Quasi Classes 2

Creating game materials? Monsters, spells, classes, adventures? This is the place!
Post Reply
User avatar
Dimirag
Posts: 2214
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Quasi Classes 2

Post Tue Jun 10, 2014 2:56 pm

Uploaded on the Showcase is my version of some Quasi-Classes (based on the work of SmootRK).
Link is: https://www.basicfantasy.org/showcase.cgi?sid=64
Sorry for any misspelling or writing error, I am not a native English speaker
User avatar
chiisu81
Posts: 2398
Joined: Fri Aug 19, 2011 3:05 pm

Re: Quasi Classes 2

Post Thu Jun 12, 2014 9:24 am

Page 3, Death Attack, change to "or lose all HP and suffer immediate death."

Page 4, first sentence, correct to "lose"

Page 4, right side, second paragraph, correct to "renowned"
User avatar
Dimirag
Posts: 2214
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Re: Quasi Classes 2

Post Thu Jun 12, 2014 11:57 am

Thanks Chiisu, the files have been corrected and uploaded
Sorry for any misspelling or writing error, I am not a native English speaker
User avatar
Dimirag
Posts: 2214
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Re: Quasi Classes 2

Post Sun Jul 06, 2014 11:05 am

Uploaded R2.1 with Chiisu as proofreading credits
Sorry for any misspelling or writing error, I am not a native English speaker
User avatar
Dimirag
Posts: 2214
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Re: Quasi Classes 2

Post Tue Jun 12, 2018 9:58 pm

Coming from the Assassin Supplements
1. Is your version of the Poison ability used when making poisons or when applying them to a weapon?
Neither, I don't like the chance of failure or poison exposure while poisoning a weapon or object and as there are no poison creation rules (and was lazy about creating them) this QC is able to identify the presence of poison, not creating it (but can use it with no special rules).
2. I haven't used any Quasi classes so let me make sure I understand the XP: A Thief/Assassin would need 36000xp to reach level 6. Does that sound right?
Exactly, the XP needed is the sum of both values for the given level.
3. A level 1 Thief/Assassin would have a 30 in HIDE and a 40 in MS correct?
Correct. Both values are better on the QC but as to not "erase" the Thief learning there is the +10%.
4. Can this Quasi Assassin class use the thief allocation point option as described on page 153 of the core rules? If so how would that work since they have less skills?
Don't know how this could affect the class, but you can use 21/14/6 as points for the QC alone, for a Thief/Assassin start with the best values, add +10% on repeated skills, then go with the 30/20/10 as per normal Thieves.
5. Can this Quasi Assassin be any race?
I don't see why not...
Sorry for any misspelling or writing error, I am not a native English speaker
User avatar
cbarchuk
Posts: 69
Joined: Sun May 20, 2018 7:30 pm
Location: Raleigh, NC

Re: Quasi Classes 2

Post Tue Jun 12, 2018 10:24 pm

Excellent! The supplement Assassin doesn't sit well with me. The loss of find/remove traps and the racial restriction really hurt this class imho. Though I noticed in Solo's Glain Companion he allows half-humans to be Assassins. I wonder why that wasn't added to the supplement. Anyways your ideas should be implemented into the existing class. It would make the existing Assassin substantially better. So nice work my friend.

P.S. Do you like your quasi Assassin over the supplement version as well?
Post Reply

Who is online

Users browsing this forum: Google [Bot] and 6 guests