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Hadeez
2016-08-24, 09:11 AM
I am currently in my first d&d game and I have asked my fm to make up a class similar to shadows of mordor talion he agreed and this is what he came up with
Spectral Blade.docx

Spectral Blade

The Spectral Blades are a reclusive group of Assassins with a mysterious origin. The Spectral Blades go through a process called "Awakening”. During the Awakening ritual, potential Slayers are stabbed with a spectral blade through the heart. While they are dying, their souls are sent to the spectral plane of existence. Here they must stare Nerull, the God of Death, in the face. If they are deemed worthy, they become her servant and are granted the spectral powers they use in combat. If they are not, their souls are left to fend for themselves on the spectral plane for the rest of eternity.


Role: Spectral Blades have otherworldly powers that they use to sneak around and ambush their targets. They are excellent at the collection of information, whether through intimidation or scouting an area. They also have many crowd control options from knocking an enemy unconscious, to outright controlling them through brands.


Hit Die: D8


Class Skills:

The Spectral Blade's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Starting Gold: 5d4 x 10

Skill Ranks per Level: 8+Int Modifier

Level

Base Atk

F

R

W

Special

1st

+0

+0

+0

+2

Weapon Finesse, Sneak Attack +1d6, Spectral Brand

2nd

+1

+0

+0

+3

Evasion, Spectral Missile

3rd

+2

+1

+1

+3

Sneak Attack +2d6, Fade

4th

+3

+1

+1

+4

Uncanny Dodge, Riposte

5th

+3

+1

+1

+4

Sneak Attack +3d6, Ghost Step

6th

+4

+2

+2

+5

Improved Evasion, Improved Spectral Brand

7th

+5

+2

+2

+5

Sneak Attack +4d6

8th

+6/+1

+2

+2

+6

Improved uncanny dodge, Phantom Twin Strike

9th

+6/+1

+3

+3

+6

Sneak Attack +5d6, Improved Fade

10th

+7/+2

+3

+3

+7

Improved Riposte,

11th

+8/+3

+3

+3

+7

Sneak Attack +6d6, Chilling Aura

12th

+9/+4

+4

+4

+8

Spectral Strike

13th

+9/+4

+4

+4

+8

Sneak Attack +7d6

14th

+10/+5

+4

+4

+9

Adept Spectral Brand

15th

+11/+6/+1

+5

+5

+9

Sneak Attack +8d6

16th

+12/+7/+2

+5

+5

+10

Phantom Twin Combat

17th

+12/+7/+2

+5

+5

+10

Sneak Attack +9d6

18th

+13/+8/+3

+6

+6

+11

Adept Fade

19th

+14/+9/+4

+6

+6

+11

Sneak Attack +10d6

20th

+15/+10/+5

+6

+6

+12

Reap



Class Features


Weapon & Armor Proficiency – Spectral Blades are proficient with all simple weapons plus shortbow, longbow, short sword, and longsword. They are proficient with light armor, but not with shields.


Weapon Finesse – The Spectral Blade leans on her skill with a blade more than her raw physical strength in combat. Attack rolls and damage bonuses with Light Weapons, Short Swords, Rapiers, and longswords can be done using their dexterity modifier rather than their strength modifier.


Sneak Attack - If a Spectral Blade can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.


The Spectral Blade's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spectral Blade flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 Spectral Blade levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.


With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a Spectral Blade can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.


The Spectral Blade 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 Spectral Blade cannot sneak attack while striking a creature with total concealment.


Spectral Brand – The Spectral Blade as a standard action has a touch attack with the ability to brand an opponent. When an enemy is branded their Fortitude, Will and Reflex saves are reduced by 3. Also all checks on bluff, intimidate, and barter are increased by five against the target. Using spectral brand is considered a hostile action and breaks all stealth effects on the Spectral Blade when used. Branded enemies may not be affected more than once. The brand lasts 4 Hours.


Evasion - At 2nd level and higher, a Spectral Blade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Spectral Blade is wearing light armor or no armor. A helpless Spectral Blade does not gain the benefit of evasion.





Spectral Missile – A missile of Spectral energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.


The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.


For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Fade – When out of combat the Spectral Blade can connect to the spectral realm fade into it; allowing them to move like a ghost through the physical world but leaving their physical body behind. While fade is in effect, the spectral blade may take no action that would affect the physical realm but they can move about the world without fear of detection by physical beings. Spectral blades must use move silently and hide checks if hostile spectral beings are in the area or they could be detected and attacked in the spectral realm.


Riposte - You may ready as a standard action to counter attack a foe that attacks you. If you do, then the first time that you are attacked in melee before the beginning of your next turn, you strike first: as an immediate action, you may make an attack roll against your attacker with a single melee weapon you are holding that deals piercing or slashing damage. This attack is made before the target's attack resolves, and if your counterattack is successful, in addition to dealing normal damage, the target suffers a -2 penalty on the attack roll.


Uncanny Dodge - At 4th level, a Spectral Blade can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Spectral Blade with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.


If a Spectral Blade already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Ghost Step - A Spectral Blade can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn.


Improved Spectral Brand – At fifth level the Spectral Blade’s powers has increased significantly. The Spectral Brand now allows the Spectral Blade to test her will against their enemies. Both sides roll a Will save. If the Spectral Blade’s roll is higher than their opponent’s they will be incapacitated for 1d4 rounds. The saving throw reduction from the brand is applied before the duel of wills occurs. The Brand now lasts 12 hours.

Improved Evasion - This works like evasion, except while the Spectral Blade still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless Spectral Blade does not gain the benefit of improved evasion.


Phantom Twin Strike – Once a round, the Spectral Blade may designate an attack that is followed by a Phantom copy of themselves. As they swing, a phantom image follows with an attack that matches the spectral blade completely. When they make a standard action attack they get a free second attack with their top attack bonus.


Improved Fade – By level 9 there is little difference between the Spectral Blade’s physical body and their spectral one, they may now carry their physical body and equipment on them into the spectral plane. They cannot do this while in combat and they may not strike out from the spectral plane into the physical one. Though they may leave the spectral plane anywhere if this does not initiate combat. They also get +5 to hide and move silently against spectral beings while on that plane.


Improved Riposte – You may now ready a counterattack as a free action. You also gain 3 AC while Riposte is active.


Ghost Armor – The Spectral Blade weaves a layer of spectral energy over their physical armor. They gain an additional +2 natural armor from this that works against attacks from spectral enemies such as ghosts, phantasms, shades and wraiths.


Chilling Aura – The 11th level Spectral Blade is immune to fear and mind control effects. Your presence is chilling, as it seems the very air around you exudes a hair-raising fear. Enemies that are within 10 feet of you have their Wills reduced by 2 against all fear and mind control effects. Chilling Aura can affect targets on the physical plane while the Spectral Blade is on the Spectral Plane.


Spectral Strike – By 12th level the Spectral Blade has become adept at moving between planes and may strike while faded to the spectral plane as a sneak attack. This strike completely removes the spectral blade from the spectral plane and removes all stealth effects on the spectral blade once completed.


Adept Spectral Brand – The 14th level Spectral Blade has become nearly one with their ability to brand their enemies. The Spectral Blade can test her Will against her opponent. Both sides roll a will save. If the roll is 5 higher than the enemies’ roll that enemy is now under control of the Spectral Blade for 1d4 rounds. If the roll less than five the effect of improved spectral brand activates. If the opponent’s roll is higher than the Spectral Blade’s nothing happens. The saving throw reduction from the brand is applied before the duel of wills occurs. The brand lasts one full day. Mind control fades within 24 hours of the occurrence or if the opponent resists it with a will save. Mind control will activate once per day.





Phantom Twin Combat – At level 16 the Spectral Blade has become a master at manipulating her Phantom Twin in combat. Any time the Spectral blade makes an attack or series of attacks, they may make a second attack or series of attacks with the same attack bonuses as their original attacks. For example at level 16, they get an attack bonus to a standard series of attacks at +12/+7/+2. Their spectral twin then does the same series of attacks at +12/+7/+2 all as one standard action for the Spectral Blade. This replaces Phantom Twin Strike. He also gains +2 deflection to his AC, as the phantom twin will come out to defend if necessary.


Adept Fade – The 18th level Spectral Blade can fade into the spectral plane even when in danger. Once per combat the Spectral Blade may use the fade ability and gain the anonymity and abilities that go along with it. Using adept fade does not open the spectral blade to attacks of opportunity unless the opponent is spectral (Ghosts, Phantasms, Wraiths, Reapers, Ect.) or has a weapon that can damage spectral enemies.


Reap – At 20th level, the Spectral Blade has become an agent of the grim reaper himself. Once per hour while in the Spectral Plane, the Spectral Blade can use a touch attack to pull the soul from the body of their target killing them instantly. Their target must beat a will save of DC 25 in order to survive this attack. The Spectral Blade hit against (touch AC-their dexterity modifier) for this effect to activate. This ability does not remove the Spectral Blade from the Spectral Plane. Opponents with Uncanny Dodge can apply their dex modifier against the Spectral Blade’s attack as if it were a sneak attack.

I'm trying not to dip into other classes can anyone guide me feat wise skill trick wise and so forth on how to keep him more so silent killer type.

khadgar567
2016-08-24, 10:00 AM
I am currently in my first d&d game and I have asked my fm to make up a class similar to shadows of mordor talion he agreed and this is what he came up with
Spectral Blade.docx

Spectral Blade

The Spectral Blades are a reclusive group of Assassins with a mysterious origin. The Spectral Blades go through a process called "Awakening”. During the Awakening ritual, potential Slayers are stabbed with a spectral blade through the heart. While they are dying, their souls are sent to the spectral plane of existence. Here they must stare Nerull, the God of Death, in the face. If they are deemed worthy, they become her servant and are granted the spectral powers they use in combat. If they are not, their souls are left to fend for themselves on the spectral plane for the rest of eternity.


Role: Spectral Blades have otherworldly powers that they use to sneak around and ambush their targets. They are excellent at the collection of information, whether through intimidation or scouting an area. They also have many crowd control options from knocking an enemy unconscious, to outright controlling them through brands.


Hit Die: D8


Class Skills:

The Spectral Blade's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Starting Gold: 5d4 x 10

Skill Ranks per Level: 8+Int Modifier


level
base attack bonus
fort save
reflex save
wisdom save
special


1
+0
+0
+0
+2
Weapon Finesse, Sneak Attack +1d6, Spectral Brand


2
+1
+0
+0
+3
Evasion, Spectral Missile


3
+2
+1
+1
+3
Sneak Attack +2d6, Fade


4
+3
+1
+1
+4
Uncanny Dodge, Riposte


5
+3
+1
+1
+4
Sneak Attack +3d6, Ghost Step


6
+4
+2
+2
+5
Improved Evasion, Improved Spectral Brand


7
+5
+2
+2
+5
Sneak Attack +4d6


8
+6/+1
+2
+2
+6
Improved uncanny dodge, Phantom Twin Strike


9
+6/+1
+3
+3
+6
Sneak Attack +5d6, Improved Fade


10
+7/+2
+3
+3
+7
Improved Riposte,


11
+8/+3
+3
+3
+7
Sneak Attack +6d6, Chilling Aura


12
+9/+4
+4
+4
+8
Spectral Strike


13
+9/+4
+4
+4
+8
Sneak Attack +7d6


14
+10/+5
+4
+4
+9
Adept Spectral Brand


15
+11/+6/+1
+5
+5
+9
Sneak Attack +8d6


16
+12/+7/+2
+5
+5
+10
Phantom Twin Combat


17
+12/+7/+2
+5
+5
+10
Sneak Attack +9d6


18
+13/+8/+3
+6
+6
+11
Adept Fade


19
+14/+9/+4
+6
+6
+11
Sneak Attack +10d6


20
+15/+10/+5
+6
+6
+12
Reap




Class Features


Weapon & Armor Proficiency – Spectral Blades are proficient with all simple weapons plus shortbow, longbow, short sword, and longsword. They are proficient with light armor, but not with shields.


Weapon Finesse – The Spectral Blade leans on her skill with a blade more than her raw physical strength in combat. Attack rolls and damage bonuses with Light Weapons, Short Swords, Rapiers, and longswords can be done using their dexterity modifier rather than their strength modifier.


Sneak Attack - If a Spectral Blade can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.


The Spectral Blade's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spectral Blade flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 Spectral Blade levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.


With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a Spectral Blade can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.


The Spectral Blade 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 Spectral Blade cannot sneak attack while striking a creature with total concealment.


Spectral Brand – The Spectral Blade as a standard action has a touch attack with the ability to brand an opponent. When an enemy is branded their Fortitude, Will and Reflex saves are reduced by 3. Also all checks on bluff, intimidate, and barter are increased by five against the target. Using spectral brand is considered a hostile action and breaks all stealth effects on the Spectral Blade when used. Branded enemies may not be affected more than once. The brand lasts 4 Hours.


Evasion - At 2nd level and higher, a Spectral Blade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Spectral Blade is wearing light armor or no armor. A helpless Spectral Blade does not gain the benefit of evasion.



Spectral Missile – A missile of Spectral energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.


The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.


For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Fade – When out of combat the Spectral Blade can connect to the spectral realm fade into it; allowing them to move like a ghost through the physical world but leaving their physical body behind. While fade is in effect, the spectral blade may take no action that would affect the physical realm but they can move about the world without fear of detection by physical beings. Spectral blades must use move silently and hide checks if hostile spectral beings are in the area or they could be detected and attacked in the spectral realm.


Riposte - You may ready as a standard action to counter attack a foe that attacks you. If you do, then the first time that you are attacked in melee before the beginning of your next turn, you strike first: as an immediate action, you may make an attack roll against your attacker with a single melee weapon you are holding that deals piercing or slashing damage. This attack is made before the target's attack resolves, and if your counterattack is successful, in addition to dealing normal damage, the target suffers a -2 penalty on the attack roll.


Uncanny Dodge - At 4th level, a Spectral Blade can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Spectral Blade with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.


If a Spectral Blade already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Ghost Step - A Spectral Blade can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn.


Improved Spectral Brand – At fifth level the Spectral Blade’s powers has increased significantly. The Spectral Brand now allows the Spectral Blade to test her will against their enemies. Both sides roll a Will save. If the Spectral Blade’s roll is higher than their opponent’s they will be incapacitated for 1d4 rounds. The saving throw reduction from the brand is applied before the duel of wills occurs. The Brand now lasts 12 hours.

Improved Evasion - This works like evasion, except while the Spectral Blade still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless Spectral Blade does not gain the benefit of improved evasion.


Phantom Twin Strike – Once a round, the Spectral Blade may designate an attack that is followed by a Phantom copy of themselves. As they swing, a phantom image follows with an attack that matches the spectral blade completely. When they make a standard action attack they get a free second attack with their top attack bonus.


Improved Fade – By level 9 there is little difference between the Spectral Blade’s physical body and their spectral one, they may now carry their physical body and equipment on them into the spectral plane. They cannot do this while in combat and they may not strike out from the spectral plane into the physical one. Though they may leave the spectral plane anywhere if this does not initiate combat. They also get +5 to hide and move silently against spectral beings while on that plane.


Improved Riposte – You may now ready a counterattack as a free action. You also gain 3 AC while Riposte is active.


Ghost Armor – The Spectral Blade weaves a layer of spectral energy over their physical armor. They gain an additional +2 natural armor from this that works against attacks from spectral enemies such as ghosts, phantasms, shades and wraiths.


Chilling Aura – The 11th level Spectral Blade is immune to fear and mind control effects. Your presence is chilling, as it seems the very air around you exudes a hair-raising fear. Enemies that are within 10 feet of you have their Wills reduced by 2 against all fear and mind control effects. Chilling Aura can affect targets on the physical plane while the Spectral Blade is on the Spectral Plane.


Spectral Strike – By 12th level the Spectral Blade has become adept at moving between planes and may strike while faded to the spectral plane as a sneak attack. This strike completely removes the spectral blade from the spectral plane and removes all stealth effects on the spectral blade once completed.


Adept Spectral Brand – The 14th level Spectral Blade has become nearly one with their ability to brand their enemies. The Spectral Blade can test her Will against her opponent. Both sides roll a will save. If the roll is 5 higher than the enemies’ roll that enemy is now under control of the Spectral Blade for 1d4 rounds. If the roll less than five the effect of improved spectral brand activates. If the opponent’s roll is higher than the Spectral Blade’s nothing happens. The saving throw reduction from the brand is applied before the duel of wills occurs. The brand lasts one full day. Mind control fades within 24 hours of the occurrence or if the opponent resists it with a will save. Mind control will activate once per day.


Phantom Twin Combat – At level 16 the Spectral Blade has become a master at manipulating her Phantom Twin in combat. Any time the Spectral blade makes an attack or series of attacks, they may make a second attack or series of attacks with the same attack bonuses as their original attacks. For example at level 16, they get an attack bonus to a standard series of attacks at +12/+7/+2. Their spectral twin then does the same series of attacks at +12/+7/+2 all as one standard action for the Spectral Blade. This replaces Phantom Twin Strike. He also gains +2 deflection to his AC, as the phantom twin will come out to defend if necessary.


Adept Fade – The 18th level Spectral Blade can fade into the spectral plane even when in danger. Once per combat the Spectral Blade may use the fade ability and gain the anonymity and abilities that go along with it. Using adept fade does not open the spectral blade to attacks of opportunity unless the opponent is spectral (Ghosts, Phantasms, Wraiths, Reapers, Ect.) or has a weapon that can damage spectral enemies.


Reap – At 20th level, the Spectral Blade has become an agent of the grim reaper himself. Once per hour while in the Spectral Plane, the Spectral Blade can use a touch attack to pull the soul from the body of their target killing them instantly. Their target must beat a will save of DC 25 in order to survive this attack. The Spectral Blade hit against (touch AC-their dexterity modifier) for this effect to activate. This ability does not remove the Spectral Blade from the Spectral Plane. Opponents with Uncanny Dodge can apply their dex modifier against the Spectral Blade’s attack as if it were a sneak attack.

I'm trying not to dip into other classes can anyone guide me feat wise skill trick wise and so forth on how to keep him more so silent killer type.

here is tabled version mate

Hadeez
2016-08-24, 06:27 PM
here is tabled version mate

Thank you when I copied the table it had not worked

Hadeez
2016-09-01, 10:03 AM
Update:


At level 8 when phantom twin strike is gained my dm has allowed that the phantom turns my standard attack into a full attack at the exact same bab that I used when I attack and its completely free. I have thought about it and using twf seems to be the way to go. I see that craven seems to be a favored feat by those with sneak attack but I wouldn't be able to obtain it because at lol 9 I become immune to fear and will lose the benefits from the feat. I'm mainly going to focus towards getting in and out before I get hit. I'm currently playing as a scout due to my crappy hit points. Rolled a 2 on hp last lol and went to 40 hp while everything my friends fight seems to do 30 in one attack. "We are all level 7" except those who are level adjusted.