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General Tabletop Discussion
*Pathfinder & Starfinder
Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4128311" data-attributes="member: 35909"><p>Death Shroud: Ok, this has to be Su! If it can block magical healing and all... Does it specifically block healing magic/positive energy (ie, of the Conjuration [Healing] subschool), or ANY healing, even undead from negative energy/inflict spells? Enemies in the radius should probably be made aware of the consequences of standing near you, similar to how with Iron Guard's Glare they know it's gonna be harder to target other people.</p><p></p><p>Malicious Strike: I guess this is fine, the multiplier increase, and capping at 4 is just weird. And, like with the previous maneuver like this, I'm wondering if +4 (stackable) threat range is too much.</p><p></p><p>Shifting Blades: This is like the level 2 counters of IH and SS, except weaker since it's limited only to AoO's (instead of any attack), confers a penalty (against just that attack, or until your next turn?) if it fails, and is level 5. Granted, it gives an attack if you succeed, but it's an AoO, which you might like to not use up. This needs boosting. At least, let the granted attack catch the enemy flatfooted.</p><p></p><p>Blade of the Unseen: This seems like it should be a strike. And it'd be ok at this level to make the duration slightly longer, at least 1d4+1 or 1d6 rounds. It's limited to SA, and only adds +5d6 (Divine Surge is adding +8d8 at level 4), so it'd still be balanced.</p><p></p><p>Revealing Fury: First off, limit it to a max of two weapons, like the TC maneuvers. Secondly...I'm too lazy to check what level the TC maneuvers are for comparison right now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Black Venom Thrust: Change "boost" to "benefit" or "maneuver" to avoid potential confusion. Causing secondary poison damage to happen immediately sounds Su to me. And...how are you using your dexterity to make the poison stronger...? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>Eye of Massacre: This just plain goes against every precedent 3.5 set on stacking crit threat multipliers.</p><p></p><p>Twisting Fang: I honestly have no idea if this is balanced or not.</p><p></p><p>Black Lotus Eclipse: This also seems like it should be a strike, and the damage dice might be ok to raise a little.</p><p></p><p>Cremator: Definitely Su. The acid damage could be higher, 2d6 or maybe even 3d6, since it's delivered over time and not all at once. Minor nitpicks: shouldn't Miracle also work? Name is odd, given what it does.</p><p></p><p>Veil of Deception: It's ok. Seems kinda weak, although the turn ending property has its uses...</p><p></p><p>Death Seal Strike: Heh, again, it'd work just as well as a strike, lol. Lots to cover here... Only a +1 attack? Almost not worth adding at this level. Heal check to stabilize is a flat 15, and the target would actually get his own chance to stabilize on his turn each round, unless this is meant to superseed those rules (to me it looked more like a summary of what happens, by the rules). The Daze effect (on top of the respectable damage) on a <strong>successful</strong> save makes me uneasy. I know WR Hammer stuns with no save at a level lower, but that's also ALL it does. All in all...I'm kinda disappointed. Just really similar to the existing level 9 TC strike, just it doesn't cause immediate death and on a failed save, it's 15d6 + daze instead of 20d6. Why not let this just instant death someone instead of drawing it out? Or even better, giving you the option to incapacitate the victim instead (like the Assassin's Death Attack ability) or make your attack deal non-lethal. Would this class ever be interested in taking someone alive?</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4128311, member: 35909"] Death Shroud: Ok, this has to be Su! If it can block magical healing and all... Does it specifically block healing magic/positive energy (ie, of the Conjuration [Healing] subschool), or ANY healing, even undead from negative energy/inflict spells? Enemies in the radius should probably be made aware of the consequences of standing near you, similar to how with Iron Guard's Glare they know it's gonna be harder to target other people. Malicious Strike: I guess this is fine, the multiplier increase, and capping at 4 is just weird. And, like with the previous maneuver like this, I'm wondering if +4 (stackable) threat range is too much. Shifting Blades: This is like the level 2 counters of IH and SS, except weaker since it's limited only to AoO's (instead of any attack), confers a penalty (against just that attack, or until your next turn?) if it fails, and is level 5. Granted, it gives an attack if you succeed, but it's an AoO, which you might like to not use up. This needs boosting. At least, let the granted attack catch the enemy flatfooted. Blade of the Unseen: This seems like it should be a strike. And it'd be ok at this level to make the duration slightly longer, at least 1d4+1 or 1d6 rounds. It's limited to SA, and only adds +5d6 (Divine Surge is adding +8d8 at level 4), so it'd still be balanced. Revealing Fury: First off, limit it to a max of two weapons, like the TC maneuvers. Secondly...I'm too lazy to check what level the TC maneuvers are for comparison right now. :) Black Venom Thrust: Change "boost" to "benefit" or "maneuver" to avoid potential confusion. Causing secondary poison damage to happen immediately sounds Su to me. And...how are you using your dexterity to make the poison stronger...? :confused: Eye of Massacre: This just plain goes against every precedent 3.5 set on stacking crit threat multipliers. Twisting Fang: I honestly have no idea if this is balanced or not. Black Lotus Eclipse: This also seems like it should be a strike, and the damage dice might be ok to raise a little. Cremator: Definitely Su. The acid damage could be higher, 2d6 or maybe even 3d6, since it's delivered over time and not all at once. Minor nitpicks: shouldn't Miracle also work? Name is odd, given what it does. Veil of Deception: It's ok. Seems kinda weak, although the turn ending property has its uses... Death Seal Strike: Heh, again, it'd work just as well as a strike, lol. Lots to cover here... Only a +1 attack? Almost not worth adding at this level. Heal check to stabilize is a flat 15, and the target would actually get his own chance to stabilize on his turn each round, unless this is meant to superseed those rules (to me it looked more like a summary of what happens, by the rules). The Daze effect (on top of the respectable damage) on a [B]successful[/B] save makes me uneasy. I know WR Hammer stuns with no save at a level lower, but that's also ALL it does. All in all...I'm kinda disappointed. Just really similar to the existing level 9 TC strike, just it doesn't cause immediate death and on a failed save, it's 15d6 + daze instead of 20d6. Why not let this just instant death someone instead of drawing it out? Or even better, giving you the option to incapacitate the victim instead (like the Assassin's Death Attack ability) or make your attack deal non-lethal. Would this class ever be interested in taking someone alive? [/QUOTE]
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Class: Martial Assassin, plus the Black Lotus discipline. (v2.0)
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