Saturday, February 8, 2014

Classes of Artheria (Complete Adventurer Edition)

Today we tackle, what is in my opinion the best of the "complete" series, the Complete Adventurer. The book is full of great new core classes, a lot of really nice prestige classes, and some nice spells as well.

We start things out right with the ninja. Unlike the samurai in the complete warrior, the ninja is already fantastic. They have sneak attack, ki abilities that allow them to do things like turn invisible temporarily, dodge blows, leap really far... then they get monk AC bonus too. Awesome! The one thing I'm giving the ninja is the Iaijutsu ability... the issue, in reality, the ninja used ninja-to to quick draw faster than the samurai katana. That would translate into some kind of better than samurai in some way ability. This doesn't work as ninja are a much more balanced class than samurai. Game dynamics trump realism, so the ninja gain the +2 bonus to hit and damage every 7 levels, starting at level 1. (+4 at 7, +6 at 14, etc.) This just makes the ninja more realistic. In gestalt, ninja's are an exceptional choice. They can use all their abilities in light armor, which makes them ideal with various combat classes, like the ranger, and ninja/sorcerer is a great combo as well.

Simplified: Iaijutsu ability, +2 at level 1, increases every 7 levels.
(This ninja is allowing himself to be seen. It is the only reason you can see him.)
Scout: The scout is possibly the best class in the Complete Adventurer. Tougher than the other classes in the book, with many great abilities, they are essentially a slightly toned down ranger with more rogue abilities. Skirmish is great, and really shines once the scout gets spring attack or shot on the run. Gestalt scouts are even better, a ninja/scout can hit and run for extreme damage and have a lot of HP. A scout/monk is similar, but more melee oriented. Scout/sorcerer and scout/wizard to scout/arcane archer is another absurdly good combo. This is another conundrum, what to do with the class? With ninja, I had a real life influence, the scout, however, is something different. I could just give them bonus feats, but I did that with the rogue, so instead, I'll give them all good saves. Scouts are great. Now they're tougher.

Simplified: All good saves.
(Capable, agile combatants, scouts are a very versatile class.)
Spellthief:* The spellthief is a very unique class, it isn't a bad class at all, it is just the least versatile of the new classes. They can do most rogue abilities at reduced effectiveness, but they can 'steal' spells from spell casters, an ability that is really awesome, just completely worthless on anything without spells, (or certain spell like abilities). It is a difficult problem to tackle with this one. If you increase the sneak attack at all, the class becomes too strong, and giving them too many bonus feats would also make them over powered. So I'm doing a combination of things, I'm increasing their hit dice to a d8, and I'm giving them bonus feats every 5 levels. (5,10,15. etc.) This is really a shot in the dark, I have the least experience with this class. The idea of a gestalt paladin/spellthief as a sort of inquisitor is is a fun idea, and spellthief augments the standard rogue, ninja, or ranger very well. 

Simplified: HD to d8, bonus feat every 5 levels.
(A great anti-mage, the spellthief is part rogue, part mage, all awesome.)
This was another really easy book to do. Rogues, especially in gestalt mode, are really really good. Sneak attack, evasion, special abilities, and more skill points than all other classes, all the classes in the 'skilled rogue type' category are really good. As sneak attacks stack, the damage capability of these classes starts becoming really outrageous. Other than not great HP, all these classes are very hard to kill. Also, these classes are the only classes that can disarm traps, which is something I'm really into. I played Baldur's Gate II a lot as a kid, and I can remember the first time I played without a thief and went into the graveyard, and the catacombs underneath.... and died horribly. My players in the trial run have learned this a little bit already, I'm a fan of the old style "Indiana Jones taking the treasure and then the boulder chases after you" style adventures. There needs to be at least 1 of these types of characters in a group, otherwise, like in old Baldur's Gate II, (Or wizardry for that matter...) you will die to traps. In fact, so far in trials, the only player death has been to a spring loaded log triggered by a pressure plate in the floor, which knocked said player into a pit of spikes. Beware when venturing in the dungeons of Artheria, for they are very dangerous.

“There is nothing like looking, if you want to find something. You certainly usually find something, if you look, but it is not always quite the something you were after.” J.R.R. Tolkien, The Hobbit.


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