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  1. - Top - End - #1
    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Default Everything that's yours is mine

    Tom Clancey's Perfect Mark of the Dishonored Marvellous Metal Monacan's Creed: Gunpoint Asylum Absolution Deluxe Inc.

    Or you can shorten that to:

    The Marvellous Metal Monacan

    Or just:

    The Monacan

    I guess.


    "A scorpion can't escape his nature, and rats will eat their own."
    Playlist



    Notes Important stuff vvv

    Skill Bonus
    When the class references a Skill Bonus, this refers to a bonus to the noted skill equal to your class level, with a minimum of the ability mod related to the skill. You can always take 10 with skills you have a skill bonus for. You can only ever apply a single skill bonus to a given check.

    This class plays best with a few house rules and styles of DMing.

    Facing
    This would play much better with character facing, but continues to function without.

    Sound
    This class treats making noise as auto-detection within a certain radius and no chance of detection outside. This cuts out a huge amount of dice rolling and better emulates stealth games. Each creature gets a listening radius of 0ft+5ft per +5 bonus to perception(listen) checks. Any time you make noise within a radius, if your radius overlaps theirs, they hear the noise.

    Awareness
    Awareness is abstracted into 3 levels. Unaware (...), Partly Aware/Investigating (?), and Aware (!). If a creature detects a presence, whether by hearing a noise, seeing something move, or some other sense, they become Partly Aware. They might try to investigate what they sensed. Even if the creature is on high alert, and sprints towards what they sensed, they are still only Partly Aware at this point. If the creature directly senses the Monacan, and understands what they're sensing, they are Aware, and act based on their base Attitude towards what they detected.
    Any creature who is Unaware or Partly Aware is flatfooted against the creature they're not aware of.

    Note that having one's back stabbed does not make one Aware of the creature behind it, just partially aware.

    Fluff
    Go easy on enforcing it. Most abilities can be interpreted multiple ways. Let things that don't seem like gear be gear (without taking up slots and dumbness) if that fits the character image, and generally stay open with things.

    Refunds
    The player should feel safe to refund Expertise if they're not turning out to be fun, or if they've become pretty obsolete when the player went for something better. As long as the player isn't refunding to specifically prepare them self for known future obstacles, it should be more or less unlimited. Note that you can still only buy Expertise at level up.

    Homebrew Homebrew
    If the DM is cool, Expertise can be adapted, perhaps for a change in Rune price. A pretty fair downside should reduce the cost by 1, and a nifty addition should increase the Rune cost by 1. I'd only do this for passive abilities, since active abilities you'd need to change the Guile cost which is a little gross.

    Example: A skill bonus for any chosen skill costs 3, so gaining a perception skill bonus for only sight or only sound should cost 2. Adding on the ability to see/hear through the eyes of your familiar type buddy bumps that back up to 3.


    Hit Die: d6
    Skill Points: 8 + Intelligence Modifier
    Class Skills: Your 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), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Proficiencies: You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as light armour.

    Level Base Attack Bonus Fortitude Reflex Will Special Sneak Speed Maximum Guile Guile Regen Limit Loot Limit
    (Based on ECL, not Class level)
    1st
    +0
    +0
    +2
    +0
    getingetoutgetrich, Skill Trickery, Guile, Carved Whale Bone, Expertise
    15'
    10+Cha
    2
    75gp
    2nd
    +1
    +0
    +3
    +0
    -
    15'
    12+Cha
    2
    150gp
    3rd
    +2
    +1
    +3
    +1
    -
    15'
    14+Cha
    2
    200gp
    4th
    +3
    +1
    +4
    +1
    -
    15'
    16+Cha
    3
    300gp
    5th
    +3
    +1
    +4
    +1
    -
    15'
    16+Cha
    3
    400gp
    6th
    +4
    +2
    +5
    +2
    -
    15'
    18+Cha
    3
    500gp
    7th
    +5
    +2
    +5
    +2
    -
    20'
    20+Cha
    4
    650gp
    8th
    +6/+1
    +2
    +6
    +2
    -
    20'
    22+Cha
    4
    850gp
    9th
    +6/+1
    +3
    +6
    +3
    -
    20'
    22+Cha
    4
    1000gp
    10th
    +7/+2
    +3
    +7
    +3
    -
    20'
    24+Cha
    4
    1300gp
    11th
    +8/+3
    +3
    +7
    +3
    -
    20'
    26+Cha
    5
    1800gp
    12th
    +9/+4
    +4
    +8
    +4
    -
    20'
    28+Cha
    5
    2200gp
    13th
    +9/+4
    +4
    +8
    +4
    -
    25'
    28+Cha
    5
    3000gp
    14th
    +10/+5
    +4
    +9
    +4
    -
    25'
    30+Cha
    6
    3700gp
    15th
    +11/+6/+1
    +5
    +9
    +5
    -
    25'
    32+Cha
    6
    5,000gp
    16th
    +12/+7/+2
    +5
    +10
    +
    -
    25'
    34+Cha
    6
    6,200gp
    17th
    +12/+7/+2
    +5
    +10
    +5
    -
    25'
    34+Cha
    7
    8,000gp
    18th
    +13/+8/+3
    +6
    +11
    +6
    -
    25'
    36+Cha
    7
    10,000gp
    19th
    +14/+9/+4
    +6
    +11
    +6
    -
    30'
    38+Cha
    7
    13,000gp
    20th
    +15/+10/+5
    +6
    +12
    +6
    -
    30'
    40+Cha
    8
    33,000gp

    Weapon and Armor Proficiencies: You are proficient with simple weapons, as well as the falchion, hand crossbow, handaxe, kama, kukri, light pick, (composite) longbow, longsword, rapier, sai, sap, siangham, scimitar, short sword, and (composite) shortbow. You are also proficient with light armor, but not shields.

    getingetoutgetrich: At first level, during any round when you move at his sneak speed (as listed on the class table) or less, you are considered to be sneaking. While sneaking, you gain a skill bonus to stealth checks equal to class level. In addition, while sneaking, anyone making a perception check against the Monacan has double the normal distance penalty (-1/5ft).

    While sneaking, if you enters an observer’s field of view, you may immediately attempt to hide in plain sight. At this time, you may take 10 on a hide check as a free action, with a -10 penalty to avoid detection without requiring intervening cover. This check must be remade every turn you stay within their field of view, with a cumulative -2 penalty each turn.

    In addition to being visible, you also produce noise while moving in a radius around you. While sneaking you produce no noise. While moving faster than your sneak speed, you produce a radius equal to the number of ft you move -your max sneak speed -5ft per +4 bonus you add to stealth checks. It would be good to keep the reduction handy, since you'll probably use it a lot, and it will only change at level up.
    Spoiler: Author's Intent
    Show

    This is important.

    Skill Trickery: Every level you gain access to a skill trick, for free.

    Perfect Heist: By being more impressive, you naturally deserve more impressive rewards. If you fulfill certain criteria over the completion of a level, you gain a gold bonus. A level here is defined as 3-5 average encounters, happening within no more than a few hours, and usually linked by a common goal. If the whole party completes the criteria, the other party member's receive the reward as well. It is possible to complete multiple runs in a single level, but if a run includes an easier run as part of the criteria, you only gain the harder run.

    To determine the amount of gold you receive, use the Loot Limit column on the class table (though base it now on your class level). The run reward will tell you how many levels higher or lower the reward you gain is. If you would receive a reward at less than level 1, half 75 for each level the reward is below 1.

    If a run is not challenging due to the nature of the level, it is not available for a reward. If a level is significantly more challenging than normal due to the nature of the level (such as stealth run in an area of very high surveillance), the reward gains an additional +1 level. If it's significantly easier, -1 level.

    Name Criteria Reward
    Speed run Complete the Level in less than a Par time set by the DM Level+0
    Pacifist run Deal no damage Level+1
    No Damage run Take no damage Level+1
    100% run Complete all side objectives you're given. DM should make sure you know what they are. Level-6 (or so, depending on difficulty) per side objective
    Vengeance run Kill every creature with a base attitude of hostile towards you, or who you're tasked to kill. Level-1
    No Survivors run Vengeance run + Kill every creature with at least 1 HD Level+0, if significantly more challenging than Vengeance
    Stealth run Never have a creature become Aware of you (see notes for awareness). Level+1
    All Accidents run Stealth run + all deaths appear to be accidents (falling, cave in, malfunction, drowned, etc.) Level+2
    Suit run Stealth run + Never use disguises, invisibility, or otherwise obscure your appearance. Level+2
    Ghost run Stealth run + Pacifist run + You cannot directly interact with creatures with at least 1 HD in any way. Level+3
    Ultimate Ghost run No Damage run + Ghost run + Suit run + No Property Damage (nothing broken or badly damaged). Level+5

    Guile: You have a resource mechanic called Guile. Your maximum Guile is given by the class table. After at least 2 hours of not spending any Guile, you refresh to your maximum Guile. If you are really boring and campy, frequently finding places to hide for 2 hours so you can refresh this, you may temporarily lose these privileges, and only refresh after an 8 hour rest.

    There are other ways to regain Guile which you can gain from Expertise.

    Carved Whale Bone: At each level you gain 4 Runes to spend on Expertise. Expertise are the meat of your class features, and where all the cool stuff is at. They're listed below, in the spoiler.

    During each level, there will be an opportunity to find a 5th Rune, to be spent on the next level, hidden somewhere. Usually somewhere awkward to get to, that requires a little exploration, or is thorougly secured. You can feel when a hidden rune is within 60ft, 30ft, or 15ft.

    Expertise: At each level up you may spend any number of Runes you have on Expertise, to gain their effects.
    Expertise come in a number of categories, mostly for ease of use. Some Expertise may appear in multiple categories.
    An Expertise is formatted as follows:

    Cost - Name (Optional General Name):
    [Prerequisite] Effects.

    If an expertise as a general name, it means there are multiple expertise that can fulfill an effect required for prerequisites. For Example, Invis (Cloak) would function as a prerequisite for any Expertise needing [Cloak]. If an Expertise lists no Prerequisites, it has none.

    Spoiler: Expertise
    Show


    Spoiler: Skill
    Show

    2 - (Skill) Surge:
    While making check in the chosen skill, Spend 2*X Guile for +X to the check check. This Expertise can be taken multiple times, each time applying to a different skill.

    3 - (Skill) Bonus:
    You gain a Skill Bonus towards the chosen skill. Note that you can only apply one skill bonus to a given check. This Expertise can be taken multiple times, each time applying to a different skill.


    Spoiler: Guile
    Show
    3 - Particularly Guileful:
    You gain half your level onto your maximum Guile. This Expertise can be taken multiple times.

    3 - Guile from Rest:
    Any time you spend Guile, at the end of your next turn and each turn after you regenerate half your regen limit (rounding down), until you have regained your entire regen limit, or the amount of Guile you spent, whichever is less. Since you halve rounding down it will take 3 rounds to regain your full regen limit on certain levels. You never regenerate Guile on a turn you use Guile, and you only regenerate from the last time you used Guile.

    For example, if you have a regen limit of 5, and you spend 10 Guile, you regenerate nothing on the first turn, then 2 on the second turn, 2 on the third, and 1 on the last, at which point you stop because you have reached your regen limit. If you spent 3 Guile on your third turn, you would not regenerate the remaining 2 and 1 Guile, and instead would start the process over again, regenerating 2 on the next turn, and 1 on the turn after, and then stopping since you have regained Guile equal to how much you spent.

    2 - Guile from Greed:
    You regenerate Guile whenever you or your allies collect loot. When you collect loot with a monetary value equal to your loot limit, as shown on the class table you immediately regain Guile equal to your regen limit. Note that your loot limit is based on your ECL, not your class level. If times are hard, you can also burn an equal amount of money to regain the same amount. Note that the amount of gold required increases as you level up, somewhat punishing you for gaining levels. I agree that this is stupid, and will accept suggestions.

    4 - Sustainability:
    Your regen limit is increased by 1/3 of your base regen limit, rounding down. This can be taken multiple times.



    Spoiler: Adaptability
    Show

    1 - Bone Charms:
    Instead of 4 Runes per level, you instead gain 6. Instead of learning Expertise you buy, you assign them to a Bone Charm (you keep them in reserve). You can choose any number of Expertise to have from these Bone Charms, so long as their total rune cost is less than or equal to 4 Runes per class level + any 5th runes you’ve found. In other words, you gain no direct benefit, but have some unusable Expertise in reserve, for use with other Expertise.

    2 - Loadout Change:
    [Bone Charms] After an 8 hour rest, you can choose a number of Expertise to know from those in your Bone Charms, so that the total cost is equal to or less than 4 Expertise points per level. It means you get some flexibility, but don’t know any more Expertise at a time than you would normally.

    1 - Channel Charm:
    [Bone Charm] By Spending 8*the Expertise point cost of an Expertise in one of your unused Bone Charms, you may gain that Expertise for 1 minute. If the Expertise grants an active effect, you can instead use it once by paying 2*the Guile cost of the effect. If there’s ambiguity, ask the DM or don’t use it.




    Spoiler: Recon
    Show

    2 - Eavesdropper: You gain a skill bonus to Perception checks made to listen and understand sounds. If you have the HUD expertise, you can fluff this as subtitles or something.

    2 - Eyedropper: You gain a skill bonus to Perception checks made to spot and search for things. If you have the HUD expertise, you can fluff this as zooming in or multiple windows collecting data or something like that.

    2 - True Sight:
    [Level 11] You gain True Seeing, always on, as an extraordinary effect. You can work this into your HUD if you have one.

    2 - HUD:
    Either through sensors, magic, or your own perception and intuition, you can learn about your environment quickly and infallibly. This only gives you a very hazy sense of creature location, numbers, and size, within 60ft. A creature must be making some kind of movement or noise to be detected, and creatures that are both invisible and producing no sound are not detected. This can detect through 10ft of solid material, though a sheet of lead blocks it entirely. This does not allow you to ignore concealment. As fluff, you can also display anything you as a player know about the character on the HUD, such as remaining ammunition and health.

    3- Range Upgrade:
    [HUD] Your [HUD] expertise now have a maximum range +30ft larger, and can detect through +10ft more solid material.

    3 - Hostility Measure:
    [HUD] Through complex algorithms or your own intuition, you can tell the hostility of creatures within line of sight. If the creature has no attitude towards you (usually because they are not aware of you), you detect the probable attitude they would have towards you if they saw you as you are now, standing normally. This makes decision making much easier. Just shoot everyone highlighted in red.

    Varies - Specialized Sensor:
    [HUD] You, or your HUD, are especially trained at finding certain features. Choose some type of feature that can be identified by a perception check, such as doors, good throwing objects, things to grapple onto, explosive barrels, etc. You can not choose creatures, or any subset of creatures. You are can see the silhouettes of these objects as long as they're within 60ft and not blocked by 10ft of solid material or a sheet of lead. The Rune cost of this Expertise varies based on the DM's perceived usefulness of the sensor. They can tweak it later if they want.
    Usefulness Examples Rune Cost
    Very Useful Medium Or Smaller Objects worth 10gp +, Escape Routes 5
    Useful Things You Could Grapple Onto, Doors, Keys, The Fifth Rune 4
    Alright Good Thrwoing Objects, Written Notes 3
    Not Very Useful Explosive Barrels, Water, Vermin 2
    Pretty Useless Cheeses, Dirt 1
    Anything more important than Very Useful (such as “inanimate objects”) shouldn’t be allowed.


    The View of a Monacan with HUD, Heat Measure, Precision Upgrade, and Hostility Measure.

    3 - Line of Sight Display:
    [HUD] You can tell where the field of view of other creatures, or objects that receive visual inputs, overlaps with your field of view. This is useful for not awkwardly walking out in front of people.

    3 - Heat Measure:
    [HUD] You can see all sources of heat within 60ft. This also allows you to detect the presence of creatures within 60ft that have a different temperature than their environments. This can detect through 10ft of solid material, though a sheet of lead blocks it entirely.

    3 - Precision Upgrade:
    [HUD][Heat Measure] You can now detect creature’s locations exactly, giving you the exact location of any creature within you can detect with one of your [HUD] Expertise, along with a crisp silhouette. This now allows you to ignore concealment.


    The View of a Monacan with HUD, Heat Measure, Precision Upgrade, Specialized Sensor(ranged weapons and ammo)(costs 4), Specialized Sensor(Traps)(Costs 5), Specialized Sensor(Alarms)(Costs 2), and Line of Sight Display.

    2 - Quest Arrow:
    [HUD][Waypoint] If you know the location of a target, you know the direction in which the location is. This works at different levels of precision. If you know only the city your target is in, you will only know how to reach the city.


    Spoiler: Friends
    Show

    3 - Friend:
    You gain a Tiny ally of your choosing. This can be of the Animal, Construct, or Undead types (or others at DM’s encouraged discretion). Your Friend can use your skills, and has access to your Recon, and Evasion Expertise, as well as any others that boost a skill. It has a 1d4 piercing, slashing, or bludgeoning attack (chosen when you take the expertise), your arrangement of 4,6,8,10,12, and 14 for stats, and has (2+con)* your level health. Your Friend can either fly at 30ft per round, or walk at 40ft per round with spiderclimb always on. You can communicate with your Friends telepathically so long as they're within 120ft. If your Friend dies, or ditches you or something, you can find/make/summon a new one in a 24 hour uninterrupted block that requires your full attention. If you take this multiple times, you can get a new Friend each time. [Friend] Expertise only apply to a single Friend of yours.

    1 - Earlink:
    [Friend]You can hear what your Friend hears in real time.

    1 - Eyelink:
    [Friend]You can see what your Friend sees in real time.

    4 - Animal Accomplice:
    [Friend] You can replace your Friend’s statistics with those of an animal companion, and advance them at the same rate as a druid. Cool DM's will be pretty lenient letting you choose from outside the default selection.

    2 - Hidden Helper:
    [Friend] While not doing anything an Unseen Servant couldn’t do, your Friend functions as if invisible. It’s like having an unseen servant that can get down to business. You may fluff your servant as being visible, but possessing perfect stealth abilities, or simply unnoticed, like a monkey in a jewelry store whom no one looks twice at, until it is carrying giant diamonds out the door.

    1 - Syringe Sidekick:
    [Friend] Your Friend can be given potions or poisons, and can inject / shove in a mouth whatever potion or poison they have ready as a standard action. Readying another potion or poison as another standard action.

    2 - Detonating Dude:
    [Friend]At a trained trigger, your Friend can blow themselves up spectacularly, proving their creepy devotion to you. This is an immediate action, so a good trigger is upon reaching 0 hp. This explosion does 3*level fire damage in a 15ft radius, reflex for half damage.

    2 - Expendable Existence:
    [Friend]The period of time required to create a new Friend is reduced to 8 hours, and this process creates as many Friends as it takes to put you at your maximum.

    1 - Recording Rapscallion:
    [Friend] Your Friend can record and relay all audio and video they experience. Perhaps they have a camera that plays back, or a detailed notebook, or can perfectly imitate sounds they hear, and draw quickly.

    1 - The Heart of a Living Thing:
    Your Friend, or some non-mechanical entity attached to you, tells you secrets. You cannot ask specific questions, but if confronted with a subject (such as a person, place, object or event), you may have the entity tell some significant nugget about it, including things from its long past or future, or information such as a creature’s current thoughts. The entity may not always have something to say.

    A Friend communicating vocally over distance instead of telepathically.


    Three Friends with Animal Accomplice.


    A Friend using Hidden Helper to remain perfectly inconspicuous.


    A Friend with Detonating Dude, ready to singe somebody.








    "In a world without gold, we might have been heroes!" -Edward "Blackbeard" Thatch, Assassin's Creed IV
    "Hm? This? I stole it. From the future." - Thief, Eight Bit Theater
    "I've never robbed a god before. It'll be a challenge." - Garrett, Thief: The Dark Project
    "(Clanking sound) Did I hear something just now? ...Nah, must have been the wind. (clanking sound gets louder) Yeah, that's definitely the sound that wind makes." - Hapless guard, Yu-Gi-Oh! The Abridged Series
    Last edited by qazzquimby; 2015-07-26 at 06:01 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Re: Everything that's yours is mine

    Needs more RPGS to blow everything up.

  3. - Top - End - #3
    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Default Re: Everything that's yours is mine

    Thanks for catching that, it wasn't on their wiki for some reason.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
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    Default Re: Everything that's yours is mine

    I like having a fully option-ized infilatration class, I think that people just assume the party rogue will do this job very well where as the reality is that infiltration can be and often is a specialty.

    Hit Die
    I fall into the group of people who believe pathfinder's "no one should have HD4" rule is a good idea, in fact I think that an infiltrator should have D8 or D10 to deal with all the trouble they throw themselves into, or at least some godly mobility rules such as taking a 5' step one a round when an attack fails to hit you or you succeed a reflex save, or some other reactionary action.

    Skillpoints/Skills/Proficiencies
    Looks fine.

    BAB/Saves
    Totally what I'd expect.

    Get In
    I would have this give a land speed bonus and then have the sneak speed a flat speed and then increase both of these speeds on a level basis. Optionally you could have use rope count as sleight of hand checks as the skill is useless to take on it's own.

    Get Out
    Field of view means whenever someone could see the monacan, so every time she can be seen she can hide again (free action take 20?) with a -2 per check each time. This promps either player or hidden rolls whenever the monacan has been spotted. Because it's an opposed roll, doubly so.

    I would probably write it as that whenever the monacan is aware of an enemy spotting them she may make an opposed dexterity check against the observer, if that's successful she may hide in plain sight.

    That being said, don't take my word for it if it messes with the archetype YOU want to illustrate =]

    Get Rich
    I like this, as thiefy as rogue is it doesn't have a lot of optionality for offensive sleight of hand, like taking weapons or spell component pouches.

    Locks
    Totally fine, I'd throw in something to bust jammed/piton'd doors open or resolve arcane locks too.

    Recon
    Needs to be available at MINIMUM level 10, this is essentially mindsight but effects mindless creatures as well. Given name doesn't give the true name of demons, right?

    Loot
    Great ability, unseen servent (especially persistent) is one of my favorite effects in the game, having it on a class feature is just cake.

    I'm a bit concerned with how the worth items play out, as weight itself has a mechanical use. I can imagine a copper statue of the monacan being waved around like a cardboard cutout then being dropped on an enemy... kind of a subjective physics cartoonland style where as soon as an object is realized to hurt, it does.

    So, do you want this to look like the monacan atlas lifting an absurd globe of art above his head, or do you want it as the "grab everything in sight and run" kind of thing, because you could probably extra-dimension that.

    Melee
    Coup de what?

    Not only is this crazy powerful but I don't quite understand why the monacan gets knocked out.

    I'd use http://www.d20srd.org/srd/psionic/powers/cloudMind.htm but have the ignored creatures your party.

    BreachII
    I'd change this to equal burrow to move speed.

    Stealth
    The point system simplifies but really limits the options of the ability. I'd have it use a disguise self effect so it can be used out of really short exchanges.

    Traps
    ......what?
    This is intensely setting specific and assumes that there's some sort of connection between one device and another, what do you want out of this?
    The monacan generally needs more trap detection, currently there's no way to see traps and you're going to be frontline at all times due to your mindsight and sneaking.

    Charm
    Totally fine.

    Equip
    I'm confused to what this actually is, is it a magical make-any-weapon? Is it a class ability to makes a semi-real object?
    Do you want the monacan to equip the party with these items? Do you want them to disappear when they leave the monacan's hands?
    Is the monacan proficient with firearms gained outside of this ability?
    Do you want gold costs to play a function? Is this supposed to limit prep time for the monacan by provided "right tool for the job" to cut gold investment or is it supposed to just cut bulk, if the latter why not a haversack?

    Shotgun
    Use pathfinder shotguns?

    Smokebomb
    Could not this and many other options be created with just alchemical type things?

    Trauma Kit
    Balanced, but it needs surrounding rules that make it function more like a potion. It needs to be applied by someone else and the person applying needs to full-round-action it.

    Tranq
    Drow poison, I would change this to ability damage, probably dex + charisma.

    Wrench
    What are the implications of this and what is the intention?

    EMP
    Totally fine, needs a cost.

    Machinegun
    Pathfinder Rifle

    C4
    Blast disk in 3.5, there's a pathfinder equiv but I don't know the name.

    RPG
    An RPG obliterates whatever it hits, I'd consider a direct hit dealing 20D6 damage at least and THEN a blast radius. (A weapon designed to go through pillboxes, tank walls, installations and macerate everything inside.)
    I'd use bomb launcher instead, which functions more like a grenade launcher than an RPG. http://www.d20pfsrd.com/equipment---...-Bomb-Launcher

  5. - Top - End - #5
    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Hit Die
    I fall into the group of people who believe pathfinder's "no one should have HD4" rule is a good idea, in fact I think that an infiltrator should have D8 or D10 to deal with all the trouble they throw themselves into, or at least some godly mobility rules such as taking a 5' step one a round when an attack fails to hit you or you succeed a reflex save, or some other reactionary action.
    I'll step it up to a D6, but I'm resistant to go much higher because the class isn't meant to be well equipped to survive dangerous situations. Getting caught amidst enemies should be a big deal. I like the 5ft step idea though, I shall add that.

    Get In
    I would have this give a land speed bonus and then have the sneak speed a flat speed and then increase both of these speeds on a level basis.
    I changed the sneak speed to a set, rising value, but didn't add a base move speed bonus for the same reason I didn't bring the HD to a D8. I'm not entirely confident with this, but I'd like to try it this way with playtesting and see if it works before changing.

    Get Out
    Field of view means whenever someone could see the monacan, so every time she can be seen she can hide again (free action take 20?) with a -2 per check each time. This promps either player or hidden rolls whenever the monacan has been spotted. Because it's an opposed roll, doubly so.

    I would probably write it as that whenever the monacan is aware of an enemy spotting them she may make an opposed dexterity check against the observer, if that's successful she may hide in plain sight.
    As appears to be the trend, I didn't follow your advice completely, but did take steps towards what you're recommending. Whenever the Monacan attempts the hide check, he's considered to be taking 10, so no rolls are necessary on his side. Since casual observers are considered to be taking 10 as well, the ability shouldn't bog things down too much.

    Locks
    Totally fine, I'd throw in something to bust jammed/piton'd doors open or resolve arcane locks too.
    By targeting a magical lock, the Monacan can dispel a spell keeping a door or container closed with a caster level of half his open lock check?

    Recon
    Needs to be available at MINIMUM level 10, this is essentially mindsight but effects mindless creatures as well. Given name doesn't give the true name of demons, right?
    I set advanced expertise to be available only after 10th level, so under 10th you can only know the number and locations of enemies within the radius. Is that still too much, and if so, how would you change it?

    I'm a bit concerned with how the worth items play out, as weight itself has a mechanical use. I can imagine a copper statue of the monacan being waved around like a cardboard cutout then being dropped on an enemy... kind of a subjective physics cartoonland style where as soon as an object is realized to hurt, it does.

    Melee
    Coup de what?

    Not only is this crazy powerful but I don't quite understand why the monacan gets knocked out.
    The target isn't helpless (now explained more directly), so coup de grace isn't a problem. The effect also now ends the moment the target takes damage or is required to make a saving throw.

    BreachII
    I'd change this to equal burrow to move speed.
    Burrow speed does equal move speed.

    Stealth
    The point system simplifies but really limits the options of the ability. I'd have it use a disguise self effect so it can be used out of really short exchanges.
    That's already included in disguise II.

    Traps
    ......what?
    This is intensely setting specific and assumes that there's some sort of connection between one device and another, what do you want out of this?
    The criteria for control input was meant to be generous, and including doorknobs and things, but it's probably just an unneeded complication. You can now target any surface, and damage the mites do is undone when the mite disappears.

    The monacan generally needs more trap detection, currently there's no way to see traps and you're going to be frontline at all times due to your mindsight and sneaking.
    That is a true fact. I added "The Monacan can use the search skill to locate traps with a DC of 20 or higher," but I don't know what else to include.

    Equip
    I'm confused to what this actually is, is it a magical make-any-weapon? Is it a class ability to makes a semi-real object?
    Do you want the monacan to equip the party with these items? Do you want them to disappear when they leave the monacan's hands?
    I've re-described it, since I pretty much glossed over that the first time. It's an object that can be summoned or dismissed, and disappears after being picked up by another creature (placed explosives would be pretty useless if they vanished after you put them down).

    Is the monacan proficient with firearms gained outside of this ability?
    Do you want gold costs to play a function? Is this supposed to limit prep time for the monacan by provided "right tool for the job" to cut gold investment or is it supposed to just cut bulk, if the latter why not a haversack?
    The intention was to mimic the game's system, and do something interesting that would fit with the stealing everything mentality.

    Shotgun
    Use pathfinder shotguns?
    Why?

    Wrench
    What are the implications of this and what is the intention?
    If there are scary implications, I do not know of them. The intention, as with the rest of these ideas, is to port the game to 3.5.

    RPG
    An RPG obliterates whatever it hits, I'd consider a direct hit dealing 20D6 damage at least and THEN a blast radius. (A weapon designed to go through pillboxes, tank walls, installations and macerate everything inside.)
    Each of these abilities needs to be roughly equal in power, but I added ignoring 10 points of hardness and double damage to objects and surfaces for more wall blasting.

  6. - Top - End - #6
    Bugbear in the Playground
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    I'm thinking of a different spin on the class, might be good for an ACF line.

    So basically you have control over a construct (mite), and most of your abilities are tied to objects, and you cannot use both at once.

    You could have a construct-item-familiar, able to turn into or produce different things, powering all your equipment effects. Replace or recharge the familiar upon a long rest, replacing would cost gold, replacing it would cause the old one to self-destruct.
    http://www.d20pfsrd.com/bestiary/mon.../clockwork-spy

    So your mite could perform a host of functions, and help with your infiltration, you could use telepathy to give it orders, have it set up a network inside the dungeon to open/close doors, hack locks, snuff torches, ect. It could use your line of sight for this, but could be aware of how many levels are in the dungeon, how many doors, locks, ect. but not their location other than what level they are on. Perhaps more detail the higher level you are, like knowing how many rooms, and eventually at very high level get a map layout.

    I'm thinking get-in and get-out might work better to be activated abilities that generally ease uninterrupted infiltration or even combat, you could have a host of abilities to grant you or your allies when they need to use them, and reset after 5 mins of rest (or however long in-between non-urgent encounters without being so long as to break the flow of progressing through the game).

    Get Out kind of reminds me of urgency, such as games like metroid prime, wario land 4, monaco when spotted and the **** hits the fan. Some ability to help you, and since this is a multi-player game, your party, escape.

    As it stands Get-Out is just a recovery for stealth and mostly an attempt to break that urgency... but only for that one player.. I like the stealthiness, but it doesn't feel like an ability that illustrates it's flavor.

    For trapfinding, have the DM make a hidden roll whenever the player is within a certain range of a trap or trap trigger or dangerous hazard and such, otherwise the player is going to have to constantly roll. You could flavor this as being a ubiquitous danger sense (like, "you feel an unsettling air coming from that direction" ect.), where there is a pit of lava in the next room, or a banquet hall full of orcs that kicking in the door may not be a good idea, and then give them a manual check for traps.

    @Recon
    I wouldn't allow recon to have mindsight, I'd use equipment and a stacking standard action to gain intel within a range relative to your level, maybe 10'/level. First round you can tell there are enemies, 2nd round you could detect hostile intent and get a number of them. Playing around with this concept, either by unlocking different things at different levels or just allowing different types of intel, is really a "scouter", VEGETA WHAT DOES THE SCOUTER SAY, ect. I'd have 2 versions of this, a divinitation effect where you are able to know how many people are within X range and such and whether they are hostile, and a line-of-sight effect allowing you to get more information about targets you can see. I would make this equipment.

    @Gaining Charges
    Interesting that you now gain charges when the party gains money........... but I think a long rest is better? You could have a maximum amount of charges at 2/level and regain 1 charge per hour, rest not needed. Or 1 charge per short rest and all charges per long rest. Or is this ability supposed to be powered by greed/avarice? It has no fluff, just thinking mechanics.


    NEW EQUIPMENT:

    Sim0n: As a standard action you may fire a projectile making a ranged touch attack within 150', upon hitting the target you deal 2*level bludgeoning damage to the target, if a creature is hit they must make a DC 15 + 1/2 Level fortitude save or be knocked prone, if you hit a heavy object such as a chest, door or wall you may make a break/burst DC check against it using 4*Level as a result. In any round in which you use Sim0n, changing to your Machine Gun equipment becomes a free action.
    Last edited by Hanuman; 2015-06-01 at 06:43 PM.

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    Ettin in the Playground
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    Default Re: Everything that's yours is mine

    You call them the Sublime Rogue twice, once in Maneuvers and once in Stances Known.

    The lack of new class features past 10th level is disappointing.

    Why's the level 10 "Special" entry centered?

    Is the sneak speed a limit on distance per round? If so I like it. If it's distance per move action I don't, since they already have to be moving at half speed to use hide/move silently.
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    @Extra Anchovies
    This is a really awkard time for bumps and peaches. Since it had been sitting very far back for a long time, had too little content, and is currently being used in a game, I quickly patched it over with features, some of which from other classes.

    So um, shield your eyes.

    Thanks for all the feedback though, I'll do that stuff immediately, and it will get another overhaul pretty soon.

    Speed limit is per round, I'll make that clear.

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    @GetInGetOut
    Can you teleport on an enemy far away and have it counted as it being within your sneak movement, hit them, then hide in plain sight?
    Such as Fading Strike 2nd level maneuver for what is essentially tome of battle rogue discipline: http://www.d20pfsrd.com/path-of-war/...moon-maneuvers
    I understand that the RAI is fairly straightforward, but the RAW is duct-taped together in terms of balance >.>

    @Skill trickery
    Yay

    @Perfect heist
    Amazingly cool ability, though this is basically telling the DM how to run her game... that being said the concepts presented are great.
    I don't think reward should be the concept, instead I think that it should be a party bonus to completing the set goal, such as in a stealth run you allow the party to become more stealthy until the run is ruined. I think Shadow Run should be a thing, not allowing any enemies to escape or learn your identities and such.
    I feel rewards from the run come from outside influence, so this seems way more like "i have contacts who will pay us big" ect.
    Either that or you're doing it to gain fame in the underground communities, and could gain influence which could be traded in for gold later, if gold is really the goal.

    @Guile
    Needs a small note on exactly what guile is used for, and should provide a simplified version and link to an ACF which has a more redundantly complex version.

    @Runes
    "Gain runes to spend on expertise" is very weird nomenclature.

    @Expertise
    Hit and miss, some are useful and concise, some look like what would be bad class-specific feats.

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