| RJGrady |
The sequel to Adventuring Classes: A Fistful of Denarii is a go. It is at that stage when it's hard to say how long it's going to be in development. I'll just say it has my active attention at this time. Going along with that, there will be a Kickstarter for it in the near future. This thread is a place for you to ask questions, throw peanuts, whatever, and for me to solicit some feedback.
So, let's start with the assassin base class. This was a popular concept a while back, and I came up with some ideas to make the class workable, and I think, interesting. I want to test a few notions out with you. First, let's talk about the class skeleton. The Rogue gets a sneak attack die every odd level, medium BAB, and good Reflexes. The Assassin follows the same progression. Is anyone turned off by the idea of an assassin base class with that same skeleton? What about having special talents every even level? What do you think about the idea of choosing a path, much like a sorcerous Bloodline or a Cavalier Order, with a more specific theme? The class is envisioned as a non-spellcaster. Do you see any issues with offering a four spell level casting structure as one of the possible paths?
| Alzrius |
To what degree will paths determine the special talents that can be selected? I think mutability in class features is a good thing (otherwise you end up with the Core monk), but I worry that picking a path and having a large pool of features is too much.
Maybe the special features should be restricted by path (e.g. special feature X can only be selected if you took paths A, B, or C)? Or maybe eliminate special features altogether in favor of paths?
That said, I do like the idea of one path being similar to the classic assassin PrC, and having four levels of spellcasting.
| RJGrady |
As I have it worked out now, the special talents are very mutable, comprising a somewhat smaller pool than the Rogue/Ninja talents. The paths give a series of thematic abilities, such as the Path of Shadow. The reason for the paths are two-fold. First, I don't want to create a build-your-own-class class. The Scholar is about as far as I'm willing to go with that. I think it's daunting to pick up a new book and then have to chew through dozens of abilities, some of them interrelated, and figure out which ones are interesting and/or useful. Second, I don't want to create a class that tends to inevitibly devolve to one of several chimeric permutations. There should be meaningful choices. I particularly want to leave some choice open as to the ratio of martial vs. supernatural abilities.
I'm kind of stuck on the name. I am reluctant to call the class an Assassin when that name has already been staked out by a prestige class. I've toyed with Diestro and Blackblade. In keeping with the other base classes, it should be a single word, and ideally it should be something that is easily recognizable or something I can easily define.
Stark Enterprises VP
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Diestro is kind of nice, namewise, but I see nothing wrong with just calling it the Assassin and calling it a day. The thesaurus suggests the Slayer or the Clipper, both of which don't annoy me.
I LOVE the idea of the specific themes, like bloodline/cavalier orders working... especially if one of them has a 4 level spellcasting background.
Keep us updated on that kickstarter... I'm a definite contributor.
| RJGrady |
What do you think about classes that are more socially focused, rather than focused on combat or physical challenges? In my view, a well-balanced class should be able to handle themselves in a variety of situations, so I'm not talking about a Pathfinder class that can't fight or pick locks or something. Even the bard is more focused on buffs, spells, and conditions than persuasion.
I'm building the chassis for an intrigue-based class. Medium BAB, good will, medium skill points. The primary abilities have to do with Bluff, Diplomacy, Sense Motive and so forth. Aside fom that, they offer some group buffs. There is no sneak attack, no spellcasting. What are your expectations? Do they need to be able to deliver big numbers in combat? If so, how should they do it? Is this character going to be too sidelined in a standard campaign? ... In an intrigue-based campaign, are Fighters and Monks going to be too sidelined by a character like this?
| Alzrius |
The issue with "socially-focused" classes is that, a lot of the time, they tend to focus (perhaps too much) on the Charisma- and Wisdom-based skills, which tends to go either one of two ways; they either go too far and can uber-exploit those skills (e.g. the problem with massive Diplomacy bonuses) or not far enough, and they suffer for lack of real ability.
To be fair, this highlights the issues with the skill system more than those classes, but that doesn't change that it's still a fairly hard road to walk.
The more correct tact to take, in my view, is to try and bridge the gap. That is, try to find social abilities that also have a combat role. This might be seen as a sort of "double-duty" bonus, similar to favored enemy bonuses applying to skills and damage rolls, but not quite so prosaic.
For example, a power that allows for penetrating insight (e.g. notices small cues) might also allow for landing sneak attack/precision damage attacks when the target has concealment (but not total concealment).
Illusions might be helpful, but I suspect that's venturing outside of where you want to take the class.
Something to confound/defeat divinations is absolutely necessary.
| RJGrady |
Just a quick update. I'm tinkering with the chassis on the new classes. There may be some slight shuffling to the lineup, as you might imagine. Definitely, nothing will be set in stone until after the release of Paizo's Ultimage Campaign. The reason for that is that I want the more socially-based classes to be absolutely seamless with whatever they put forward in UCam.
The Assassin is coming along. The Temptress is getting a reworking; she may end up sharing some DNA with the social intrigue class but I need to try a few things first. New feats are coming along.
| Divinitus |
I definitely like the idea of an assassin class with specialty areas. A rogue framework is a good start, but a good idea would be to lay off the typical 'defensive' abilities rogues usually get access to in favor of abilities focusing on the actual assassinating, unless you add a caveat. For example, an assassin can only use the trapfinding ability on locations that he has 'cased out', which could entail paying a bribe to obtain floorplans, making CHA skill checks (Bluff, diplomacy, ect.,) to covertly obtain information, or some similar idea. I have an idea for some of the ability paths. If you are interested in these, just PM me.
| RJGrady |
A general update: I've got skeleton and muscles for the Assassin, Athlete, Musketeer, and Shapechanger (yup). The Courtier and Jongleur are back in the shop for some redesign. I'm taking a second look at the Temptress as a base class to see if I can make it work. The Jongleur is still under construction while I try different concepts, but is coming along.
I'm still trying to work out the Merchant's central abilities; it's something very hard to work out, and I keep wondering if the "merchant" is perhaps the day job of a character whose Class has a somewhat different description. What do adventuring merchants have in common, aside from generating extra GP in video games?
| Jesper at Blood Brethren Games |
What do adventuring merchants have in common, aside from generating extra GP in video games?
Well, adventuring merchants I guess are braving the frontier, seaching for passageways through unknown mountains, swamps and forests to get to those far-away lands full of riches (spices, silks etc.)?
They are right on the heels of explorers and among the first to set up actual relations with other cultures to exchange goods.
I'd imagine they'd also tag along in a land- or gold rush like fleas on a dog, making a profit off all those idiot fortune-seekers :-)
Dark_Mistress
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A general update: I've got skeleton and muscles for the Assassin, Athlete, Musketeer, and Shapechanger (yup). The Courtier and Jongleur are back in the shop for some redesign. I'm taking a second look at the Temptress as a base class to see if I can make it work. The Jongleur is still under construction while I try different concepts, but is coming along.
I'm still trying to work out the Merchant's central abilities; it's something very hard to work out, and I keep wondering if the "merchant" is perhaps the day job of a character whose Class has a somewhat different description. What do adventuring merchants have in common, aside from generating extra GP in video games?
I am so so looking forward to this book, your first one is one of my most used 3pp book in my groups games, I have ever bought.
| Caligastia |
If you're considering doing a rewrite of the Fighter, may I give out a few pointers as to what people complain about:
Too few skill points ( at least 4 per level + Int are needed )
Needs more unique abilities ( tons of feats don't cut it, as many feat trees have *HUGE* prerequisites ).
More class skills ( specifically, Heal, Perception and Sense Motive *at least* available as options ).
The ability for feats to scale ( that is, if you gain a certain feat, you automatically get certain dependant feats as you go higher in levels, owing to improving combat skills ).
This helps to bring Fighters up to the level of the Ranger, Barbarian and Paladin. As it is now, I see a lot of people who feel like a Fighter is a . . . Ranger *MINUS*, and that's a problem. I know you can make good classes, so I'm hoping you do take up Fighter Unleashed.
Your stuff is always good.
| RJGrady |
It looks like we are going to have an Explorer class with a Merchant option. I've found my needed inspiration for the Assassin class; that is a definite go, now. The Shapechanger is transforming into something very cool. And I have just hit upon a new idea for a base class; more details to come.
As for the fighter, notes are accumulating. We shall see. :)