April 11, 2019

Grifter

Roguish Archetype
Comments from the Finger: As I'm still working on rewrites for a couple of the vestiges, I decided to give myself some breathing room and just do one post this week.
     (Cheat cantrip is found here.)

Grifter

Swindlers, cheats, and most of all, grifters hang around taverns where people might have a looser grasp on their coins. The archetypal grifter knows that, with the right words and the right scheme, you can part anyone from their money, and even make it seem fair. Grifters are masters of cons, big and small, from counting cards and rolling loaded dice, to pyramid schemes and fraud.

Swindle
Starting when you choose this archetype at 3rd level, you gain proficiency in all gaming sets. Additionally, you learn the cheat cantrip.

Double Bluff
At 3rd level, you can feint between two opponents, striking whichever one is least prepared. You gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it and another hostile creature.

Out of Dodge
By 9th level, you know when you cut and run when a ruse goes south. Whenever you take the Dash action, creatures have disadvantage on opportunity attacks against you. When you take the Disengage action, you can move up to half your movement speed.

Long Con
By 13th level, you can unerringly enact confidence schemes and other ruses. Whenever you make a Charisma (Deception) check to lie to another creature, you can treat the result as your level + your proficiency bonus. If you later change major details pertaining to the lie, you lose the benefit of this ability against that creature.

Heist Plan
Starting at 17th level, you always plot out your schemes several moves ahead of time. You can take the Ready action on your turn as a bonus action. Whatever action you choose, your trigger must be based on a hostile creature performing a specific type of action (such as "when the kobold attacks", or "when the mage casts a spell") and can’t activate until after your turn ends.



Changelog: 4/12/19: Heist Plan: Criteria for Ready action made more specific

12 comments:

  1. Replies
    1. I've added a link in the comments at the top.

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  2. The word "grifters" in the first sentence could use a comma after it

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  3. the benefit of long con is slightly confusing. Is it 'treat the result as your level+profecincy bonus if the roll is lower' or?

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    1. Correct. I can add the "if it's lower" clause to simplify things

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  4. Heist plan is pretty damn strong for a roguish archetype capstone considering it pretty much guarantees two Sneak Attacks per round, against the same target if you will unlike the scout's Sudden Strike, and will have a bunch of miscellaneous applications on top of that. That said, I've seen worse so I probably wouldn't sweat it much (looking at you, self-hasting arcane tricksters).

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    1. I have to agree here. I feel like this should be toned down somehow. Maybe have it only available on the first round of combat, or usable X many times a day or something...

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    2. I was thinking about X per day when I wrote it, but decided to release it and see what everyone thought about it.

      The mechanic I wanted to implement was having the player predict a likely event every turn to use Ready; if they guess right, they get their action, but if they guess wrong they don't. The big thing I'm not sure about is whether this is very, very easy to get every turn, or whether it's going to work only sometimes.

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    3. You don't need to specify one particular event - it can be as broad as you'd like and you're free to ignore the trigger when it wouldn't suit you. "I shoot the orc if it tries to do anything" is a perfectly valid Ready action that guarantees a reaction shot on said orc unless it fully passes its turn or somebody else makes it disappear. If I wanted to bring my most abhorrent rules lawyer side up from the psychological basement, I'd say that even "if anybody does anything" or "if anything happens" can technically be valid triggers.

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    4. When I last read over the rules for the Ready action, it seems to indicate that you need to call out a specific trigger, but now that I look at it, the rules as written don't /exclude/ generic triggers.

      I'll make the version used for Heist Plan more specific, so you have to really make a solid guess about a trigger.

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  5. Oh wow. At first I thought this was gonna be like mastermind but it's waaaaaay cooler and with super thematic abilities. Awesome work!

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    Replies
    1. Thanks! I'm pretty happy with the abilities here; we had some breakthroughs with action economy and positioning mechanics to make it work.

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