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View Full Version : [D&D Class Variants] Mysterious Rogue and Mysterious Assassin



Xuldarinar
2014-02-14, 04:30 PM
MYSTERIOUS ROGUE


Game Rule Information

Abilities: As with the rogue, mysterious rogues find Dexterity to be of high importance on their chosen path both for the ability to gain extra protection and due to the skills they favor. Also, Intelligence provides the mysterious rogue with more skill points to spread among his skills, and high scores in both Intelligence and Wisdom assist with other skills mysterious rogues find useful.
Alignment: Any.
Hit Die: d6.

Class Skills
The mysterious rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 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), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (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: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table 1-1: The Mysterious Rogue
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mysteries Known|Maximum Mystery Level
1st|+0|+0|+2|+0|Sneak attack +1d6, trapfinding|1|1st
2nd|+1|+0|+3|+0|Evasion|2|1st
3rd|+2|+1|+3|+1|-|3|1st
4th|+3|+1|+4|+1|Sneak attack +2d6|3|1st
5th|+3|+1|+4|+1|-|4|2nd
6th|+4|+2|+5|+2|-|5|2nd
7th|+5|+2|+5|+2|Sneak attack +3d6, Uncanny Dodge|6|2nd
8th|+6/+1|+2|+6|+2|-|6|2nd
9th|+6/+1|+3|+6|+3|Improved Uncanny Dodge|7|3rd
10th|+7/+2|+3|+7|+3|Sneak attack +4d6|8|3rd
11th|+8/+3|+3|+7|+3|Special ability|9|3rd
12th|+9/+4|+4|+8|+4|-|9|3rd
13th|+9/+4|+4|+8|+4|Sneak attack +5d6|10|4th
14th|+10/+5|+4|+9|+4|Special Ability|11|4th
15th|+11/+6/+1|+5|+9|+5|-|12|4th
16th|+12/+7/+2|+5|+10|+5|Sneak attack +6d6|12|4th
17th|+12/+7/+2|+5|+10|+5|Special Ability|13|5th
18th|+13/+8/+3|+6|+11|+6|-|14|5th
19th|+14/+9/+4|+6|+11|+6|Sneak attack +7d6|15|5th
20th|+15/+10/+5|+6|+12|+6|Special Ability|15|5th

Class Features

All the following are class features of the mysterious rogue.

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

Mysteries and Paths: A mysterious rogue begins play knowing one mystery, and with the exceptions of levels divisible by 4, each time he achieves a new level, he gains knowledge of a new mystery. Mysteries are normally usable only 1/day and are cast as arcane spells. A mysterious rogue can cast mysteries in light armor without incurring arcane spell failure. A mysterious rogue can learn mysteries more than once to gain additional sets of uses for their mysteries. When a mysterious rogue acquires access to initiate mysteries, at 13th-level, their apprentice mysteries become usable 2/day as spell-like abilities.
Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that your shadow is making different gestures from the ones you make when you cast the mystery. Although you do not prepare spells, you must rest 8 hours and meditate for 15 minutes each day to regain your use of mysteries. Even though you do not cast spells, your caster level is equal to your caster level is equal to your mysterious rogue level.
To cast a mystery, a mysterious rogue myst have an intelligence score of atleast 10 + the mystery's level. The DC of saves against a mysterious rogue's mysteries is equal to 10 + mystery level + Int modifier.

Sneak Attack: If a mysterious rogue can catch an opponent when she cannot defend herself effectively from his attack, he can strike a vital spot for extra damage.

Basically, the mysterious rogue'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 mysterious rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three mysterious rogue levels thereafter. Should the mysterious rogue 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 mysterious rogue 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, because he must make optimal use of his weapon to execute a sneak attack.

A mysterious rogue 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 mysterious rogue 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 mysterious rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Mysterious 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 or psionic trap has a DC of 25 + the level of the spell or power used to create it.

Mysterious rogues can use the Disable Device skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the level of the spell or power used to create them.

A mysterious rogue 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 his party) without disarming it.

Evasion (Ex): At 2nd level and higher, a mysterious rogue 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 mysterious rogue is wearing light armor or no armor. A helpless mysterious rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 7th level, a mysterious rogue can react to danger before his senses would normally allow him to do so. He 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 mysterious rogue already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A mysterious rogue of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least for more rogue levels than the target does.
If a character already ahas 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 rogue level required to flank the character.

Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a mysterious rogue gains a special ability of his choice from among the following options.

Decoy (Sp): Once a day, the mysterious rogue can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his mysterious rogue level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level.

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

Shadow Jump (Ps): The mysterious rogue gains the ability to travel between shadows. This ability works like the dimension door spell with a caster level equal to his mysterious rogue level, except as follows: The transport must begin and end in an area with at least some shadow. A mysterious rogue can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump.

The mysterious rogue can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.

Skill Mastery: The mysterious rogue becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A mysterious rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the mysterious rogue's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a mysterious rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.

Sustaining Shadow (Ex): This ability represents the mysterious rogue's ever growing bond with shadow. Upon first selecting this, the mysterious rogue need only eat a single meal per week to maintain their health. Upon selecting this ability a second time, the mysterious rogue need only 1 hour of sleep per night (but they must still rest for 8 hours to regain their mysteries for the next day). Upon selecting this ability a third time, the mysterious rogue gains immunity to nonmagical diseases and poisons. Upon selecting this ability a fourth time, the mysterious rogue never need draw another breath, eat, or sleep.

Umbral Sight (Su): This ability represents the mysterious rogue's bond to shadow as it deepens. Upon selecting this ability the mysterious rogue gains darkvision out to 30ft. If he already ha darkvision or gains it from another source, the effective distance of that vision is increased by 30 ft. Selecting this ability a second time gives the mysterious rogue the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet.

Feat: A mysterious rogue can gain a bonus feat in place of a special ability. You may choose to take any feat that specifically requires levels in shadowcaster without meeting that specific prerequisite.



MYSTERIOUS ASSASSIN

Hit Die: d6.

Requirements
To qualify to become a mysterious assassin, a character must fulfill all the following criteria.

Alignment: Any evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Shadowcasting: Caster level 5th.
Special: The character must kill someone for no other reason than to join the assassins.

Class Skills
The mysterious assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 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 (the planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table 1-2: The Mysterious Assassin
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mysteries
1st|+0|+0|+2|+0|Sneak attack +1d6, death attack, poison use|-
2nd|+1|+0|+3|+0|+1 save against poison|+1 level of existing mystery-using class
3rd|+2|+1|+3|+1|Uncanny dodge|-
4th|+3|+1|+4|+1|Sneak attack +2d6, +2 save against poison|+1 level of existing mystery-using class
5th|+3|+1|+4|+1|Improved uncanny dodge, special ability|-
6th|+4|+2|+5|+2|+3 save against poison|+1 level of existing mystery-using class
7th|+5|+2|+5|+2|Sneak attack +3d6|-
8th|+6|+2|+6|+2|+4 save against poison, hide in plain sight|+1 level of existing mystery-using class
9th|+6|+3|+6|+3|Special ability|-
10th|+7|+3|+7|+3|+5 save against poison, sneak attack +4d6|+1 level of existing mystery-using class

Class Features
All the following are class features of the mysterious assassin prestige class.

Weapon and Armor Proficiency: Mysterious assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Mysterious assassins are proficient with light armor but not with shields.

Mysteries: At 2nd, 4th, 5th, 6th, 8th, and 10th levels, a mysterious assassin gains mysteries known and an increase in caster level as if he had also gained a level in whatever psionic manifesting class she belonged to before she added the prestige class. The mysterious assassin does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mysterious assassin to the level of whatever mystery-using class the character has, then determines mysteries known, and caster level accordingly.

If a character had more than one mystery-using class before he became a mysterious assassin, he must decide to which class he adds the new level of mysterious assassin for the purpose of determining mysteries known, and caster level.

Sneak Attack: This is exactly like the mysterious rogue ability of the same name. The extra damage dealt increases by +1d6 every other three levels (1st, 4th, 7th, and 10th). If a mysterious assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Death Attack: If a mysterious assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (mysterious assassin's choice). While studying the victim, the mysterious assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the mysterious assassin or recognize the mysterious assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the mysterious assassin's class level + the mysterious assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the mysterious assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the mysterious assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the mysterious assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Mysterious assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Save Bonus against Poison: The mysterious assassin gains a natural saving throw bonus to all poisons gained at 2nd level, and it increases by +1 for every two additional levels the psychic assassin gains.

Uncanny Dodge (Ex): Starting at 3rd level, a mysterious assassin can react to danger before his senses would normally allow him to do so. He 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 mysterious assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A mysterious assassin of 5th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least for more rogue levels than the target does.
If a character already ahas 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 rogue level required to flank the character.

Special Abilities: At 5th and 9th levels the mysterious assassin gains a special ability of his choice from the mysterious rogue special ability list, seen below.

Decoy (Sp): Once a day, the mysterious assassin can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his mysterious rogue level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level.

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

Shadow Jump (Ps): The mysterious assassin gains the ability to travel between shadows. This ability works like the dimension door spell with a caster level equal to his mysterious rogue level, except as follows: The transport must begin and end in an area with at least some shadow. A mysterious assassin can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump.

The mysterious assassin can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.

Skill Mastery: The mysterious assassin becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A mysterious assassin may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the mysterious assassin's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a mysterious rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.

Sustaining Shadow (Ex): This ability represents the mysterious assassin's ever growing bond with shadow. Upon first selecting this, the mysterious assassin need only eat a single meal per week to maintain their health. Upon selecting this ability a second time, the mysterious assassin need only 1 hour of sleep per night (but they must still rest for 8 hours to regain their mysteries for the next day). Upon selecting this ability a third time, the mysterious assassin gains immunity to nonmagical diseases and poisons. Upon selecting this ability a fourth time, the mysterious assassin never need draw another breath, eat, or sleep.

Umbral Sight (Su): This ability represents the mysterious assassin's bond to shadow as it deepens. Upon selecting this ability the mysterious rogue gains darkvision out to 30ft. If he already ha darkvision or gains it from another source, the effective distance of that vision is increased by 30 ft. Selecting this ability a second time gives the mysterious assassin the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet.

Feat: A mysterious assassin can gain a bonus feat in place of a special ability. You may choose to take any feat that specifically requires levels in shadowcaster without meeting that specific prerequisite.

Hide in Plain Sight (Su): At 8th level, a mysterious assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a mysterious assassin can hide herself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.