Page 1 of 2

Quasi Classes 2

Posted: Tue Jun 10, 2014 2:56 pm
by Dimirag
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

Re: Quasi Classes 2

Posted: Thu Jun 12, 2014 9:24 am
by chiisu81
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"

Re: Quasi Classes 2

Posted: Thu Jun 12, 2014 11:57 am
by Dimirag
Thanks Chiisu, the files have been corrected and uploaded

Re: Quasi Classes 2

Posted: Sun Jul 06, 2014 11:05 am
by Dimirag
Uploaded R2.1 with Chiisu as proofreading credits

Re: Quasi Classes 2

Posted: Tue Jun 12, 2018 9:58 pm
by Dimirag
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...

Re: Quasi Classes 2

Posted: Tue Jun 12, 2018 10:24 pm
by cbarchuk
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?

Re: Quasi Classes 2

Posted: Thu Jan 09, 2020 10:14 am
by Dimirag
After playtasting of the assassin QC via cbarchuk (thanks!) and some review I've reduced its XP value, same thing for the medic and the savage quasi-classes.

The new R3 version has been uploaded to the Showcase

Re: Quasi Classes 2

Posted: Fri Jan 10, 2020 9:43 am
by Solomoriah
cbarchuk wrote: Tue Jun 12, 2018 10:24 pmThough I noticed in Solo's Glain Companion he allows half-humans to be Assassins.
The Assassin supplement is older than Half Humans. Nobody ever went back and corrected it.

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sat Nov 05, 2022 2:02 pm
by knottyprof2
Question regarding the Acrobat Quasi-class. It lists multipliers for High and Long Jump. What values am I using those values for? Can't find anything in the Core book regarding jump distances and the only other supplement I found anything was the Secondary Skills supplement where the target number is the # of feet jumped.


Moved to corresponding thread by Dimirag

Re: Quasi Classes 2

Posted: Sat Nov 05, 2022 7:33 pm
by Dimirag
Those values aren't on the Core Rulebook, and the QC2 does not make use of other supplements (even QC1 is optional).
The actual jumping values should be set by the GM.