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ideasmith
2012-07-07, 03:30 PM
HUNTER

My take on the wilderness rogue, intended to be about as powerful as the SRD rogue.

Hit Die: d6
Alignment: Any.
Starting Gold: As Rogue.
Starting Age: As Rogue.

Class Skills
The Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none) Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier.
Hunter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0| Bring home the bacon +2, trapfinding, track

2nd|
+1|
+0|
+3|
+0| Sneak Attack +1d6, endurance

3rd|
+2|
+1|
+3|
+1| Trap sense +1

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

5th|
+3|
+1|
+4|
+1| Bring home the bacon +4

6th|
+4|
+2|
+5|
+2| Sneak Attack +3d6, trap sense +2

7th|
+5|
+2|
+5|
+2| Evasion

8th|
+6/+1|
+2|
+6|
+2| Sneak attack +4d6, swift Tracker

9th|
+6/+1|
+3|
+6|
+3| trap sense +3

10th|
+7/+2 |
+3|
+7|
+3| Sneak Attack +5d6, bring home the bacon +6

11th|
+8/+3|
+3|
+7|
+3|

12th|
+9/+4|
+4|
+8|
+4| Sneak Attack +6d6, trap sense +4

13th|
+9/+4|
+4|
+8|
+4| Terrain mastery

14th|
+10/+5|
+4|
+9|
+4| Sneak Attack +7d6, camouflage

15th|
+11/+6/+1|
+5|
+9|
+5| Terrain mastery , bring home the bacon +8, trap sense +5

16th|
+12/+7/+2|
+5|
+10|
+5| Sneak Attack +8d6

17th|
+12/+7/+2 |
+5|
+10|
+5| Terrain mastery

18th|
+13/+8/+2 |
+6|
+11|
+6| Sneak Attack +9d6, trap sense +6

19th|
+14/+9/+4 |
+6|
+11|
+6| terrain mastery

20th|
+15/+10/+5 |
+6|
+12|
+6| Sneak Attack +10d6, bring home the bacon +10 [/table]



Class Features
All of the following are class features of the hunter PC class.

Weapon and Armor Proficiency: A hunter is proficient with all simple weapons, bolas, handaxes, lasso, nets, saps, and shortbows, and with light armor, but not with shields.
Track: A hunter gains Track as a bonus feat
Sneak Attack: If a 2nd level hunter can catch an opponent when it is unable to defend itself effectively from her attack, he can strike a vital spot for extra damage.
The hunter’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the hunter flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every two hunter levels thereafter. Should the hunter 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 sap (blackjack) or an unarmed strike, a hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A hunter 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 hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Hunters (like Rogues) 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.
Hunters (like rogues) can 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.
A hunter 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.
Bring Home the Bacon (Ex): At 1st level, a hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the animal type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against animals increases by 2.
Endurance: A hunter gains Endurance as a bonus feat at 2nd level.

Trap Sense (Ex): At 3rd level, a hunter gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Evasion (Ex): At 7th level, a hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor or no armor. A helpless hunter does not gain the benefit of evasion.
Swift Tracker (Ex): Beginning at 8th level, a hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Camouflage A hunter of 13th level or higher can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Terrain Mastery: At 13th level, the hunter adds a terrain environment to their repertoire from those given below. Terrain mastery gives a hunter a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A hunter also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The hunter only gains the bonus if the creature description specifically lists the terrain type.
Hunters take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.

Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.
Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.
Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.
Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.
Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.
Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.
Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

The hunter gains an additional terrain mastery at 16th, 18th, and 20th level.


Ninja

My take on the urban ranger, intended to be about as powerful as the SRD ranger.

Hit Die: d8
Alignment: Any.
Starting Age:As Ranger.
Starting Money:As Ranger.

Class Skills
The ninja’s class skills (and the key ability for each skill) are 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), Listen (Wis), Move Silently (Dex), Open Lock (Dex), 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: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0| 1st favored enemy, trapfinding

2nd|
+2|
+3|
+3|
+0| Combat style, evasion

3rd|
+3|
+3|
+3|
+1| Trap sense +1, exotic weapon proficiency

4th|
+4|
+4|
+4|
+1| Uncanny dodge

5th|
+5|
+4|
+4|
+1| 2nd favored enemy

6th|
+ 6/+1 |
+5|
+5|
+2| Improved combat style, trap sense +2 poison use, exotic weapon proficiency

7th|
+ 7/+2 |
+5|
+5|
+2| Urban stride

8th|
+ 8/+3 |
+6|
+6|
+2| Improved uncanny dodge

9th|
+ 9/+4 |
+6|
+6|
+3| Improved evasion, exotic weapon proficiency

10th|
+ 10/+5 |
+7|
+7|
+3| 3rd favored enemy, trap sense +3

11th|
+ 11/+6/+1 |
+7|
+7|
+3| Combat style mastery

12th|
+ 12/+7/+2 |
+8|
+8|
+4| Trap sense +4, exotic weapon proficiency

13th|
+ 13/+8/+3 |
+8|
+8|
+4| - Urban camouflage

14th|
+ 14/+9/+4 |
+9|
+9|
+4| A thousand faces

15th|
+ 15/+10/+5 |
+9|
+9 |
+5| 4th favored enemy, trap sense +5, exotic weapon proficiency

16th|
+16/+ 13/+8/+3 |
+10|
+10|
+5 | Darkvision

17th|
+17/+12/+7/+2|
+10|
+10|
+5| Hide in plain sight

18th|
+18/+13/+8/+3|
+11|
+11|
+6| Trap sense +6, exotic weapon proficiency

19th|
+19/+14/+9/+4|
+11|
+11|
+6| Slippery mind

20th|
+20/+15/+10/+5|
+12|
+12|
+6| 5th favored enemy
[/table]

{table=head]Spells Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | - | -
1st | - | - | - | - | - | - | - | - | - |
2nd | - | - | - | - | - | - | - | - | - |
3rd | - | - | - | - | - | - | - | - | - |
4th | - | 0 | - | - | - | - | - | - | - |
5th | - | 0 | - | - | - | - | - | - | - |
6th | - | 1 | - | - | - | - | - | - | - |
7th | - | 1 | - | - | - | - | - | - | - |
8th | - | 1 | 0 | - | - | - | - | - | - |
9th | - | 1 | 0 | - | - | - | - | - | - |
10th | - | 1 | 1 | - | - | - | - | - | - |
11th | - | 1 | 1 | 0 | - | - | - | - | - |
12th | - | 1 | 1 | 0 | - | - | - | - | - |
13th | - | 1 | 1 | 3 | - | - | - | - | - |
14th | - | 2 | 1 | 1 | 0 | - | - | - | - |
15th | - | 2 | 1 | 1 | 1 | - | - | - | - |
16th | - | 2 | 2 | 1 | 1 | - | - | - | - |
17th | - | 2 | 2 | 2 | 1 | - | - | - | - |
18th | - | 3 | 2 | 2 | 1 | - | - | - | - |
19th | - | 3 | 3 | 3 | 2 | - | - | - | - |
20th | - | 3 | 3 | 3 | 3 | - | - | - | - |
[/table][/table]

{table=head]Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | - | -
1st | - | - | - | - | - | - | - | - | - |
2nd | - | - | - | - | - | - | - | - | - |
3rd | - | - | - | - | - | - | - | - | - |
4th | - | 2 | - | - | - | - | - | - | - |
5th | - | 2 | - | - | - | - | - | - | - |
6th | - | 3 | - | - | - | - | - | - | - |
7th | - | 3 | - | - | - | - | - | - | - |
8th | - | 3 | 2 | - | - | - | - | - | - |
9th | - | 3 | 2 | - | - | - | - | - | - |
10th | - | 3 | 3 | - | - | - | - | - | - |
11th | - | 3 | 3 | 2 | - | - | - | - | - |
12th | - | 3 | 3 | 2 | - | - | - | - | - |
13th | - | 3 | 3 | 5 | - | - | - | - | - |
14th | - | 4 | 3 | 3 | 2 | - | - | - | - |
15th | - | 4 | 3 | 3 | 3 | - | - | - | - |
16th | - | 4 | 4 | 3 | 3 | - | - | - | - |
17th | - | 4 | 4 | 4 | 3 | - | - | - | - |
18th | - | 5 | 4 | 4 | 3 | - | - | - | - |
19th | - | 5 | 5 | 5 | 4 | - | - | - | - |
20th | - | 5 | 5 | 5 | 5 | - | - | - | - |
[/table][/table]
1 Provided the ninja has sufficient Wisdom to have a bonus spell of this level.

Class Features
All of the following are class features of the ninja PC class.

Weapon and Armor Proficiency: A ninja is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ninja may select a type of creature from among those given on Table: Ninja Favored Enemies. The ninja gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ninja may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ninja chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ninja’s bonuses do not stack; he simply uses whichever bonus is higher.

Ninja Favored Enemies:
Type (Subtype)
Aberration
Animal
Construct
Dragon
Elemental
Fey
Giant
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Magical beast
Monstrous humanoid
Ooze
Outsider (air)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (fire)
Outsider (good)
Outsider (lawful)
Outsider (native)
Outsider (water)
Plant
Undead
Vermin


Trapfinding: Ninjas (like rogues) 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.
Ninjas (and only ninjas) can 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.
A ninja 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.
Poison Use: Ninjas are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Combat Style (Ex): At 2nd level, a ninja must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ninja selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ninja selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ninja’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Trap Sense (Ex): At 3rd level, a ninja gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the ninja reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Exotic Weapon Proficiency: At 3rd level, and every three additional levels thereafter, the ninja gains the feat Exotic Weapon Proficiency. A different weapon is chosen each time.
Uncanny Dodge (Ex): Starting at 4th level, a ninja 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 ninja already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Spells: Beginning at 4th level, a ninja gains the ability to cast a number of arcane spells, which are chosen from the ninja spell list below. To cast a spell, a ninja must have a Wisdom score of at least 10 + the spell’s level, so a ninja with an Wisdom of 10 or lower cannot cast these spells. Ninja bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the ninja’s Wisdom bonus. When the ninja gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
Ninjas choose their spells from the ninja list. A ninja casts spells just as a bard does.
Upon reaching 6th level, at every fourth level after that (10th, 14th and 18th), a ninja can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level ninja spell the ninja can cast. A ninja 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 that level.


Through 3rd level, a ninja has no caster level. At 4th level and higher, his caster level is one-half his ninja level.
Improved Combat Style (Ex): At 6th level, a ninja’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ninja selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ninja’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Combat Style (Ex): At 6th level, a ninja’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ninja selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ninja’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Urban Stride (Ex): Starting at 7th level, a ninja may move through areas containing nonhostile creatures (such as urban crowds, or squares containing allies) at his normal speed and without taking damage or suffering any other impairment.
However, hostile creatures, and creatures that are enchanted or magically manipulated to impede or attack still affect him.
Improved Uncanny Dodge (Ex): A ninja of 8th level or higher can no longer be flanked.
This defense denies another ninja the ability to sneak attack the character by flanking her, unless the attacker has at least four more ninja 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 ninja level required to flank the character.
Combat Style Mastery (Ex): At 11th level, a ninja’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ninja selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ninja’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Evasion (Ex): A 9th level ninja using evasion still takes no damage on a successful Reflex saving throw against attacks henceforth and she henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.
Combat Style Mastery (Ex): At 11th level, a ninja’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ninja selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ninja’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Urban Camouflage (Ex): A ninja of 13th level or higher can use the Hide skill in any sort of non-natural terrain, even if the terrain doesn’t grant cover or concealment.
A Thousand Faces (Su): At 14th level, a ninja gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Darkvision (Su): At 16th level, a ninja can see in the dark as though she were permanently under the effect of a darkvision spell.
Hide in Plain Sight (Ex): While in any sort of non-natural terrain, a ninja of 17th level or higher can use the Hide skill even while being observed.
Slippery Mind (Ex): At 19th level, if a ninja is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.


Ninja Spell List


• All assassin spells which do not have any alignment descriptor.

silphael
2012-07-07, 04:50 PM
Bring home the Bacon is technically useless, as (if I remember well) those skills can't be used to modify the attitudes of animals...

ideasmith
2012-07-07, 08:38 PM
Bring home the Bacon is technically useless, as (if I remember well) those skills can't be used to modify the attitudes of animals...

Stipulated that Survival, Spot, Sense Motive, Listen, and Bluff can't be used to modify the attitudes of animals. How does this make bonuses to these skills useless? Also, how does this make the damage bonus from bring home the bacon useless?