zenanarchist
2010-08-20, 03:59 AM
Fixer
http://poopsock.org/wp-content/uploads/characters/CanthanAssassin01.jpg
Before you stands a young man, his posture confident- almost arrogant, his eyes knowledgeable despite his youth, no hint of emotion in his eyes. "Understand the paths you have taken to lead you to this place." You turn to run but as you do the young man is in front of you again. "Understand the wrong turns you have made in err to lead you to this destination." His voice is still without malice, still without emotion. Suddenly, you are hit twice in the face and you feel a weight lift you and carry you twenty feet before slamming you into the ground, however before you can move the youth is on you, using your chest as leverage to leap into the air what seems to be thirty feet or more.
Silence...You struggle to your feet and look around, but all you see is scrub and the side of the building you ran behind to gain cover. Then, as if on a breeze the youths voice seems to come from a hundred miles away. "Understand, I am ghost, I am mist, I am silent creeping death. Understand, that the problems you have caused must be fixed."
"Please, please I'll do anything."
Three gusts of wind in quick succession blast past your face, you see nothing, you spin and turn but still see nothing.
"I am swift death, the god hunter."
Suddenly the pain registers, the cuts to your neck start to bleed, your intestines begin to slip from your body. However before you slide to the ground five arrows fly from the dark and slam into your corpse. Pinning you to the wall of the cottage.
"Understand, I am fate, I am finality. I am contained godly rage. This life no longer belongs to you, your soul is mine."
As blood seeps into your eyes, you try to see the killers face, but his face seems shrouded in mist, in shadow...
"Gods save me" you claim, the life force slipping out of you.
"If I am paid enough, even the gods shall not be your salvation"
Fixers as characters:
Fixers adventure for the sole reason that they are being paid to do so. They are mercenaries, assassins, warriors of the coin. They will travel with anyone of any race or temperament so long as the coin is right and the payment fair. However, they get along better with other warriors or soldiers and spend little to no time conversing with those that practice divine or arcane magic. Fixers are paid to solve problems, hence the name Fixer. They are highly paid highly dangerous mercenaries. They will go to any lengths to ensure their job is completed. They are not necessarily evil, sometimes good causes need evil obstacles removed. Their desire for money is irrelevant to their morale compass.
In a party:
Fixers are hired to obtain an object and will usually not go out of their way to protect any one member of the party unless they’ve somehow developed a personal attachment (unlikely). However if they are paid to be a body guard they will happily risk their own life to enter the fray to save their companion.
The code of the Fixer:
One will never strike a fallen foe.
One will never dishonor ones self with taunts or jibes.
One will never strike an innocent.
One will never strike an unarmed foe unless said foe proves a lethal danger.
One will never strike a surrendered foe.
One will never be seen, where possible.
One will be like ghost, like mist, like nothing.
Class Features
Fixer
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+1|+2|+0|Martial Arts, Death's Grace
2nd|+2|+1|+3|+0|Hidden Death
3rd|+3|+2|+3|+1|Counter Strike, Unknown Foe
4th|+4|+2|+4|+1|Evasion, Focus Points
5th|+5|+3|+4|+1|Martial Arts
6th|+6/+1|+3|+5|+2|Swift Death
7th|+7/+2|+3|+5|+2|Perfect Strike
8th|+8/+3|+4|+6|+2|Force Bow
9th|+9/+4|+4|+6|+3|Martial Arts
10th|+10/+5|+5|+7|+3|Force Blow
11th|+11/+6/+1|+5|+7|+3|Godly Metabolism
12th|+12/+7/+2|+6|+8|+4|All Body Strike
13th|+13/+8/+3|+6|+8|+4|Improved Evasion
14th|+14/+9/+4|+6|+9|+4|Martial Arts
15th|+15/+10/+5|+7|+9|+5|Infinite Step
16th|+16/+11/+6/+1|+7|+10|+5|Shadow Step
17th|+17/+12/+7/+2|+8|+10|+5|Martial Arts
18th|+18/+13/+8/+3|+8|+11|+6|Deflection
19th|+19/+14/+9/+4|+8|+11|+6|Death Strike
20th|+20/+15/+10/+5|+9|+12|+6|Divine Assassin
[/table]
Alignment: Any neutral or evil
Hit Die: d10
The fixer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Class Skills:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Martial Arts (Ex)
As the fixer grows in levels he attains a number of martial arts techniques and abilities. At first his martial arts grant him the feat Improved Unarmed Strike, as well as the ability to gain extra damage from a propelled strike. That is, any time the fixer gains leverage by, for example, bouncing off a wall before striking, he gains an extra 1d6 damage per ten feet travelled. At this level his bare fists deal 1d6 damage plus any strength bonus the fixer may have. Unlike a monk, the fixer may take the feats two weapon fighting and Improved Two weapon fighting and apply the benefits to his unarmed attacks. Fists cause a critical on a 20 and are considered natural weapons, however the fixer still gains iterative attacks and may also take all feats related to unarmed attacks or manufactured weapons and apply them to their unarmed strikes.
Death’s Grace (Ex)
The fixer moves at exceptional speeds to chase his quarry, for every fourth level the fixer possesses he gains an extra 10ft to his base land speed so long as he wears only medium or light armor. This ability starts at first level and grows every four levels from there to cap at +60ft at twentieth level.
Hidden Death (Ex)
The fixer stalks from shadow to shadow, unseen as he slays his foe, moving as if mist in the wind he dances in darkness, unheard and unknown, then he strikes. This ability grants the Fixer acquires sneak attack as the rogue, which grows by +1d6 every second level after a character's second level in fixer.
Counter Strike (Ex)
The fixer is a master of the martial arts; his hands are fluid in movement, his steps graceful. He moves as if he is the wind incarnate and strikes as lightning after the thunder. If the fixer has travelled no more than ten feet in the round he is attacked and his opponent strikes his body, the fixer rolls with the blow, taking the damage and using it to fuel the power of his next strike. The fixer immediately gains one attack at his highest base attack bonus. At tenth level a fixer may counter strike even when his opponent strikes and misses. At fifteenth level he gains an extra attack at his highest base attack bonus.
Unknown Foe (Ex)
Fixers are masters of disguise, adepts at moving in and out of a location at will by impersonation or deceit. The fixer gains +5 on all disguise checks, +10 at tenth level.
Evasion (Ex)
At 4th level or higher if a fixer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a fixer is wearing medium, light or no armour. A helpless fixer does not gain the benefit of evasion.
Focus Points (Ex)
At fourth level the fixer gains a pool of points equal to his class level plus his dexterity and strength modifier combined. This pool of points may be used to boost the fixers attacks or defense against one opponent per round. The use of these points must be declared before any rolls are made. The fixer may never use more than half of these points to boost any roll. He may only boost his attack and defense, never damage or saving throws. These points may be regained after one round of intense focus wherein the fixer may take no other actions, if he receives damage in this round the points are not regained.
Martial arts (Ex)
The Fixers martial arts mastery is improving; at this level his unarmed attacks deal 1d8 damage and he gains the ability to block with any part of his body. His knowledge of martial combat dramatically improves and he now gains an AC dodge bonus equivalent to his dexterity modifier. This stacks with the armor class bonus already provided by dexterity. The fixer now causes a critical on a 19-20.
Swift Death (Ex)
The fixer is a hunter. Fast, agile, deadly. Their speed carries them past their foe as if carried on the wind as their hands strike out. As long as the fixer travels more than twenty feet before attacking and ten feet after, they deal an extra 1d6 sudden strike damage per every five levels they possess, retroactively starting at level 1.
Perfect Strike (Ex)
The fixer can sneak attack his enemies with perfect precision, striking so fast, so straight that the individuals nerve endings are not given time to recognise they’ve been hit. Whenever the fixer would deal sneak attack or sudden strike damage to an enemy, he may choose to forgo as many d6's of damage as he desires. For every d6 of damage forgone this way, that enemy takes 1d10 damage in the round immediately following the round in which the attack was made.
Force Bow (Su)
The fixer has gained access to powers beyond mortal ken. He may summon a bow of pure force, which glows with a blue hue. This bow is manifested to the fixer’s hand as a swift action and arrows manifest whenever the string is drawn. This weapon deals 2d6 damage, has a range increment of 150ft and causes a critical wound on 19-20 with a multiplier of x2. This weapon causes the wielder to act as if they had the entire archery feat tree; however, this only applies to the force bow and when the bow is in hand.
Martial Arts (Ex)
The fixers fists now deal 1d10 damage and are considered +3 weapons for all purposes. The fixer may now choose to deal slashing damage instead of bludgeoning with his unarmed attacks. Additionally, any time he makes a successful grapple check he may now choose to throw the grappled enemy 10 feet per every three levels of fixer he has. Also, any time he successfully avoids a trip or bull rush attempt, he gains a free trip attempt at the same foe. Finally, he may enchant or imbue his fists as if they manufactured weapons.
Force Blow (Ex)
The fixer has mastered the art of striking. He strikes with such force that the effect can be felt many feet away from the blow itself. The fixer’s strikes now have a range increment of 10 feet per every fifth level he possesses. The fixers blows, both ranged and melee may now ignore the miss chance incurred by striking at an incorporeal foe.
Godly Metabolism (Ex)
Years of honing the fixers body has entitled him to a divine metabolism that easily shrugs off disease and poison and, unlike other athletes, spells. The fixers body is in a permanent state of overdrive and works off all effects at the instant they take place. He gains +10 to all checks against poison and disease and also gains Spell Resistance 10+Class level.
All body Strike (Ex)
The fixer strikes with his knees, elbows, fists, feet and heads in a striking fast display of movement and deadliness. Most foes are often left staggered or stunned, unable to act. The fixer may make one extra attack at his highest base attack bonus. He must use the full attack option while using this ability. This is similar to a monks flurry of blows, however if more than three attacks strike the same foe in a round that foe is stunned for one round. These attacks include counter strikes. The victim of such a strike is allowed a fortitude saving throw to avoid the stunning (DC10+1/2 fixer levels+Strength)
Improved Evasion (Ex)
At 12th level, a fixer’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless fixer does not gain the benefit of improved evasion.
Martial Arts (Ex)
The fixers strikes now deal 2d6 damage and are considered +4 enchanted weapons for all purposes and additionally are treated as having the adamantine property for purposes of overcoming damage reduction. A fixer of this level may now choose to bound off spaces or gain extra length to his jumps. If the fixer is of 10th level and above he may leap 10ft between walls as many times as he wishes so long as the distance travelled does not exceed his base land speed. At fifteenth level the fixer may now leap 20ft between walls. The fixer may leap twenty additional feet on all regular standing or running jumps. For purposes of rules determination, standing enemies may be treated as walls.
Infinite Step (Su)
The fixer’s mastery over his speed is displayed in earnest when he is able to move long distances in but the blink of an eye. The fixer may Dimension Door, as per the spell at will. They may do this up to a distance of eighty feet and utilise it as a move action. At fifteenth level this becomes a swift action.
Shadow Step (Ex)
The fixer is fast, so fast that his movements are impossible to follow. He disappears even as his enemy watches helplessly. On a move action in a darkened area or an area with prominent shadows (Buildings or trees), the fixer may choose to hide in plain sight, albeit at a -2 penalty. He may do this after striking an enemy but takes a -4 penalty.
Martial Arts (Ex)
The fixers unarmed strikes now deal 3d6 damage on a successful strike and are treated as +5 enchanted weapons as well as having the adamantine and silver properties. The fixer now also gains the ability to block a martial attack and completely negate damage. They may choose to initiate a block on any round where the enemy makes a successful attack, before damage is determined. The fixer and his opponent make opposed dexterity checks and if the fixer is successful the damage is completely negated.
Deflection (Ex)
The fixer uses the force of his blows to deflect incoming projectiles of any size up to a weight of 150Ibs. Whenever the fixer is aware of a projectile and is not flat footed, he may deflect the attack twice per round.
Death Strike (Ex)
Any time the fixer studies a subject for up to two rounds, his next attack, be it ranged or melee, on that victim has a chance to cause instant death. The victim is allowed a Fortitude save DC10+1/2 fixer level+Dex modifier. Unlike the assassins ability, this strike may affect constructs and undead. If it is a construct this shows that the fixer has found a mechanical strong point. If it is an undead this shows that the fixer has located a weak point in what is remaining of the body structure.
Divine Assassin (Ex)
At 20th level, a fixer becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the fixer’s creature type was) for the purpose of spells and magical effects. Additionally, the fixer gains damage reduction 15/magic, which allows her to ignore the first 15 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the fixer can still be brought back from the dead as if she were a member of her previous creature type. Additionally any time the fixer uses shadow strike to move, they gain one attack at their highest base attack bonus so long as they end their movement adjacent to an enemy. Finally, their base land speed becomes 70ft and they gain the ability to “step” on air. They begin to fall at the end of their movement phase, however they may “step” their way down at a rate of 10ft per round. This ability completely negates the effects of falling damage.
Author Note: I'm trying to figure out where to add in two martial maneuver progressions, while still keeping the other class abilities of the fixer. Now that I look at it...this class is almost identical to the monk. Barring the bow and the actual martial arts abilities anyhow. *shrugs* Any way, suggestions on inserting martial maneuvers in here somewhere would be greatly appreciated. I think Steel Serpent or Dancing Leaf as suggested by Temotei. Anyway, critique away.
http://poopsock.org/wp-content/uploads/characters/CanthanAssassin01.jpg
Before you stands a young man, his posture confident- almost arrogant, his eyes knowledgeable despite his youth, no hint of emotion in his eyes. "Understand the paths you have taken to lead you to this place." You turn to run but as you do the young man is in front of you again. "Understand the wrong turns you have made in err to lead you to this destination." His voice is still without malice, still without emotion. Suddenly, you are hit twice in the face and you feel a weight lift you and carry you twenty feet before slamming you into the ground, however before you can move the youth is on you, using your chest as leverage to leap into the air what seems to be thirty feet or more.
Silence...You struggle to your feet and look around, but all you see is scrub and the side of the building you ran behind to gain cover. Then, as if on a breeze the youths voice seems to come from a hundred miles away. "Understand, I am ghost, I am mist, I am silent creeping death. Understand, that the problems you have caused must be fixed."
"Please, please I'll do anything."
Three gusts of wind in quick succession blast past your face, you see nothing, you spin and turn but still see nothing.
"I am swift death, the god hunter."
Suddenly the pain registers, the cuts to your neck start to bleed, your intestines begin to slip from your body. However before you slide to the ground five arrows fly from the dark and slam into your corpse. Pinning you to the wall of the cottage.
"Understand, I am fate, I am finality. I am contained godly rage. This life no longer belongs to you, your soul is mine."
As blood seeps into your eyes, you try to see the killers face, but his face seems shrouded in mist, in shadow...
"Gods save me" you claim, the life force slipping out of you.
"If I am paid enough, even the gods shall not be your salvation"
Fixers as characters:
Fixers adventure for the sole reason that they are being paid to do so. They are mercenaries, assassins, warriors of the coin. They will travel with anyone of any race or temperament so long as the coin is right and the payment fair. However, they get along better with other warriors or soldiers and spend little to no time conversing with those that practice divine or arcane magic. Fixers are paid to solve problems, hence the name Fixer. They are highly paid highly dangerous mercenaries. They will go to any lengths to ensure their job is completed. They are not necessarily evil, sometimes good causes need evil obstacles removed. Their desire for money is irrelevant to their morale compass.
In a party:
Fixers are hired to obtain an object and will usually not go out of their way to protect any one member of the party unless they’ve somehow developed a personal attachment (unlikely). However if they are paid to be a body guard they will happily risk their own life to enter the fray to save their companion.
The code of the Fixer:
One will never strike a fallen foe.
One will never dishonor ones self with taunts or jibes.
One will never strike an innocent.
One will never strike an unarmed foe unless said foe proves a lethal danger.
One will never strike a surrendered foe.
One will never be seen, where possible.
One will be like ghost, like mist, like nothing.
Class Features
Fixer
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+1|+2|+0|Martial Arts, Death's Grace
2nd|+2|+1|+3|+0|Hidden Death
3rd|+3|+2|+3|+1|Counter Strike, Unknown Foe
4th|+4|+2|+4|+1|Evasion, Focus Points
5th|+5|+3|+4|+1|Martial Arts
6th|+6/+1|+3|+5|+2|Swift Death
7th|+7/+2|+3|+5|+2|Perfect Strike
8th|+8/+3|+4|+6|+2|Force Bow
9th|+9/+4|+4|+6|+3|Martial Arts
10th|+10/+5|+5|+7|+3|Force Blow
11th|+11/+6/+1|+5|+7|+3|Godly Metabolism
12th|+12/+7/+2|+6|+8|+4|All Body Strike
13th|+13/+8/+3|+6|+8|+4|Improved Evasion
14th|+14/+9/+4|+6|+9|+4|Martial Arts
15th|+15/+10/+5|+7|+9|+5|Infinite Step
16th|+16/+11/+6/+1|+7|+10|+5|Shadow Step
17th|+17/+12/+7/+2|+8|+10|+5|Martial Arts
18th|+18/+13/+8/+3|+8|+11|+6|Deflection
19th|+19/+14/+9/+4|+8|+11|+6|Death Strike
20th|+20/+15/+10/+5|+9|+12|+6|Divine Assassin
[/table]
Alignment: Any neutral or evil
Hit Die: d10
The fixer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Class Skills:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Martial Arts (Ex)
As the fixer grows in levels he attains a number of martial arts techniques and abilities. At first his martial arts grant him the feat Improved Unarmed Strike, as well as the ability to gain extra damage from a propelled strike. That is, any time the fixer gains leverage by, for example, bouncing off a wall before striking, he gains an extra 1d6 damage per ten feet travelled. At this level his bare fists deal 1d6 damage plus any strength bonus the fixer may have. Unlike a monk, the fixer may take the feats two weapon fighting and Improved Two weapon fighting and apply the benefits to his unarmed attacks. Fists cause a critical on a 20 and are considered natural weapons, however the fixer still gains iterative attacks and may also take all feats related to unarmed attacks or manufactured weapons and apply them to their unarmed strikes.
Death’s Grace (Ex)
The fixer moves at exceptional speeds to chase his quarry, for every fourth level the fixer possesses he gains an extra 10ft to his base land speed so long as he wears only medium or light armor. This ability starts at first level and grows every four levels from there to cap at +60ft at twentieth level.
Hidden Death (Ex)
The fixer stalks from shadow to shadow, unseen as he slays his foe, moving as if mist in the wind he dances in darkness, unheard and unknown, then he strikes. This ability grants the Fixer acquires sneak attack as the rogue, which grows by +1d6 every second level after a character's second level in fixer.
Counter Strike (Ex)
The fixer is a master of the martial arts; his hands are fluid in movement, his steps graceful. He moves as if he is the wind incarnate and strikes as lightning after the thunder. If the fixer has travelled no more than ten feet in the round he is attacked and his opponent strikes his body, the fixer rolls with the blow, taking the damage and using it to fuel the power of his next strike. The fixer immediately gains one attack at his highest base attack bonus. At tenth level a fixer may counter strike even when his opponent strikes and misses. At fifteenth level he gains an extra attack at his highest base attack bonus.
Unknown Foe (Ex)
Fixers are masters of disguise, adepts at moving in and out of a location at will by impersonation or deceit. The fixer gains +5 on all disguise checks, +10 at tenth level.
Evasion (Ex)
At 4th level or higher if a fixer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a fixer is wearing medium, light or no armour. A helpless fixer does not gain the benefit of evasion.
Focus Points (Ex)
At fourth level the fixer gains a pool of points equal to his class level plus his dexterity and strength modifier combined. This pool of points may be used to boost the fixers attacks or defense against one opponent per round. The use of these points must be declared before any rolls are made. The fixer may never use more than half of these points to boost any roll. He may only boost his attack and defense, never damage or saving throws. These points may be regained after one round of intense focus wherein the fixer may take no other actions, if he receives damage in this round the points are not regained.
Martial arts (Ex)
The Fixers martial arts mastery is improving; at this level his unarmed attacks deal 1d8 damage and he gains the ability to block with any part of his body. His knowledge of martial combat dramatically improves and he now gains an AC dodge bonus equivalent to his dexterity modifier. This stacks with the armor class bonus already provided by dexterity. The fixer now causes a critical on a 19-20.
Swift Death (Ex)
The fixer is a hunter. Fast, agile, deadly. Their speed carries them past their foe as if carried on the wind as their hands strike out. As long as the fixer travels more than twenty feet before attacking and ten feet after, they deal an extra 1d6 sudden strike damage per every five levels they possess, retroactively starting at level 1.
Perfect Strike (Ex)
The fixer can sneak attack his enemies with perfect precision, striking so fast, so straight that the individuals nerve endings are not given time to recognise they’ve been hit. Whenever the fixer would deal sneak attack or sudden strike damage to an enemy, he may choose to forgo as many d6's of damage as he desires. For every d6 of damage forgone this way, that enemy takes 1d10 damage in the round immediately following the round in which the attack was made.
Force Bow (Su)
The fixer has gained access to powers beyond mortal ken. He may summon a bow of pure force, which glows with a blue hue. This bow is manifested to the fixer’s hand as a swift action and arrows manifest whenever the string is drawn. This weapon deals 2d6 damage, has a range increment of 150ft and causes a critical wound on 19-20 with a multiplier of x2. This weapon causes the wielder to act as if they had the entire archery feat tree; however, this only applies to the force bow and when the bow is in hand.
Martial Arts (Ex)
The fixers fists now deal 1d10 damage and are considered +3 weapons for all purposes. The fixer may now choose to deal slashing damage instead of bludgeoning with his unarmed attacks. Additionally, any time he makes a successful grapple check he may now choose to throw the grappled enemy 10 feet per every three levels of fixer he has. Also, any time he successfully avoids a trip or bull rush attempt, he gains a free trip attempt at the same foe. Finally, he may enchant or imbue his fists as if they manufactured weapons.
Force Blow (Ex)
The fixer has mastered the art of striking. He strikes with such force that the effect can be felt many feet away from the blow itself. The fixer’s strikes now have a range increment of 10 feet per every fifth level he possesses. The fixers blows, both ranged and melee may now ignore the miss chance incurred by striking at an incorporeal foe.
Godly Metabolism (Ex)
Years of honing the fixers body has entitled him to a divine metabolism that easily shrugs off disease and poison and, unlike other athletes, spells. The fixers body is in a permanent state of overdrive and works off all effects at the instant they take place. He gains +10 to all checks against poison and disease and also gains Spell Resistance 10+Class level.
All body Strike (Ex)
The fixer strikes with his knees, elbows, fists, feet and heads in a striking fast display of movement and deadliness. Most foes are often left staggered or stunned, unable to act. The fixer may make one extra attack at his highest base attack bonus. He must use the full attack option while using this ability. This is similar to a monks flurry of blows, however if more than three attacks strike the same foe in a round that foe is stunned for one round. These attacks include counter strikes. The victim of such a strike is allowed a fortitude saving throw to avoid the stunning (DC10+1/2 fixer levels+Strength)
Improved Evasion (Ex)
At 12th level, a fixer’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless fixer does not gain the benefit of improved evasion.
Martial Arts (Ex)
The fixers strikes now deal 2d6 damage and are considered +4 enchanted weapons for all purposes and additionally are treated as having the adamantine property for purposes of overcoming damage reduction. A fixer of this level may now choose to bound off spaces or gain extra length to his jumps. If the fixer is of 10th level and above he may leap 10ft between walls as many times as he wishes so long as the distance travelled does not exceed his base land speed. At fifteenth level the fixer may now leap 20ft between walls. The fixer may leap twenty additional feet on all regular standing or running jumps. For purposes of rules determination, standing enemies may be treated as walls.
Infinite Step (Su)
The fixer’s mastery over his speed is displayed in earnest when he is able to move long distances in but the blink of an eye. The fixer may Dimension Door, as per the spell at will. They may do this up to a distance of eighty feet and utilise it as a move action. At fifteenth level this becomes a swift action.
Shadow Step (Ex)
The fixer is fast, so fast that his movements are impossible to follow. He disappears even as his enemy watches helplessly. On a move action in a darkened area or an area with prominent shadows (Buildings or trees), the fixer may choose to hide in plain sight, albeit at a -2 penalty. He may do this after striking an enemy but takes a -4 penalty.
Martial Arts (Ex)
The fixers unarmed strikes now deal 3d6 damage on a successful strike and are treated as +5 enchanted weapons as well as having the adamantine and silver properties. The fixer now also gains the ability to block a martial attack and completely negate damage. They may choose to initiate a block on any round where the enemy makes a successful attack, before damage is determined. The fixer and his opponent make opposed dexterity checks and if the fixer is successful the damage is completely negated.
Deflection (Ex)
The fixer uses the force of his blows to deflect incoming projectiles of any size up to a weight of 150Ibs. Whenever the fixer is aware of a projectile and is not flat footed, he may deflect the attack twice per round.
Death Strike (Ex)
Any time the fixer studies a subject for up to two rounds, his next attack, be it ranged or melee, on that victim has a chance to cause instant death. The victim is allowed a Fortitude save DC10+1/2 fixer level+Dex modifier. Unlike the assassins ability, this strike may affect constructs and undead. If it is a construct this shows that the fixer has found a mechanical strong point. If it is an undead this shows that the fixer has located a weak point in what is remaining of the body structure.
Divine Assassin (Ex)
At 20th level, a fixer becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the fixer’s creature type was) for the purpose of spells and magical effects. Additionally, the fixer gains damage reduction 15/magic, which allows her to ignore the first 15 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the fixer can still be brought back from the dead as if she were a member of her previous creature type. Additionally any time the fixer uses shadow strike to move, they gain one attack at their highest base attack bonus so long as they end their movement adjacent to an enemy. Finally, their base land speed becomes 70ft and they gain the ability to “step” on air. They begin to fall at the end of their movement phase, however they may “step” their way down at a rate of 10ft per round. This ability completely negates the effects of falling damage.
Author Note: I'm trying to figure out where to add in two martial maneuver progressions, while still keeping the other class abilities of the fixer. Now that I look at it...this class is almost identical to the monk. Barring the bow and the actual martial arts abilities anyhow. *shrugs* Any way, suggestions on inserting martial maneuvers in here somewhere would be greatly appreciated. I think Steel Serpent or Dancing Leaf as suggested by Temotei. Anyway, critique away.