Showing posts with label tricksters. Show all posts
Showing posts with label tricksters. Show all posts

Wednesday, December 30, 2015

Trickster Spell List

In my last post, I introduced a Trickster base class for Pathfinder.  This class combines low-level elements of the rogue and wizard with the arcane trickster prestige class.  Though I am not the first to have created this type of hybrid, my version is particular to my current Pathfinder campaign--made for a specific player whose multi-classing placed his character behind his peers.

By crafting a new base class, it also gives me the chance to customize the class's spell list.  Like the Magus, the Trickster has a spell book that must be studied, but may only learn spells from his class list.  Spells were selected for this list base on reinforcing roguish abilities; over-the-top, flashy spells were either left our, or increased in level for this class.  As with the class itself, play-testing will likely result in modifications to this spell list. 
There has been talk among my players about creating archetypes for this class as well--but we will see what our needs are.


0-Level

Acid Splash: Orb deals 1d3 acid damage.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Sift: See area as though examining it.
Spark: Ignites flammable objects.

Monday, December 21, 2015

Rethinking Hybrid Classes - The Trickster

Back in October, I posted about the multi-classing rules in Pathfinder. I did this because I favored the hybridizing prestige classes (Arcane Trickster, Eldritch Knight, Mystic Theurge) instead of the hybrid base classes from the Advanced Class Guide--and I wanted characters who followed the prestige class path to be on-par with single-class characters.  However, this "fix" has only served to make the rules more bulky--and there is too much for players--particularity new players--to remember.

On second thought, the Magus isn't a bad class.  In fact, it is better at being an Eldritch Knight than a Fighter / Wizard / Eldritch Knight.  Are there base classes that do this for the Arcane Trickster and Mystic Theurge?  Not in the Advanced Class Guide--so my distaste for the hybrid classes in that book remains.  My distaste for the concept of hybrid classes is in question, though.

In fact, hybrid classes have been a part of Dungeons & Dragons for several edition:
  • Bard = Enchanter / Rogue [originally a Fighter-Thief-Druid "prestige class"]
  • Paladin = Fighter / Cleric
  • Ranger = Fighter / Druid [originally also Wizard]
And Pathfinder has given us a few new ones already:
  • Alchemist = Transmuter / Rogue
  • Inquisitor = Cleric / Rogue
  • Magus = Fighter / Wizard