Spell Thief: You may use the steal combat maneuver to steal a prepared spell from a spellcaster. They must begin and end their movement on a solid surface. They may ascend into the air as if walking on the wind, cross running water, run along a vertical surface, and other impossible feats. Weightless Step: When running or charging, the trickster may move in any direction without risk of falling. For spells that do not allow a saving throw to bypass, such as wall of force, the Trickster is allowed to make an escape artist check against the DC of the spell or effect +10. Master of Escape: You may use an Escape Artist check in place of the saving throw you normally would be allowed to resist spells or spell-like that limit or hinder mobility, such as hold person, entangle and forcecage. Impossible Dodge: When struck by a melee or ranged attack, you may make a Reflex save (DC equal to the opponent's attack result) to negate the attack. They'd likely need wording revisions/balance: If the champion and tackle a devil out of the air, the trickster should be able to casually hitch a ride on one without it noticing.Īm I the only one who thinks this path should not be aimed at alchemists? They aren't archetypally tricksters and alchemist-focused trickster abilities don't seem synergistic or on-theme.īased off Metis' requests, here's some ideas off the cuff. Let them fly with Jump, suddenly disappear with Stealth and make targets hallucinate with Bluff. If tricksters are skill heroes, don't just grant them a chance of succeeding in a narrow situation, or a situational bonus if they're lucky. I'm unlikely to choose anything which needs a natural 20 on a skill check just to start working. How could that possibly be considered supreme? Maybe it should cover the entire range and also make you invisible whenever you make a token effort to conceal yourself. Stealth is poor already and Supreme Stealth is stupid. The trickster looks underwhelming and not very much of trickster, in spite of having a few decent abilities. In more specific terms, I'd like it if the Trickster had more options that focused on mythical levels of agility, deception, and thievery rather than this kind of weird focus on slightly boosting skill checks and using consumable magic items. In my mind, a mythic rogue should be able to slip out of a forcecage, empty a king's treasury or a dragon's hoard like a magic trick, run along water, walls, falling debris, or even a hail of arrows with ease, and steal thing's like a wizard's name or a dragon's heart without the target even realizing. This Might Just Work: Useful enough, except for the whole 1/day or mythic power bit.Īll in all, these feel more like rogue tricks or alchemist discoveries rather than MYTHIC powers. Being forced to take this 4 times for full coverage is just painful. Supreme Stealth: The fact that those senses can make your stealth useless in the first place is harsh enough. Ranged Disable: Useful and full of style. Path Dabbling: Clearly the best path ability ever, not much else to be said. Majestic Countenance: It fits well enough. And what charged items are so valuable that they'd make it worth it to use your mythic power to fuel them? Itemcraft: Maybe someone else can see how a 1-5 boost in caster level is worthwhile, but I can't. I don't really see the need for the Sleight of Hand check though and it's one of those things I wish would scale with your tier. Hide your daggers and smaller magic items as you're infiltrating the prison. Improbable Prestidigitation: Lots of fun. Rather than being forced to take it twice, why not make it scale with your mythic tier though?įickle Attack: It works out to a half a point of damage for each d6 in exchange for more than doubling the time it takes you to roll and add up your damage. This is one of the most circumstantial abilities I've ever seen, the point of being almost useless.Ĭritical Tinkerer: And this one is even more circumstantial.ĭefensive Move: It's nice as it is. And most importantly, most of the time you're not going to roll a 20. In most situations, there's absolutely no difference in whether you do something in 10 minutes or 5 minutes, 6 days or 3 days. Being able to go from 2d4 rounds to a move action is definitely more mythic.Ĭritical Skill: Most skill checks don't really take that much time. Outside of combat, most checks aren't that binary anyways.Īstounding Disable: Big step in the right direction. In combat, you're obviously going to have better options. It's an okay ability, but definitely not at the level of the path abilities of the others.Īssured Skill: Not sure of many situations where this would be useful. Lots of its path abilities seem to need a lot of work.Īssured Drinker: Take an extra turn or drink a potion as a swift action. It seems to be by far the most boring path, which is a shame because it's the one I was the most excited about by a large margin.
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