occurred to me that the ninja from Rokugan would make a good base to start from.
I'm hoping some of you have the Rokugan book, so that you'll be able to tell me if this works. (It would be a violation of copyright for me to just post the whole thing here, right?)
First, I would update the list of class skills from 3.0 to PF (this is trivial, so I don't feel the need to do that here). One thing I'm not sure of is whether I should increase the skill ranks per level from 4 + Int mod to 6 + Int mod.
Second, I would increase their HD from d6 to d10, to match their full BAB.
Third, I would give them proficiency in light armor (although note that some class abilities don't work if armor worn gives an armor check penalty).
Fourth, change weapon proficiencies to the following: all simple weapons, plus the short sword, longsword, hand crossbow, sap, and shortbow. (The idea here is to make a more generic assassin class, hence dropping the oriental weapons such as the ninja-to and katana.)
Fifth, in order to fill in the "dead levels" and increase the power to make it commensurate with other PF classes, I would add rogue talents just as for a rogue (including advanced talents at 10th level).
Sixth, I would remove some class abilities, as they don't fit my image of a more generic assassin: Shadow Run, Blind-fight, and Deflect Arrows. (Blind-fight isn't bad, but it can be taken as a rogue talent anyway, so I felt no need to include it as its own class ability.)
Finally, I'd note that Ninja Dodge (which I guess I'd rename to Assassin Dodge or some such thing) would change to match how the Dodge feat now works (it says it works like the Dodge feat, but since the bonus from the feat no longer applies to only one opponent, there's no need to apply it to more opponents as level increases).
How does that sound? I'd especially like to hear thoughts about the number of skill ranks per level. Thanks!
| Draco Caeruleus |
I'm hoping some of you have the Rokugan book, so that you'll be able to tell me if this works. (It would be a violation of copyright for me to just post the whole thing here, right?)
It just occurred to me that they may have designated classes as OGC. Sure enough, that seems to be the case. I guess that means I can say a bit more about the class, so that even those without the book can comment.
In addition to the information given in my first post, here's what you need to know about the ninja. Their class skills are pretty much the same as the rogue. They have good Reflex, and poor Fort and Will. They have sneak attack the same as a rogue. At 2nd level, they have Poison Use (never accidentally poison themselves when applying poison to a blade). They also get Uncanny Dodge and 3rd level, and Improved Uncanny Dodge at 6th level. Ninja Dodge gives them a +1 dodge bonus to AC, with an additional +1 every fifth level (+5 at 20th level).
Hopefully, that will give you an idea of what my assassin class for Pathfinder is like.
| Draco Caeruleus |
You know you've described in some parts just the Rogue class. Is there any reason you can't use that and just have all the ninja stuff be back story?
Given that I refer to the rogue in describing this class, yes, I know that what I've described is similar to the rogue. Did you honestly think I somehow missed that?
What I wanted was something rogue-like that didn't focus on traps, but was instead a bit better in combat than a rogue. A lightly armored character for a gritty sword and sorcery campaign. But the reason I want this should be immaterial. I'm not asking for suggestions on what classes to use. I'm not asking how to do sword and sorcery. I'm not asking for ways to make the rogue better at combat, or ways to build a lightly armored fighter. I'm specifically looking for thoughts about the mechanics of the class I described.
Michael Suzio
|
I'm specifically looking for thoughts about the mechanics of the class I described.
My thought is that you've essentially made a rogue/fighter with some very small changes, things you could incorporate as rogue talents or variant class features. I'd suggest the right mechanics are to decide what could/should change and graft it onto those two classes as one of:
1) Rogue talents
2) Variant class features
3) Feats
In Pathfinder, there are so many customization options already built in, I think you can more easily make this work by customizing what is already there. This also gives some variance in what an "assassin" is... if someone wanted to be a deadly killer of men with a bow, why couldn't they be a ranger/rogue with humans as a favored enemy and bow style?
Just some thoughts to open up your design process. You could still go with a new base class, but maybe comparing it to a (fighter|ranger)/rogue combo gives you an idea of what works and is balanced right.
| R. Hyrum Savage Super Genius Games |
If you're interested in a ninja base class, we put out the Shadow Assassin a few weeks back. It might be what you're looking for:
http://paizo.com/store/downloads/otherWorldCreations/pathfinderRPG/v5748btp y8bns
Hyrum.
| kyrt-ryder |
I always thought that the Rokugan ninja was far too powerful. It was a shining example of AEG's rather schizophrenic class balancing.
Actually, the Rokugan ninja is pretty well balanced. 4 skill points per level, full sneak attack progression, some interesting set in stone abilities. Uncanny dodge but no evasion.
I've been happy to have a few in my games, and I'm proud to announce they didn't overpower anything, despite optimization help from me.
(And yeah Hyrum, working on that review, should be done in a few hours)
| Dork Lord |
I always thought that the Rokugan ninja was far too powerful. It was a shining example of AEG's rather schizophrenic class balancing.
Very often I've found any "Eastern Setting" classes/races/equipment/etc in any RPG tend to be over the top, as if their shooting for an anime theme. I dislike the attitude many RPGs have had over the years that Eastern > Western.