wayfare
2011-01-21, 01:06 AM
In my attempt to make some tier 3 classes, here is my attempt at a rogue equivalent. This class focuses on the damage dealing aspect of the rogue. A second class, the Adventurer, will focus on trap-finding and evasion abilities.
The Assassin
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Weapon Focus; Enhanced Critical
2nd|
+1|
+3|
+0|
+0|Flanker
3rd|
+2|
+3|
+1|
+1|Uncanny Dodge
4th|
+3|
+4|
+1|
+1|Sneak Attack
5th|
+3|
+4|
+1|
+1|Alchemist Adept
6th|
+4|
+5|
+2|
+2|Assassin Ability
7th|
+5|
+5|
+2|
+2|Improved Poison Use
8th|
+5|
+6|
+2|
+2|Sneak Attack Maneuver
9th|
+6|
+6|
+3|
+3|Improved Uncanny Dodge
10th|
+7|
+7|
+3|
+3|Assassin Ability
11th|
+8|
+7|
+3|
+3|Journeyman Alchemist
12th|
+9|
+8|
+4|
+4|Sneak Attack Maneuver
13th|
+9|
+8|
+4|
+4|Advanced Poison Use
14th|
+10|
+9|
+4|
+4|Assassin Ability
15th|
+11|
+9|
+5|
+5|???
16th|
+11|
+10|
+5|
+5|Sneak Attack Maneuver
17th|
+12|
+10|
+5|
+5|Master Alchemist
18th|
+13|
+11|
+6|
+6|Assassin Ability
19th|
+14|
+11|
+6|
+6|Master Poison Use
20th|
+15|
+12|
+6|
+6|Sneak Attack Maneuver[/table]
Hit Die: 1d8
Skill Points: 6+Intelligence
Skills: Craft: Alchemy, Hide, Move Silently other suggestions?
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword and long sword. Rogues are proficient with light armor, but not with shields.
Weapon Focus: At 1st level, choose any weapon you are proficient with; you gain the weapon focus feat when using that weapon, even if you don’t meet the prerequisites of that feat.
Enhanced Critical: At 1st level, when using the weapon you chose for weapon specialization, you gain a +1 bonus to critical threat range.
Special: This bonus stacks with Improved Critical, but is applied after the effects of that feat are resolved. A short sword modified by enhanced critical and improved critical has a threat range of 16-20 not 15-20.
Flanker: At 2nd level, when flanking an opponent, the Assassin gains +4 to attack instead of the normal +2 bonus for flanking.
Uncanny Dodge (Ex): Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Sneak Attack: At 4th level, if an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. On a successful attack, the assassin automatically inflicts a critical hit. If the assassin rolls a critical hit naturally, he add 1 to his critical multiplier when determining damage.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, an assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
An assassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Alchemist Adept: At 5th level, the vicissitudes of your trade have given you incentive to pursue various alternative methods of ensuring a targets demise. As a result, you have learned how to craft alchemical concoctions to enhance yourself and confound your opponents. You gain a +2 bonus to Craft: Alchemy rolls.
Assassin Abilities: The fluctuating nature of your trade requires specialized applications of your skills. At 6th, 10th, 14th, and 18th level you gain any of the class features listed below. Alternatively, you may gain a bonus feat instead.
Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Swift Stealth: You may move up to your full speed without taking penalties to normal hide or move silently checks.
Innocuous: When you gain a +2 bonus to hide rolls, +5 when hiding in a crowd. Additionally, attempts to recall your features or describe you are made at +5 DC (minimum DC 20). Finally, any attempts to track you have their DCs increased by 5.
Hide in Plain Sight: Your presence has become so innocuous that you are able to attempt stealth without concealment. As a full action, you can make a Hide check even when in plain view. Spot opposes this check normally. You may maintain stealth in this way for a number of rounds equal to half your class level. Taking any action automatically ends this effect. Once this effect has ended, you cannot attempt stealth in this way until 10 rounds have passed..
Swift Stride: You have mastered the art of the expeditious retreat -- increase your base speed by 10 feet.
Always Armed: You gain an enhanced version of the improved unarmed strike feat. Your natural attacks inflict 1d6 (19-20/x2) bludgeoning or piercing damage on a successful attack. If you already possess in improved unarmed strike class feature, your natural weapons critical on a roll of (18-20) and gain a +1 enhancement bonus.
Backstab: When making a sneak attack from stealth, you may maximize the damage inflicted by your attack. Attacking automatically ends stealth, so may only benefit from this ability once each attack (even if you can make multiple attacks).
Master of Disguise: When making Disguise checks, you may roll twice and choose the best result for your check. Additionally, opponents do not gain familiarity bonuses to pierce your disguise.
Improved Poison Use: At 7th level, when applying poisons to weapons or using poisons upon targets you stand no chance of poisoning yourself. In addition, alchemical tinkering allows you to enhance the potency of your poisons. Add 2 to the save DCs of poisons you use.
Sneak Attack Maneuver: At 8th, 12th, 16th, and 20th levels, you gain unique martial maneuvers you can employ while using a sneak attack. You may only use sneak attack maneuvers once each round, even if you can make multiple attacks.
Distracting Flourish: On a successful sneak attack, your foe is rendered flat-footed for the rest of the round.
Sapping Strike: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ class level + Dexterity modifier) or be dazed for 1 round.
Savage Cut: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ class level + Dexterity modifier) or suffer a bleeding wound, losing 1 vitality each round until the wound is bound (a DC 15 heal check) or the character receives a curative magical effect. Multiple savage blows stack damage and increase the Heal DC by 2 for each attack.
Tendon Strike: On a successful sneak attack, the target must make a Fortitude Save DC (10 + ˝ class level + dexterity modifier) or be Slowed for 1d4 rounds.
Dismantling Blow: Experience combating constructs allows you to deliver punishing blows to artificial foes. A sneak attack modified by this maneuver can target constructs.
Deathbane Slash: Experience combating undead allows you to deliver mortal blows to undead. A sneak attack modified by this maneuver can target undead.
Improved Uncanny Dodge (Ex): An assassin of 9th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Journeyman Alchemist: At 11th level, extensive practical implementation of alchemical creations You gain Brew Potion as a bonus feat. When crafting a potion, you may make a Craft: Alchemy check to duplicate the effect of the spell required for the potion to function. The DC for this check depends on the level of spell to be duplicated:
Level 0: 15
Level 1: 17
Level 2: 19
Level 3: 21
Level 4: 23
Advanced Poison Use: At 13th level, extensive alchemical tinkering allows you to increase the lethality of your poisons. Add 4 to the save DCs of any poison you use. This replaces the bonus earned at 7th level
???: At 15th level,you gain some sort of ability i have not yet decided
Master Alchemist: At 17th level, a career preparing and using alchemical agents has given you particular insight into their creation. You gain a +4 bonus on Craft: Alchemy rolls, and halve the time it takes to prepare potions or other alchemical creations. This replaces the bonus gained at 5th level.
Master Poison Use: At 19th level, your own tinkering has made the poisons you employ extraordinarily deadly. Add 6 to the save DCs of any poisons you use. This replaces teh bonus gained at 13th level.
The Assassin
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Weapon Focus; Enhanced Critical
2nd|
+1|
+3|
+0|
+0|Flanker
3rd|
+2|
+3|
+1|
+1|Uncanny Dodge
4th|
+3|
+4|
+1|
+1|Sneak Attack
5th|
+3|
+4|
+1|
+1|Alchemist Adept
6th|
+4|
+5|
+2|
+2|Assassin Ability
7th|
+5|
+5|
+2|
+2|Improved Poison Use
8th|
+5|
+6|
+2|
+2|Sneak Attack Maneuver
9th|
+6|
+6|
+3|
+3|Improved Uncanny Dodge
10th|
+7|
+7|
+3|
+3|Assassin Ability
11th|
+8|
+7|
+3|
+3|Journeyman Alchemist
12th|
+9|
+8|
+4|
+4|Sneak Attack Maneuver
13th|
+9|
+8|
+4|
+4|Advanced Poison Use
14th|
+10|
+9|
+4|
+4|Assassin Ability
15th|
+11|
+9|
+5|
+5|???
16th|
+11|
+10|
+5|
+5|Sneak Attack Maneuver
17th|
+12|
+10|
+5|
+5|Master Alchemist
18th|
+13|
+11|
+6|
+6|Assassin Ability
19th|
+14|
+11|
+6|
+6|Master Poison Use
20th|
+15|
+12|
+6|
+6|Sneak Attack Maneuver[/table]
Hit Die: 1d8
Skill Points: 6+Intelligence
Skills: Craft: Alchemy, Hide, Move Silently other suggestions?
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword and long sword. Rogues are proficient with light armor, but not with shields.
Weapon Focus: At 1st level, choose any weapon you are proficient with; you gain the weapon focus feat when using that weapon, even if you don’t meet the prerequisites of that feat.
Enhanced Critical: At 1st level, when using the weapon you chose for weapon specialization, you gain a +1 bonus to critical threat range.
Special: This bonus stacks with Improved Critical, but is applied after the effects of that feat are resolved. A short sword modified by enhanced critical and improved critical has a threat range of 16-20 not 15-20.
Flanker: At 2nd level, when flanking an opponent, the Assassin gains +4 to attack instead of the normal +2 bonus for flanking.
Uncanny Dodge (Ex): Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Sneak Attack: At 4th level, if an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. On a successful attack, the assassin automatically inflicts a critical hit. If the assassin rolls a critical hit naturally, he add 1 to his critical multiplier when determining damage.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, an assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
An assassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Alchemist Adept: At 5th level, the vicissitudes of your trade have given you incentive to pursue various alternative methods of ensuring a targets demise. As a result, you have learned how to craft alchemical concoctions to enhance yourself and confound your opponents. You gain a +2 bonus to Craft: Alchemy rolls.
Assassin Abilities: The fluctuating nature of your trade requires specialized applications of your skills. At 6th, 10th, 14th, and 18th level you gain any of the class features listed below. Alternatively, you may gain a bonus feat instead.
Opportunist (Ex): Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Swift Stealth: You may move up to your full speed without taking penalties to normal hide or move silently checks.
Innocuous: When you gain a +2 bonus to hide rolls, +5 when hiding in a crowd. Additionally, attempts to recall your features or describe you are made at +5 DC (minimum DC 20). Finally, any attempts to track you have their DCs increased by 5.
Hide in Plain Sight: Your presence has become so innocuous that you are able to attempt stealth without concealment. As a full action, you can make a Hide check even when in plain view. Spot opposes this check normally. You may maintain stealth in this way for a number of rounds equal to half your class level. Taking any action automatically ends this effect. Once this effect has ended, you cannot attempt stealth in this way until 10 rounds have passed..
Swift Stride: You have mastered the art of the expeditious retreat -- increase your base speed by 10 feet.
Always Armed: You gain an enhanced version of the improved unarmed strike feat. Your natural attacks inflict 1d6 (19-20/x2) bludgeoning or piercing damage on a successful attack. If you already possess in improved unarmed strike class feature, your natural weapons critical on a roll of (18-20) and gain a +1 enhancement bonus.
Backstab: When making a sneak attack from stealth, you may maximize the damage inflicted by your attack. Attacking automatically ends stealth, so may only benefit from this ability once each attack (even if you can make multiple attacks).
Master of Disguise: When making Disguise checks, you may roll twice and choose the best result for your check. Additionally, opponents do not gain familiarity bonuses to pierce your disguise.
Improved Poison Use: At 7th level, when applying poisons to weapons or using poisons upon targets you stand no chance of poisoning yourself. In addition, alchemical tinkering allows you to enhance the potency of your poisons. Add 2 to the save DCs of poisons you use.
Sneak Attack Maneuver: At 8th, 12th, 16th, and 20th levels, you gain unique martial maneuvers you can employ while using a sneak attack. You may only use sneak attack maneuvers once each round, even if you can make multiple attacks.
Distracting Flourish: On a successful sneak attack, your foe is rendered flat-footed for the rest of the round.
Sapping Strike: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ class level + Dexterity modifier) or be dazed for 1 round.
Savage Cut: On a successful sneak attack, your opponent must make a Fortitude Save (DC 10 + ˝ class level + Dexterity modifier) or suffer a bleeding wound, losing 1 vitality each round until the wound is bound (a DC 15 heal check) or the character receives a curative magical effect. Multiple savage blows stack damage and increase the Heal DC by 2 for each attack.
Tendon Strike: On a successful sneak attack, the target must make a Fortitude Save DC (10 + ˝ class level + dexterity modifier) or be Slowed for 1d4 rounds.
Dismantling Blow: Experience combating constructs allows you to deliver punishing blows to artificial foes. A sneak attack modified by this maneuver can target constructs.
Deathbane Slash: Experience combating undead allows you to deliver mortal blows to undead. A sneak attack modified by this maneuver can target undead.
Improved Uncanny Dodge (Ex): An assassin of 9th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Journeyman Alchemist: At 11th level, extensive practical implementation of alchemical creations You gain Brew Potion as a bonus feat. When crafting a potion, you may make a Craft: Alchemy check to duplicate the effect of the spell required for the potion to function. The DC for this check depends on the level of spell to be duplicated:
Level 0: 15
Level 1: 17
Level 2: 19
Level 3: 21
Level 4: 23
Advanced Poison Use: At 13th level, extensive alchemical tinkering allows you to increase the lethality of your poisons. Add 4 to the save DCs of any poison you use. This replaces the bonus earned at 7th level
???: At 15th level,you gain some sort of ability i have not yet decided
Master Alchemist: At 17th level, a career preparing and using alchemical agents has given you particular insight into their creation. You gain a +4 bonus on Craft: Alchemy rolls, and halve the time it takes to prepare potions or other alchemical creations. This replaces the bonus gained at 5th level.
Master Poison Use: At 19th level, your own tinkering has made the poisons you employ extraordinarily deadly. Add 6 to the save DCs of any poisons you use. This replaces teh bonus gained at 13th level.