Letedwend
2007-03-17, 04:31 AM
Spy Hunter
d8
Requirements
Alignment: Lawful only (or non-Chaotic; see Special).
Base Attack: +4.
Skills: Decipher Script 4 ranks, Sense Motive 7 ranks, Spot 7 ranks.
Feats: Alertness, Blind Fight
Special: Must have a friendly affiliation with a law-enforcement or military organisation that deals with counter-espionage. If the character is a member of such an organisation, he need only be non-Chaotic, rather than Lawful only.
Class skills (6+int modifier): Bluff, Decipher Script, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Search, Sense Motive, Spot.
Weapon and Armor Proficiency: The spy hunter is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Uncanny Dodge (Ex): A spy hunter 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.
Low-Light Vision (Ex): The spy hunter has eyes that are so sensitive to light that he can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. The spy hunter can see outdoors on a moonlit night as well as he can during the day.
Vigilant Suspicion (Ex): At 2nd level, the spy hunter gains a +2 competence bonus on Sense Motive and Spot checks to see through a disguise, and on Forgery checks to notice a fake document, etc.
Mirage Strike (Su): Starting at 2nd level, a spy hunter can seemingly strike from multiple directions simultaneously with a normal melee attack. This special attack bypasses the target's dodge bonus to AC, and ignores the Uncanny Dodge special ability. This attack also receives a bonus to damage equal to the spy hunter's class level.
This ability can be used once per day, and one additional time per day for every two levels after 2nd. This is a mind-affecting illusion effect.
Detect Poison (Ex): At 3rd level, the spy hunter learns to recognise poison by sight, smell and taste. He receives a competence bonus equal to his class level on Spot checks to notice poison on a weapon, trap, etc, and on checks to smell inhaled poison in the air and taste poison in food or drink.
This ability doesn't allow the spy hunter to identify specific kinds of poison, though he still can if he also posesses that ability from another source; it simply allows him to identify the presence of poison.
The spy hunter also receives a +2 bonus to fortitude saves vs. poison.
Codebreaker (Ex): At 4th level, the spy hunter gains a +2 competence bonus on the Discern Secret Message use of Sense Motive, and on Decipher Script checks with regards to codes, ciphers, etc.
Darkvision (Su): Starting at 5th level, a spy hunter can see in the dark as though he were permanently under the effect of a Darkvision spell.
Binding Shadows (Sp): As a standard action, a spy hunter of at least 5th level can conjure an immobile, Medium-Sized arm from a shadow within 50 yards. The spy hunter can will it to grapple any creature within its reach (10 yards). If the target fails a spot check against the arm (hide 10 +1 per spy hunter level, +4 bonus to hide at night or in darkness; always moves silently), they are treated as flat-footed for the arm's first grapple attempt.
The arm has a strength of 14 +1 per three spy hunter levels. The arm can make one grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to pin the target, which does 1d6+strength modifier lethal or nonlethal damage (caster's discretion) each round. If the spy hunter does not give the arm any commands, it has a 50% chance each round of either attempting to grapple a random enemy within reach or doing nothing.
The arm is immune to all damage, but can be dispelled (DC = 10 + spy hunter level + charisma modifier) or grappled/pinned. The arm has immunities as if it were a construct, but is not a construct itself.
The arm lasts for one round per spy hunter level or until dismissed (as a free action), dispelled, or the spy hunter moves at least 100 yards away from it.
This ability can be used once per day, and one additional time per day for every four spy hunter levels after 5th.
Foil the Perfect Disguise (Sp): At 6th level, a spy hunter gains the ability to see invisible creatures and objects for a number of rounds per day equal to his class level plus his wisdom modifier, as though using the spell See Invisibility. The rounds spent using it need not be consecutive. This ability is triggered as a standard action and dismissed as a free action.
Slippery Mind (Ex): If a spy hunter of at least 7th level is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again one round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Blindsense (Su): At 8th level, the spy hunter develops a sixth sense that alerts him to things he could not normally see. He gains Blindsense out to 30'.
Unwavering Loyalty (Su): Spy hunters of at least 9th level are immune to charm and compulsion effects.
True Sight (Sp): At 10th level, when the spy hunter uses his Foil the Perfect Disguise ability, he is also treated as being under the effect of a True Seeing spell.
SPY HUNTER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Uncanny Dodge, Low-Light Vision
2nd|
+1|
+3|
+0|
+3|Vigilant Suspicion, Mirage Strike 1/day
3rd|
+2|
+3|
+1|
+3|Detect Poison
4th|
+3|
+4|
+1|
+4|Codebreaker, Mirage Strike 2/day
5th|
+3|
+4|
+1|
+4|Darkvision, Binding Shadows 1/day
6th|
+4|
+5|
+2|
+5|Foil the Perfect Disguise, Mirage Strike 3/day
7th|
+5|
+5|
+2|
+5|Slippery Mind, Improved Uncanny Dodge
8th|
+6|
+6|
+2|
+6|Blind Sense, Mirage Strike 4/day
9th|
+6|
+6|
+3|
+6|Unwavering Loyalty, Binding Shadows 2/day
10th|
+7|
+7|
+3|
+7|True Sight, Mirage Strike 5/day[/table]
An idea I was kicking around for a little while. I have almost no idea about balancing, so comments about that would be helpful, probably. In fact, any comments, really. If you absolutely hate this idea and think it is dumb beyond human expression, say so in nicer words.
d8
Requirements
Alignment: Lawful only (or non-Chaotic; see Special).
Base Attack: +4.
Skills: Decipher Script 4 ranks, Sense Motive 7 ranks, Spot 7 ranks.
Feats: Alertness, Blind Fight
Special: Must have a friendly affiliation with a law-enforcement or military organisation that deals with counter-espionage. If the character is a member of such an organisation, he need only be non-Chaotic, rather than Lawful only.
Class skills (6+int modifier): Bluff, Decipher Script, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Search, Sense Motive, Spot.
Weapon and Armor Proficiency: The spy hunter is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Uncanny Dodge (Ex): A spy hunter 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.
Low-Light Vision (Ex): The spy hunter has eyes that are so sensitive to light that he can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. The spy hunter can see outdoors on a moonlit night as well as he can during the day.
Vigilant Suspicion (Ex): At 2nd level, the spy hunter gains a +2 competence bonus on Sense Motive and Spot checks to see through a disguise, and on Forgery checks to notice a fake document, etc.
Mirage Strike (Su): Starting at 2nd level, a spy hunter can seemingly strike from multiple directions simultaneously with a normal melee attack. This special attack bypasses the target's dodge bonus to AC, and ignores the Uncanny Dodge special ability. This attack also receives a bonus to damage equal to the spy hunter's class level.
This ability can be used once per day, and one additional time per day for every two levels after 2nd. This is a mind-affecting illusion effect.
Detect Poison (Ex): At 3rd level, the spy hunter learns to recognise poison by sight, smell and taste. He receives a competence bonus equal to his class level on Spot checks to notice poison on a weapon, trap, etc, and on checks to smell inhaled poison in the air and taste poison in food or drink.
This ability doesn't allow the spy hunter to identify specific kinds of poison, though he still can if he also posesses that ability from another source; it simply allows him to identify the presence of poison.
The spy hunter also receives a +2 bonus to fortitude saves vs. poison.
Codebreaker (Ex): At 4th level, the spy hunter gains a +2 competence bonus on the Discern Secret Message use of Sense Motive, and on Decipher Script checks with regards to codes, ciphers, etc.
Darkvision (Su): Starting at 5th level, a spy hunter can see in the dark as though he were permanently under the effect of a Darkvision spell.
Binding Shadows (Sp): As a standard action, a spy hunter of at least 5th level can conjure an immobile, Medium-Sized arm from a shadow within 50 yards. The spy hunter can will it to grapple any creature within its reach (10 yards). If the target fails a spot check against the arm (hide 10 +1 per spy hunter level, +4 bonus to hide at night or in darkness; always moves silently), they are treated as flat-footed for the arm's first grapple attempt.
The arm has a strength of 14 +1 per three spy hunter levels. The arm can make one grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to pin the target, which does 1d6+strength modifier lethal or nonlethal damage (caster's discretion) each round. If the spy hunter does not give the arm any commands, it has a 50% chance each round of either attempting to grapple a random enemy within reach or doing nothing.
The arm is immune to all damage, but can be dispelled (DC = 10 + spy hunter level + charisma modifier) or grappled/pinned. The arm has immunities as if it were a construct, but is not a construct itself.
The arm lasts for one round per spy hunter level or until dismissed (as a free action), dispelled, or the spy hunter moves at least 100 yards away from it.
This ability can be used once per day, and one additional time per day for every four spy hunter levels after 5th.
Foil the Perfect Disguise (Sp): At 6th level, a spy hunter gains the ability to see invisible creatures and objects for a number of rounds per day equal to his class level plus his wisdom modifier, as though using the spell See Invisibility. The rounds spent using it need not be consecutive. This ability is triggered as a standard action and dismissed as a free action.
Slippery Mind (Ex): If a spy hunter of at least 7th level is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again one round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Blindsense (Su): At 8th level, the spy hunter develops a sixth sense that alerts him to things he could not normally see. He gains Blindsense out to 30'.
Unwavering Loyalty (Su): Spy hunters of at least 9th level are immune to charm and compulsion effects.
True Sight (Sp): At 10th level, when the spy hunter uses his Foil the Perfect Disguise ability, he is also treated as being under the effect of a True Seeing spell.
SPY HUNTER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Uncanny Dodge, Low-Light Vision
2nd|
+1|
+3|
+0|
+3|Vigilant Suspicion, Mirage Strike 1/day
3rd|
+2|
+3|
+1|
+3|Detect Poison
4th|
+3|
+4|
+1|
+4|Codebreaker, Mirage Strike 2/day
5th|
+3|
+4|
+1|
+4|Darkvision, Binding Shadows 1/day
6th|
+4|
+5|
+2|
+5|Foil the Perfect Disguise, Mirage Strike 3/day
7th|
+5|
+5|
+2|
+5|Slippery Mind, Improved Uncanny Dodge
8th|
+6|
+6|
+2|
+6|Blind Sense, Mirage Strike 4/day
9th|
+6|
+6|
+3|
+6|Unwavering Loyalty, Binding Shadows 2/day
10th|
+7|
+7|
+3|
+7|True Sight, Mirage Strike 5/day[/table]
An idea I was kicking around for a little while. I have almost no idea about balancing, so comments about that would be helpful, probably. In fact, any comments, really. If you absolutely hate this idea and think it is dumb beyond human expression, say so in nicer words.