137beth
2010-09-12, 04:22 PM
The Dagger Master is skilled with the dagger. Many rogue's and assassins become dagger masters, because daggers are easy to hide.
Hit Die
d8.
Note: unless otherwise stated, a punching dagger counts as a dagger for the purpose of this class's requirements and abilities.
Requirements
To qualify to become an dagger master, a character must fulfill all the following criteria.
Feats: Weapon Focus (dagger), Weapon Finesse
BAB: +6
Special: Sneak Attack +1d6
I haven't figured out how to code a table...but here are the class features in as neat a format as I can get them.
BAB: good (class level)
Fortitude and Will: bad (level/3)
Reflex: good (2+level/2)
Class Skills:
The dagger master’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill points per level:
6+ intelligence modifier
Weapon and Armor proficiencies:
Dagger masters gain no proficiency with any weapon or armor.
Dagger Master
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Sneak attack, Improved Dagger Finesse
2nd|
+2|
+0|
+3|
+0|Dagger Feats, Dagger Lock-pick, Conceal Dagger
3rd|
+3|
+1|
+3|
+1|Sneak attack, Super Thrower, Piercing Dagger
4th|
+4|
+1|
+4|
+1|Critical Dagger, Dagger Feats, Conceal Dagger
5th|
+5|
+1|
+4|
+1|Sneak attack, Improved Super Thrower
6th|
+6|
+2|
+5|
+2|Uncanny Dodge, Dagger Feats, Piercing Dagger, Conceal Dagger
7th|
+7|
+2|
+5|
+2|Sneak attack,Deadly Dagger
8th|
+8|
+2|
+6|
+2|Improved Critical Dagger, Conceal Dagger
9th|
+9|
+3|
+6|
+3|Sneak attack, Piercing Dagger
10th|
+10|
+3|
+7|
+3|Improved Deadly Dagger, Unstoppable Dagger Throw, Conceal Dagger[/table]
Sneak Attack:
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a dagger master gets a sneak attack bonus from another source the bonuses on damage stack.
Dagger Lockpick: You have learned to use your dagger as a lock-pick. While wielding a dagger, you add one-third your BAB to Open Lock checks. If the dagger is magical with an enhancement bonus of +1 or higher, add the enhancement bonus to the check as well. This counts as having a set of thieves’ tools.
Conceal Dagger: At 2nd level, your ability to hide your weapon improves. Add 1 to Sleight Of Hand checks made to conceal a dagger. This bonus increases by 1 at 4th level and every two levels after that.
Improved Dagger Finesse:
You gain a +1 bonus to attack rolls with daggers if you use your dexterity modifier for attacks (i.e. if you either make use of weapon finesse or throw a dagger). Additionally, when attacking with a dagger, you may use your dexterity modifier for damage rolls instead of your strength modifier. This applys to thrown daggers as well at melee damage rolls.
Dagger Feats:
Some feats normally limited to fighters can be taken by the dagger master. The following list gives alternative prerequisites to certain dagger-related feats. Note that a fighter can still take these feats normally:
Weapon Specialization (dagger):2nd level dagger master
Greater Weapon Focus (dagger):4th level dagger master
Greater Weapon Specialization (dagger): 6th level dagger master
Weapon of Choice (must be a dagger): 8th level dagger master
Note: These are NOT bonus feats. The dagger master qualifies for the above mentioned feats, but does NOT automatically get them.
Uncanny Dodge: At 6th level, the dagger master gains uncanny dodge. This is identical to the rogue ability. If the dagger master already has uncanny dodge, he instead gets improved uncanny dodge.
Critical Dagger:
At 4th level, the critical range for all attack rolls made with a dagger increases to 17-20/x3. At 8th level, this increases to 15-20/x4.
This also affects thrown daggers. This benefit doesn’t stack with any other effect that expands the threat range of a weapon
For a punching dagger, the critical range is different. At 4th level, a punching dagger's critical range becomes 19-20/x4. At 8th level, the critical range becomes 18-20/x5.
Deadly Dagger: The damage die for your dagger increases by one size. Additionally, if you make a sneak attack with a dagger, replace each d6 with d8. If you have another class feature or feat that increases the size of Sneak Attack damage dice, these abilities stack, and each additional size increase follows the rules in the PHB.
At 10th level, the damage die for your dagger increases by an additional size.
Super Thrower: At third level, the range increment for your thrown daggers increases by 5 feet. This stacks with other sources such as Far Shot.
UPDATE 6/8/2011: Additionally, you can make Sunder attempts with a thrown dagger.
At 5th level, the range increment increases by an additional 5 feet. In addition, when throwing a magic dagger with an enhancement bonus of +1 or higher, you have learned to throw the dagger so that it turns in mid-air. When you throw a magic dagger, you may have it turn 90 degrees once before it reaches its target.
At 10th level, the maximum range increases by another 5 feet. Additionally, when throwing a magical dagger, you can cause it to turn twice before hitting its target. Also, when throwing daggers, you ignore cover that is not total cover, and the miss chance granted to targets by anything less than total concealment.
Piercing Dagger: You have learned to strike your enemies where their armor does not cover. Once per day, a when making an attack with a dagger (either melee or ranged), you may make the attack as a touch attack. At 6th, level, this can be used twice per day. At 9th level, it can be used three times per day.
Epic progression:
Sneak attack continues to increase at every odd level, except that it increases by 1d8, not 1d6.
You gain an additional use per day of Piercing Dagger at 12th level and every 3 levels afterward.
Your Conceal Dagger bonus continues to increase every two levels.
Bonus Feat: The epic dagger master gains a bonus feat (selected from the list of dagger master bonus feats) every 4 levels after 20th.
Epic Dagger Master Bonus Feat List:
Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy, Weapon Focus (dagger), Weapon Specialization (dagger), Greater Weapon Focus (dagger), Greater Weapon Specialization (dagger), Epic Weapon Focus (dagger), Epic Weapon Specialization (dagger).
UPDATE: 6/8/2011!
I thought of something that I thought could be useful: the ability to Sunder with a ranged attack. This is not by itself enough to warrant a new thread (maybe a feat), but I thought it was somewhat appropriate to a dagger thrown by the daggermaster. So I added it to the "super thrower" feature.
Hit Die
d8.
Note: unless otherwise stated, a punching dagger counts as a dagger for the purpose of this class's requirements and abilities.
Requirements
To qualify to become an dagger master, a character must fulfill all the following criteria.
Feats: Weapon Focus (dagger), Weapon Finesse
BAB: +6
Special: Sneak Attack +1d6
I haven't figured out how to code a table...but here are the class features in as neat a format as I can get them.
BAB: good (class level)
Fortitude and Will: bad (level/3)
Reflex: good (2+level/2)
Class Skills:
The dagger master’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill points per level:
6+ intelligence modifier
Weapon and Armor proficiencies:
Dagger masters gain no proficiency with any weapon or armor.
Dagger Master
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Sneak attack, Improved Dagger Finesse
2nd|
+2|
+0|
+3|
+0|Dagger Feats, Dagger Lock-pick, Conceal Dagger
3rd|
+3|
+1|
+3|
+1|Sneak attack, Super Thrower, Piercing Dagger
4th|
+4|
+1|
+4|
+1|Critical Dagger, Dagger Feats, Conceal Dagger
5th|
+5|
+1|
+4|
+1|Sneak attack, Improved Super Thrower
6th|
+6|
+2|
+5|
+2|Uncanny Dodge, Dagger Feats, Piercing Dagger, Conceal Dagger
7th|
+7|
+2|
+5|
+2|Sneak attack,Deadly Dagger
8th|
+8|
+2|
+6|
+2|Improved Critical Dagger, Conceal Dagger
9th|
+9|
+3|
+6|
+3|Sneak attack, Piercing Dagger
10th|
+10|
+3|
+7|
+3|Improved Deadly Dagger, Unstoppable Dagger Throw, Conceal Dagger[/table]
Sneak Attack:
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a dagger master gets a sneak attack bonus from another source the bonuses on damage stack.
Dagger Lockpick: You have learned to use your dagger as a lock-pick. While wielding a dagger, you add one-third your BAB to Open Lock checks. If the dagger is magical with an enhancement bonus of +1 or higher, add the enhancement bonus to the check as well. This counts as having a set of thieves’ tools.
Conceal Dagger: At 2nd level, your ability to hide your weapon improves. Add 1 to Sleight Of Hand checks made to conceal a dagger. This bonus increases by 1 at 4th level and every two levels after that.
Improved Dagger Finesse:
You gain a +1 bonus to attack rolls with daggers if you use your dexterity modifier for attacks (i.e. if you either make use of weapon finesse or throw a dagger). Additionally, when attacking with a dagger, you may use your dexterity modifier for damage rolls instead of your strength modifier. This applys to thrown daggers as well at melee damage rolls.
Dagger Feats:
Some feats normally limited to fighters can be taken by the dagger master. The following list gives alternative prerequisites to certain dagger-related feats. Note that a fighter can still take these feats normally:
Weapon Specialization (dagger):2nd level dagger master
Greater Weapon Focus (dagger):4th level dagger master
Greater Weapon Specialization (dagger): 6th level dagger master
Weapon of Choice (must be a dagger): 8th level dagger master
Note: These are NOT bonus feats. The dagger master qualifies for the above mentioned feats, but does NOT automatically get them.
Uncanny Dodge: At 6th level, the dagger master gains uncanny dodge. This is identical to the rogue ability. If the dagger master already has uncanny dodge, he instead gets improved uncanny dodge.
Critical Dagger:
At 4th level, the critical range for all attack rolls made with a dagger increases to 17-20/x3. At 8th level, this increases to 15-20/x4.
This also affects thrown daggers. This benefit doesn’t stack with any other effect that expands the threat range of a weapon
For a punching dagger, the critical range is different. At 4th level, a punching dagger's critical range becomes 19-20/x4. At 8th level, the critical range becomes 18-20/x5.
Deadly Dagger: The damage die for your dagger increases by one size. Additionally, if you make a sneak attack with a dagger, replace each d6 with d8. If you have another class feature or feat that increases the size of Sneak Attack damage dice, these abilities stack, and each additional size increase follows the rules in the PHB.
At 10th level, the damage die for your dagger increases by an additional size.
Super Thrower: At third level, the range increment for your thrown daggers increases by 5 feet. This stacks with other sources such as Far Shot.
UPDATE 6/8/2011: Additionally, you can make Sunder attempts with a thrown dagger.
At 5th level, the range increment increases by an additional 5 feet. In addition, when throwing a magic dagger with an enhancement bonus of +1 or higher, you have learned to throw the dagger so that it turns in mid-air. When you throw a magic dagger, you may have it turn 90 degrees once before it reaches its target.
At 10th level, the maximum range increases by another 5 feet. Additionally, when throwing a magical dagger, you can cause it to turn twice before hitting its target. Also, when throwing daggers, you ignore cover that is not total cover, and the miss chance granted to targets by anything less than total concealment.
Piercing Dagger: You have learned to strike your enemies where their armor does not cover. Once per day, a when making an attack with a dagger (either melee or ranged), you may make the attack as a touch attack. At 6th, level, this can be used twice per day. At 9th level, it can be used three times per day.
Epic progression:
Sneak attack continues to increase at every odd level, except that it increases by 1d8, not 1d6.
You gain an additional use per day of Piercing Dagger at 12th level and every 3 levels afterward.
Your Conceal Dagger bonus continues to increase every two levels.
Bonus Feat: The epic dagger master gains a bonus feat (selected from the list of dagger master bonus feats) every 4 levels after 20th.
Epic Dagger Master Bonus Feat List:
Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy, Weapon Focus (dagger), Weapon Specialization (dagger), Greater Weapon Focus (dagger), Greater Weapon Specialization (dagger), Epic Weapon Focus (dagger), Epic Weapon Specialization (dagger).
UPDATE: 6/8/2011!
I thought of something that I thought could be useful: the ability to Sunder with a ranged attack. This is not by itself enough to warrant a new thread (maybe a feat), but I thought it was somewhat appropriate to a dagger thrown by the daggermaster. So I added it to the "super thrower" feature.