View Full Version : [3.5 base class-Trigula] The Aegnt (PEACH)

2011-07-04, 04:08 PM
The class is intended to be played in Trigula (http://www.giantitp.com/forums/showthread.php?p=11157232#post11157232) and serve as a replacement to the rouge, monk and swashbuckler, as such he is somewhere between the three and his function is completely different.

Compared to the rouge is is less of a lethal assassin, and more durable in combat and capable of standing in a fight and moving around. (to get in and out of a fight)

Basically I want him to be balance-wise comparable to the scout. did I get it right? too low? too high?
As for his role, the intention was a light-wight fighter with sneaky abilities, focusing on fighting not by hitting from the shadow in a single massive attack (although he can somewhat), but by coordinated attack, hit and run tactics and picking off targets, preferable with someone of similar skill for maximum profit.

Any comments welcomed, the more the merrier (as long it does not reduce to spam yes?)


Hit Die: 1d8

1st|+0|+0|+2|+0|Trapfinding, Sneak Attack +1d6

2nd|+1|+0|+3|+0|Weapon Finesse

3rd|+2|+1|+3|+1|Evasion, Fast Movement

4th|+3|+1|+4|+1|Sneak Attack +2d6

5th|+3|+1|+4|+1|Uncanny Dodge, Fast Reaction +1

6th|+4|+2|+5|+2|Slow Fall 20 ft.

7th|+5|+2|+5|+2|Acrobatic Charge

8th|+6/+1|+2|+6|+2|Sneak Attack +3d6

9th|+6/+1|+3|+6|+3|Improved Flanking

10th|+7/+2|+3|+7|+3|Fast Reaction +2

11th|+8/+3|+3|+7|+3|Improved Uncanny Dodge

12th|+9/+4|+4|+8|+4|Slow Fall 40 ft., Sneak Attack +4d6

13th|+9/+4|+4|+8|+4|Slippery Mind

14th|+10/+5|+4|+9|+4|Improved Evasion

15th|+11/+6/+1|+5|+9|+5|Fast Reaction +3

16th|+12/+7/+2|+5|+10|+5|Sneak Attack +5d6

17th|+12/+7/+2|+5|+10|+5|Lethal Opportunist

18th|+13/+8/+3|+6|+11|+6|Slow Fall 60 ft.

19th|+14/+9/+4|+6|+11|+6|Hide in Plain Sight

20th|+15/+10/+5|+6|+12|+6|Fast Reaction +4, Sneak Attack +6d6

Class Skills:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 8 + Int modifier

Weapon and Armor Proficiency
Agents are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Agents are proficient with light armor, but not with shields.

Agents can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Agents can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An agent who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Sneak Attack (Ex)
If an agnet 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 agentís 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 agent flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every forth agent level. Should the agent score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that normally deals unarmed damage an agent 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 agent can sneak attack only living creatures with discernible anatomiesóundead, 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 agent 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 agent cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Weapon Finesse
An agent receives Weapon Finesse at second level as a bonus feat.

Evasion (Ex)
At 2nd level and higher, an agent can avoid even magical and unusual attacks with great agility. If she 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 the agent is wearing light armor or no armor. A helpless agent does not gain the benefit of evasion.

Fast Movement (Ex)
A 3rd level agentís land speed is faster by +10 feet. This benefit applies only when he is wearing light or no armor and not carrying a heavy load.

Uncanny Dodge (Ex)
Starting at 4th level, an agentcan 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 an agent already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Fast Reactions (Ex)
An agent's reaction time is very short, starting at fifth level he gains a +1 reaction bonus to his AC and initiative, this bonus applies as long as the agent is capable of moving and wearing light or no armor. the bonus increase by 1 at every fifth level (+2 at tenth, +3 a 15th, and +4 and 20th)

Slow Fall (Ex)
At 6th level or higher, an agent within armís reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The agentís ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves by an additional 20 ft. every six levels.

Acrobatic Charge (Ex)
An agent of 7th level or higher can charge is situation where others cannot. she may charge and run over difficult terrain that normally slows movement or allies blocker her path. this ability enables her to run down steep stair, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) to successfully move over the terrain.

Improved Flanking (Ex)
An agent of 9th level or higher who is flanking an opponent gains double the attack bonus (+usually +4 instead of +2), other characters flanking with the swashbuckler don't gain this increased bonus.

Improved Uncanny Dodge (Ex)
An agent of 8th level or higher can no longer be flanked.

This defense denies another agent the ability to sneak attack the character by flanking her, unless the attacker has at least four more agent levels than the target does. (or whatever class that grants her sneak attack)

If a character already has uncanny dodge 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 agent level required to flank the character.

Slippery Mind (Ex)
This ability represents the agentís ability to wriggle free from magical effects that would otherwise control or compel her. If a agent 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.

Improved Evasion (Ex)
This ability works like evasion, except that while the שעקמא still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Lethal Opportunist (Ex)
The agent can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. this count as his attack of opportunity for the round, if he has the ability to make multiple attacks of opportunity this ability may be used multiple times.

Hide in Plain Sight (Ex)
A 19th level agent can use the Hide skill in urban environment (ruins included) even while being observed. The agent loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

2011-07-04, 04:24 PM
First, it's Rogue. Rogue.

Secondly, the class is okay, however, you mostly made it a rogue with slow fall and some other rogue circunstances swapped by other rogue circunstances,mostly removing non-combat stuff and putting main combat stufff in the place. I see that a player woul try to sneak attack all that he could in any case. So he would do first strike then flank, flank and flank.

You mention the idea of amobile warrior, but this is basically the same sneak attacker rogue, even with acrobatic charge and such. in terms of damage, people won't us acrobatic charge if they can make a full attack sneak attack with a flank-buddy. So I believe you missed the point of the mobility.

If you want to make a little more fight-on-the-run class, then you must make abilities to allow you to use your precision damage more reliably than attack a surprised or flanked enemy.

if you don't want that, and just wanted a rogue without any of the adventurer class abilities swapped for combat class abilities, then this is okay.

2011-07-04, 04:50 PM
Well, that was quick. and in some level I did want a more combat-oriented rogue. the original one has too much SA for the setting this is intended for.

You have a good point though. the Sneak Attack itself may be needed to be altered a bit for the class to work as intended. ideas?

Acrobatic Charge was mostly meant to help you get to that attack position with your flank buddy. but I think I'll modify it to ease all movement in problematic terrain and not just charge.

The combat style is still very similar, but reduces the power of each individual strike, and in return allows you to stick around more to land more of them, less effective when taking on a single unsuspecting opponent, yet not as useless when heavily outnumbered by weaker foes, or at least capable of getting the hell out of there is the case calls.

2011-07-04, 06:05 PM
Ideas depend on how much you want it to be mobile, how much you want it to be possibly a ranged assassin and how much you want it to be monk-like. Also, it depends on how you see it fighting.

None of my precision damage based classes uses the same kind of precision damage. It helps a lot to fit a certain combat style to create your own precision damage, for the right circunstances. We have basically this kind of precision:

Sneak attack: For the classes that are meant to be sniping and or backstabbing.

Sudden attack: For a class specialized in feinting and denying dex to ac in a myriad of ways.

Quick attack: For the scout guy, damage that applies when you move.

Assassinate: A powerful level+3 d6 attack that applies to only one attack and after you spend a move action studying the opponent, on an assassin class.

Coward attack: Applies the extra damage in any opponent that's affected by one of your curses, for a hexblade like cursing class.

Counterattack: A variant of skirmish damage and AC bonus, applies only against opponents that tried (or managed) to hit you with attack, spell or anything, in the previous round, in a class designed to be more or less your class.

Sniper's Shot: Applies only for the first attack of ranged weapons, to a longer distance than 30ft, but you must not move more than 5 ft in a round to apply it, in a class that can overcome many of the defenses against ranged attacks.

As you can see, you shouldn't fear creating your own precision damage if the basic sneak attack doesn't quite fit the combat style you imagine...

2011-07-04, 06:33 PM
Actually I have created my own types of precision damage before (including one that gives the bonus against people NOT attacking you to make a "forced target" kind of guy. fun times.), but I was toying with the idea of this class PrCing into a fully-blown assassin that gains much faster SA advancement, yet less combat-continuity things.

Problem is, I want him to maintain roguey behavior, and giving him bonus only on flanking seems weak. need to find another option...