Poisoner... hmm. I think I see the issue - it's more that it's Expert Class-narrow than ineffective.
Yes. That's exactly the problem my brain could never get behind. Now I'm thinking of taking out the extra stuff and just including the Venom Master trick and involving it more of a person who likes to get close enough to use poisons (maybe some Blend/Disguise stuff). Some kind of courtesan-type thing (which seems to roll better as an archetype than 'poisoner' anyway)
That's not to say I don't like your idea and as it was mentioned earlier, these abilities tend to broach on the idea of feats a lot and I could see the train of thought here going towards a Poison B/M/S chain...but that's for another day.
Okay, so I'm still not happy with them, but I have to remind myself that's why I'm running them through the forum. Just a heads up, ever since the Quest for Glory games by Sierra (played it back when they still called it Hero's Quest), the thief type has always been near and dear to my heart. So, I tried to really think on something new for these core abilities but let's see what we can do.
Burglar ArchetypesAssailantInterest: Dirty Fighting
Dirty Fighting: You’ve never seen the point of fighting fair. A number of times per scene equal to your starting action dice you may use your Reflex saving throw bonus in place of your Fortitude save. Also, you gain the Cheap Shot trick and the penalties your opponent suffers are doubled if you possess more Melee Combat feats than them.
Trying to capture the more Combatant part of the Burglar's role with this one. I like the idea of Cheap Shot being a little more wicked with this ability, but not sure if the mechanic I came up with really works all that well with the way that PCs and NPCs are built differently and all.
InfiltratorInterest: Breaking & Entering
Benefit: Just because they don’t see you, doesn’t mean you don’t see them. You gain the Basic Skill Mastery (Infiltrator: Bluff & Prestidigitation) feat. The error range of all Notice checks to notice you are increased by your starting action dice.
This one has been a particular pain for me. I wanted to bolster the idea of the burglar being very good at getting into and around places without being noticed without treading on the very, very sneaky ability at Level 1. I kind of like the idea of core abilities granting a customized Basic Skill Mastery, but like paddyfool pointed out with my poisoner ability, I might be infringing closely on Expert Class grounds there.
RaiderInterest: Alignment
Heretic: It's hard to catch you off your game. You are never considered
flat-footed against the attacks or traps of NPCs of your opposing Alignments.
I had a really hard time coming up with the Burglar's Alignment archetype, but I think I could be okay with this one. Really, it's a fancy way of saying that you can try all sorts of combat actions without penalty for failure and evasion can't be sidestepped.
Thanks everyone for the input so far and I'm excited about the idea of finally locking down the Assassin's third archetype
Well, I'm pretty happy with where the Captain's at, too, so let's go ahead and throw those out since the Burglar took so long.
Captain ArchetypesExemplar Interest: Alignment
Benefit: People aspire to be like you. You like it. You may spend an action die to give your teammates and allies a number of skill ranks equal to your Charisma modifier in one of your Alignment skills for a number of rounds equal to the action die result. The action die may not explode on this roll.
I like this idea, but it feels like it might be more appropriate for the Sage. I think I originally was coming around to this idea to try to connect with the battle planning ability which I view as integral to the Captain, so keep that in mind.
Maverick Interest: Risk Assessment
Benefit: Never tell me the odds. Your Right-Hand Man ability counts Chance feats rather than Basic Combat feats towards your lieutenant’s XP value. Also, when you roll a 1 on an action die that has not exploded, you may spend 1 additional action die on that roll.
Added the second part because I didn't feel like the Chance ability thing was enough for a full core ability so I tried to add something Chance-y and my first idea I realized was essentially the bold heroes campaign quality, so I tried tweaking it to be something awesome-ish while not being the same mechanic. Also, I was not picturing Han Solo with Chewbacca as his Personal Lieutenant while thinking about this archetype...promise.
Officer Interest: Commission
Benefit: You enjoy the perks of having a base of operations. You gain a Holding that does not count against your maximum number of Prizes. The Scale of this Holding is equal to your starting action dice.
I always get nervous with my short class abilities because I feel like that means that they aren't doing enough. This one is to allow for all those discussions concerning Holdings being large ships, floating islands, Firefly-class starships, etc.