Wednesday, May 4, 2016

New Paths 8: The Trickster



So if you have seen my opinions about New Paths Compendium my views of The Trickster will induce a lot of deja vu. Like a lot of it's predecessors the Trickster class follows a lot of familiar ground and fills in a huge gap but adds a bit of new to make it a real novelty while still feeling like a real part of the game. As a whole that's the main strength of the New Path classes. They feel like they could have been printed by Paizo so its pretty easy to accept them in a game as opposed to completely new kinds of systems like Spheres of Power or sharp changes in balance like Path of War. They simply fit in and play nice with base Pathfinder and as much as I like my crazy stuff like psionic wolfmen from the future, or Aboleth parasite mutants that shoot bears out of their eyes I absolutely love my purchase of New Paths Compendium and products that simply fill in the blanks that the base game leaves behind.

So what is the Trickster? Well in a nutshell it's a 20 level Arcane Trickster in the same way that the Magus is a 20 level Eldritch knight. Its basic chassis is a 3/4 BAB class with  six levels of casting. It casts from the Sorcerer/Wizard list so avoids spell list conflicts that I normally have with new classes but does put it's casting a bit ahead of the Magus in terms of raw versatility. It has a spellbook but prepares spells known rather than spell slots, so it casts like an Arcanist (also INT based casting). It has a slower progression sneak attack and at fifth level can use sneak attacks to deliver touch spells which is where the comparison to the Magus comes in. At level 15 it can do the reverse and have spells that deal damage against flat footed enemies deal sneak attack damage which applies to all targets of the spell if the spell does damage to multiple targets in one blast (Yes fireball/No magic missile) making a surprise Burning Hands really sick all of a sudden at late levels.

There's also an option called Forte that serves as kind of a Order/Bloodline package choice that represents a focus. One makes you significantly better at acrobatics checks, one gives you a familiar that does quite a bit of extra things, like sneak attack and functionally giving you the Inquisitor's Solo Tactics with it. One makes feint pretty desirable. One allows you to steal spells but is about the only ability in the entire book that I have serious questions about. Its unclear whether or not the stolen spell is itself negated or if the stealing has to occur within a certain range or exactly when the opposing caster is casting. Either way it looks like it can swipe spells from other spell lists and cast them for a short amount of time. Plus later on they can hijack ongoing spells and control them.

The rest of the class features are mostly filler-ish or expected things. It gets six +1s to a number of  skills over the course of the class, three bonus feats from a limited pool or a metamagic feat. They get uncanny dodge/improved uncanny dodge, trapfinding and evasion. One interesting thing is that they can make ranged disable device and sleight of hand checks as if they were using mage hand to do it. Something everyone ever had tried to do before realizing that's not how the spell works.  Eventually they can hijack ongoing spells and control them.

 In the end I have to criticize an INT based caster with 6+INT skills per level. This can easily be seen as a "better Rogue" from that standpoint alone. Although that's true for a lot of things the class feels like the Rogue dropped all of it's worst abilities and replaced them with good ones. But overall, I like the class. I've seen a few 20 level arcane trickster type classes and this one fills in the checkboxes that I think are the most desirable things about the concept. Using mage hand to steal/disable, steal spells, cast with versatility. I also have to praise the points where it keeps in room for expansion with it's Forte class feature. Its a rather simple class that fits in about 5 pages but it's packed with so many small smart choices that brings it together. The Fortes make the focus of the class drastically different from each other, the Arcanist casting keeps it from being boring but still keeps it spontaneous, stealing control of spells, not shoehorning a talent selection (which would have made for a huge chunk of choice paralysis since spells are also involved.). I think this class fits in great next to the Magus in filling up concepts that fit in the six level arcane caster space and is probably my current favorite chassis for the concept. I think I can confidently give this five stars out of five. I'm sure that others will love it.

You can find this over on Paizo.com here.

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