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Raiki
2013-05-09, 03:53 AM
The Sa'Kage

Designer's Note
As promised in my thread for The Feruchemist, here is the next class I'm 'brewing for use in my Dead Heat campaign. I hope you like it. :smallredface:


http://i833.photobucket.com/albums/zz256/Raikitm/acdcc47c-23d5-4480-85e7-2eea7e714dca.jpg?t=1368069203
Shadows, my ally. Silence, my shroud. Subtlety, my weapon.-Zoara Rhydal, a Sa'Kage.

Game Information

Abilities: Constitution adds to a Sa'Kage's Talent pool, fueling most of their mystical abilities. Like any other combatant, Dexterity and Strength are also of high importance, although individual Sa'Kage tend to focus on either one or the other.

Role: While the Sa'Kage can stand in for a front-line fighter if necessary, her low hit points and lack of heavier armors would lead to a swift, and likely messy, end. A Sa'Kage functions best as a support combatant, striking unseen from the shadows against targets wholly unaware of her murderous intent.

Background: All Sa'Kage must learn at the foot of another. No one person could ever discover the numerous secrets of the bloody arts as have been handed down through the many generations of Sa'Kage.

Organization: While all Sa'Kage are trained by others of their ilk, they seldom form large associations; Instead, they tend towards a one master, one pupil paradigm. However, they do occasionally join with other organizations, such as thieves' guilds or assassins' guilds, that would allow them to further their own goals. Others inside these organizations tend to eschew the arcane title "Sa'Kage" in favor of the crude "Wetboy". True Sa'Kage have been known to kill for less.

Alignment: Sa'Kage can be of any alignment, however the flexible morality required of many of their jobs means that there are far more neutral and evil Sa'Kage than good ones.

Races: A member of any race can learn to become a Sa'Kage, though those with a heartier constitution tend to fare best.

Religion: A shockingly high number of Sa'Kage follow the tenets of Pelor, The Burning Hate.

Other Classes: Sa'Kage tend to get along well with any other class that relies on stealth and subterfuge rather than direct confrontation. They get along less well with classes that tend to wear loud, heavy armor or who's moral rigidity clashes with the necessity of a Sa'Kage's work.


Hit Die
D6

Class Skills

The Sa'Kage’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility and Royalty), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level
(8 + Int modifier) ×4.

Skill Points at Each Additional Level
8 + Int modifier.

Table: The Sa'Kage
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+2|Trapfinding, Sneak Attack +1d6, Poison Use, Talent (Full Round Action)

2nd|+1|+0|+3|+3|Perfect Poise

3rd|+2|+1|+3|+3|Evasion

4th|+3|+1|+4|+4|Be Elsewhere (1/day, 20 ft)

5th|+3|+1|+4|+4|Sneak Attack +2d6, Talent (Standard Action)

6th|+4|+2|+5|+5|Uncanny Dodge

7th|+5|+2|+5|+5|Deader

8th|+6/+1|+2|+6|+6|Be Elsewhere (2/day, 40ft)

9th|+6/+1|+3|+6|+6|Sneak Attack +3d6

10th|+7/+2|+3|+7|+7|Improved Uncanny Dodge, Death Attack, Talent (Move Action)

11th|+8/+5|+3|+7|+7|Talented Toxins

12th|+9/+6|+4|+8|+8|Be Elsewhere (3/day, 60 ft)

13th|+9/+4|+4|+8|+8|Sneak Attack +4d6

14th|+10/+5|+4|+9|+9|Deaderer

15th|+11/+6/+1|+5|+9|+9|Talent (Swift Action)

16th|+12/+7/+2|+5|+10|+10|Be Elsewhere (4/day, 80 ft)

17th|+12/+7/+2|+5|+10|+10|Sneak Attack +5d6

18th|+13/+8/+3|+6|+11|+11|Faceless Assailant

19th|+14/+9/+4|+6|+11|+11|Inevitable Defeat

20th|+15/+10/+5|+6|+12|+12|Be Elsewhere (5/day, 100ft), Talent (Immediate Action 3/day), Deaderest
[/table]

Designer's Note
This class is based in large part on The Wetboy from The Night Angel Trilogy. They're basically, in case you haven't figured it out by now, magical assassins. To build the class, I took some inspiration from the various Rogue-ish classes (Rogue, Ninja, Spellthief, Scout), and also from the Ranger and the Bloodhound (Complete Adventurer). For the Talent system, I drew largely from the Incarnum system, though I'm sure you'll note the lack of anything resembling Soulmelds or Chakra Binds.

Class Features:
All the following are class features of the Sa'Kage.

Weapon and Armor Proficiency:
A Sa'Kage is proficient with all simple weapons as well as the handaxe, throwing axe, kukri, sap short sword, rapier, scimitar, longbow, shortbow, kama, nunchaku, sai, siangham, spiked chain, bola, hand crossbow and shuriken. Sa'Kage are proficient with light armor but not with shields.

Trapfinding:
As the Rogue ability of the same name.

Sneak Attack:
As the Rogue ability of the same name.

Poison Use:
As the Ninja ability of the same name.

Talent:
The Sa'Kage, through strict training and innate potential, gains a pool of magical ability, called Talent, from which they draw power. This is what separates true Sa'Kage from mere assassins. A Sa'Kage has a number of Talent points equal to their class level +1/2 their Constitution modifier. The Sa'Kage may invest points of Talent in various supernatural effects. Points of Talent are never expended; By spending a full round action a Sa'Kage may reinvest her Talent at any time. At 5th level, a Sa'Kage may rearrange their Talent as a Standard action, at 10th level they may do so as a move action, at 15th level they may do so as a swift action, and at 20th level they may, three times per day, rearrange their Talent as an immediate action.

Designer's Note
Think Essentia.

Also, the Sa'Kage gains access to all of their Talent abilities (see below) at level 1, though they will not have the Talent pool to fully power (or even access) many of them for quite some time.

Perfect Poise
Surefootedness is a fundamental aspect of being a Sa'Kage. Starting at 2nd level, a Sa'Kage gains a bonus to all Balance, Climb, Escape Artist, Jump and Tumble checks equal to one half their class level (round down).

Evasion:
As the Rogue ability of the same name.

Be Elsewhere: (Su)
As a standard action, a Sa'Kage may relocate to another, nearby, location as with the Dimension Door spell. Unlike the spell, this is a Supernatural ability, with uses per day and range per use as shown on the above table. A frequent tactic used by Sa'Kage about to be attacked is to ready an action to Be Elsewhere when struck, allowing them to avoid the attack.

Uncanny Dodge: As the Rogue ability of the same name.

Deader: Assassins have targets, because Assassins occasionally miss. Sa'Kage have Deaders. Once a Sa'Kage has accepted a contract, the Deader's life is already over -- all that remains is the cleanup. Once per day, a Sa'Kage may designate a target as a Deader. Against this target, the Sa'Kage receives a bonus equal to half her class level (round down) to all Gather Information, Listen, Search, Spot and Survival checks to determine the location of her quarry. Note that declaring a Deader is not an action taken lightly by a Sa'Kage, and once so sworn, a Deader contract is broken under the gravest of penalties. Should a Sa'Kage break a Deader contract, for reasons justified or otherwise, the Sa'Kage may never again declare that individual to be a deader, nor may she take any hostile action against them in the future. The breaking of a Deader contract is just as binding as the acceptance of one. Additionally, any other Sa'Kage hearing of a broken Deader agreement will become hostile towards the Sa'Kage that broke it, and in dire enough situations may attempt to complete the contract themselves.

Designer's Note:
In case you can't tell, Sa'Kage take the declaration of a Deader quite seriously. To the player I would only recommend not declaring a Deader lightly, as they are not broken easily.

Death Attack:
If a Sa'Kage studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Sa'Kage’s choice). While studying the victim, the Sa'Kage can undertake other actions so long as his attention stays focused on the target and the target does not detect the Sa'Kage or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the Sa'Kage’s class level + the Sa'Kage’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per two levels of the Sa'Kage. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Sa'Kage has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes his save) or if the Sa'Kage does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Improved Uncanny Dodge:
As the Rogue ability of the same name.

Talented Toxins:
The Sa'Kage can create venoms and poisons the potency of which normal poison crafters can only dream of. When making a Craft (poisonmaking) check, the Sa'Kage may choose to invest a number of points of available Talent, up to a maximum of one half her class level, into the toxin. Add that number to all saving throw DCs required to resist the poison's effect. Talent points remain invested for 1 week or until the poison is used. After 1 week, the poison becomes inert, all Talent is refunded, and all crafting materials used to make the poison are lost.

Deaderer:
At 14th level, a Sa'Kage also adds half her class level as a bonus to the first attack roll made against a Deader and, should that hit connect, as a bonus to the damage roll. Additionally, the Sa'Kage may now declare up to 2 Deaders, so long as both are designated as part of the same contract.

Designer's Note:
Please help me come up with a real name for this ability. The best one I've come up with so far is Deader Deader. :smallamused:

Faceless Assailant: (Ex)
At 18th level, a Sa'Kage becomes a knife in the darkness. Whenever she engages in combat with a Deader, any witnesses find themselves utterly unable to recall her countenance. They cannot describe, with any detail great or small, any discernible features of the Sa'Kage. This is a nonmagical, non mind affecting effect, and is not defeated by True Seeing, Mind Probe, or any other magics short of Wish or Miracle.

Inevitable Defeat:
Every strike a Sa'Kage makes against a Deader saps their will to fight and brings their eventual demise that much closer. At 19th level, for every successful attack the Sa'Kage makes, the Deader receives a cumulative -1 penalty to AC and Saving Throws, as well as a cumulative -5' penalty to movement speed. These penalties disappear after 1 minute of taking no damage from the Sa'Kage.

Deaderest:
At 20th level, the Sa'Kage has become death incarnate. When making a Death Attack against a Deader, the Sa'Kage adds her full class level to the DC, rather than half. In addition, each sneak attack made against a Deader deals an additional 1 point of Constitution damage. This Constitution damage stacks with damage from any other source, such as from a poison or a Wounding weapon. Additionally, the Sa'Kage may now declare up to 3 Deaders, so long as all are designated as part of the same contract.

Designer's Note
For the love of Vecna, save me from myself. Help me rename this.

Raiki
2013-05-09, 03:54 AM
Talent Abilities

Unless noted otherwise, all Talented Abilities are (Su) effects.

A note on Save DCs: Any Talented Ability that would require a saving throw has a DC equal to 10+1/2 character level+the Sa'Kage's Intelligence modifier.

Talented Strike:
For each point of Talent invested, the Sa'Kage gains a +1 bonus to attack rolls and a +2 bonus to all melee damage rolls. The Sa'Kage may never invest more points in this ability than 1/2 her class level (round down, minimum +1), to a maximum of 5.

Talented Dodge:
For every 2 points of Talent invested, the Sa'Kage gains a +1 dodge bonus to AC. This bonus may never exceed 1/2 the Sa'Kage's class level (round down, minimum +1). At level 15, this ability improves, allowing a +1 dodge bonus to AC for every point of Talent invested, though it may still not allow a bonus higher than 1/2 the Sa'Kage's class level.

Talent Speed:
For every point of Talent invested, the Sa'Kage gains a +10 bonus to her base land speed. Any Sa'Kage who has a natural movement speed other than a land speed may instead choose to apply this ability to that form of movement.

Rapid Ascension
For 1 point of Talent, the Sa'Kage gains a climb speed of 5'. For each additional point, the climb speed is increased by 5'.

Talent Arsenal: For 3 points of Talent, a Sa'Kage may form a nonmagical version of any melee weapon she is proficient with. This weapon may not be accidentally dropped or disarmed and requires a move action to form. The Sa'Kage may choose to unform the weapon at any point as a free action. At 4th level, the Sa'Kage gains the ability to form a throwing weapon from Talent. This weapon strikes the target when thrown, then unforms. At 5th level, the Sa'Kage may summon this weapon as a swift action.

One Million Faces For 4 points of invested Talent, the Sa'Kage may disguise their appearance and equipment, as the Disguise Self spell. This is a supernatural effect and lasts until the Sa'Kage wishes to end the effect, or until the effect is broken by any individual making a successful Will save. For an additional 6 points, the Sa'Kage functions instead as if under the effects of the Alter Self spell.

Designer's Note
As my first playtester aptly described it, a single individual making a successful save results in a "The emperor has no clothes" effect.

Silver Tongue
The Sa'Kage gains a +2 bonus to Bluff, Diplomacy and Gather Information for each point of Talent invested. This bonus stacks with that provided by Deader, assuming the checks are being made against, or in relation to finding, said Deader.

The Shadow's Caress
By investing 4 points of Talent into this ability, the Sa'Kage may cause an area around her to darken, as the Darkness spell cast by a Sorcerer of her level. This effect lasts until the Sa'Kage chooses to end it, or until countered as per the Darkness spell.

Eyes of the Hunter
The Sa'Kage may invest 2 points of Talent in this ability to gain Darkvision. This Darkvision allows her to see through her own darkness created by The Shadow's Caress, but not through any other magical darkness. For an additional 4 points, this ability allows the Sa'Kage to see through any magical darkness.

Walk Apart
By investing 8 points of Talent in this ability, a Sa'Kage may become invisible. This ability functions as the invisibility spell, with the exception that it persists until the Sa'Kage wishes to end it or until the Sa'Kage takes a violent action. For 15 points of Talent, this ability instead functions as Improved Invisibility.

Freedom of Movement
By investing 10 points of Talent into this ability, the Sa'Kage may benefit from the spell of the same name. This effect persists until the Sa'Kage wishes to end it.

Hide in Plain Sight
By investing 15 points of Talent, the Sa'Kage may benefit from the Hide in Plain Sight ability, as the ranger ability except that it does not require natural terrain to be used. This effect persists until the Sa'Kage wishes to end it.

Talented Pursuit
By investing 1 point of Talent, the Sa'Kage temporarily gains the Track feat. For an additional 3 points, the Sa'Kage may track at up to her normal land speed without suffering the -5 penalty, and may track while running with only a -10 penalty (as opposed to -20).

Weakening Strike
For every 2 points of Talent invested in this ability, all of a Sa'Kage's melee attacks (or ranged attacks within 30') apply a -1 penalty to the target's strength score. This penalty overlaps, does not stack, and disappears after either 5 rounds of taking no damage from the Sa'Kage, or when the Sa'Kage removes any points of Talent invested in this ability. Alternatively, a Sa'Kage of 10th level or higher may choose to invest Talent to deal temporary Strength damage, at a rate of 1 point per 5 points of Talent invested. This damage follows all normal rules for ability damage.

Pinning Strike
By investing 5 points of Talent into this ability, any target struck by a Sa'Kage's melee attacks (or ranged attacks within 30'), must make a reflex save or become pinned to the square he currently stands in. He may take any action not requiring movement normally, but any movement (magical or mundane) requires a Strength check (DC 15) or an Escape Artist check (DC 20). This effect ends if the Sa'Kage removes the points invested in this ability, or after 5 rounds of taking no damage from the Sa'Kage.

A Flurry of Talent
At 20th level, at the beginning of the day, a Sa'Kage may choose to invest 10 points of Talent in this ability. This Talent may not be divested by any means for 24 hours. Once, at any time during the day, the Sa'Kage may choose to make a full attack with any melee weapon she can form with her Talent Weapon ability against every opponent within reach. This weapon is formed as part of the attack and need not have been drawn beforehand. Alternatively, if wielding a ranged weapon, the Sa'Kage may make a full attack against every opponent within 15'. These attacks are made at her normal Base Attack Bonus and may benefit from any other Talent Ability or Class Feature available. All opponents targeted by this ability are treated as Flat Footed against these attacks.

Designer's Note
This is all I have for the moment. I intend to add a handful of feats, as well as possibly a prestige class later in the week. I look forward to hearing your feedback. :smallsmile:

Raiki
2013-05-09, 03:55 AM
Sa'Kage Feats

Well of Talent: Your talent reserves are deeper than that of most Sa'Kage.
Prerequisites: Con 14
Benefit:When you take this feat for the first time, you gain 1 inspiration point.
Special: You can take this multiple times. Each time you take this feat after the first time, the number of inspiration points you gain increases by 1 (for example, you gain 2 inspiration points if you take the feat a second time). The maximum number of times you can take this feat is equal to your Intelligence modifier.

Keen Arsenal: Your Talent Arsenal power now allows you to summon a magical weapon.
Prerequisites: Sa'Kage level 4
Benefit: Upon taking this feat, every weapon summoned by Talent Arsenal gains a +1 Enhancement bonus to attack and damage rolls.
Special:For every 4 Sa'Kage levels beyond 4th, this bonus improves by 1, to a maximum of +5 at 20th level.

Mercurial Arsenal: Weapons summoned with Talent Arsenal can now be endowed with additional magical effects.
Prerequisites: Sa'Kage level 6, Keen Arsenal
Benefit: All weapons summoned with your Talent Arsenal now have the same +1 weapon enhancement applied to them, chosen when you take this feat. This enhancement must be one that can be applied to a melee weapon.
Special: For every 4 Sa'Kage levels beyond 6th, the value of the weapon enhancements a Sa'Kage may add to her weapon increases by 1 (to a maximum of +4 at 18th level). A Sa'Kage may choose any combination of weapon enhancements that do not exceed her total allowed by level.

There and Gone Again: Your ability to Be Elsewhere allows for greater flexibility.
Prerequisites: Be Elsewhere class feature.
Benefit: When Being Elsewhere, you may take one standard action at any point during your move. The total distance you may cover is still limited by your class features and feats, but need not be in a straight line. If this standard action is used to take an attack, the target is considered flatfooted.

Hell and Back: Your ability to Be Elsewhere improves, but at a cost.
Prerequisites: Sa'Kage level 10
Benefit: When you use your Be Elsewhere ability, you travel through places dark and deviant. The number of times per day the ability may be used, as well as the maximum distance traveled per use, are doubled. In addition, for one round after the use of this ability you gain a 50% miss chance, as clouds of noxious mist and vapor cover your location. However, whenever this ability is used, the Sa'Kage takes 1 point of temporary Charisma damage.

Designer's Note:
BAMF!

Designer's Note
So this is what I've got so far. Let me hear your thoughts, and if anyone has any new ideas for feats, speak up. :smallsmile:

Raiki
2013-05-09, 03:56 AM
Saved for eventual Sa'Kage Prestige Class:smallwink:

Moonwolf727
2013-05-09, 11:37 AM
Practically this entire class seems to be an extended Night Angel trilogy reference.

I love it so much :smallbiggrin:

Temotei
2013-05-09, 01:19 PM
Double deader and triple deader, maybe?

Double deader has the added benefit of being alliterative.

LemonSkye
2013-05-09, 02:30 PM
Practically this entire class seems to be an extended Night Angel trilogy reference.

Yep! The class itself is directly inspired by the Wetboy, as noted above. If all of the abilities also fall in line with what the Wetboy can do, that's impressive, as exactly half of the people who helped work on this class have never read the books. :smallredface:

Moonwolf727
2013-05-09, 03:26 PM
Yep! The class itself is directly inspired by the Wetboy, as noted above. If all of the abilities also fall in line with what the Wetboy can do, that's impressive, as exactly half of the people who helped work on this class have never read the books. :smallredface:

:|

Well the thing about that is that, while the flavor definitely fits, it isn't really that similar to wetboys in general. I love the class for being really good at being what it is, an assassin and stealth-master, but it is debatable whether it sticks to what is seen in the books.

It certainly falls in line with what the main character can do, after a certain point into the story obviously, but when applied to most wetboys it isn't nearly as spot on. You see, they aren't really that magical. While they are just as likely to have magical powers as any other member of their race, it isn't a guaranteed in the slightest.

I really feel like an ass for saying that. Sorry.

On the other hand though, this class was only inspired by the books after all. You don't need to stick to the subject matter relentlessly and adding the talent abilities gives far more room to work with especially since almost all of them can be attributed to skill and preparedness rather than magic but it still leaves room for them to be supernatural in nature.

Overall it is very well done and I love it. To be honest, just the name and the non-talent class features strike me as enough of a homage to excuse anything else you might want to add. Yes, even rainbow unicorns. ¬.¬

LemonSkye
2013-05-09, 05:54 PM
:|

Well the thing about that is that, while the flavor definitely fits, it isn't really that similar to wetboys in general. I love the class for being really good at being what it is, an assassin and stealth-master, but it is debatable whether it sticks to what is seen in the books.

It certainly falls in line with what the main character can do, after a certain point into the story obviously, but when applied to most wetboys it isn't nearly as spot on. You see, they aren't really that magical. While they are just as likely to have magical powers as any other member of their race, it isn't a guaranteed in the slightest.

I really feel like an ass for saying that. Sorry.

Don't feel bad; I'm not offended in the slightest. We weren't trying to stay 100% faithful to the books. Raiki would have given me more of a background on the novels if that were the case. We basically just took the concept of a supernatural assassin and ran with it. I just thought it would be amusing if the parts I'd contributed also fell in line with actual Wetboy abilities. :smallsmile:

Anyhow, I'm glad you like the class. Any notes, ideas, things you feel we should add or modify?

ErrantX
2013-05-09, 05:55 PM
I like the concepts and ideas that you've got here, especially for the Talent in comparison to meldshaping / essentia, but I have to disagree with how its presented here and that's because of my design theory.

Base classes tend to be broad and open ended, capable of filling multiple archetypes within the same structure. Prestige classes tend to be more specialized and focused in one aspect and neglecting another, or they take traits from multiple sources and find ways to synergize these. Your Sa'Kage class is great and all, but it exemplifies the role of someone who is a specialist, where as a base class it makes it quite restricting.

I'd consider instead, making this a prestige class and stripping out some of the abilities as Talent feats, and instead make a base class for those who possess the Talent, have realms for their talents (such as fire magic, or healing, or body magic, etc), distinctions for gender (as that did have importance), and then make the Sa'Kage a prestige class for a monk or rogue multiclass with Talented. Just my 2 cents.

Taking my opinion out of the above, I like what you've got and I like how you're doing the Talents, definitely gives a feel for some of the abilities that both Kylar and Durzo are capable of performing. Good work!

-X

Raiki
2013-05-10, 04:16 AM
Moonwolf: Glad to see there is another Night Angel fan in the Playground! Thanks for commenting. I agree with a great deal of what you say, but have to disagree with one particular comment (poorly quoted due to formatting issues on my phone):


"...Certainly falls in line with what the main character can do, after a certain point into the story obviously, but when applied to most wetboys it isn't nearly as spot on. You see, they aren't really that magical. While they are just as likely to have magical powers as any other member of their race, it isn't a guaranteed in the least."

This doesn't fit with read through of the books at all. It is stated numerous times throughout the book that the difference between an assassin and a Wetboy (other than that assassins sometimes miss) is Talent. Durzo even tells Kylar multiple times that if he cannot unlock his Talent, the best he could ever be was an assassin. Every Wetboy is, by definition, Talented.

But, on the other hand, Teleute is correct that we weren't trying to tie every decision 100% to the trilogy canon. I approach 'brews of this sort first from a gameplay perspective, and then from a flavor perspective. But don't worry, I won't deviate so far from canon as to include anything ridiculou like, for example, unicorns. (Don't know why that example came to mind.:smalltongue: )

ErrantX: I really appreciate your comment. I like that you took the time to explain your opinion and the reasonings behind it. I feel it's only fair that I respond in kind. =)

First I'll say that there were a few different, yet equally important, reasons I went with a base class instead of a PrC. The first was an entirely meta reason: I'm building a new campaign setting and wanted a solid number of homebrewed base classes to populate it. The second reason I wanted to make it a base class is game-related. To put it bluntly, there are a million and five prestige classes for people who want to play an assassin, but not one base class. Players who wanted to play a character, like Kylar/Azoth, who was trained as an assassin from the beginning had absolutely no outlet. Also, the role of the "magical assassin prestige class" had already been taken by...the Assassin. I didn't feel that a Wetboy (Sa'Kage) prestige class could have been made different enough to be anything but "An Assassin, but with essentia instead of spells".

Second, while I understand how a Talented base class, with the Wetboy, The Red Mage, The Green Mage, and possibly the Vurdmeister as Prestige Classes would be an attractive concept, it was much more than I either needed or wanted to create. I do intend to add a smattering of Talent feats, and likely a prestige class (Maybe even 2 if I'm feeling industrious or if someone else also feels moved to create a PrC), but those will be solely for the Sa'Kage (Wetboy), as I don't find the other systems enthralling enough to be worth 'brewing.


Temotei: Not bad suggestions, but a bit descriptivist for my tastes. If I have to go with a name in that vein, I'd rather just go full-cheese and call them "deader Deader" and "deadest Deader". And *both* of those are alliterative! (I'm a big fan of that myself.)

Anyway, thanks for the comments so far. I had hoped to post some Talent feats tonight too, but I'me posting from my phone, which seems to be having some kind of nervous breakdown that makes formatting nearly impossible. Even just this comment took about an hour and a half to get typed, and with great frustration.

I'll get to posting more content in the next day or two, when I have time and access to my real computer.

~R~

Dante & Vergil
2013-05-10, 06:58 PM
If referring to the targets themselves, you can always rename them to "Deadees". :smalltongue:

LemonSkye
2013-05-11, 01:53 AM
I think "Deader" is a term from the books that inspired the class, so I have a feeling it's not going to be changed. But yeah, "Deadee" makes more sense to me, too.

Raiki
2013-05-23, 02:21 AM
Okay, as promised I've added in some Sa'Kage feats. I'm sorry for the long delay, but life and family affairs have made homebrewing difficult lately.

Also, just to clarify, Deader is a term from the book, and one that I'm rather attached to. If no other suitable suggestions pop up, from your minds or mine, I'll likely just rename Deaderer to Improved Deader and Deaderest to Just a Formality. That's the best I've been able to come up with myself.

And, just as a minor changelog, I changed the name of Talent Weapon to Talent Arsenal, to more accurately reflect its flexibility.

~R~

LemonSkye
2013-05-23, 06:10 PM
Um...you may want to state what Well of Talent actually does. Just a thought. :smallwink:

Aside from that, I'm not a fan of “Improved Deader". The phrase just doesn't sit right with me for some reason. How about something like “Closing In"?

Raiki
2013-05-23, 07:48 PM
Um...you may want to state what Well of Talent actually does. Just a thought. :smallwink:

Aside from that, I'm not a fan of “Improved Deader". The phrase just doesn't sit right with me for some reason. How about something like “Closing In"?

No idea how that happened, as I most certainly remember typing it out. Either way, fixed.

As for changing the name, I'm fine with that. If I don't have a better name by tomorrow I'll change it.