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*Pathfinder & Starfinder
A short guide to the Essential Thief's movement tricks
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<blockquote data-quote="Psikus" data-source="post: 5365431" data-attributes="member: 66049"><p>I'd like to add a few random comments:</p><p></p><p>- Not much has been said about how the tricks interact with charging. Unlike rogues of old, thieves do not need to give up their fancy powers in order to charge - rather, they get the full benefits of their tricks, plus a free +1 to the attack roll. Because of this, the value of any power that allows charging easily should be increased accordingly. Case in point: the tricks that let you shift 2+ squares (Tumbling Trick, Escape Artist Trick, and Unbalancing Trick) can be used to charge almost every turn, even when you are already in melee. Likewise, Sneak's Trick to hide and immediately charge could be a useful maneuver.</p><p></p><p>You'd also have to consider the potential for charge-specialized builds. Surprising Charge is awesome there, as are Horned Helms and several other items of questionable balance. But that is a different story...</p><p></p><p>- The value of knocking prone (i.e. Unbalancing Trick) increases a lot when you can shift after the attack, push the target, or daze it. The first two ideas aren't trivial to implement, but the last one is. Last month's Dragon included thief-specific feats for staff-users, including one that adds a free daze on every backstab performed with a quarterstaff (don't ask). It is a niche build, but one where the trick will really shine.</p><p></p><p>- Thug's Trick is VERY handy against skirmishers and other foes able to shift and move, or shift multiple squares. Not all defenders can really punish shifting, and some times you even need to flank with somebody other than a defender. Also, it's one of the few tricks that works with non-basic attacks, which is something to keep in mind if you are trying to exploit Riposte Strike (with a Human) or any other strange combo.</p><p></p><p>- I think players should be looking for a balanced selection. Having tricks that let you move long distances as well as tricks that let you shift should be a high priority - otherwise you'll find yourself stuck with awesome tricks that you can't use some turns when you really need to shift, or to cover a distance. Tactical Trick almost counts as both categories, but be aware that sometimes it won't let you shift from a position when you really need to (like being flanked with no allies nearby).</p></blockquote><p></p>
[QUOTE="Psikus, post: 5365431, member: 66049"] I'd like to add a few random comments: - Not much has been said about how the tricks interact with charging. Unlike rogues of old, thieves do not need to give up their fancy powers in order to charge - rather, they get the full benefits of their tricks, plus a free +1 to the attack roll. Because of this, the value of any power that allows charging easily should be increased accordingly. Case in point: the tricks that let you shift 2+ squares (Tumbling Trick, Escape Artist Trick, and Unbalancing Trick) can be used to charge almost every turn, even when you are already in melee. Likewise, Sneak's Trick to hide and immediately charge could be a useful maneuver. You'd also have to consider the potential for charge-specialized builds. Surprising Charge is awesome there, as are Horned Helms and several other items of questionable balance. But that is a different story... - The value of knocking prone (i.e. Unbalancing Trick) increases a lot when you can shift after the attack, push the target, or daze it. The first two ideas aren't trivial to implement, but the last one is. Last month's Dragon included thief-specific feats for staff-users, including one that adds a free daze on every backstab performed with a quarterstaff (don't ask). It is a niche build, but one where the trick will really shine. - Thug's Trick is VERY handy against skirmishers and other foes able to shift and move, or shift multiple squares. Not all defenders can really punish shifting, and some times you even need to flank with somebody other than a defender. Also, it's one of the few tricks that works with non-basic attacks, which is something to keep in mind if you are trying to exploit Riposte Strike (with a Human) or any other strange combo. - I think players should be looking for a balanced selection. Having tricks that let you move long distances as well as tricks that let you shift should be a high priority - otherwise you'll find yourself stuck with awesome tricks that you can't use some turns when you really need to shift, or to cover a distance. Tactical Trick almost counts as both categories, but be aware that sometimes it won't let you shift from a position when you really need to (like being flanked with no allies nearby). [/QUOTE]
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