DragoonWraith
2010-05-03, 07:52 PM
This is based on Diablo II's Assassin class, focusing primarily on the Shadow Disciplines and Traps trees, allowing the maneuver progression to handle the Martial Arts tree. In reality, one D&D class probably shouldn't have all three trees, so it probably needs to lose something - it might just have too much going for it right now.
It's designed to be entered with this Monk class (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1), which is all kinds of excellent. However, it's notable that this is a 10 level PrC which assumes at least 7 levels in a class that has neither maneuvers nor psionics (though it does fully advance Initiator Level and have a small number of Power Points), which means you're probably not going to have much in the way of maneuvers known and probably no Powers Known. At best, you'll have a level of Swordsage for 5 maneuvers known and 1 readied, but it's quite possible to enter this class with nothing more than a Martial Study and Martial Stance feat, which is somewhat rough. Just keep that in mind, please, when PEACHing. It's entirely possible that this PrC is still giving too much, but please consider what the complete character would have at each level.
http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Viz-Jaqtaar.png
"I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted Sorcerers." --Natalya, Viz-Jaq'taar
The Viz-Jaq'taar are an ancient order originally founded by the Vizjerei Sorcerer Clan to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Order, but they are widely feared and respected by all who employ the magic arts.
Becoming one of the Viz-Jaq'taar
The Viz-Jaq'taar are each prior masters of stealth and infiltration, as well as masters of their own bodies, highly skilled in martial arts. The Order teaches them to bring their skills to bear on evil arcanists everywhere, and to police the mage clans to prevent the corruption of the mortal world by the forces of Hell.
Prerequisites
Alignment
Any
The Viz-Jaq'taar, as an organization, require Lawful-Goodness. They're a group of highly disciplined assassins whose sole purpose is to prevent the fiendish corruption of mages. If including the organization in your setting and requiring membership for access to this prestige class, a Lawful Good alignment - or some way of reasonably faking it long enough to receive training - might make sense. In games where this is just another Prestige Class, however, there is no need for an Alignment restriction.
Class Features
Amethyst Heart (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1),
Discipline Aptitude (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1).
For those playing without SUPR Monk, alternate requirements would be:
Unarmed Strike damage progression (not merely Improved Unarmed Strike),
3 Shadow Hand maneuvers, including at least one Stance,
the Psionic Fist feat.
Feats
Ascetic Sage (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1),
Mage Slayer.
The alternative to Ascetic Sage is to simply homebrew a similar feat that allows Monk levels to stack with Swordsage levels for the purpose of Initiator Level.
Skills
Disable Device 4 ranks or Open Lock 4 ranks,
Hide 10 ranks,
Knowledge (Arcana) 4 ranks or Spellcraft 4 ranks,
Move Silently 10 ranks.
Special
Must not have any ability to use any form of spellcasting aside from Racial Spell-like Abilities.
Class Features of the Viz-Jaq'taar
The following are all class features of the Viz-Jaq'taar.
Hit Dice
d8.
Skills
Class Skills
The class skills for the Viz-Jaq'taar (as well as the key ability modifier for each) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Int), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points per Level
6 + Int.
Table 1: The Viz-Jaq'taar
{table=head]Level | BAB | Fort | Ref | Will | Special | Power Points | Traps | M. Known | M. Readied | Stances
1st | +0 | +0 | +2 | +2 | Ascetic Assassin, Counterspelling | 3 | 0 | +1 | +1 | +0
2nd | +1 | +0 | +3 | +3 | Wake of Fire | 6 | 1 | +0 | +0 | +1
3rd | +2 | +1 | +3 | +3 | Cloak of Shadows | 9 | 1 | +1 | +0 | +0
4th | +3 | +1 | +4 | +4 | Charged Bolt Sentry | 14 | 2 | +0 | +0 | +0
5th | +3 | +1 | +4 | +4 | Mind Blast | 20 | 2 | +1 | +0 | +0
6th | +4 | +2 | +5 | +5 | Wake of Inferno | 28 | 3 | +0 | +0 | +0
7th | +5 | +2 | +5 | +5 | Fade | 37 | 3 | +1 | +1 | +0
8th | +6 | +2 | +6 | +6 | Lightning Sentry | 47 | 4 | +0 | +0 | +0
9th | +6 | +3 | +6 | +6 | Shadow Master | 58 | 4 | +1 | +0 | +0
10th | +7 | +3 | +7 | +7 | Death Sentry | 70 | 5 | +0 | +1 | +1[/table]
Armor and Weapon Proficiencies
Viz-Jaq'taar gain no armor or weapon proficiencies.
Power Points per Day
A Viz-Jaq'taar does not gain any innate ability to manifest Psionic powers, but she does have a Power Point pool which she uses for her various abilities. Her daily allotment of Power Points per day is given in Table 1: The Viz-Jaq'taar.
In addition, she receives bonus Power Points per day if she has a high Wisdom score. Any Power Points the Viz-Jaq'taar has from another class or from knowing Sleeping Goddess Maneuvers are pooled together and are usable to Manifest Powers from the other classes or to Augment her Sleeping Goddess Maneuvers. Bonus Power Points for having a high ability score can be gained only for her highest Psionic class.
A Viz-Jaq'taar must get a good night's rest in order to regain her Power Points.
A Viz-Jaq'taar's Manifester Level for the purpose of using her class features is the sum of her Monk levels and her class level. She may never expend a number of Power Points greater than her Manifester Level in a single action unless she has the Overchannel feat, or has the Wild Surge class feature. The feat may be used with her class features, but Wild Surge only functions on Powers manifested by her Wilder class.
Maneuvers Known
At 1st level and each odd level thereafter, the Viz-Jaq'taar may learn a single maneuver from the Diamond Mind, Shadow Hand, or Sleeping Goddess disciplines.
Maneuvers Readied
At 1st, 7th, and 10th level, the Viz-Jaq'taar can ready another Maneuver each time she readies Maneuvers.
Martial Stances
At 2nd and 10th level, the Viz-Jaq'taar may learn a Stance from the Diamond Mind, Shadow Hand, and Sleeping Goddess disciplines.
Ascetic Assassin (Ex)
The Viz-Jaq'taar counts her class levels as levels of Swordsage for the purpose of her Ascetic Sage feat, and her Discipline Aptitude feature applies to her Initiator Level for all of her Viz-Jaq'taar maneuvers.
Counterspelling (Ps)
The Viz-Jaq'taar excels at stalking spellcasters, and so needs to be able to handle their spells. The tenets of the Order strictly forbid the Mage Slayers from gaining any magic of their own, to eliminate the possibility of corruption, and instead they hone their minds and bodies to the task. Whenever she recognizes a spell being cast through use of her Spellcraft skill, she may, as an Immediate Action, expend a number of Power Points equal to the cost of a Power the same level as the spell to counterspell it as if she had used a Dispel effect. Her caster level for the opposed check is her manifester level + 5, adn she has no cap on this check.
The Viz-Jaq'taar may also replace her Intelligence modifier with her Wisdom modifier on Spellcraft checks, if doing so would be beneficial to her.
Traps (Ps)
Beginning at 2nd level, the Viz-Jaq'taar gains access to her signature weaponry - magical sentinels known simply as Traps. Each Trap is part astral construct, part arcane router. The Order of Mage Slayers has a unique technique whereby the Viz-Jaq'taar can create these constructs with innate arcane ability, despite having none of their own. It is through the use of these Traps that they bring their own magic to bear against their targets. She may use a number of Traps per encounter equal to half her class level, as listed in Table 1: The Viz-Jaq'taar.
Each Trap may placed in any square within 60 ft. of the Viz-Jaq'taar as a Swift action so long as she is Psionically Focused, and lasts long enough to make as many automated attacks as listed in each Trap's description. Any active Traps will fall apart if the Viz-Jaq'taar expends or otherwise loses her Psionic Focus.
Traps are Psionically connected to the Viz-Jaq'taar, and know who her friends and who her foes are; Traps will only attack foes. They will automatically attack the nearest foe to their own location, and will do so as rapidly as possible until they run out of attacks, at which point they disintegrate.
Viz-Jaq'taar Trap Stats
Size/Type: Diminutive (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) Construct (http://www.d20srd.org/srd/typesSubtypes.htm#constructType)
Hit Dice: 1d10 (5.5) hp per Power Point spent on the Trap
Initiative: - (Traps always activate on the Viz-Jaq'taar's turn)
Move Speed: 0 (Traps are fixed in space and cannot move or be moved. The point they are fixed to need not be on the ground.)
Armor Class: 24 (+0 Dex, +4 Natural Armor, +4 Size, +6 Deflection), touch 20, flat-footed 24)
Base Attack/Grapple: -/- (Traps neither make attack rolls nor can grapple)
Attack: None (Traps use Spell-like Abilities to attack)
Space/Reach: 1ft / 0 ft
Special Attacks: Spell-like Ability (varies)
Special Qualities: Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) (range equals range of Spell-like Ability), Construct Traits, Hidden, Protected, Psionic Connection, Transdimensional
Saves: Exactly the same as the Viz-Jaq'taar's.
Abilities: Str -, Dex -, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: Mage Slayer, Scult Spell-like Ability, Transdimensional Spell-like Ability
Blindsight (Ex)
A Traps awareness of its surroundings relies on neither sight nor sound, but on fields of Arcana that exist everywhere that magic functions. They have no sense of areas within Antimagic Fields or Dead Magic Zones. The range of their Blindsight equals the range of their Spell-like Ability.
Hidden (Ex)
The location of a Trap is difficult to discern. Watching it attack makes it clear which square it resides in, but finding it within that square is still difficult, as it is camouflaged , makes no sound, and is shielded from magic so that attempts to view it magically always fail.
To find a Trap requires either a Search or a Spot check once the square where it can be found has been determined (which is a DC 10 Spot check for anyone who witnesses it attack). The DC for the Search check is equal to 15 + half the Power Points spent on the Trap. The DC on the Spot check is 15 + the Power Points spent on the Trap. Magic effects that reveal objects fail to work on Traps; it cannot be seen with True Seeing or similar effects, nor can Locate Object or similar effects yield its position more accurately that the square in which it resides.
Only those who have found a Trap may attack it in any way (see Protected).
Protected (Ex)
Traps are not effected by anything that affects an area, even if they are within that area. Only effects directed at them specifically can effect them. Directing an attack at a Trap specifically requires finding it (see Hidden) - under no circumstances can one who cannot see the trap damage or directly inhibit it in any way.
Psionic Connection (Su)
Traps remain connected to the Viz-Jaq'taar who placed them through her Psionic Focus. So long as she remains focused, the Trap is aware of every thing she is aware of, including which targets are friends and which are foes.
Traps always activate on the Viz-Jaq'taar's turn; she may dictate when during her turn each attacks, though she cannot direct the attack, only when it occurs. If she decides to Ready an action to do something, she may delay any or all of her Traps to delay with her, and activate when her Readied Action does.
The Viz-Jaq'taar is not aware of everything the Trap is, however. She only knows when it attacks, and the direction it attacked. If she cannot see or otherwise become aware of the target, she can only guess why it attacked in that direction.
Sculpt Spell-like Ability
The Spell-like Abilities of Traps automatically exclude targets the Viz-Jaq'taar considers friendly.
Spell-like Ability (Sp)
Every Trap has a Spell-like Ability that it uses. The effects vary from Trap to Trap, as described below, but they generally share the following features:
Traps cost Power Points to create, and additional Power Points may be spent to Augment the Trap as described in its Augmentation section. Every Trap receives a +1 to its save DC and an additional attack before disintegrating for every 2 extra Power Points spent on it, though Augmentation usually offers more benefits than just these.
Traps automatically target the closest viable target to itself, unless the Trap's description specifically indicates otherwise.
Traps apply their Scult Spell-like Ability feat to avoid hitting friendly targets, defined as those targets the Viz-Jaq'taar herself considers allies. The Viz-Jaq'taar may choose if Traps treat enemies she is unaware of as friends or enemies at the beginning of her turn (before any Traps attack for the round) as a Free Action. Traps will also apply their Transdimensional Spell-like Ability feat to ensure hitting enemy creatures residing in neighboring planes.
The save DC of the Traps' Spell-like Abilities is 15 + the Viz-Jaq'taar's Wisdom modifier at the time of the Trap's creation + half the number of Power Points spent on the Trap (rounded up). The increase in save DC for greater Power Point expenditures is listed in the description of each Trap under Augmentation; this listing is redundant and does not mean that the DC increases by 1 twice, it is merely provided for convenience.
Transdimensional (Ex)
Traps exist in all neighboring Transitive Planes as well as the Plane they are placed in (for the Material Plane, this means they are also in in the Astral, Ethereal, and Shadow Planes), and their sensory perceptions extend into these planes as well.
Transdimensional Spell-like Ability
The Spell-like Abilities of Traps affect those in all neighboring Transitive Planes as well as the Plane the Trap was initially placed in.
Wake of Fire (Ps)
This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes.
Power Point Cost: 5 Power Points
Attacks: 5/trap
Attack Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
Deals 5d6 Fire damage to all within the area. The DC of any Concentration checks caused by this damage is raised by 2.
Augmentation
For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1, the Trap attacks once more before disintegrating, and the DC of Concentration checks the Trap causes is increased by 1.
Charged Bolt Sentry (Ps)
This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.
Power Point Cost: 7 Power Points
Attacks: 4/trap
Attack Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped Burst
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes
Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, Meldshaper Level, Binder Level, etc - except Initiator Level, which is specifically excluded) for 1 round.
Augmentation
For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1 and the Trap may make one additional attack before disintegrating.
Wake of Inferno (Ps)
This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.
Power Point Cost: 7 Power Points
Attacks: 6/trap
Attack Time: 1 round
Range: 60 ft.
Area: Line-shaped Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
If, on the Viz-Jaq'taar's turn, there is a target in range, Wake of Inferno will spew a line of fire at the target, dealing 7d6 fire damage in a 60 ft. line in the direction of the nearest target (Reflex save halves). It will continue to launch this flame for the remainder of the round, moving it as necessary to constantly have it aimed at the target nearest to it. Any enemy creature who is within the line at the beginning of their turn takes 7d6 fire damage (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves). Any creature who takes fire damage from the Wake of Inferno is treated as undergoing continual damage equal to the total damage taken, and may be required to make Concentration checks as a result. The DCs of these Concentration checks is also 2 higher than they would otherwise be for the damage dealt. Every round spent spewing said flames counts as an attack for the Wake of Inferno.
Augmentation
For every additional Power Point spent, the DC of any Concentration checks this Trap causes increases by 3. For every two extra Power Points, the Reflex save DC increases by 1 and the Trap may attack one additional time before disintegrating.
Lightning Sentry (Ps)
The Lightning Sentry is an odd Trap - it does not make attacks on the Viz-Jaq'taar's turn, and has no use for the Standard Action it receives on her turn each round. Instead, it uses its Spell-like Ability to make attacks of opportunity.
Power Point Cost: 9 Power Points
Attacks: 5/trap
Attack Time: 1 attack of opportunity
Range: 120 ft.
Area: Line-shaped Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
The Lightning Sentry will attack any time an enemy within range provokes an attack of opportunity through any action other than movement. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 9d6 Electricity damage (Reflex halves), which may trigger Concentration checks for the provoking enemy.
Augmentation
For every additional Power Point spent on the Lightning Sentry, it deals an additional 1d6 Electricity damage. For every 2 extra Power Points, the Reflex save DC is increased by 1 and the Trap may attack one additional time before disintegrating. For every 3 additional Power Points, the Trap may make an additional attack of opportunity each round.
Death Sentry (Ps)
This fearsome Trap has the ability to use an enemy's fallen minions against him.
Power Point Cost: 15 Power Points
Attacks: 3/trap
Attack Time: 1 standard action
Range: 240 ft.
Area: 20 ft. radius Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing (2d20+35)% of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). Half of the damage is fire damage, and the other half is piercing weapon damage. The corpse is now effectively useless for any effects which require a corpse, including this Spell-like Ability.
Unlike most Traps, the Viz-Jaq'taar has some say over which corpse the Death Sentry targets - each turn, she may direct any and all Death Sentries she has spawned to either target the corpse in range with the most enemies around it, or which had the highest HP in life. She may not make different choices for different Death Sentries, however, if she has more than one.
Augmentation
For each extra Power Point, the damage dealt by the Trap is increased by 5% of the target corpse's maximum HP before death. For every 2 addtional Power Points spent on this trap, the Reflex save DC increases by 1, and the Death Sentry may attack one additional time before disintegrating.
Cloak of Shadows (Ps)
A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 5 Power Points to cause everyone within 240 ft., including the Viz-Jaq'taar, to lose most sensory perception. For all targets in the area, anything non-adjacent to them has Total Concealment for one round. This ability directly targets creatures' sensory abilities, not simply their minds, and therefore is not Mind-Affecting, and the darkness every one sees and feels is not illusory, so True Seeing and the like provide no help against it. It also does not restrict itself merely to sight, but to all forms of sensory perception. At the same time, however, anyone outside of the range of the attack is completely unaffected, and can see those within as normal. Pierce Magical Concealment and similar non-spell effects provide immunity to this effect.
Augmentation
For every 2 extra Power Points the Viz-Jaq'taar spends on this ability, it lasts one round longer. The Viz-Jaq'taar cannot use the ability again while it is still on-going, even on a different group of targets, even if she has regained her Psionic Focus.
By spending an additional 3 Power Points, the Viz-Jaq'taar is not affected by the Cloak of Shadows.
By spending an additional 5 Power Points, the Viz-Jaq'taar is treated as if having True Sight for the duration of the Cloak of Shadows.
Mind Blast (Ps)
At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 10 Power Points, as a Standard Action, the Viz-Jaq'taar may deal 5d10 damage to enemies in a 20 ft. Burst centered within 60 ft. of her. Anyone who takes damage from both this effect and from any other effect during the Viz-Jaq'taar's turn, is stunned for the rest of the round.
She may expend her Psionic Focus as a part of this ability. If she does so, all those within the area must make a Will save with a DC of 10 + the Viz-Jaq'taar's Wisdom modifier, or become Confused.
The Viz-Jaq'taar has studied long in how to disrupt a mage's minions. Though these effects are [Mind-Affecting], the Viz-Jaq'taar's special training for those thralls favored by sorcerers allows her to affect Constructs and the Undead with this ability, even if they are mindless, as she has learned to co-opt even the simplest of magical programming. She also trains to best the protections of the mages themselves, and so can penetrate the effects of Mind Blank with the damage and stunning (though not the confusion).
Fade (Ex)
A Viz-Jaq'taar protects her body and mind with her own Psionic energies. At 7th level, the Viz-Jaq'taar is constantly under the effects of Freedom of Movement and Mind Blank effects. Furthermore, all Contingencies and similar effects simply do not notice her presence, and she cannot trigger them, either directly or indirectly.
Shadow Master (Su)
At 9th level, as a Standard Action, the Viz-Jaq'taar may expend her Psionic Focus and 19 Power Points to make one of her mirror images from her Ten-Mirrored Steps (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1) feature into a Shadow Master.
This Shadow is a 40% real version of herself, and it may use her Unarmed Strike, Flurry of Blows, Fast Movement, Dance of the Sun and Moon, Between the Raindrops, Diamond Soul, and Mind Blast features. It does not gain any benefit from any of the Viz-Jaq'taar's equipment other than any Armor bonus to AC that the Viz-Jaq'taar may have and its attacks are treated as having an enhancement bonus equivalent to that of the items the Viz-Jaq'taar uses with her Way of Iron class feature (it does not gain any special abilities these may have, merely an enhancement bonus equal to the cost of those abilities); this enhancement bonus is capped at +5. It does not get advantage of any feats that the Viz-Jaq'taar has aside from Mage Slayer, and Pierce Magical Protection and Pierce Magical Concealment if she has them. It can create Traps, but these Traps are only Figments and cannot cause any real effects; they are only for confusing or frightening the enemy.
Anyone who interacts with the Shadow or its figmentary traps gains a DC 20 Will save to recognize it as false, and if successful only takes 40% damage from its attacks, and automatically makes any saving throws that the Shadow provokes.
The Viz-Jaq'taar cannot control the Shadow in any way, beyond indicating who is friend and who is foe. The Shadow is intelligent, however, and can recognize and take advantage of tactical situations and can prioritize foes based on apparent threat level and apparent ease of neutralization.
Image Credits
Image adapted from Assassin on the Move (http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733) by Jerrre (http://jerrre.deviantart.com/).
It's designed to be entered with this Monk class (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1), which is all kinds of excellent. However, it's notable that this is a 10 level PrC which assumes at least 7 levels in a class that has neither maneuvers nor psionics (though it does fully advance Initiator Level and have a small number of Power Points), which means you're probably not going to have much in the way of maneuvers known and probably no Powers Known. At best, you'll have a level of Swordsage for 5 maneuvers known and 1 readied, but it's quite possible to enter this class with nothing more than a Martial Study and Martial Stance feat, which is somewhat rough. Just keep that in mind, please, when PEACHing. It's entirely possible that this PrC is still giving too much, but please consider what the complete character would have at each level.
http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Viz-Jaqtaar.png
"I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted Sorcerers." --Natalya, Viz-Jaq'taar
The Viz-Jaq'taar are an ancient order originally founded by the Vizjerei Sorcerer Clan to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Order, but they are widely feared and respected by all who employ the magic arts.
Becoming one of the Viz-Jaq'taar
The Viz-Jaq'taar are each prior masters of stealth and infiltration, as well as masters of their own bodies, highly skilled in martial arts. The Order teaches them to bring their skills to bear on evil arcanists everywhere, and to police the mage clans to prevent the corruption of the mortal world by the forces of Hell.
Prerequisites
Alignment
Any
The Viz-Jaq'taar, as an organization, require Lawful-Goodness. They're a group of highly disciplined assassins whose sole purpose is to prevent the fiendish corruption of mages. If including the organization in your setting and requiring membership for access to this prestige class, a Lawful Good alignment - or some way of reasonably faking it long enough to receive training - might make sense. In games where this is just another Prestige Class, however, there is no need for an Alignment restriction.
Class Features
Amethyst Heart (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1),
Discipline Aptitude (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1).
For those playing without SUPR Monk, alternate requirements would be:
Unarmed Strike damage progression (not merely Improved Unarmed Strike),
3 Shadow Hand maneuvers, including at least one Stance,
the Psionic Fist feat.
Feats
Ascetic Sage (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1),
Mage Slayer.
The alternative to Ascetic Sage is to simply homebrew a similar feat that allows Monk levels to stack with Swordsage levels for the purpose of Initiator Level.
Skills
Disable Device 4 ranks or Open Lock 4 ranks,
Hide 10 ranks,
Knowledge (Arcana) 4 ranks or Spellcraft 4 ranks,
Move Silently 10 ranks.
Special
Must not have any ability to use any form of spellcasting aside from Racial Spell-like Abilities.
Class Features of the Viz-Jaq'taar
The following are all class features of the Viz-Jaq'taar.
Hit Dice
d8.
Skills
Class Skills
The class skills for the Viz-Jaq'taar (as well as the key ability modifier for each) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Int), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points per Level
6 + Int.
Table 1: The Viz-Jaq'taar
{table=head]Level | BAB | Fort | Ref | Will | Special | Power Points | Traps | M. Known | M. Readied | Stances
1st | +0 | +0 | +2 | +2 | Ascetic Assassin, Counterspelling | 3 | 0 | +1 | +1 | +0
2nd | +1 | +0 | +3 | +3 | Wake of Fire | 6 | 1 | +0 | +0 | +1
3rd | +2 | +1 | +3 | +3 | Cloak of Shadows | 9 | 1 | +1 | +0 | +0
4th | +3 | +1 | +4 | +4 | Charged Bolt Sentry | 14 | 2 | +0 | +0 | +0
5th | +3 | +1 | +4 | +4 | Mind Blast | 20 | 2 | +1 | +0 | +0
6th | +4 | +2 | +5 | +5 | Wake of Inferno | 28 | 3 | +0 | +0 | +0
7th | +5 | +2 | +5 | +5 | Fade | 37 | 3 | +1 | +1 | +0
8th | +6 | +2 | +6 | +6 | Lightning Sentry | 47 | 4 | +0 | +0 | +0
9th | +6 | +3 | +6 | +6 | Shadow Master | 58 | 4 | +1 | +0 | +0
10th | +7 | +3 | +7 | +7 | Death Sentry | 70 | 5 | +0 | +1 | +1[/table]
Armor and Weapon Proficiencies
Viz-Jaq'taar gain no armor or weapon proficiencies.
Power Points per Day
A Viz-Jaq'taar does not gain any innate ability to manifest Psionic powers, but she does have a Power Point pool which she uses for her various abilities. Her daily allotment of Power Points per day is given in Table 1: The Viz-Jaq'taar.
In addition, she receives bonus Power Points per day if she has a high Wisdom score. Any Power Points the Viz-Jaq'taar has from another class or from knowing Sleeping Goddess Maneuvers are pooled together and are usable to Manifest Powers from the other classes or to Augment her Sleeping Goddess Maneuvers. Bonus Power Points for having a high ability score can be gained only for her highest Psionic class.
A Viz-Jaq'taar must get a good night's rest in order to regain her Power Points.
A Viz-Jaq'taar's Manifester Level for the purpose of using her class features is the sum of her Monk levels and her class level. She may never expend a number of Power Points greater than her Manifester Level in a single action unless she has the Overchannel feat, or has the Wild Surge class feature. The feat may be used with her class features, but Wild Surge only functions on Powers manifested by her Wilder class.
Maneuvers Known
At 1st level and each odd level thereafter, the Viz-Jaq'taar may learn a single maneuver from the Diamond Mind, Shadow Hand, or Sleeping Goddess disciplines.
Maneuvers Readied
At 1st, 7th, and 10th level, the Viz-Jaq'taar can ready another Maneuver each time she readies Maneuvers.
Martial Stances
At 2nd and 10th level, the Viz-Jaq'taar may learn a Stance from the Diamond Mind, Shadow Hand, and Sleeping Goddess disciplines.
Ascetic Assassin (Ex)
The Viz-Jaq'taar counts her class levels as levels of Swordsage for the purpose of her Ascetic Sage feat, and her Discipline Aptitude feature applies to her Initiator Level for all of her Viz-Jaq'taar maneuvers.
Counterspelling (Ps)
The Viz-Jaq'taar excels at stalking spellcasters, and so needs to be able to handle their spells. The tenets of the Order strictly forbid the Mage Slayers from gaining any magic of their own, to eliminate the possibility of corruption, and instead they hone their minds and bodies to the task. Whenever she recognizes a spell being cast through use of her Spellcraft skill, she may, as an Immediate Action, expend a number of Power Points equal to the cost of a Power the same level as the spell to counterspell it as if she had used a Dispel effect. Her caster level for the opposed check is her manifester level + 5, adn she has no cap on this check.
The Viz-Jaq'taar may also replace her Intelligence modifier with her Wisdom modifier on Spellcraft checks, if doing so would be beneficial to her.
Traps (Ps)
Beginning at 2nd level, the Viz-Jaq'taar gains access to her signature weaponry - magical sentinels known simply as Traps. Each Trap is part astral construct, part arcane router. The Order of Mage Slayers has a unique technique whereby the Viz-Jaq'taar can create these constructs with innate arcane ability, despite having none of their own. It is through the use of these Traps that they bring their own magic to bear against their targets. She may use a number of Traps per encounter equal to half her class level, as listed in Table 1: The Viz-Jaq'taar.
Each Trap may placed in any square within 60 ft. of the Viz-Jaq'taar as a Swift action so long as she is Psionically Focused, and lasts long enough to make as many automated attacks as listed in each Trap's description. Any active Traps will fall apart if the Viz-Jaq'taar expends or otherwise loses her Psionic Focus.
Traps are Psionically connected to the Viz-Jaq'taar, and know who her friends and who her foes are; Traps will only attack foes. They will automatically attack the nearest foe to their own location, and will do so as rapidly as possible until they run out of attacks, at which point they disintegrate.
Viz-Jaq'taar Trap Stats
Size/Type: Diminutive (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) Construct (http://www.d20srd.org/srd/typesSubtypes.htm#constructType)
Hit Dice: 1d10 (5.5) hp per Power Point spent on the Trap
Initiative: - (Traps always activate on the Viz-Jaq'taar's turn)
Move Speed: 0 (Traps are fixed in space and cannot move or be moved. The point they are fixed to need not be on the ground.)
Armor Class: 24 (+0 Dex, +4 Natural Armor, +4 Size, +6 Deflection), touch 20, flat-footed 24)
Base Attack/Grapple: -/- (Traps neither make attack rolls nor can grapple)
Attack: None (Traps use Spell-like Abilities to attack)
Space/Reach: 1ft / 0 ft
Special Attacks: Spell-like Ability (varies)
Special Qualities: Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) (range equals range of Spell-like Ability), Construct Traits, Hidden, Protected, Psionic Connection, Transdimensional
Saves: Exactly the same as the Viz-Jaq'taar's.
Abilities: Str -, Dex -, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: Mage Slayer, Scult Spell-like Ability, Transdimensional Spell-like Ability
Blindsight (Ex)
A Traps awareness of its surroundings relies on neither sight nor sound, but on fields of Arcana that exist everywhere that magic functions. They have no sense of areas within Antimagic Fields or Dead Magic Zones. The range of their Blindsight equals the range of their Spell-like Ability.
Hidden (Ex)
The location of a Trap is difficult to discern. Watching it attack makes it clear which square it resides in, but finding it within that square is still difficult, as it is camouflaged , makes no sound, and is shielded from magic so that attempts to view it magically always fail.
To find a Trap requires either a Search or a Spot check once the square where it can be found has been determined (which is a DC 10 Spot check for anyone who witnesses it attack). The DC for the Search check is equal to 15 + half the Power Points spent on the Trap. The DC on the Spot check is 15 + the Power Points spent on the Trap. Magic effects that reveal objects fail to work on Traps; it cannot be seen with True Seeing or similar effects, nor can Locate Object or similar effects yield its position more accurately that the square in which it resides.
Only those who have found a Trap may attack it in any way (see Protected).
Protected (Ex)
Traps are not effected by anything that affects an area, even if they are within that area. Only effects directed at them specifically can effect them. Directing an attack at a Trap specifically requires finding it (see Hidden) - under no circumstances can one who cannot see the trap damage or directly inhibit it in any way.
Psionic Connection (Su)
Traps remain connected to the Viz-Jaq'taar who placed them through her Psionic Focus. So long as she remains focused, the Trap is aware of every thing she is aware of, including which targets are friends and which are foes.
Traps always activate on the Viz-Jaq'taar's turn; she may dictate when during her turn each attacks, though she cannot direct the attack, only when it occurs. If she decides to Ready an action to do something, she may delay any or all of her Traps to delay with her, and activate when her Readied Action does.
The Viz-Jaq'taar is not aware of everything the Trap is, however. She only knows when it attacks, and the direction it attacked. If she cannot see or otherwise become aware of the target, she can only guess why it attacked in that direction.
Sculpt Spell-like Ability
The Spell-like Abilities of Traps automatically exclude targets the Viz-Jaq'taar considers friendly.
Spell-like Ability (Sp)
Every Trap has a Spell-like Ability that it uses. The effects vary from Trap to Trap, as described below, but they generally share the following features:
Traps cost Power Points to create, and additional Power Points may be spent to Augment the Trap as described in its Augmentation section. Every Trap receives a +1 to its save DC and an additional attack before disintegrating for every 2 extra Power Points spent on it, though Augmentation usually offers more benefits than just these.
Traps automatically target the closest viable target to itself, unless the Trap's description specifically indicates otherwise.
Traps apply their Scult Spell-like Ability feat to avoid hitting friendly targets, defined as those targets the Viz-Jaq'taar herself considers allies. The Viz-Jaq'taar may choose if Traps treat enemies she is unaware of as friends or enemies at the beginning of her turn (before any Traps attack for the round) as a Free Action. Traps will also apply their Transdimensional Spell-like Ability feat to ensure hitting enemy creatures residing in neighboring planes.
The save DC of the Traps' Spell-like Abilities is 15 + the Viz-Jaq'taar's Wisdom modifier at the time of the Trap's creation + half the number of Power Points spent on the Trap (rounded up). The increase in save DC for greater Power Point expenditures is listed in the description of each Trap under Augmentation; this listing is redundant and does not mean that the DC increases by 1 twice, it is merely provided for convenience.
Transdimensional (Ex)
Traps exist in all neighboring Transitive Planes as well as the Plane they are placed in (for the Material Plane, this means they are also in in the Astral, Ethereal, and Shadow Planes), and their sensory perceptions extend into these planes as well.
Transdimensional Spell-like Ability
The Spell-like Abilities of Traps affect those in all neighboring Transitive Planes as well as the Plane the Trap was initially placed in.
Wake of Fire (Ps)
This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes.
Power Point Cost: 5 Power Points
Attacks: 5/trap
Attack Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
Deals 5d6 Fire damage to all within the area. The DC of any Concentration checks caused by this damage is raised by 2.
Augmentation
For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1, the Trap attacks once more before disintegrating, and the DC of Concentration checks the Trap causes is increased by 1.
Charged Bolt Sentry (Ps)
This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.
Power Point Cost: 7 Power Points
Attacks: 4/trap
Attack Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped Burst
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes
Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, Meldshaper Level, Binder Level, etc - except Initiator Level, which is specifically excluded) for 1 round.
Augmentation
For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1 and the Trap may make one additional attack before disintegrating.
Wake of Inferno (Ps)
This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.
Power Point Cost: 7 Power Points
Attacks: 6/trap
Attack Time: 1 round
Range: 60 ft.
Area: Line-shaped Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
If, on the Viz-Jaq'taar's turn, there is a target in range, Wake of Inferno will spew a line of fire at the target, dealing 7d6 fire damage in a 60 ft. line in the direction of the nearest target (Reflex save halves). It will continue to launch this flame for the remainder of the round, moving it as necessary to constantly have it aimed at the target nearest to it. Any enemy creature who is within the line at the beginning of their turn takes 7d6 fire damage (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves). Any creature who takes fire damage from the Wake of Inferno is treated as undergoing continual damage equal to the total damage taken, and may be required to make Concentration checks as a result. The DCs of these Concentration checks is also 2 higher than they would otherwise be for the damage dealt. Every round spent spewing said flames counts as an attack for the Wake of Inferno.
Augmentation
For every additional Power Point spent, the DC of any Concentration checks this Trap causes increases by 3. For every two extra Power Points, the Reflex save DC increases by 1 and the Trap may attack one additional time before disintegrating.
Lightning Sentry (Ps)
The Lightning Sentry is an odd Trap - it does not make attacks on the Viz-Jaq'taar's turn, and has no use for the Standard Action it receives on her turn each round. Instead, it uses its Spell-like Ability to make attacks of opportunity.
Power Point Cost: 9 Power Points
Attacks: 5/trap
Attack Time: 1 attack of opportunity
Range: 120 ft.
Area: Line-shaped Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
The Lightning Sentry will attack any time an enemy within range provokes an attack of opportunity through any action other than movement. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 9d6 Electricity damage (Reflex halves), which may trigger Concentration checks for the provoking enemy.
Augmentation
For every additional Power Point spent on the Lightning Sentry, it deals an additional 1d6 Electricity damage. For every 2 extra Power Points, the Reflex save DC is increased by 1 and the Trap may attack one additional time before disintegrating. For every 3 additional Power Points, the Trap may make an additional attack of opportunity each round.
Death Sentry (Ps)
This fearsome Trap has the ability to use an enemy's fallen minions against him.
Power Point Cost: 15 Power Points
Attacks: 3/trap
Attack Time: 1 standard action
Range: 240 ft.
Area: 20 ft. radius Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing (2d20+35)% of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). Half of the damage is fire damage, and the other half is piercing weapon damage. The corpse is now effectively useless for any effects which require a corpse, including this Spell-like Ability.
Unlike most Traps, the Viz-Jaq'taar has some say over which corpse the Death Sentry targets - each turn, she may direct any and all Death Sentries she has spawned to either target the corpse in range with the most enemies around it, or which had the highest HP in life. She may not make different choices for different Death Sentries, however, if she has more than one.
Augmentation
For each extra Power Point, the damage dealt by the Trap is increased by 5% of the target corpse's maximum HP before death. For every 2 addtional Power Points spent on this trap, the Reflex save DC increases by 1, and the Death Sentry may attack one additional time before disintegrating.
Cloak of Shadows (Ps)
A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 5 Power Points to cause everyone within 240 ft., including the Viz-Jaq'taar, to lose most sensory perception. For all targets in the area, anything non-adjacent to them has Total Concealment for one round. This ability directly targets creatures' sensory abilities, not simply their minds, and therefore is not Mind-Affecting, and the darkness every one sees and feels is not illusory, so True Seeing and the like provide no help against it. It also does not restrict itself merely to sight, but to all forms of sensory perception. At the same time, however, anyone outside of the range of the attack is completely unaffected, and can see those within as normal. Pierce Magical Concealment and similar non-spell effects provide immunity to this effect.
Augmentation
For every 2 extra Power Points the Viz-Jaq'taar spends on this ability, it lasts one round longer. The Viz-Jaq'taar cannot use the ability again while it is still on-going, even on a different group of targets, even if she has regained her Psionic Focus.
By spending an additional 3 Power Points, the Viz-Jaq'taar is not affected by the Cloak of Shadows.
By spending an additional 5 Power Points, the Viz-Jaq'taar is treated as if having True Sight for the duration of the Cloak of Shadows.
Mind Blast (Ps)
At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 10 Power Points, as a Standard Action, the Viz-Jaq'taar may deal 5d10 damage to enemies in a 20 ft. Burst centered within 60 ft. of her. Anyone who takes damage from both this effect and from any other effect during the Viz-Jaq'taar's turn, is stunned for the rest of the round.
She may expend her Psionic Focus as a part of this ability. If she does so, all those within the area must make a Will save with a DC of 10 + the Viz-Jaq'taar's Wisdom modifier, or become Confused.
The Viz-Jaq'taar has studied long in how to disrupt a mage's minions. Though these effects are [Mind-Affecting], the Viz-Jaq'taar's special training for those thralls favored by sorcerers allows her to affect Constructs and the Undead with this ability, even if they are mindless, as she has learned to co-opt even the simplest of magical programming. She also trains to best the protections of the mages themselves, and so can penetrate the effects of Mind Blank with the damage and stunning (though not the confusion).
Fade (Ex)
A Viz-Jaq'taar protects her body and mind with her own Psionic energies. At 7th level, the Viz-Jaq'taar is constantly under the effects of Freedom of Movement and Mind Blank effects. Furthermore, all Contingencies and similar effects simply do not notice her presence, and she cannot trigger them, either directly or indirectly.
Shadow Master (Su)
At 9th level, as a Standard Action, the Viz-Jaq'taar may expend her Psionic Focus and 19 Power Points to make one of her mirror images from her Ten-Mirrored Steps (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1) feature into a Shadow Master.
This Shadow is a 40% real version of herself, and it may use her Unarmed Strike, Flurry of Blows, Fast Movement, Dance of the Sun and Moon, Between the Raindrops, Diamond Soul, and Mind Blast features. It does not gain any benefit from any of the Viz-Jaq'taar's equipment other than any Armor bonus to AC that the Viz-Jaq'taar may have and its attacks are treated as having an enhancement bonus equivalent to that of the items the Viz-Jaq'taar uses with her Way of Iron class feature (it does not gain any special abilities these may have, merely an enhancement bonus equal to the cost of those abilities); this enhancement bonus is capped at +5. It does not get advantage of any feats that the Viz-Jaq'taar has aside from Mage Slayer, and Pierce Magical Protection and Pierce Magical Concealment if she has them. It can create Traps, but these Traps are only Figments and cannot cause any real effects; they are only for confusing or frightening the enemy.
Anyone who interacts with the Shadow or its figmentary traps gains a DC 20 Will save to recognize it as false, and if successful only takes 40% damage from its attacks, and automatically makes any saving throws that the Shadow provokes.
The Viz-Jaq'taar cannot control the Shadow in any way, beyond indicating who is friend and who is foe. The Shadow is intelligent, however, and can recognize and take advantage of tactical situations and can prioritize foes based on apparent threat level and apparent ease of neutralization.
Image Credits
Image adapted from Assassin on the Move (http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733) by Jerrre (http://jerrre.deviantart.com/).