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General Tabletop Discussion
*Pathfinder & Starfinder
New Base Classes: Assassin and Blackguard
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<blockquote data-quote="airwalkrr" data-source="post: 3110436" data-attributes="member: 12460"><p>A couple very good reasons. Trapfinding and evasion, both hallmarks of the rogue in 3e. Admittedly, with the loose "limitations" of multiclassing in 3e (still my bitter bone of contention with 3e) a couple levels of rogue earns you those and a better Reflex save to boot! (another problem with the virtual lack of restrictions on multiclassing) However that is not all. The assassin also gets improved uncanny dodge at a higher level and a saving throw versus poison as opposed to a bonus againt traps. But the biggest sacrifice is probably skill points. Although my skill system may LOOK a lot different, in practice it grants each class about the same amount of "ranks" in skills as the core rules give-or-take. If you don't use my skill system, just use the assassin skill list from the DMG and give it 4 skill points per level and it approximates my system well. You trade <strong>evasion</strong>, <strong>trapfinding</strong>, <strong>saving throw bonus versus traps</strong>, <strong>4 skill points per level</strong>, and a <strong>special ability</strong> for <strong>death attack</strong>, <strong>poison use</strong>, <strong>saving throw bonus versus poison</strong>, and <strong>spells</strong>. Death attack and poison use are limited abilities like trapfinding. The saving throw bonuses are fairly equivalent. Evasion, trapfinding, a special ability PLUS 4 skill points per level seems a fair price for a limited number of spells.</p><p></p><p></p><p></p><p>Well, admittedly, I am trying to cut the number of prestige classes down. I don't see why a number of them couldn't simply be classes in their own right.</p><p></p><p></p><p></p><p>That isn't a bad idea, although I contend that the resemblence between the two classes really stops at sneak attack.</p><p></p><p></p><p></p><p>If spells were dropped, I feel the assassin would need at least 6 skills to compensate. As I've stated before in this thread, death attack is so conditional that it is actually a pretty weak ability (much weaker than something called "death attack" suggests). But giving the assassin more skills might be a fair tradeoff for a spell-less assassin.</p><p></p><p>Thanks for the comments.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3110436, member: 12460"] A couple very good reasons. Trapfinding and evasion, both hallmarks of the rogue in 3e. Admittedly, with the loose "limitations" of multiclassing in 3e (still my bitter bone of contention with 3e) a couple levels of rogue earns you those and a better Reflex save to boot! (another problem with the virtual lack of restrictions on multiclassing) However that is not all. The assassin also gets improved uncanny dodge at a higher level and a saving throw versus poison as opposed to a bonus againt traps. But the biggest sacrifice is probably skill points. Although my skill system may LOOK a lot different, in practice it grants each class about the same amount of "ranks" in skills as the core rules give-or-take. If you don't use my skill system, just use the assassin skill list from the DMG and give it 4 skill points per level and it approximates my system well. You trade [B]evasion[/B], [B]trapfinding[/B], [B]saving throw bonus versus traps[/B], [B]4 skill points per level[/B], and a [B]special ability[/B] for [B]death attack[/B], [B]poison use[/B], [B]saving throw bonus versus poison[/B], and [B]spells[/B]. Death attack and poison use are limited abilities like trapfinding. The saving throw bonuses are fairly equivalent. Evasion, trapfinding, a special ability PLUS 4 skill points per level seems a fair price for a limited number of spells. Well, admittedly, I am trying to cut the number of prestige classes down. I don't see why a number of them couldn't simply be classes in their own right. That isn't a bad idea, although I contend that the resemblence between the two classes really stops at sneak attack. If spells were dropped, I feel the assassin would need at least 6 skills to compensate. As I've stated before in this thread, death attack is so conditional that it is actually a pretty weak ability (much weaker than something called "death attack" suggests). But giving the assassin more skills might be a fair tradeoff for a spell-less assassin. Thanks for the comments. [/QUOTE]
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New Base Classes: Assassin and Blackguard
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