Ziegander
2009-10-28, 11:58 AM
The Spycaptain
http://www.reelcomix.com/admin/admin_images/nick-fury.jpg
"Generals, listen up. I'm only going to say this once. You boys came to me. That means you want this thing done right, or you'd have just gotten some royal adviser kiss-ass to run a simulation and then sit back and watch the King's Men get cut to bits through your scrying sensors. I wanna be clear. Once I start work I don't need your opinions. I don't need your classified reports. If I ever need advice on how to fight my way up the King's ass without covering fire, that's when I'll come to you."
**My concerns are that it isn't as powerful as the Factotum, which I very loosely based it on, and that it is very static in that the player doesn't really have options. The Factotum had Arcane Dilettante to provide the player with a wide variety of daily options.
Another issue is that I'm sure critics will say that this is too powerful compared to the Rogue. Though I'm not even sure that's the case (No Sneak Attack, no Trap Sense, no special abilities) I don't actually care. I'd rather it be balanced against the Factotum, and currently I think it's a bit weaker than the Factotum.
PS: Oh, and I almost forgot, I'm looking for ideas on the Spycaptain Was Right ability.**
HD: d8
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|AC Bonus|Contingency
1st|
+0|
+2|
+2|
+2|Best Laid Plans, Trapfinding|
+0|
3
2nd|
+1|
+3|
+3|
+3|AC Bonus|
+0|
4
3rd|
+2|
+3|
+3|
+3|Bonus Feat|
+0|
5
4th|
+3|
+4|
+4|
+4|Uncanny Dodge|
+1|
5
5th|
+3|
+4|
+4|
+4|Grant Move Action 1/enc|
+1|
6
6th|
+4|
+5|
+5|
+5|Bonus Feat|
+1|
6
7th|
+5|
+5|
+5|
+5|No Surprises|
+1|
7
8th|
+6/+1|
+6|
+6|
+6|The Rumors of My Death 1/week|
+2|
7
9th|
+6/+1|
+6|
+6|
+6|Bonus Feat|
+2|
8
10th|
+7/+2|
+7|
+7|
+7|Improved Uncanny Dodge|
+2|
8
11th|
+8/+3|
+7|
+7|
+7|Grant Move Action 2/enc|
+2|
9
12th|
+9/+4|
+8|
+8|
+8|Bonus Feat|
+3|
9
13th|
+9/+4|
+8|
+8|
+8|Master Plan|
+3|
10
14th|
+10/+5|
+9|
+9|
+9|No Accidents|
+3|
10
15th|
+11/+6/+1|
+9|
+9|
+9|Bonus Feat|
+3|
11
16th|
+12/+7/+2|
+10|
+10|
+10|Spycaptain Was Right|
+4|
11
17th|
+12/+7/+2|
+10|
+10|
+10|Grant Move Action 3/enc|
+4|
12
18th|
+13/+8/+3|
+11|
+11|
+11|Bonus feat|
+4|
12
19th|
+14/+9/+4|
+11|
+11|
+11|The Rumors of My Death 1/day|
+4|
13
20th|
+15/+10/+5|
+12|
+12|
+12|Uncanny Foresight|
+5|
13[/table]
Class Skills (8+Int): Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope.
Proficiencies: All simple and martial weapons, light armor, no shields.
Contingency (Ex): Your training and experience have taught you two things - 1) Just because you're paranoid, doesn't mean they're not out to get you; and 2) Always plan ahead. Anytime you're not out on a mission you're anticipating your next missions, playing out doomsday scenarios, possible solutions, working out the odds and the angles.
The mechanical manifestation of this is that you have a pool of Contingency points. You can use these points to fuel various attacks, reactions, and defenses representing the thoroughness and readiness of your preparation. Normally your Contingency point pool refills once per hour, but some abilities deplete points for much longer.
Best Laid Plans (Ex): As a free action you may spend 1 Contingency point to grant yourself or an ally within 10ft a bonus equal to your Wisdom modifier to your choice of their next attack roll, damage roll, skill check, or saving throw. This bonus lasts until the beginning of your next turn or until it is used.
Trapfinding (Ex): As Rogue.
AC Bonus (Ex): You are a tremendously careful and vigilant person. You have to be - you're responsible for many other lives than your own. As such, starting from 2nd level on, you add your Wisdom bonus to AC as well as your dexterity, up to the maximum dexterity bonus of the armor you're wearing. Further, you gain an additional Insight bonus to AC dependent on your class level as shown in the table above.
Bonus Feats: At 3rd level and every three levels thereafter you gain a Bonus Feat which may be drawn from the Fighter's list of bonus feats or from the list below.
List - Improved Initiative, Run, Danger Sense, Deft Opportunist, Sidestep (MH), Ready Shot (HB), Combat Tactician, Cunning Evasion, Fade Into Violence, Master Manipulator, Extra Contacts (City), Favored (City), Primary Contact (City), Roof-Jumper (City), Roofwalker (City), Special Dispensation (City), Swift Tumbler (City), Imperious Command (DotU), Shi'Quos School (DotU), Steal and Strike (DotU), Xaniqos School (DotU), Hostile Mind (XPH), Dive for Cover, Expert Tactician, Hear the Unseen, Quick Reconnoiter, Cool Head (CS), Daredevil Athlete (CS), Freerunner (CS), Sure Hand (CS), Sweet Talker (CS).
Uncanny Dodge (Ex): 4th level, as Barbarian. Improved Uncanny at 10th.
Grant Move Action (Ex): Starting at 5th level, once per encounter, you may spend 1 Contingency point to grant an ally within 100ft an immediate move action. You gain additional uses of this ability every six levels after 5th.
No Surprises (Ex): Starting at 7th level, you always act in the surprise round and never lose your Dexterity bonus to AC during a surprise round.
The Rumors of My Death (Ex): Starting at 8th level, you come up with a contingency plan to thwart death. Choose a location you are familiar with and have natural access to upon gaining this class feature. Once per week, when you die, you may spend 2 Contingency points. If you do, you do not regain those points when your pool refills for one full week, but instead of dying you are merely at your chosen location.
Perhaps you used an incredibly sophisticated decoy. Whatever happened you were at your chosen location the whole time, and you had even fooled your allies (though immediately upon activating this ability your allies realize that whatever was just killed, it was not you).
Starting at 19th level you may use this ability once each day. When you do, the points spent are regained after 24 hours.
Master Plan (Ex): Starting at 13th level, instead of using your Best Laid Plans ability, you may spend 2 Contingency points to add your Wisdom modifier either to all attack and damage rolls you make for 1 round, or to all saving throws you make for 1 round. This ability can't be used on allies.
No Accidents (Ex): Starting at 14th level, anytime you roll a natural 1 on any d20 roll you may reroll the dice taking a -2 penalty to the roll. This penalty accumulates if you use this ability more than once in a round.
Spycaptain Was Right (Ex): At 16th level your allies must acknowledge that though you've seemed needlessly paranoid and vigilant, you've been right all along - about everything.
What this ability should do... I really don't know. Maybe (As long as your Contingency pool is full you gain a +2 bonus to saving throws, a +5 bonus to skill checks, and have temporary hitpoints equal to three times your class level).
Uncanny Foresight (Ex): At 20th level you gain the ability to emulate the effects of the Foresight spell by spending 4 Contingency points, though the effect lasts only for 10 minutes. You may target allies with this ability though they no longer benefit from it if they cannot hear your voice or communicate with you through some other means (Telepathy works wonders).
http://www.reelcomix.com/admin/admin_images/nick-fury.jpg
"Generals, listen up. I'm only going to say this once. You boys came to me. That means you want this thing done right, or you'd have just gotten some royal adviser kiss-ass to run a simulation and then sit back and watch the King's Men get cut to bits through your scrying sensors. I wanna be clear. Once I start work I don't need your opinions. I don't need your classified reports. If I ever need advice on how to fight my way up the King's ass without covering fire, that's when I'll come to you."
**My concerns are that it isn't as powerful as the Factotum, which I very loosely based it on, and that it is very static in that the player doesn't really have options. The Factotum had Arcane Dilettante to provide the player with a wide variety of daily options.
Another issue is that I'm sure critics will say that this is too powerful compared to the Rogue. Though I'm not even sure that's the case (No Sneak Attack, no Trap Sense, no special abilities) I don't actually care. I'd rather it be balanced against the Factotum, and currently I think it's a bit weaker than the Factotum.
PS: Oh, and I almost forgot, I'm looking for ideas on the Spycaptain Was Right ability.**
HD: d8
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|AC Bonus|Contingency
1st|
+0|
+2|
+2|
+2|Best Laid Plans, Trapfinding|
+0|
3
2nd|
+1|
+3|
+3|
+3|AC Bonus|
+0|
4
3rd|
+2|
+3|
+3|
+3|Bonus Feat|
+0|
5
4th|
+3|
+4|
+4|
+4|Uncanny Dodge|
+1|
5
5th|
+3|
+4|
+4|
+4|Grant Move Action 1/enc|
+1|
6
6th|
+4|
+5|
+5|
+5|Bonus Feat|
+1|
6
7th|
+5|
+5|
+5|
+5|No Surprises|
+1|
7
8th|
+6/+1|
+6|
+6|
+6|The Rumors of My Death 1/week|
+2|
7
9th|
+6/+1|
+6|
+6|
+6|Bonus Feat|
+2|
8
10th|
+7/+2|
+7|
+7|
+7|Improved Uncanny Dodge|
+2|
8
11th|
+8/+3|
+7|
+7|
+7|Grant Move Action 2/enc|
+2|
9
12th|
+9/+4|
+8|
+8|
+8|Bonus Feat|
+3|
9
13th|
+9/+4|
+8|
+8|
+8|Master Plan|
+3|
10
14th|
+10/+5|
+9|
+9|
+9|No Accidents|
+3|
10
15th|
+11/+6/+1|
+9|
+9|
+9|Bonus Feat|
+3|
11
16th|
+12/+7/+2|
+10|
+10|
+10|Spycaptain Was Right|
+4|
11
17th|
+12/+7/+2|
+10|
+10|
+10|Grant Move Action 3/enc|
+4|
12
18th|
+13/+8/+3|
+11|
+11|
+11|Bonus feat|
+4|
12
19th|
+14/+9/+4|
+11|
+11|
+11|The Rumors of My Death 1/day|
+4|
13
20th|
+15/+10/+5|
+12|
+12|
+12|Uncanny Foresight|
+5|
13[/table]
Class Skills (8+Int): Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope.
Proficiencies: All simple and martial weapons, light armor, no shields.
Contingency (Ex): Your training and experience have taught you two things - 1) Just because you're paranoid, doesn't mean they're not out to get you; and 2) Always plan ahead. Anytime you're not out on a mission you're anticipating your next missions, playing out doomsday scenarios, possible solutions, working out the odds and the angles.
The mechanical manifestation of this is that you have a pool of Contingency points. You can use these points to fuel various attacks, reactions, and defenses representing the thoroughness and readiness of your preparation. Normally your Contingency point pool refills once per hour, but some abilities deplete points for much longer.
Best Laid Plans (Ex): As a free action you may spend 1 Contingency point to grant yourself or an ally within 10ft a bonus equal to your Wisdom modifier to your choice of their next attack roll, damage roll, skill check, or saving throw. This bonus lasts until the beginning of your next turn or until it is used.
Trapfinding (Ex): As Rogue.
AC Bonus (Ex): You are a tremendously careful and vigilant person. You have to be - you're responsible for many other lives than your own. As such, starting from 2nd level on, you add your Wisdom bonus to AC as well as your dexterity, up to the maximum dexterity bonus of the armor you're wearing. Further, you gain an additional Insight bonus to AC dependent on your class level as shown in the table above.
Bonus Feats: At 3rd level and every three levels thereafter you gain a Bonus Feat which may be drawn from the Fighter's list of bonus feats or from the list below.
List - Improved Initiative, Run, Danger Sense, Deft Opportunist, Sidestep (MH), Ready Shot (HB), Combat Tactician, Cunning Evasion, Fade Into Violence, Master Manipulator, Extra Contacts (City), Favored (City), Primary Contact (City), Roof-Jumper (City), Roofwalker (City), Special Dispensation (City), Swift Tumbler (City), Imperious Command (DotU), Shi'Quos School (DotU), Steal and Strike (DotU), Xaniqos School (DotU), Hostile Mind (XPH), Dive for Cover, Expert Tactician, Hear the Unseen, Quick Reconnoiter, Cool Head (CS), Daredevil Athlete (CS), Freerunner (CS), Sure Hand (CS), Sweet Talker (CS).
Uncanny Dodge (Ex): 4th level, as Barbarian. Improved Uncanny at 10th.
Grant Move Action (Ex): Starting at 5th level, once per encounter, you may spend 1 Contingency point to grant an ally within 100ft an immediate move action. You gain additional uses of this ability every six levels after 5th.
No Surprises (Ex): Starting at 7th level, you always act in the surprise round and never lose your Dexterity bonus to AC during a surprise round.
The Rumors of My Death (Ex): Starting at 8th level, you come up with a contingency plan to thwart death. Choose a location you are familiar with and have natural access to upon gaining this class feature. Once per week, when you die, you may spend 2 Contingency points. If you do, you do not regain those points when your pool refills for one full week, but instead of dying you are merely at your chosen location.
Perhaps you used an incredibly sophisticated decoy. Whatever happened you were at your chosen location the whole time, and you had even fooled your allies (though immediately upon activating this ability your allies realize that whatever was just killed, it was not you).
Starting at 19th level you may use this ability once each day. When you do, the points spent are regained after 24 hours.
Master Plan (Ex): Starting at 13th level, instead of using your Best Laid Plans ability, you may spend 2 Contingency points to add your Wisdom modifier either to all attack and damage rolls you make for 1 round, or to all saving throws you make for 1 round. This ability can't be used on allies.
No Accidents (Ex): Starting at 14th level, anytime you roll a natural 1 on any d20 roll you may reroll the dice taking a -2 penalty to the roll. This penalty accumulates if you use this ability more than once in a round.
Spycaptain Was Right (Ex): At 16th level your allies must acknowledge that though you've seemed needlessly paranoid and vigilant, you've been right all along - about everything.
What this ability should do... I really don't know. Maybe (As long as your Contingency pool is full you gain a +2 bonus to saving throws, a +5 bonus to skill checks, and have temporary hitpoints equal to three times your class level).
Uncanny Foresight (Ex): At 20th level you gain the ability to emulate the effects of the Foresight spell by spending 4 Contingency points, though the effect lasts only for 10 minutes. You may target allies with this ability though they no longer benefit from it if they cannot hear your voice or communicate with you through some other means (Telepathy works wonders).