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*Pathfinder & Starfinder
Assassin/sneak style character advice
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<blockquote data-quote="Theo R Cwithin" data-source="post: 4915084" data-attributes="member: 75712"><p>A corrupted evil druid seems plausible to me, especially coming from an eternal night zone: an evil character who <strong><em>uses</em></strong> nature to his own dark ends, rather than protects it.</p><p></p><p>A suggestion which may or may not fly for a lot of groups: strip the default conceptual fluff from class mechanics. If there's a class with mechanics you like, the DM might allow you to use with plenty of reskinning and/or substitution. Using the druid as an example, just call it "character class #4" (or preferably something a bit more evokative <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> say Feral Avenger or something), and create your own fluff, perhaps based one of the concepts Stream mentioned. Then re-imagine all the rationales behind the mechanics:</p><p>- Who are the Feral Avengers? When the dark forces fell to Pelor's treachery, many were forced into hiding in the night-shrouded forests on the dark side of earth, where they learned the secrets of their animal neighbors and slowly plotted their revenge. (or something).</p><p>- Wildshape? Good for infiltration, movement and combat. Maybe limit it to culture-appropriate forms like wolves, bats, spiders, and other dark and menacing or sneaky things. Or go with the PHB2 Shapeshifter variant to take a single form defined by the character - which meshes nicely with vampires' ability to change form, anyway, and is gained at first level.</p><p>- No metal? Chalk it up to "metal toxicity" arising from some weird ritual tied to the class (maybe can't learn Wildshape/Shapeshift without this ritual, which leaves the character sensitive to metal, like a more general form of silver sensitivity?)</p><p>- Summon Nature's Ally? Limit it to appropriate animals like bats, rats, spiders, etc. Or use Summon Monster, instead.</p><p>- Animal and plant affinities? Where else to learn hunting, tracking, killing techniques than from Nature herself?</p><p>- Druid weapons? Swap out them out for ones more appropriate to the character concept.</p><p>- Reskin spells as appropriate: use Inflicts rather than Cures, "Entangle" become "Claws of the Soil", "Plant growth" becomes "Fungal growth", "Daylight" becomes "Moon's Wrathful Glare", etc.</p><p>- Swap out Bonus languages for ones more appropriate to the character concept, maybe Infernal and "Feral" (which is shared by all Wild Avengers and certain other nature-related menaces).</p><p>- Some class features are already assassiny with minimal tweaking: Trackless Step, Venom immunity, A Thousand Faces.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 4915084, member: 75712"] A corrupted evil druid seems plausible to me, especially coming from an eternal night zone: an evil character who [B][I]uses[/I][/B] nature to his own dark ends, rather than protects it. A suggestion which may or may not fly for a lot of groups: strip the default conceptual fluff from class mechanics. If there's a class with mechanics you like, the DM might allow you to use with plenty of reskinning and/or substitution. Using the druid as an example, just call it "character class #4" (or preferably something a bit more evokative ;) say Feral Avenger or something), and create your own fluff, perhaps based one of the concepts Stream mentioned. Then re-imagine all the rationales behind the mechanics: - Who are the Feral Avengers? When the dark forces fell to Pelor's treachery, many were forced into hiding in the night-shrouded forests on the dark side of earth, where they learned the secrets of their animal neighbors and slowly plotted their revenge. (or something). - Wildshape? Good for infiltration, movement and combat. Maybe limit it to culture-appropriate forms like wolves, bats, spiders, and other dark and menacing or sneaky things. Or go with the PHB2 Shapeshifter variant to take a single form defined by the character - which meshes nicely with vampires' ability to change form, anyway, and is gained at first level. - No metal? Chalk it up to "metal toxicity" arising from some weird ritual tied to the class (maybe can't learn Wildshape/Shapeshift without this ritual, which leaves the character sensitive to metal, like a more general form of silver sensitivity?) - Summon Nature's Ally? Limit it to appropriate animals like bats, rats, spiders, etc. Or use Summon Monster, instead. - Animal and plant affinities? Where else to learn hunting, tracking, killing techniques than from Nature herself? - Druid weapons? Swap out them out for ones more appropriate to the character concept. - Reskin spells as appropriate: use Inflicts rather than Cures, "Entangle" become "Claws of the Soil", "Plant growth" becomes "Fungal growth", "Daylight" becomes "Moon's Wrathful Glare", etc. - Swap out Bonus languages for ones more appropriate to the character concept, maybe Infernal and "Feral" (which is shared by all Wild Avengers and certain other nature-related menaces). - Some class features are already assassiny with minimal tweaking: Trackless Step, Venom immunity, A Thousand Faces. [/QUOTE]
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