Jair Barik
2009-08-30, 05:04 PM
Border Watcher
Requirements
-Be accepted into the Border Walkers
-Craft (Trapmaking) 8 ranks
-Feat track
-Spot 4 ranks
-Survival 4 ranks
Border watcher
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Endurance, Trap sense+1, Trapfinding Combat Style
2nd|
+1|
+3|
+3|
+0|Play dead
3rd|
+2|
+3|
+3|
+1|Sneak attack+1d6
4th|
+3|
+4|
+4|
+1|Trap sense+2 Dune runner
5th|
+3|
+4|
+4|
+1|Door sense, combat style
6th|
+4|
+5|
+5|
+2|Sneak attack+2d6
7th|
+5|
+5|
+5|
+2|Trap sense+3
8th|
+6|
+6|
+6|
+2|Sand stirrer
9th|
+6|
+6|
+6|
+3|Sneak attack+3d6
10th|
+7|
+7|
+7|
+3|Trap sense+4, Combat style[/table]
Class Skills-Spot, Hide, Move Silently, Craft (trap making), Search, Climb, Survival, Disable device, Bluff
HD: d8
Skill Points 4+Intelligence modifier
Weapon Proficiencies: gain none
Armour proficiencies: gain none
Class features
Endurance feat at first level
Trap sense as a barbarian at 1st level increasing by 1 at 4th, 7th and 10th level. This ability stacks with that of the barbarian
Trap finding as the ability of a rogue, this ability does not improve the ability of a rogue who already has it.
Combat style. Chose one of the following styles. Melee or Ranged
Melee-At lvl1 you gain the Quick Draw feat, at lvl5 you may use weapon finesse to apply your dex modifier to any one handed weapon you are proficient with, at lvl10 you may perform a greater sneak attack once per day with a melee weapon. This sneak attack uses d8 in place of d6 and counts the opponent as being flanked so long as there is another ally threatening him.
Ranged-At lvl1 you gain the Rapid Reload feat, at lvl5 you may perform a ranged sneak attack from a distance of 45 ft, at lvl10 you may perform a greater sneak attack once per day with a ranged weapon. This sneak attack uses d8 in place of d6 and counts the opponent as being flanked so long as there is another ally threatening him.
A border watcher of level two or more may play dead as a response to any damage that would drop them below 0 Hp. They are treated as though they had the Diehard feat but in addition to its regular abilities may drop to the ground, slowing their breathing and feigning death. By making an opposed bluff check to the opponents spot check they can appear dead. Their wounds grant +2 circumstance modifier to this check. If the Border Watcher makes any actions in this state they instantly fail their bluff check. Should the need arise a border watcher can make a sneak attack from this position, but suffers all the penalties associated with being prone.
Dune Runner. Border watchers of 4th level or higher suffer no movement penalties on any kind of sand and gain a 5ft move increase when in sandy environments
Door sense. A 5th level Border watcher can make a search check to find any secret door which they pass within 10ft of.
Sand stirrer. An 8th lvl border watcher gains an additional 5ft of movement speed in sandy environments. In addition to this they also gain a +2 bonus in sandy environments to trip checks and to attack rolls made from a flanking position. Furthermore a border watcher gains a 5ft burrow speed in sand (but no means of breathing underground). Typically this ability is used to submerge the individual in sand with only their head sticking out as they lie in ambush. This grants them +20 circumstance modifier to hide checks and total cover.
This class is for a homebrew setting and I wanted to check it was fairly balanced. Basically the organisation in question is a group of elite Kobolds (Tucker style) who guard a set of chasms and gulfs that surround their lands in the deserts. They excel at ambushes using both traps and their own combat prowess to overwhelm their opponents. In addition to their defensive capabilities though they are also the nations crack troops for political assassinations, infiltrations and other covert missions, their knowledge of traps and secret passages making them excellent spies.
Requirements
-Be accepted into the Border Walkers
-Craft (Trapmaking) 8 ranks
-Feat track
-Spot 4 ranks
-Survival 4 ranks
Border watcher
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Endurance, Trap sense+1, Trapfinding Combat Style
2nd|
+1|
+3|
+3|
+0|Play dead
3rd|
+2|
+3|
+3|
+1|Sneak attack+1d6
4th|
+3|
+4|
+4|
+1|Trap sense+2 Dune runner
5th|
+3|
+4|
+4|
+1|Door sense, combat style
6th|
+4|
+5|
+5|
+2|Sneak attack+2d6
7th|
+5|
+5|
+5|
+2|Trap sense+3
8th|
+6|
+6|
+6|
+2|Sand stirrer
9th|
+6|
+6|
+6|
+3|Sneak attack+3d6
10th|
+7|
+7|
+7|
+3|Trap sense+4, Combat style[/table]
Class Skills-Spot, Hide, Move Silently, Craft (trap making), Search, Climb, Survival, Disable device, Bluff
HD: d8
Skill Points 4+Intelligence modifier
Weapon Proficiencies: gain none
Armour proficiencies: gain none
Class features
Endurance feat at first level
Trap sense as a barbarian at 1st level increasing by 1 at 4th, 7th and 10th level. This ability stacks with that of the barbarian
Trap finding as the ability of a rogue, this ability does not improve the ability of a rogue who already has it.
Combat style. Chose one of the following styles. Melee or Ranged
Melee-At lvl1 you gain the Quick Draw feat, at lvl5 you may use weapon finesse to apply your dex modifier to any one handed weapon you are proficient with, at lvl10 you may perform a greater sneak attack once per day with a melee weapon. This sneak attack uses d8 in place of d6 and counts the opponent as being flanked so long as there is another ally threatening him.
Ranged-At lvl1 you gain the Rapid Reload feat, at lvl5 you may perform a ranged sneak attack from a distance of 45 ft, at lvl10 you may perform a greater sneak attack once per day with a ranged weapon. This sneak attack uses d8 in place of d6 and counts the opponent as being flanked so long as there is another ally threatening him.
A border watcher of level two or more may play dead as a response to any damage that would drop them below 0 Hp. They are treated as though they had the Diehard feat but in addition to its regular abilities may drop to the ground, slowing their breathing and feigning death. By making an opposed bluff check to the opponents spot check they can appear dead. Their wounds grant +2 circumstance modifier to this check. If the Border Watcher makes any actions in this state they instantly fail their bluff check. Should the need arise a border watcher can make a sneak attack from this position, but suffers all the penalties associated with being prone.
Dune Runner. Border watchers of 4th level or higher suffer no movement penalties on any kind of sand and gain a 5ft move increase when in sandy environments
Door sense. A 5th level Border watcher can make a search check to find any secret door which they pass within 10ft of.
Sand stirrer. An 8th lvl border watcher gains an additional 5ft of movement speed in sandy environments. In addition to this they also gain a +2 bonus in sandy environments to trip checks and to attack rolls made from a flanking position. Furthermore a border watcher gains a 5ft burrow speed in sand (but no means of breathing underground). Typically this ability is used to submerge the individual in sand with only their head sticking out as they lie in ambush. This grants them +20 circumstance modifier to hide checks and total cover.
This class is for a homebrew setting and I wanted to check it was fairly balanced. Basically the organisation in question is a group of elite Kobolds (Tucker style) who guard a set of chasms and gulfs that surround their lands in the deserts. They excel at ambushes using both traps and their own combat prowess to overwhelm their opponents. In addition to their defensive capabilities though they are also the nations crack troops for political assassinations, infiltrations and other covert missions, their knowledge of traps and secret passages making them excellent spies.