Azoth
2012-05-01, 06:35 PM
Wetboy
“I am Sa’kagé a lord of shadows. I claim the shadows that the Shadow may not. I am the strong arm of deliverance. I am Shadowstrider. I am the Scales of Justice. I am He-Who-Guards-Unseen. I am Shadowslayer. I am Nameless. The coranti shall not go unpunished. My way is hard but I serve unbroken. In ignobility nobility. In shame honor. In darkness light. I will do justice and love mercy. Until the king returns I shall not lay my burden down.” – Durzo Blint, Master Wetboy.
Wetboys come from all walks of life, and carry many different skill, but one things binds them all together…killing. For them it is business, and business is always good. They are trained for years to become the best at what they do, and that breeds a strong competitive spirit amongst them. For this reason most Wetboys keep their profession to themselves and value discretion and privacy above all else.
Adventurers
Wetboys adventure for their own reasons. Some want notoriety and fame as the best killers in the world, others want enough riches to retire, some feel that they need the best to be the best. All seek to further their own ambitions and gain what they can from wherever they can.
Characteristics
Wetboys are born into shadows and understand secrecy above all else. They are a quit witted and skilled at thinking on their feet no matter the situation. All of them understand the importance of stealth though most choose one form or another to go about it. Some creep through shadows seamlessly as the night, while others focus on anonymity of a good disguise,
They are all killers and no amount of smiling or costumes will change that. They dedicate their lives to training not just in physical combat, but also in the ways of magic to augment and enhance their abilities. This is what truly makes these hunters of shadows deadly. Though you need not fear a fireball streaking from their hands, that faint sound of a scuffling rat may be more than what you thought.
Alignment
Wetboys don’t dwell much on moral quandaries and all kill for their own reasons. After all is killing a corrupt king noble? Is killing a loving husband evil? In the end it all washes even. Wetboys can be of any alignment.
Religion
Wetboys offer up prayer and thanks to many gods, as there are many wetboys. Religion is a personal choice for them, and whatever helps them sleep at night. Wetboys can be of any religion.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Trapfinding, Sneak Attack 1d6, Nimble Strike, AC Bonus
2nd|+1|+0|+3|+3| Born of Shadows, Weapon Finnesse, Evasion
3rd|+2|+1|+3|+3| Insightful Strike, Poison Use
4th|+3|+1|+4|+4| Penetrating Strike, Shadow Dweller, Dark Stalker
5th|+3|+1|+4|+4| Sneak Attack 2d6, Hide in Plain Sight, Skill Mastery
6th|+4|+2|+5|+5| Uncanny Dodge
7th|+5|+2|+5|+5| Detect Hostility
8th|+6/+1|+2|+6|+6| Dark Vision 60ft, Nondetection
9th|+6/+1|+3|+6|+6|Sneak Attack 3d6, Mettle
10th|+7/+2|+3|+7|+7| True Mastery
11th|+8/+3|+3|+7|+7| Arcane Sight
12th|+9/+4|+4|+8|+8| Battle Cunning
13th|+9/+4|+4|+8|+8| Sneak Attack 4d6, Weakening Strike
14th|+10/+5|+4|+9|+9| Cloaked Aura
15th|+11/+6/+1|+5|+9|+9| Skill Mastery
16th|+12/+7/+2|+5|+10|+10| Mind Blank
17th|+12/+7/+2|+5|+10|+10| Sneak Attack 5d6, Arcane Enhancement
18th|+13/+8/+3|+6|+11|+11| Arcane Fortification
19th|+14/+9/+4|+6|+11|+11| (need ability)
20th|+15/+10/+5|+6|+12|+12| (need an ability)
[/table]
{table=head]Spells Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1st | 3 | 2 | - | - | - | - | - |
2nd | 4 | 3 | - | - | - | - | - |
3rd | 5 | 4 | - | - | - | - | - |
4th | 6 | 5 | 0 | - | - | - | - |
5th | 6 | 5 | 2 | - | - | - | - |
6th | 6 | 6 | 3 | - | - | - | - |
7th | 6 | 6 | 3 | 0 | - | - | - |
8th | 6 | 7 | 6 | 2 | - | - | - |
9th | 6 | 7 | 6 | 2 | - | - | - |
10th | 6 | 8 | 7 | 3 | 0 | - | - |
11th | 6 | 8 | 7 | 5 | 2 | - | - |
12th | 6 | 8 | 8 | 6 | 3 | - | - |
13th | 6 | 9 | 8 | 6 | 4 | 0 | - |
14th | 6 | 9 | 8 | 7 | 5 | 1 | - |
15th | 6 | 9 | 8 | 7 | 5 | 2 | - |
16th | 6 | 9 | 9 | 8 | 6 | 2 | 0 |
17th | 6 | 10 | 9 | 8 | 6 | 3 | 1 |
18th | 6 | 10 | 9 | 8 | 7 | 3 | 2 |
19th | 6 | 10 | 10 | 9 | 7 | 5 | 3 |
20th | 6 | 10 | 10 | 10 | 8 | 6 | 4 |
[/table][/table]
Starting Age: Simple
Starting Gold: 10d4
Skill Points: 6+Int per level (x4 at first)
Class Skills: All
Hit Dice: D6
Weapon and Armor Proficiency: Wetboys are proficient with all simple and marshal weapons as well as two exotic weapons of their choice (A wetboy may use one of these to gain Improved Unarmed Strike instead. Wetboys are not proficient with any armor or shields.
Spells: A wetboy casts arcane spells, which are drawn primarily from the wetboy spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a wetboy must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wetboy’s spell is 10 + the spell level + the wetboy’s Intelligence modifier.
Like other spellcasters, a wetboy can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score.
A Wetboy’s selection of spells is extremely limited. A wetboy begins play knowing 5 0-level spells and 3 1st-level spells of your choice. At each new wetboy level, he gains two new spells. (Unlike spells per day, the number of spells a wetboy knows is not affected by his Intelligence score.) These new spells can be common spells chosen from the wetboy spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The wetboy can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered wetboy level after that (6th, 8th, and so on), a wetboy can choose to learn a new spell in place of one he already knows. In effect, the wetboy “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level wetboy spell the wetboy can cast. A wetboy may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a wetboy need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
AC Bonus (EX): Through years of training and study Wetboys have an uncanny ability to read their opponents movements and stances. This grants them their Intelligence modifier to their armor class. It functions otherwise identically to the Monk’s ability of the same name.
Nimble Strike: From constant drilling and arms practice a Wetboy learns how to make swift elegant strikes with his weapons make up for a lack of physical power. Starting at first level a Wetboy may add his dexterity modifier to damage with all finessable weapons.
Sneak Attack: As Rogue ability
Trapfinding: As Rogue ability
Born of Shadows (EX): Starting at second level when in areas of shadowy illumination a wetboy can bend them around himself obscuring his exact location and granting himself cover. The miss chance for attacking a wetboy in shadowy or darker areas is equal to half his wetboy levels (minimum1) x5%.
Weapon Finesse: A Wetboy gains Weapon Finesse as a bonus feat at second level.
Evasion: As Rogue Ability
Insightful Strike: Wetboys spend years memorizing where to put a blade in a target. After enough field experience it becomes second nature no longer requiring though. At third level a Wetboy gains the ability to add his intelligence modifier to his damage rolls with all finessable weapons.
Penetrating Strike: Fighting against a variety of foe has allowed a Wetboy to figure out how to harm those normally immune to his sneak attacks. He has learned where to drive a blade to halt gears or shift bones. Beginning at fourth level a Wetboy deals half of his precision damage to creatures normally immune.
Shadow Dweller (EX): From a lifetime in darkness a Wetboy’s eyes have adjusted to even the faintest of light and movement through terrain unseen. At fifth level a Wetboy gains Superior Low Light Vision and no longer takes penalties to hide or move silently for moving at full speed and only takes half penalties for attacking from shadows.
Darkstalker: A wetboy has learned to mask himself from most means. When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can fl ank creatures that have the all-around vision special quality.
Hide in Plain Sight (EX): At 5th level, a Wetboy can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a wetboy can hide himself from view in the open without having anything to actually hide behind.
Skill Mastery: At fifth level a wetboy chooses 3+int mod skills to gain skill mastery in. He can always choose to take 10 in these skills even if distracted or rushed.
Uncanny Dodge: As Rogue Ability
Detect Hostility (SU): Beginning at 7th level a Wetboy can sense danger and hostility even if masked within a close bubble around him. He is considered to always be under the effects of a Detect Hostile Intent power.
Nondetection (SU): At 8th level a wetboy gains the benefits of being under the effect of Nondetection at all times with a caster level equal to his wetboy class level.
Mettle (EX): At 9th level, a wetboy can resist magical and unusual attacks with great willpower of fortitude. If he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping wetboy does not gain the benefit of mettle.
True Mastery: For every skill that a wetboy has skill mastery in he now adds half his wetboy levels as a bonus modifier.
Arcane Sight (SU): Beginning at 10th level a Wetboy is treated as being under the effects of Arcane Sight permanently.
Battle Cunning (EX): A wetboy adds his Intelligence modifier to all saving throws as an insight bonus
Weakening Strike(EX): When a wetboy gains this ability he chooses one ability score. Once this ability score has been chosen it can not be changed. His Sneak attacks deal 2 points of damage to the chosen ability score.
Cloaked Aura(Su): A wetboy gives off no aura for himself or his gear under any form of detection. For example, a wetboy can hold a Holy Avenger out in the open while under the affects of a mage armor spell and neither gives off a magical aura to detect.
Arcane Enhancement: A wetboy’s body is intune with the forces of its own arcane energy. He has learned to enhance himself with it in several ways. A wetboy can sacrifice spell slots for a bonus that lasts one minute equal to the level of the spell(s) sacrificed. For the purpose of this spell cantrips count as ½ level.
Inhuman Speed: The wetboy gains an enhancement bonus to his speed equal to spell level sacrificedx5ft and can move up to his modified movement speed as a free action once per round.
Inhuman Strength: The wetboy can channel his arcane might to enhance his strength by the total spell levels sacrificed.
Regeneration: The wetboy can fast healing equal to the total levels of spells sacrificed
Preternatural reflexes: The wetboy gains a bonus to dexterity and reflex saves
Battle Wisdom: A bonus to his wisdom and will saves
Magical Fortitude: A bonus to constitution and fort saves
Attuned Intelect: A bonus to Intelligence
Spell grace: A bonus to charisma
Battle Demon: A bonus on attack rolls equal to spell levels lost, extra damage equal to 1d4 per spell level lost, and the ability to move between each attack in a full attack action
Arcane Fortification (Su): The magic inside a Wetboy will use his senses and protect him from dangerous blows. A wetboy with at least 1 spell level left has moderate fortification.
*edited: reduced skill points, slowed sneak attack progression, removed and moved some abilities.*
“I am Sa’kagé a lord of shadows. I claim the shadows that the Shadow may not. I am the strong arm of deliverance. I am Shadowstrider. I am the Scales of Justice. I am He-Who-Guards-Unseen. I am Shadowslayer. I am Nameless. The coranti shall not go unpunished. My way is hard but I serve unbroken. In ignobility nobility. In shame honor. In darkness light. I will do justice and love mercy. Until the king returns I shall not lay my burden down.” – Durzo Blint, Master Wetboy.
Wetboys come from all walks of life, and carry many different skill, but one things binds them all together…killing. For them it is business, and business is always good. They are trained for years to become the best at what they do, and that breeds a strong competitive spirit amongst them. For this reason most Wetboys keep their profession to themselves and value discretion and privacy above all else.
Adventurers
Wetboys adventure for their own reasons. Some want notoriety and fame as the best killers in the world, others want enough riches to retire, some feel that they need the best to be the best. All seek to further their own ambitions and gain what they can from wherever they can.
Characteristics
Wetboys are born into shadows and understand secrecy above all else. They are a quit witted and skilled at thinking on their feet no matter the situation. All of them understand the importance of stealth though most choose one form or another to go about it. Some creep through shadows seamlessly as the night, while others focus on anonymity of a good disguise,
They are all killers and no amount of smiling or costumes will change that. They dedicate their lives to training not just in physical combat, but also in the ways of magic to augment and enhance their abilities. This is what truly makes these hunters of shadows deadly. Though you need not fear a fireball streaking from their hands, that faint sound of a scuffling rat may be more than what you thought.
Alignment
Wetboys don’t dwell much on moral quandaries and all kill for their own reasons. After all is killing a corrupt king noble? Is killing a loving husband evil? In the end it all washes even. Wetboys can be of any alignment.
Religion
Wetboys offer up prayer and thanks to many gods, as there are many wetboys. Religion is a personal choice for them, and whatever helps them sleep at night. Wetboys can be of any religion.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Trapfinding, Sneak Attack 1d6, Nimble Strike, AC Bonus
2nd|+1|+0|+3|+3| Born of Shadows, Weapon Finnesse, Evasion
3rd|+2|+1|+3|+3| Insightful Strike, Poison Use
4th|+3|+1|+4|+4| Penetrating Strike, Shadow Dweller, Dark Stalker
5th|+3|+1|+4|+4| Sneak Attack 2d6, Hide in Plain Sight, Skill Mastery
6th|+4|+2|+5|+5| Uncanny Dodge
7th|+5|+2|+5|+5| Detect Hostility
8th|+6/+1|+2|+6|+6| Dark Vision 60ft, Nondetection
9th|+6/+1|+3|+6|+6|Sneak Attack 3d6, Mettle
10th|+7/+2|+3|+7|+7| True Mastery
11th|+8/+3|+3|+7|+7| Arcane Sight
12th|+9/+4|+4|+8|+8| Battle Cunning
13th|+9/+4|+4|+8|+8| Sneak Attack 4d6, Weakening Strike
14th|+10/+5|+4|+9|+9| Cloaked Aura
15th|+11/+6/+1|+5|+9|+9| Skill Mastery
16th|+12/+7/+2|+5|+10|+10| Mind Blank
17th|+12/+7/+2|+5|+10|+10| Sneak Attack 5d6, Arcane Enhancement
18th|+13/+8/+3|+6|+11|+11| Arcane Fortification
19th|+14/+9/+4|+6|+11|+11| (need ability)
20th|+15/+10/+5|+6|+12|+12| (need an ability)
[/table]
{table=head]Spells Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1st | 3 | 2 | - | - | - | - | - |
2nd | 4 | 3 | - | - | - | - | - |
3rd | 5 | 4 | - | - | - | - | - |
4th | 6 | 5 | 0 | - | - | - | - |
5th | 6 | 5 | 2 | - | - | - | - |
6th | 6 | 6 | 3 | - | - | - | - |
7th | 6 | 6 | 3 | 0 | - | - | - |
8th | 6 | 7 | 6 | 2 | - | - | - |
9th | 6 | 7 | 6 | 2 | - | - | - |
10th | 6 | 8 | 7 | 3 | 0 | - | - |
11th | 6 | 8 | 7 | 5 | 2 | - | - |
12th | 6 | 8 | 8 | 6 | 3 | - | - |
13th | 6 | 9 | 8 | 6 | 4 | 0 | - |
14th | 6 | 9 | 8 | 7 | 5 | 1 | - |
15th | 6 | 9 | 8 | 7 | 5 | 2 | - |
16th | 6 | 9 | 9 | 8 | 6 | 2 | 0 |
17th | 6 | 10 | 9 | 8 | 6 | 3 | 1 |
18th | 6 | 10 | 9 | 8 | 7 | 3 | 2 |
19th | 6 | 10 | 10 | 9 | 7 | 5 | 3 |
20th | 6 | 10 | 10 | 10 | 8 | 6 | 4 |
[/table][/table]
Starting Age: Simple
Starting Gold: 10d4
Skill Points: 6+Int per level (x4 at first)
Class Skills: All
Hit Dice: D6
Weapon and Armor Proficiency: Wetboys are proficient with all simple and marshal weapons as well as two exotic weapons of their choice (A wetboy may use one of these to gain Improved Unarmed Strike instead. Wetboys are not proficient with any armor or shields.
Spells: A wetboy casts arcane spells, which are drawn primarily from the wetboy spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a wetboy must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wetboy’s spell is 10 + the spell level + the wetboy’s Intelligence modifier.
Like other spellcasters, a wetboy can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score.
A Wetboy’s selection of spells is extremely limited. A wetboy begins play knowing 5 0-level spells and 3 1st-level spells of your choice. At each new wetboy level, he gains two new spells. (Unlike spells per day, the number of spells a wetboy knows is not affected by his Intelligence score.) These new spells can be common spells chosen from the wetboy spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The wetboy can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered wetboy level after that (6th, 8th, and so on), a wetboy can choose to learn a new spell in place of one he already knows. In effect, the wetboy “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level wetboy spell the wetboy can cast. A wetboy may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a wetboy need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
AC Bonus (EX): Through years of training and study Wetboys have an uncanny ability to read their opponents movements and stances. This grants them their Intelligence modifier to their armor class. It functions otherwise identically to the Monk’s ability of the same name.
Nimble Strike: From constant drilling and arms practice a Wetboy learns how to make swift elegant strikes with his weapons make up for a lack of physical power. Starting at first level a Wetboy may add his dexterity modifier to damage with all finessable weapons.
Sneak Attack: As Rogue ability
Trapfinding: As Rogue ability
Born of Shadows (EX): Starting at second level when in areas of shadowy illumination a wetboy can bend them around himself obscuring his exact location and granting himself cover. The miss chance for attacking a wetboy in shadowy or darker areas is equal to half his wetboy levels (minimum1) x5%.
Weapon Finesse: A Wetboy gains Weapon Finesse as a bonus feat at second level.
Evasion: As Rogue Ability
Insightful Strike: Wetboys spend years memorizing where to put a blade in a target. After enough field experience it becomes second nature no longer requiring though. At third level a Wetboy gains the ability to add his intelligence modifier to his damage rolls with all finessable weapons.
Penetrating Strike: Fighting against a variety of foe has allowed a Wetboy to figure out how to harm those normally immune to his sneak attacks. He has learned where to drive a blade to halt gears or shift bones. Beginning at fourth level a Wetboy deals half of his precision damage to creatures normally immune.
Shadow Dweller (EX): From a lifetime in darkness a Wetboy’s eyes have adjusted to even the faintest of light and movement through terrain unseen. At fifth level a Wetboy gains Superior Low Light Vision and no longer takes penalties to hide or move silently for moving at full speed and only takes half penalties for attacking from shadows.
Darkstalker: A wetboy has learned to mask himself from most means. When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can fl ank creatures that have the all-around vision special quality.
Hide in Plain Sight (EX): At 5th level, a Wetboy can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a wetboy can hide himself from view in the open without having anything to actually hide behind.
Skill Mastery: At fifth level a wetboy chooses 3+int mod skills to gain skill mastery in. He can always choose to take 10 in these skills even if distracted or rushed.
Uncanny Dodge: As Rogue Ability
Detect Hostility (SU): Beginning at 7th level a Wetboy can sense danger and hostility even if masked within a close bubble around him. He is considered to always be under the effects of a Detect Hostile Intent power.
Nondetection (SU): At 8th level a wetboy gains the benefits of being under the effect of Nondetection at all times with a caster level equal to his wetboy class level.
Mettle (EX): At 9th level, a wetboy can resist magical and unusual attacks with great willpower of fortitude. If he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping wetboy does not gain the benefit of mettle.
True Mastery: For every skill that a wetboy has skill mastery in he now adds half his wetboy levels as a bonus modifier.
Arcane Sight (SU): Beginning at 10th level a Wetboy is treated as being under the effects of Arcane Sight permanently.
Battle Cunning (EX): A wetboy adds his Intelligence modifier to all saving throws as an insight bonus
Weakening Strike(EX): When a wetboy gains this ability he chooses one ability score. Once this ability score has been chosen it can not be changed. His Sneak attacks deal 2 points of damage to the chosen ability score.
Cloaked Aura(Su): A wetboy gives off no aura for himself or his gear under any form of detection. For example, a wetboy can hold a Holy Avenger out in the open while under the affects of a mage armor spell and neither gives off a magical aura to detect.
Arcane Enhancement: A wetboy’s body is intune with the forces of its own arcane energy. He has learned to enhance himself with it in several ways. A wetboy can sacrifice spell slots for a bonus that lasts one minute equal to the level of the spell(s) sacrificed. For the purpose of this spell cantrips count as ½ level.
Inhuman Speed: The wetboy gains an enhancement bonus to his speed equal to spell level sacrificedx5ft and can move up to his modified movement speed as a free action once per round.
Inhuman Strength: The wetboy can channel his arcane might to enhance his strength by the total spell levels sacrificed.
Regeneration: The wetboy can fast healing equal to the total levels of spells sacrificed
Preternatural reflexes: The wetboy gains a bonus to dexterity and reflex saves
Battle Wisdom: A bonus to his wisdom and will saves
Magical Fortitude: A bonus to constitution and fort saves
Attuned Intelect: A bonus to Intelligence
Spell grace: A bonus to charisma
Battle Demon: A bonus on attack rolls equal to spell levels lost, extra damage equal to 1d4 per spell level lost, and the ability to move between each attack in a full attack action
Arcane Fortification (Su): The magic inside a Wetboy will use his senses and protect him from dangerous blows. A wetboy with at least 1 spell level left has moderate fortification.
*edited: reduced skill points, slowed sneak attack progression, removed and moved some abilities.*