House rules needed for TPK's Malefactor class?


Advice and Rules Questions


I absolutely adore the flavour and mechanics of TPK Games' Malefactor class, and I've been planning on playing one, but I'm not sure if there are things that should be changed in order for it to keep up with other classes (I'm not expecting it to stand up to 9-level casters, of course, just other martials and partial casters).
For example, the 3/4 BAB worries me a little. The Strife pool also seems a little small for something you're going to use for almost every ability other than basic maledictions, especially because you're only 3/4 BAB (and without melee allies on the same target as you because of your aura) and Strife Surge only works on a 5% chance before 20th level (then it's 10%), and only activated by targets in a 10 foot radius.
Has anyone played this class to give some idea if my concerns are warranted? Or perhaps just someone with a better eye for balance?


I misread the main feature of Maledictions as thinking they had a strife cost. Only the Dread does. I take back my entire post.

Knowing the resource management is much better than I originally thought, the class seems just right now. Half of the Maledictions without a Dread upgrade are already Save or Suck.

They can be very effective as a frontline support for a caster. Pump high WIS, then DEX/AC, and then CON. Debuff enemy saves on the primary target, throw an Apt. Curse on each enemy for keeping an enemy locked in place, and then proceed to use Oafstep to trip people.
Taboo if someone tried to run away by throwing some mundane item and calling taboo on it, or shooting an arrow with taboo. Grab Unwilling Bodyguard if you have a person using a bow.

honestly, the class seems strong as a debuffing class.

I'd go for Maledictions pretty much in the order I listed.
As for class, there are quite a few with great FCB, I'd pick up Halfling because they get to pick ANY FCB they want, get bonuses to DEX and therefore AC, they also flavor being about luck as well as get Luck traits. You could pick up Halfling Jinx to further this role.

If you're still worried about it being up there with the rest of the party you could talk to your GM about one of these 3 options for house-Ruling.

Home-rule options:
1) A Malefactor Recovers 1 Strife point whenever an enemy dies in her aura due to their unfortunate ending.
2) A Malefactor regains a number of Strife before each combat = to (1/4th? not sure about this number) their Maximum daily Strife points turning the Malefactor's misfortune of an encounter, into the enemies' misfortune for encountering her.
3) A Malefactor can regain Strife Points in the same manner a Gunslinger can regain Grit, by utilizing daring and risky tasks. These are feats that proc when the class runs out of points. You can perform the trigger event the feat states in order to regain a single point.

All of these are just options and probably shouldn't be combined. Personally I like the idea of #3, because Strife feels on par with Grit in mechanics, and the theme seems to mesh a bit on the daring tasks.


chrislafeken wrote:

Home-rule options:

1) A Malefactor Recovers 1 Strife point whenever an enemy dies in her aura due to their unfortunate ending.
2) A Malefactor regains a number of Strife before each combat = to (1/4th? not sure about this number) their Maximum daily Strife points turning the Malefactor's misfortune of an encounter, into the enemies' misfortune for encountering her.
3) A Malefactor can regain Strife Points in the same manner a Gunslinger can regain Grit, by utilizing daring and risky tasks. These are feats that proc when the class runs out of points. You can perform the trigger event the feat states in order to regain a single point.

On the first one, I would think that the enemy would only count if under the effects of a curse at the time (from the Malefactor or any other source, just like other abilities), but otherwise I like it. It also makes it a bit more in line with Grit and Panache, like you mentioned.

The third is also interesting, though it would take a bit of work to decide what qualifies.

I was planning on being a human or half-elf, since that's how I envisioned my character and for the extra feat as the build I'm planning is a bit feat-intensive (it isn't really the most optimized, but I'm taking Exotic Weapon Proficiency for Whips and some of the feats to make it better i.e. Serpent Lash and Improved Whip Mastery, but not the Greater versions, and Slashing Grace) and I'm going to take the Reaver archetype for extra damage by using up the surplus Malediction choices (giving up Luck of the Damned will hurt my Fort saves, but not too badly, and there are ways of improving that, plus I get the ability to wear Heavy Armour if I so choose).
I had, indeed, already planned on getting Apt Curse at 1st level and Oafstep soon after.
Oh, and for future reference, Desperate Battler and Solo Maneuvers are feats that feel like they were made just for the Malefactor (they weren't, obviously).
For the bonus Malefactor feat you get at 10th level, I planned on either getting Cursed Weapon for Apt Curse (since I'll want to apply/reapply it as much as I can anyway) or Quick Malediction for Oafstep (so that I can trip someone and then make an attack or a Harrowing Strike while they've got the melee AC penalty from being prone, or trip someone else going after my party and still attack my own target).


That all sounds great, the one thing though is are you quite sure you want to go with whip? I love whips, favorite weapon in everything ever made, but you might want to consider taking Baleful Aura to increase your Aura range then, or spend a feat in Racial Heritage whether you're Half-Elf or Human and say you were raised by Wayangs so you can take their FCB. This way you can use the full max range of your whip while keeping enemies in your aura.


Well, Serpent Lash lets you reposition an enemy within your whip's range closer to you, which means I can try to drag them into the aura if I need to.
The problem with Baleful Aura is that it expends a point of Strife EVERY ROUND, and not only would a permanent increase to the aura's radius be a little problematic for allies and non-combat situations, but the Wayang thing just doesn't fit the character (I also want the FCB for getting extra maledictions to increase Cursed Blade damage).
Since the Aura of Misfortune is a passive Supernatural ability without any visual effect, I don't think the majority of foes would know to scramble away out of it immediately, unlike if it were more flashy and active like a Witch Hex or a Spell-Like Ability.

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