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View Full Version : Daggerstrike Adept reworked (3.5) (Inspired by Zaydos's Version)



LordErebus12
2013-08-26, 09:59 AM
Daggerstrike Adept
http://i.imgur.com/nmWXmJg.jpg
"Careful now... One slice and you're cold... You wouldn't want to stain the new carpet, would you?"

Hit Dice: d8
Preferred Ability Scores: Dexterity (Accuracy, Defense, Evasiveness), Intelligence (Damage, Skills), Constitution (Fortitude, Health)

Class Skills:
The following skills are class skills for the Daggerstrike Adept: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill points at 1st level: 4x (4 + Int modifier)
Skill points at each level: 4 + Int modifier

{table=head]{colsp=6}Table: The Daggerstrike Adept
Level| Attack Bonus | Fort | Ref | Will | Special

1 | +0 |{colsp=1}+0|{colsp=1}+0|{colsp=1}+2 |Daggerstrike +1d6, Insightful Strike
2 | +1 |{colsp=1}+0|{colsp=1}+0|{colsp=1}+3 |Deft Hand Draw
3 | +2 |{colsp=1}+1|{colsp=1}+1|{colsp=1}+3 |Style Initiate
4 | +3 |{colsp=1}+1|{colsp=1}+1|{colsp=1}+4 |Daggerstrike +2d6
5 | +3 |{colsp=1}+1|{colsp=1}+1|{colsp=1}+4 |Agile Maneuvers, Uncanny Dodge

6 | +4 |{colsp=1}+2|{colsp=1}+2|{colsp=1}+5 |Evasion
7 | +5 |{colsp=1}+2|{colsp=1}+2|{colsp=1}+5 |Daggerstrike +3d6
8 | +6/+1 |{colsp=1}+2|{colsp=1}+2|{colsp=1}+6 |Dagger Feint, Thousand Cuts
9 | +6/+1 |{colsp=1}+3|{colsp=1}+3|{colsp=1}+6 |Style Adept
10 | +7/+2 |{colsp=1}+3|{colsp=1}+3|{colsp=1}+7 |Daggerstrike +4d6

11 | +8/+3 |{colsp=1}+3|{colsp=1}+3|{colsp=1}+7 |Improved Uncanny Dodge, Penetrating Strike
12 | +9/+4 |{colsp=1}+4|{colsp=1}+4|{colsp=1}+8 |Improved Evasion
13 | +9/+4 |{colsp=1}+4|{colsp=1}+4|{colsp=1}+8 |Daggerstrike +5d6
14 | +10/+5 |{colsp=1}+4|{colsp=1}+4|{colsp=1}+9 |Improved Thousand Cuts, Quick Draw Strike
15 | +11/+6/+1 |{colsp=1}+5|{colsp=1}+5|{colsp=1}+9 |Style Mastery

16 | +12/+7/+2 |{colsp=1}+5|{colsp=1}+5|{colsp=1}+10 |Daggerstrike +6d6
17 | +12/+7/+2 |{colsp=1}+5|{colsp=1}+5|{colsp=1}+10 |Darting Charge
18 | +13/+8/+3 |{colsp=1}+6|{colsp=1}+6|{colsp=1}+11 |Disrupting Strike, See the Opportunity
19 | +14/+9/+4 |{colsp=1}+6|{colsp=1}+6|{colsp=1}+11 |Daggerstrike +7d6
20 | +15/+10/+5 |{colsp=1}+6|{colsp=1}+6|{colsp=1}+12 |Critical Blow
[/table]

Class Features:
The following abilities are the class features of the Daggerstrike Adept.

Please note that all abilities require the Daggerstrike Adept to be in light or no armor, with no shield. With the exception of Evasion, Improved Evasion, Uncanny Dodge and Improved Uncanny Dodge, all class abilities also require daggers, punching daggers or kukris to be used as the sole choices for weaponry. Any other weapons being used cause the Daggerstrike Adept to lose any benefits of its class features. Any generic reference to knives or daggers refers to use with any of those three weapon types.

Armor and Weapon Proficiencies:
A Daggerstrike Adept is proficient with the dagger, kukri, and punching dagger. They are proficient with light armor, but do not have any proficiency with shields.

Daggerstrike (Ex):
If a Daggerstrike Adept can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This ability functions as sneak attack, except it can only be used with daggers, punching daggers, and kukri. The Daggerstrike Adept’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 Daggerstrike Adept flanks her target. Should the Daggerstrike Adept score a critical hit with a Daggerstrike, this extra damage is not multiplied.

Ranged attacks made by throwing daggers can count as Daggerstrikes, but only if the target is within 30 feet. A Daggerstrike Adept cannot make a Daggerstrike that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a Daggerstrike, not even with the usual –4 penalty.

A Daggerstrike Adept can Daggerstrike 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 Daggerstrikes. The Daggerstrike Adept 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 Daggerstrike Adept cannot Daggerstrike while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

This extra damage is 1d6 at 1st level, and it increases by 1d6 at 4th and every three Daggerstrike Adept levels thereafter (7th, 10th, 13th, 16th, and 19th levels), to the maximum of 7d6 at 19th level. You may also use this ability to fulfill any prerequisites requiring sneak attack and it stacks with sneak attack gained from another source, as long as you use the required weapons.

Insightful Strike (Ex):
You may add your Intelligence modifier (If any) to all damage rolls (in addition to your strength modifier) with daggers, kukri, and punching daggers.

Deft Hand Draw (Ex):
Some people are just good with knives, but your agility with small blades makes even the most adept knife fighter jealous. Starting at 2nd level, you can draw or sheath any dagger, kukri, and punching dagger as a free action once per round. This counts as the Quick Draw feat for the purposes of prerequisites. In addition, you gain a +X bonus on sleight of hand checks made to conceal a dagger, punching dagger, or kukri; where X equals one-half your Daggerstrike Adept level.

Style Initiate (Ex):
Starting at 3rd level, you select one style of combat and gain an associated benefit. This decides what combat style branch you progress down as you gain the Style Adept and Style Mastery class abilities. Once chosen, the choice cannot be changed. This benefit only applies when wielding daggers, kukri or punching daggers; this benefit only applies when wearing light or no armor and carrying a light load and not wearing a shield.


Throwing Knives: Your dagger’s base ranged increment increases from 10 ft. to 30 ft. In addition, you gain an extra +1 on attack and damage rolls while throwing daggers within the first range increment. This functions as the Point Blank Shot feat for the purposes of prerequisites.

Dual Knives: As long as you wield two daggers, you count as having the Two Weapon Fighting feat for the purposes of prerequisites.
In addition, you can make an attack roll with each dagger as part of a standard action used to attack or when charging. Magical effects that apply to standard attacks, such as True strike, only apply to the first attack.

Single Knife: As long as you only wield one dagger, you gain a +2 deflection bonus to your armor class. In addition, once per round, you can make a free disarm attempt with your free hand against one target you attack with your dagger. This disarm attempt provokes no attack of opportunity from the target.

Agile Maneuvers (Ex):
Starting at 5th level, you've learned to use your quickness in place of brute force when in combat. You add your Dexterity modifier to your base attack bonus when determining your base attack and grapple modifiers, instead of your Strength bonus.

Uncanny Dodge (Ex):
Starting at 6th level, a Daggerstrike Adept retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Daggerstrike Adept already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Evasion (Ex):
At 6th level or higher, if a Daggerstrike Adept makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Daggerstrike Adept does not gain the benefit of evasion.

Dagger Feint (Ex):
Starting at 8th level, your speed with combat feints have reached legendary proportions. You may feint with a dagger (or kukri or punching dagger) as a move action. If you have the Improved Feint feat, you can instead feint as a swift action. In addition, when feinting in this way against a non-humanoid, you take only a –2 penalty. Against a creature of animal Intelligence (1 or 2), you take only a –4 penalty. Against a mindless creature, it remains impossible.

Thousand Cuts (Ex):
Starting at 8th level, you have gained such speed and finesse with your daggers that you can make an extra attack at your highest attack bonus whenever you make a full-attack action. This ability does not stack with haste effects, the speed magic weapon quality, or any other similar abilities.

Style Adept (Ex):
Starting at 9th level, you gain the second level of your style ability, corresponding to your previously chosen ability.


Throwing Knives: You can perform a Daggerstrike from up to 60 ft. away from the target, rather than only 30 ft. This does not apply to sneak attack, only Daggerstrikes, and does not increase your ranged increment with throwing daggers.

Dual Knives: You no longer suffer the -2 penalty to each attack roll when wielding two daggers in combat (while using two-weapon fighting). In addition, you gain the Improved Two-Weapon Fighting feat as a bonus feat.

Single Knife: You may make a 5-ft step at any point during a full-attack action or cleave when you are wielding only one dagger. In addition, you gain a +4 bonus on disarm attempts.

Improved Uncanny Dodge (Ex):
Starting at 11th level and higher, a Daggerstrike Adept can no longer be flanked. This defense denies a rogue the ability to sneak attack the Daggerstrike Adept by flanking him, unless the attacker has at least four more rogue levels than the target has Daggerstrike Adept levels. 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 level a rogue must be to flank the character.

Penetrating Strike (Ex):
Starting at 11th level, a Daggerstrike Adept has studied and learned ways to strike foes normally immune to extra damage from sneak attacks. Whenever a Daggerstrike Adept flanks such a creature, the Daggerstrike Adept still deals extra damage equal to half its normal Daggerstrike damage. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denies their Dexterity bonus to AC or flat-footed but not flanked.

Improved Evasion (Ex):
At 12th level, a Daggerstrike Adept’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Daggerstrike Adept does not gain the benefit of improved evasion.

Improved Thousand Cuts (Ex):
Starting at 14th level, your mastery of daggers has risen such that you can make two extra attacks with it at your highest attack bonus whenever you make a full attack.

Quick Draw Strike (Ex):
Starting at 14th level, you may draw a dagger you have hidden with the Sleight of Hand skill as a swift action. If you do so, you may make a Sleight of Hand check opposed by your opponent’s spot check as part of drawing the dagger. If you win the opposed check, the target loses its Dex bonus against your next attack, assuming you make it before the end of your turn and without moving.

Style Mastery:
Starting at 15th level, you have reached the pinnacle of your particular combat style; obtaining the final ability of your style.


Thrown Knives: Your daggers cripple foes; whenever you hit an opponent with a thrown dagger it suffers a -1 to AC per hit until the end of your next turn. These stack with each other within a single turn, but those used during other turns to not stack with each other.

Dual Knives: +3 precision damage per hit when you attack with 2 daggers in melee. This does not apply against creatures immune to critical hits. In addition, you gain the Greater Two-Weapon Fighting feat as a bonus feat.

Single Knife: When you make a full attack on a single target, you gain +5 dodge bonus to AC and a +5 competence bonus to Reflex until the end of your next turn.

Darting Charge (Ex):
At 17th level, your speed and agility has become such that you can change directions during a charge. At any point within a charge, you may make a single turn (up to 90 degrees). In addition, you also gain the Spring Attack feat as a bonus feat.

Disrupting Strike (Ex):
Starting at 18th level, you have become so skilled at disrupting foes with your attacks that it has become significantly more difficult for beings struck by you to concentrate. If you damage a target that is performing any action which requires a concentration check when damaged, such as when casting a spell or while climbing, the DC of the check is increased by your class level.

See the Opportunity (Ex):
Starting at 18th level, you have become adept at seeing the openings left by foes; the DC to use any skill to prevent you from gaining an Attack of Opportunity (such as casting a spell defensively, or tumbling past you) is increased by your Daggerstrike Adept level. In addition, any class feature or feat that modifies a special combat action (such as a bullrush or trip attempt) so that it no longer provokes an attack of opportunity, fails to protect the target from provoking towards you.

Critical Blow (Ex):
Starting at 20th level, you have become a master of striking devastating blows. Whenever you score a critical hit on a target, it must make a Fort save (DC 10 + 1/2 your class level + your Dexterity modifier) or become dazed for one round. In addition, all daggers function as if they were keen, doubling their threat range. This does not stack with any similar feat, ability or magical enchantment.

LordErebus12
2013-08-26, 10:03 AM
figured id mess around with someone else's homebrew for once. Zaydos' old post is closed, so i figured it might be fun to make my own rendition of it.