PDA

View Full Version : Pathfinder The Dungeon Associate[Base Class](WIP)



Madara
2014-03-07, 08:35 PM
The Dungeon Associate

Put an image of your class here!

Maybe if you stand over there and just trigger the traps...

While most leaders are charismatic individuals that inspire their allies to greatness, the Dungeon Associate is no such leader. Instead, they are a leader-for-hire, joining parties for the money and glory, much like any other adventurer. Some dungeon associates are more in-tune with nature, while others create strange mechanical and magical objects from which they can manipulate the battlefield and solve puzzles. The Dungeon Associate is a well-informed adventurer, hired for their knowledge and problem-solving abilities which assist adventurers both in and outside of combat.


Role: The Dungeon Associate acts to position allies and enemies in the position which provides the party the greatest advantage. Most Dungeon Associates are more on the physically frail side of adventurers, but many are closer to rogue-type characters, capable of high-powered assistance, but lacking in true combat sustainability. When traversing dungeons, the Dungeon Associate uses clever wit and a wide variety of equipment to bypass both natural and artificial hazards.

Alignment: Dungeon Associates can be any alignment, but they usually tend towards neutral.

Hit Die: d8

Starting Gold: As Rogue
Class Skills
The Dungeon Associate's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: (4 + Int modifier)


The Dungeon Associate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Box Techniques known

1st|
+0|
+0|
+0|
+2|All Traps are Puzzles, Box Techniques, Magic Box| 3

2nd|
+1|
+0|
+0|
+3|Connections, Storage Box| 3

3rd|
+2|
+1|
+1|
+3|Box Vision|4

4th|
+3|
+1|
+1|
+4||4

5th|
+3|
+1|
+1|
+4|Extra Box|3

6th|
+4|
+2|
+2|
+5||5

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

8th|
+6/1|
+2|
+2|
+6||6

9th|
+6/1|
+3|
+3|
+6|Extra Box|6

10th|
+7/2|
+3|
+3|
+7||7

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

12th|
+9/4|
+4|
+4|
+8||8

13th|
+9/4|
+4|
+4|
+8|Extra Box|8
14th|
+10/5|
+4|
+4|
+9||9

15th|
+11/6/1|
+5|
+4|
+9||9

16th|
+12/7/2|
+5|
+5|
+10||10

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

18th|
+13/8/3|
+5|
+5|
+11|Extra Box|11

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

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

Class Features
All of the following are class features of the Dungeon Associate.

Weapon and Armor Proficiencies: Dungeon Associates are proficient with all simple weapons. They are also proficient with light armor, but not with shields.

All Traps Are Puzzles (Ex): The Dungeon Associate is very capable of bypassing traps, they use their Intelligence bonus instead of their Dexterity for the Disable Device skill. In addition, the Dungeon Associate can use Disable Decide to disarm magic traps.

Magic Box (Su): The Dungeon Associate's main abilities are channeled through floating magical boxes. The boxes vary in appearance, from seed-like natural boxes to floating black cubes. A Dungeon Associate's magical box occupies the same square as the Dungeon Associate at all times, unless the Dungeon Associate moves the Box. A Dungeon Associate can, as a full-round action, place up to as many Magic Boxes they have, as indicated by the table above, anywhere within 30ft. +10ft./level. These boxes return to the Dungeon Associate after 1 minute, or whenever the Dungeon Associate moves them back to his square. A Dungeon Associate is capable of placing up to 1 box for every 4 Dungeon Associate levels they have after level 1. See below for the Magic Box's stats. If a Magic Box is destroyed, the Dungeon Associate can spawn another one in their square by using a minute-long ritual.
Box Techniques (Sp): The Dungeon Associate chooses a number of box techniques that they know from the list below at each level, as indicated by the table above. These techniques have different requirements for the positioning of the boxes, but if unstated, the target needs to be between two or more boxes, or needs to share the same space as a box. The box technique's save DC equals (12+ 1/2 Class level+Int).
Connections (Ex): The Dungeon Associate is not only good at solving puzzles, but keeps a large list of contacts and allies, or at least people they can blackmail into assisting them. Whenever the Dungeon Associate enters a population center of at least 200 people, roll 1d4 for each 200 people, the Dungeon Associate knows that many NPCs which they treat as Friendly. They gain a +5 diplomacy bonus when dealing with these NPCs.
Storage Box (Su): For the Dungeon Associate, the Boxes are bigger on the inside. The Dungeon Associate can open any of the boxes as if they were all openings into a Handy Haversack (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-handy-haversack), treat the boxes as a Handy Haversack, but note that they share the same "holding space," this ability does not give multiple Haversack-like Boxes.
Box Vision (Sp): The Dungeon Associate can gain remote viewing through the boxes, this functions like the Spherescry (http://www.d20pfsrd.com/magic/all-spells/s/spherescry) spell, except the Dungeon Associate doesn't need to have any part of their body consumed.