
Originally Posted by
Tinco
Nah, it's really not too hard. Let's say we wanted to bring extremely strong self-healing to the rogue:
TA:
Laughter is the best Medicine: After dodging an attack, you gain one stack of laughter. The next time you are hit, you are healed by by (roguelevel*x) per stack of laughter.
Assassin:
Trap the Essence: Every time you kill an enemy, your shadow consumes the essence of the slain foe. The next time you enter stealth and are not in combat, you heal for (combined enemy CR).
Improved Trap the Essence: TdE now triggers 33% on vorpals.
Mechanic:
C2H6O: (cooldown 5 seconds): You take a rejuvenating gulp that heals you for 2d6 per rogue level (scales with whatever). Every time you use this ability, you get a stacking penalty of -2 to all your mental attributes for 30 seconds.
Would that break the flavour of the archetypes? Imo no, but it would still improve them by a lot.