Friday, 25 October 2019

Thief synergies

Following on from last week's scout class, this article explores new thief synergies. These seek to grant something to the Thief class without radically changing the class build.

I see synergies as similar to the fighter damage bonus solution to fighters, except that it was never added to the base thief class as it was for fighters. But with the proposed four, I'm thinking we need more.

The current synergies and pairings of thief skill are:
  • Careful Footing (find traps + move silently)
  • Nimble Fingers (open locks + pick pockets)
  • Rigging (climb walls + remove traps)
  • Shadowy Senses (hear noise + hide in shadows)

What's missing? There are eight 'thief skills', excluding backstab which is more a combat skill and the reading skills. That gives 28 possible combinations, too many for now, I want to add four more.

Let's bunch them up. Move silently and hide in shadows pair up nicely, forming the two stealth skills. Find and remove traps are not even separated in the base thief table, barely being separate skills, and are very mechanical skills. This leaves only four, the skills for pick locks and pick pockets are very much thief skills. Finally the remaining two, climbing and hear noise, relate in that they are very physical skills.

I use this sketch to map them out:


Based on this we can see the starting four synergies pair up only one of the pairs, and don't link the thief skills to any of the other pairs. So I'm going to create three pair synergies and one linking to the thief skills.


Stealth synergy


Everyone thinks backstab is a thing but it’s hard to setup. Hiding in combat can't be done, but what if it could? After all shadowy senses adds an infravision of sorts, why not an invisibility, of sorts.

Many a house rule enables thief’s to use concealment in and around a fight. Inspired by reapers in Xcom 2, why can’t you take advantage of the chaos and enter concealment.

Fog of war (hide in shadows + move silently): the characters mastery of concealment and misdirection allows them to move around a battlefield with impunity. As an action during a melee combat where they are not alone they may test against hide in shadows to enter concealment. While concealed the character is treated as invisible so long as they stay within a 30 ft radius of a melee battle. They are not magically invisible and are taking advantage of the chaos and noise of combat to avoid notice. Combatants are broadly aware that the character is still present and may take a hear noise test to locate the concealed character and break the concealment. This effect is lost as soon as they attack, which treats opponents as surprised.

Mechanical synergy


Let's keep the next one simple, being better at traps. This gives more speed and the ability to bypass traps. Also adds the text to reset or build traps, though like the trapping proficiency I leave this up to the judge.

Trap mastery (find traps + remove traps): the characters expertise with traps allows them to rapidly disarm traps or to prepare basic traps on the fly. The character can find or remove traps in one round with only a -4 penalty, if they have the trapfinding proficiency they may find a trap with no penalty. If they succeed in their role to remove a trap by more than 10 they may bypass the trap allowing them and their companions to pass unhindered while leaving it armed. Finally they may reset traps or prepare basic traps using appropriate materials with a remove traps throw.

Physical synergy


Thief's have low hit dice, and given the ACKs build system they sit at d4 for humans no matter how you build them. But maybe we can use a synergy relating to the physical pairing to give some survivability.

Here I bring in evasion from older and current versions of D&D. This can help them avoid falling bricks or fireballs alike. This one feels a little shoe-horned into the skills, but the utility is undeniably useful.

Leap from danger (climbing + hear noise): the characters physical training and heightened awareness keep them alert to dangers. This allows them to leap out of the way of collapsing caves or magical explosions relatively unscathed. When making a saving throw to take half damage from an area affect, the damage on a successful save is reduced to zero with only half damage on a failed throw. Character may only be wearing light armor.

Thief to Physical synergy


Here I linked from thief to the adjacent physical as I had a cool idea. I do wonder if i should use this synergy to add a +2 bonus to pick pockets, it lacks a proficiency that gives it a bonus and a synergy could be a good way of doing that. For now I have not and have written it up as follows:

Evaluate mark (pick pockets + hear noise): the characters keen ear and experience with acquiring carried wealth enables them to listen to the jingle of coin and see the bulge of pockets on a potential mark and assess the value of their goods. Before making a pickpocket check the character may make a hear noise throw to determine the value of goods available to a pickpocket test. If the Judge has Axioms 8 they can use the article “what’s in its pocket’s” to determine the result.

Limits on synergies


Now that we have eight they map out like this, blue for original, green for new:


With eight synergies there are too many to give them all. Considering the summary of the Patreon article was that only two of the eight skills were on par with spells, there are six skills that are underpowered. Therefore three synergies (three pairings from the six) seem fitting for a thief. This lines up with the allocation of points in the build systems making that rating seem like a natural cap to the number of synergies gained. Key though is you must take thief skills to get the synergies, so classes that use thief rating for powers don’t get the synergies. Also taking skills as magical spells as the suggested alternative would also not grant synergies.

Based on this the maximum number of synergies gained from taking thief skills is equal to the build points allocated to the thief value.

What's next


I don't plan to make any more synergies for now, I fear it could get overwhelming, plus it's fun to wait for inspiration to strike. I will most likely explore backstab synergies as a separate theme, given backstab is already very effective I am cautious to throw synergies on it right now.

Next time I will align these eight synergies with thief proficiencies to build some thief templates or archetypes. This will help explore the impact on play style of synergies based on those selected.

Saturday, 19 October 2019

The Scout

Recently Alex posted an article on Patreon analysing thief skills and compared them to spell equivalents. The general conclusion is that thief’s are a little underpowered and spell equivalents or synergies can assist with this. I have a few blog posts lined up relating to this and while its not strictly related to my setting, I thought I would post them.

One other thing I notice is thief’s tend to suffer a bit from being a jack-of-all-trades. This often makes their role a bit difficult to define. In some campaigns the broad thief works well, in others not so much. One common role though is that of the party scout.

The class that follows was a bit of a thought experiment on this role and takes advantage of two of the proposed synergies. It is optimised to move ahead, detect threats and report back. It has some survivability in terms of hit points giving its need to act solo. I also gave it flexible weapon choices to enable it to bend a little to the players need/style. In combat this allows the scout to act solo, as a second rank combatant or ranged character as needed.

This is not a scout in terms of being a ranger or explorer. It’s not a wilderness class, though some may pick up skills in that area. I had trouble finding an alternative title that conveys sneaker and finder of things (Pathfinder sounds like an RPG? Trailblazer is a bit too wilderness? Vanguard sounds like a fighter maybe?). I deliberately drew on the peltast/light infantry in the template to force this to be seen more as a skirmisher.

Scout

Prime Requisite: DEX
Requirements: None
Hit Dice:1d6
Maximum Level: 14

Scouts are the eyes and ears of many an expedition force. They are most often found serving in the military or as a private guard for merchant caravans where their skills ensure others do not befall harm. In these organisations they act as vanguards or trailblazers focusing on avoiding and detecting threats and reporting back to their existing task force. Formal training of scouts falls to the watchtower they are associated with, and each trains weapons and arms befitting their own personal style. Some scouts leave their employers to strike out with adventuring companies where their skills prove invaluable.

Scouts combine the arts of stealth and combat, but they lack the front line focus of a fighter. At first level, scouts hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience (i.e. the same as thieves). Their training in weapons tends to be based on local preference or school training, all scouts train to use common bladed weapons such as swords and daggers. They may also select one of the following types of weapons and add these to the list of weapons permitted to the character: (1) axes; (2) bows/crossbows; (3) flails/hammers/maces; (4) spears/pole arms; (5) bolas/nets/slings/saps/staffs. Additional permitted weapons may be gained by taking the martial training proficiency in their class list. Their localised training also extends to fighting styles, they may select one fighting style based on the following list at first level: (1) shield style; (2) dual-wield style; (3) two-handed style.

Scouts have a mobile fighting style focusing on awareness of their environment and freedom of movement. So long as they can move freely, they gain a +1 bonus to armor class at 1st level, and an additional +1 at 7th and 13th level (shown in table below).

They may also hide in shadows, move quietly, find traps, hear noise and back stab as thieves of their level, this is shown in the table below. While scouts can find traps they generally avoid or bypass them, and have no skills at disarming complicated mechanical or magical traps.

Their thief skills grant them access to the thief synergies of careful footing and shadowy senses (refer to Patreon article). When moving silently they trigger undetected traps only half as often as other adventurers (on a 1 in 1d6 instead of 1-2) and automatically notice traps they pass within 10’ of on a proficiency throw of 18+. When not in magical darkness they can “see” out to 30’ with sufficient clarity to move, fight and interact with objects (but not to read). If they take the Blind Fighting proficiency, then he can “see” out to 60’ and suffer no penalty when fighting against invisible opponents.

Scouts have uncanny awareness of their surroundings, gaining a +1 bonus to avoid surprise. The character gains a +4 bonus on any proficiency throws to hear noises (factored into their their skills below) and detect secret doors. With a proficiency throw of 18+ they can notice secret doors with just casual observation.

When a scout attains 9th level (Scout), they can establish a watch tower, and 2d6 scout apprentices of 1st level will come to work with the character. If hired, they must be paid standard rates for ruffians. These organisations of scouts often use their skills and knowledge to become information brokers on the surrounding region, be it urban or wilderness, selling to the highest bidder. They stay out of the way of normal thief’s guilds when it comes to their specialty of thieving, though conflicts have been known to occur. Except as noted, a scout’s watch tower follows the rules for hideouts detailed in the Hideouts & Hijinks section of the ACKS Campaigns chapter.

Scout Proficiency List (28): Acrobatics, Blind Fighting, Bribery, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate, knock down),Contortionism, Endurance, Fighting Style, Land surveying, Lip Reading, Mapping, Martial Training, Navigation, Naturalism, Passing without trace, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Tracking, Weapon Finesse, Weapon Focus.
Class proficiencies at: 1st, 4th, 8th, 12th.
General proficiencies at: 1st, 5th, 9th, 13th.


Peltast Template: This pre-generated template represents a highly mobile skirmisher with their trusty shield and spears. The template is ready for adventure. However, if your scout's INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS).

Template: Peltast
Proficiencies: Fighting style (weapon and shield), endurance, spears and polearms, shield style
Starting Equipment: Infantry spear, crescent shaped shield, 3 javelins strapped to shield, dagger, leather armor, armigers clothing, high sandals, backpack, one weeks iron rations, 44 gp (4 5/6 st., Move 120’/40’)

Scout Level Progression
Exp.
Title
Level
Hit Dice
AC Bonus
Hide in Shadows
Move Silently
Find Traps
Hear Noise
Back Stab
0
Lookout
1
1d6
+1
19+
17+
18+
10+
x2
1,400
Spotter
2
2d6
+1
18+
16+
17+
9+
x2
2,800
Observer
3
3d6
+1
17+
15+
16+
8+
x2
5,600
Watcher
4
4d6
+1
16+
14+
15+
7+
x2
11,200
Trailblazer
5
5d6
+1
15+
13+
14+
6+
x3
22,400
Outrider
6
6d6
+1
14+
12+
13+
5+
x3
45,000
Pathfinder
7
7d6
+2
12+
10+
11+
4+
x3
90,000
Vanguard
8
8d6
+2
10+
8+
9+
3+
x3
190,000
Scout
9
9d6
+2
8+
6+
7+
2+
x4
290,000
Scout, 10th level
10
9d6+2*
+2
6+
4+
5+
1+
x4
390,000
Scout, 11th level
11
9d6+4*
+2
4+
2+
3+
0+
x4
490,000
Scout, 12th level
12
9d6+6*
+2
3+
2+
2+
(-1)+
x4
590,000
Scout, 13th level
13
9d6+8*
+3
2+
1+
2+
(-2)+
x5
690,000
Master Scout
14
9d6+10*
+3
1+
1+
1+
(-3)+
x5

Scout (Thief) Attack and Saving Throws
Level
Petrif. & Paraly.
Poison & Death
Blast & Breath
Staffs & Wands
Spells
Attack
Throw
1-2
13+
13+
16+
14+
15+
10+
3-4
12+
12+
15+
13+
14+
9+
5-6
11+
11+
14+
12+
13+
8+
7-8
10+
10+
13+
11+
12+
7+
9-10
9+
9+
12+
10+
11+
6+
11-12
8+
8+
11+
9+
10+
5+
13-14
7+
7+
10+
8+
9+
4+

Scout Notes

Allocations: HP 1, FTR 1, THF 2
Max level: 14
Tradeoff: Weapon selection from broad to narrow.
Tradeoff: One weapon style
Power: Alertness (but remove from proficiency list to avoid double stacking)
Power: Swashbuckling (but remove from proficiency list to avoid double stacking)
Powers (5 thief): Thief skills hide in shadows, move silently, find traps, hear noise and back stab
Synergies: careful footing and shadowy senses
Save: Thiefs
Magic items: Thiefs
Requirements and Prime requisites: DEX, as a standard thief.
Post 9 hp: as thief = 2 per level
Experience: 500+500+400 =1,400; Round 7 to 45,000; Post 8 = THF 100,000 per level