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*Pathfinder & Starfinder
Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4124399" data-attributes="member: 35909"><p>Ok, I'll go through the maneuvers/stances in order of listing, pointing things out. Definitely don't have time to read all right now, so here's just among the begining:</p><p></p><p>Eyes of the Unseen: Kinda weak, IMHO. At least let it add +60 ft to any existing darkvision.</p><p></p><p>Mind Blank: As written, VERY awkward, especially if you have no spellcraft or anything, since you can only "use" it when targeted by such an effect, instead of it merely only stopping such effects. I'd say it should be immediate action and "duration: until the start of your next turn." Maybe instead of auto-win, it adds to Bluff check or forces caster level check of 15 + initiator level, respectively. (Note: I get base 15 from Nondetection spell and the fact this is "cast" on self.)</p><p></p><p>Nerve Stab: Seems fine, possibly a little overpowered for a level 1. And why dex for save DC?</p><p></p><p>Poison Swap: Confusing to me. It lets you poison/unpoison weapons for one round as free actions? Seems ok, just as long as this Boost costs a swift action, like every other boost I know of does.</p><p></p><p>Bloodstainer: NO! Also, why only melee sneak attacks? Balance, or flavor reasons? In any case, I'm sorry. This may be ok for a straight Martial Assasin, since they cap at 5d6, but at level 2, WAY too easy for other classes to pick up. Make it higher level or gimp it.</p><p></p><p>Elusive Mind: Change: last sentence to say, "You must choose to use this before making the Will save, and this roll replaces the Will save." Add: You do not automatically fail on a roll of natural 1. (puts it in line w/ DM concentration check maneuvers)</p><p></p><p>Relentless Strikes: Umm... not sure about this... Even if you limit it to ONE bonus attack per successful attack, that's kinda crazy... Would you be open to instead having the attack deal a wound such that the sneak attack damage dice (and nothing else) is suffered by the target again at the start of your next round? Sort of like a lingering wound. Not sure it makes this balanced, but it's a start...</p><p></p><p>Cruel Thrust: Too strong. How about +3d6 and a +4 bonus to confirm a critical hit?</p><p></p><p>Enduring Venom: I like! Only complaint: add at least one prerequisite manuever, otherwise this unintentionally (?) becomes a VERY good Martial Study feat for a monster with its own natural poison attack and 10+ HD.</p><p></p><p>Fading Petal: Interesting.</p><p></p><p>Garrote: Why is save DC based on dex? Makes no sense... This should definitely be Su.</p><p></p><p>Tainted Blade: I'm starting to think you need to dilute the amount of Boosts out of the total number of maneuvers now... This seems a bit needlessly complex. Also, please specify this only applies to manufactured weapons. Monsters with natural poison attacks don't need this much help.</p><p></p><p>Way of the Unseen: Thumbs up.</p><p></p><p>That's all for now.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4124399, member: 35909"] Ok, I'll go through the maneuvers/stances in order of listing, pointing things out. Definitely don't have time to read all right now, so here's just among the begining: Eyes of the Unseen: Kinda weak, IMHO. At least let it add +60 ft to any existing darkvision. Mind Blank: As written, VERY awkward, especially if you have no spellcraft or anything, since you can only "use" it when targeted by such an effect, instead of it merely only stopping such effects. I'd say it should be immediate action and "duration: until the start of your next turn." Maybe instead of auto-win, it adds to Bluff check or forces caster level check of 15 + initiator level, respectively. (Note: I get base 15 from Nondetection spell and the fact this is "cast" on self.) Nerve Stab: Seems fine, possibly a little overpowered for a level 1. And why dex for save DC? Poison Swap: Confusing to me. It lets you poison/unpoison weapons for one round as free actions? Seems ok, just as long as this Boost costs a swift action, like every other boost I know of does. Bloodstainer: NO! Also, why only melee sneak attacks? Balance, or flavor reasons? In any case, I'm sorry. This may be ok for a straight Martial Assasin, since they cap at 5d6, but at level 2, WAY too easy for other classes to pick up. Make it higher level or gimp it. Elusive Mind: Change: last sentence to say, "You must choose to use this before making the Will save, and this roll replaces the Will save." Add: You do not automatically fail on a roll of natural 1. (puts it in line w/ DM concentration check maneuvers) Relentless Strikes: Umm... not sure about this... Even if you limit it to ONE bonus attack per successful attack, that's kinda crazy... Would you be open to instead having the attack deal a wound such that the sneak attack damage dice (and nothing else) is suffered by the target again at the start of your next round? Sort of like a lingering wound. Not sure it makes this balanced, but it's a start... Cruel Thrust: Too strong. How about +3d6 and a +4 bonus to confirm a critical hit? Enduring Venom: I like! Only complaint: add at least one prerequisite manuever, otherwise this unintentionally (?) becomes a VERY good Martial Study feat for a monster with its own natural poison attack and 10+ HD. Fading Petal: Interesting. Garrote: Why is save DC based on dex? Makes no sense... This should definitely be Su. Tainted Blade: I'm starting to think you need to dilute the amount of Boosts out of the total number of maneuvers now... This seems a bit needlessly complex. Also, please specify this only applies to manufactured weapons. Monsters with natural poison attacks don't need this much help. Way of the Unseen: Thumbs up. That's all for now. [/QUOTE]
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Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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