boomwolf
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?)
Agent
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special
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
[/table]
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.
Trapfinding
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 trap’s 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 agent’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 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 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 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 agent’s 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 arm’s 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 agent’s 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 agent’s 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.
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?)
Agent
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special
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
[/table]
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.
Trapfinding
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 trap’s 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 agent’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 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 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 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 agent’s 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 arm’s 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 agent’s 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 agent’s 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.