Zaydos
2009-09-07, 05:31 PM
A friend of mine started talking about using hidden daggers and somehow that grew into this a dagger-wielding primary melee combatant. I'm not sure about the damage capability, especially of the 2 weapon fighting specialist, and would like some advice and critique on this. I don't have any fluff yet, except a general idea of them as street-alley fighters.
Daggerstrike Adept Traits
HD: d8.
Skills per level: 4 + Int.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Armor and Weapon Proficiencies: A daggerstrike adept is proficient in all light simple weapons, all ranged simple weapons, and light armor, but have are not proficient with any shields.
Level Table
Daggerstrike Adept
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Dagger Sneak Attack +1d6
2nd|
+2|
+0|
+0|
+3|Dagger Quick Draw
3rd|
+3|
+1|
+1|
+3|Style Initiate
4th|
+4|
+1|
+1|
+4|Dagger Sneak Attack +2d6
5th|
+5|
+1|
+1|
+4|Uncanny Dodge,
6th|
+6|
+2|
+2|
+5|Agile Strike
7th|
+7|
+2|
+2|
+5|Dagger Sneak Attack +3d6, A Thousand Cuts
8th|
+8|
+2|
+2|
+6|Dagger Feint
9th|
+9|
+3|
+3|
+6|Improved Uncanny Dodge
10th|
+10|
+3|
+3|
+7|Dagger Sneak Attack +4d6, Destroying Strike
11th|
+11|
+3|
+3|
+7|Style Adept
12th|
+12|
+4|
+4|
+8|Dagger Quick Draw Strike
13th|
+13|
+4|
+4|
+8|Dagger Sneak Attack +5d6
14th|
+14|
+4|
+4|
+9|Disrupting Strike, Improved Thousand Cuts
15th|
+15|
+5|
+5|
+9|Dagger Sneak Attack +6d6
16th|
+16|
+5|
+5|
+10|Darting Attack
17th|
+17|
+5|
+5|
+10|See the Opportunity
18th|
+18|
+6|
+6|
+11|
19th|
+19|
+6|
+6|
+11|Dagger Sneak Attack +7d6
20th|
+20|
+6|
+6|
+12|Style Mastery[/table]
Daggerstrike Adept Class Features:
Dagger Sneak Attack: This ability functions as sneak attack except only with daggers, punching daggers, and kukri. You count as a rogue of your level for overcoming improved uncanny dodge and similar effects. You may also use this ability to fulfill any prerequisites requiring sneak attack.
Dagger Quick Draw: At 2nd level you learn to quickly your weapon of choice. You gain Quick Draw as a bonus feat but can only use it with daggers, kukri, and punching daggers.
Style Initiate: Starting at 3rd level you select one style of combat and gain an associated benefit. This decides your Style Adept and Style Mastery as well and once made cannot be changed. This benefit only applies when wielding daggers, kukri or punching daggers; this benefit only applies when wearing light or no armor and carrying a light load and not wearing a shield.
Thrown: You have a 30-ft range increment with daggers, this only applies to weapons that already have thrown range increments. Starting at 10th level you gain an extra +2 to attack and damage within 1 range increment.
2 Weapons: You gain two-weapon fighting feat when wielding daggers (this is a virtual feat), and can make an attack with both daggers as a standard action; at 6th level you gain Improved Two-Weapon Fighting feat and at 11th level you gain Greater Two-Weapon Fighting feat.
1 Dagger: You gain evasion, at 10th level this becomes improved evasion; this ability functions as long as you have no weapon other than a dagger held and are wearing light or no armor and carrying a light load and not wearing a shield.
Uncanny Dodge: At 4th level your senses are so attuned that you can react to danger without conscious awareness. As barbarian ability.
Agile Strike: Starting at 5th level when wielding a dagger, kukri, or punching dagger, and wearing light or no armor and carrying a light load and not wearing a shield. you may add your Dexterity bonus to all damage rolls with daggers, kukri, and punching daggers.
A Thousand Cuts: At 7th level you have gained such speed and finesse with your daggers that you can make an extra attack at your highest attack bonus whenever you make a full-attack action.
Dagger Feint: At 8th level you may feint with a dagger (or kukri or punching dagger) as a move action when wearing light or no armor and carrying a light load and not wearing a shield.. If you have the Improved Feint feat you can instead feint as a swift action.
Improved Uncanny Dodge: At 9th level you gain improved uncanny dodge as barbarian ability.
Destroying Strike: At 10th level a dagger strike adept has learned to strike in such a way that even creatures which normally seemingly have no weak spots can be easily destroyed. When a daggerstrike adept makes a dagger sneak attack against a creature which would normally be immune he instead deals 3 less dice of sneak attack damage.
Style Adept: At 11th level you gain the second level of your style ability. Like the first level this only applies when wielding a dagger, kukri, or punching dagger and when you are wearing light or no armor and carrying a light load and not wearing a shield.
Thrown: You can sneak attack with a thrown dagger at up to 2 range increments.
2 Weapons: No penalty to attack rolls when wielding 2 daggers.
1 Dagger: You may make a 5-ft step at any point during a full-attack action or cleave when you are wielding only 1 dagger.
Dagger Quick Draw Strike: At 12th level you may draw a dagger you have hidden with the Sleight of Hand skill as a swift action, if you do so you may make a Sleight of Hand check opposed by your opponent’s spot check as part of drawing the dagger and if you win the target loses its Dex bonus against your next attack if you make it before the end of your turn and without moving. You may only use this ability when wielding a dagger, kukri, or punching dagger, and when wearing light or no armor and carrying a light load and not wearing a shield.
Disrupting Strike: At 14th level you have become so skilled at disrupting foes with your attacks that it has become significantly more difficult for beings struck by you to concentrate. If you damage a character performing an action which requires a check when damaged (such as casting a spell or climbing) the DC of the check is increased by your class level. This ability only applies to damage dealt with a dagger, kukri, or punching dagger.
Improved Thousand Cuts: At 14th level your mastery of daggers has risen such that you can make an extra 2 attacks with it at your highest attack bonus whenever you make a full attack, or an extra attack at your highest attack bonus whenever you make an attack as a standard action.
Darting Attack: At 16th level your speed and agility has become such that 3 + your Dex modifier times per day may make a full attack after taking a move action or at the end of a charge.
See the Opportunity: At 17th level you have become adept at seeing the openings left by foes; the DC to use any skill to prevent you from gaining an Attack of Opportunity (such as casting a spell defensively, or tumbling past you) is increased by your class level.
Critical Blow: At 19th level you have become a mastery of striking your foes devastating blows. Whenever you score a critical hit on a target it must make a Fort save (DC 10 + 1/2 your class level + your Dexterity modifier) or be dazed for 1 round.
Style Mastery: At 20th level you have reached the pinnacle of your skill obtaining the ultimate ability of your style. Like the lower level versions this only works with a dagger, kukri, or punching dagger and when you are wearing light or no armor and carrying a light load and not wearing a shield.
Thrown: Your daggers cripple foes; whenever you hit an opponent with a thrown dagger it suffers a -1 to AC per hit until the end of your next turn. These stack with each other within a single turn, but those used during other turns to not stack with each other.
2 Weapons (Shower of Blood): +3 precision damage/hit when you attack with 2 daggers in melee. This does not apply against creatures immune to critical hits.
1 Dagger: When you make a full attack on a single target you gain +5 dodge bonus to AC and a +5 competence bonus to Reflex until the end of your next turn.
Daggerstrike Adept Traits
HD: d8.
Skills per level: 4 + Int.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Armor and Weapon Proficiencies: A daggerstrike adept is proficient in all light simple weapons, all ranged simple weapons, and light armor, but have are not proficient with any shields.
Level Table
Daggerstrike Adept
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Dagger Sneak Attack +1d6
2nd|
+2|
+0|
+0|
+3|Dagger Quick Draw
3rd|
+3|
+1|
+1|
+3|Style Initiate
4th|
+4|
+1|
+1|
+4|Dagger Sneak Attack +2d6
5th|
+5|
+1|
+1|
+4|Uncanny Dodge,
6th|
+6|
+2|
+2|
+5|Agile Strike
7th|
+7|
+2|
+2|
+5|Dagger Sneak Attack +3d6, A Thousand Cuts
8th|
+8|
+2|
+2|
+6|Dagger Feint
9th|
+9|
+3|
+3|
+6|Improved Uncanny Dodge
10th|
+10|
+3|
+3|
+7|Dagger Sneak Attack +4d6, Destroying Strike
11th|
+11|
+3|
+3|
+7|Style Adept
12th|
+12|
+4|
+4|
+8|Dagger Quick Draw Strike
13th|
+13|
+4|
+4|
+8|Dagger Sneak Attack +5d6
14th|
+14|
+4|
+4|
+9|Disrupting Strike, Improved Thousand Cuts
15th|
+15|
+5|
+5|
+9|Dagger Sneak Attack +6d6
16th|
+16|
+5|
+5|
+10|Darting Attack
17th|
+17|
+5|
+5|
+10|See the Opportunity
18th|
+18|
+6|
+6|
+11|
19th|
+19|
+6|
+6|
+11|Dagger Sneak Attack +7d6
20th|
+20|
+6|
+6|
+12|Style Mastery[/table]
Daggerstrike Adept Class Features:
Dagger Sneak Attack: This ability functions as sneak attack except only with daggers, punching daggers, and kukri. You count as a rogue of your level for overcoming improved uncanny dodge and similar effects. You may also use this ability to fulfill any prerequisites requiring sneak attack.
Dagger Quick Draw: At 2nd level you learn to quickly your weapon of choice. You gain Quick Draw as a bonus feat but can only use it with daggers, kukri, and punching daggers.
Style Initiate: Starting at 3rd level you select one style of combat and gain an associated benefit. This decides your Style Adept and Style Mastery as well and once made cannot be changed. This benefit only applies when wielding daggers, kukri or punching daggers; this benefit only applies when wearing light or no armor and carrying a light load and not wearing a shield.
Thrown: You have a 30-ft range increment with daggers, this only applies to weapons that already have thrown range increments. Starting at 10th level you gain an extra +2 to attack and damage within 1 range increment.
2 Weapons: You gain two-weapon fighting feat when wielding daggers (this is a virtual feat), and can make an attack with both daggers as a standard action; at 6th level you gain Improved Two-Weapon Fighting feat and at 11th level you gain Greater Two-Weapon Fighting feat.
1 Dagger: You gain evasion, at 10th level this becomes improved evasion; this ability functions as long as you have no weapon other than a dagger held and are wearing light or no armor and carrying a light load and not wearing a shield.
Uncanny Dodge: At 4th level your senses are so attuned that you can react to danger without conscious awareness. As barbarian ability.
Agile Strike: Starting at 5th level when wielding a dagger, kukri, or punching dagger, and wearing light or no armor and carrying a light load and not wearing a shield. you may add your Dexterity bonus to all damage rolls with daggers, kukri, and punching daggers.
A Thousand Cuts: At 7th level you have gained such speed and finesse with your daggers that you can make an extra attack at your highest attack bonus whenever you make a full-attack action.
Dagger Feint: At 8th level you may feint with a dagger (or kukri or punching dagger) as a move action when wearing light or no armor and carrying a light load and not wearing a shield.. If you have the Improved Feint feat you can instead feint as a swift action.
Improved Uncanny Dodge: At 9th level you gain improved uncanny dodge as barbarian ability.
Destroying Strike: At 10th level a dagger strike adept has learned to strike in such a way that even creatures which normally seemingly have no weak spots can be easily destroyed. When a daggerstrike adept makes a dagger sneak attack against a creature which would normally be immune he instead deals 3 less dice of sneak attack damage.
Style Adept: At 11th level you gain the second level of your style ability. Like the first level this only applies when wielding a dagger, kukri, or punching dagger and when you are wearing light or no armor and carrying a light load and not wearing a shield.
Thrown: You can sneak attack with a thrown dagger at up to 2 range increments.
2 Weapons: No penalty to attack rolls when wielding 2 daggers.
1 Dagger: You may make a 5-ft step at any point during a full-attack action or cleave when you are wielding only 1 dagger.
Dagger Quick Draw Strike: At 12th level you may draw a dagger you have hidden with the Sleight of Hand skill as a swift action, if you do so you may make a Sleight of Hand check opposed by your opponent’s spot check as part of drawing the dagger and if you win the target loses its Dex bonus against your next attack if you make it before the end of your turn and without moving. You may only use this ability when wielding a dagger, kukri, or punching dagger, and when wearing light or no armor and carrying a light load and not wearing a shield.
Disrupting Strike: At 14th level you have become so skilled at disrupting foes with your attacks that it has become significantly more difficult for beings struck by you to concentrate. If you damage a character performing an action which requires a check when damaged (such as casting a spell or climbing) the DC of the check is increased by your class level. This ability only applies to damage dealt with a dagger, kukri, or punching dagger.
Improved Thousand Cuts: At 14th level your mastery of daggers has risen such that you can make an extra 2 attacks with it at your highest attack bonus whenever you make a full attack, or an extra attack at your highest attack bonus whenever you make an attack as a standard action.
Darting Attack: At 16th level your speed and agility has become such that 3 + your Dex modifier times per day may make a full attack after taking a move action or at the end of a charge.
See the Opportunity: At 17th level you have become adept at seeing the openings left by foes; the DC to use any skill to prevent you from gaining an Attack of Opportunity (such as casting a spell defensively, or tumbling past you) is increased by your class level.
Critical Blow: At 19th level you have become a mastery of striking your foes devastating blows. Whenever you score a critical hit on a target it must make a Fort save (DC 10 + 1/2 your class level + your Dexterity modifier) or be dazed for 1 round.
Style Mastery: At 20th level you have reached the pinnacle of your skill obtaining the ultimate ability of your style. Like the lower level versions this only works with a dagger, kukri, or punching dagger and when you are wearing light or no armor and carrying a light load and not wearing a shield.
Thrown: Your daggers cripple foes; whenever you hit an opponent with a thrown dagger it suffers a -1 to AC per hit until the end of your next turn. These stack with each other within a single turn, but those used during other turns to not stack with each other.
2 Weapons (Shower of Blood): +3 precision damage/hit when you attack with 2 daggers in melee. This does not apply against creatures immune to critical hits.
1 Dagger: When you make a full attack on a single target you gain +5 dodge bonus to AC and a +5 competence bonus to Reflex until the end of your next turn.