D&DPrinceTandem
2017-04-29, 01:24 AM
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"Stabbing takes skill, falling takes skill. You do not have skill, let me show you what it looks like" ~Any Skiller ever
SKiller
Glorified Expert, maybe. Master of skill monkeys everywhere, Definitely!
Level
BAB
Fort
Ref
Will
Special
Skill bonus
1st
+0
+2
+2
+2
Skiller Focus, Skillful Reflexes
+1
2nd
+1
+3
+3
+3
Skill Trickz
+2
3rd
+2
+3
+3
+3
Combine Skill
+2
4th
+3
+4
+4
+4
Skill Trickz
+3
5th
+3
+4
+4
+4
Health Skills,
+3
6th
+4
+5
+5
+5
Skill Trickz
+4
7th
+5
+5
+5
+5
Combine Skill
+4
8th
+6/+1
+6
+6
+6
Skill Trickz
+5
9th
+6/+1
+6
+6
+6
Weapon of Skills [dmg]
+5
10th
+7/+2
+7
+7
+7
Sight of the Skill,
Skill Trickz
+6
11th
+8/+3
+7
+7
+7
Weapon of Skills [attack]
+6
12th
+9/+4
+8
+8
+8
Skill Trickz
+7
13th
+9/+4
+8
+8
+8
Combine Skill
+7
14th
+10/+5
+9
+9
+9
Skill Trickz
+8
15th
+11/+6/+1
+9
+9
+9
Ease Skill
+8
16th
+12/+7/+2
+10
+10
+10
Skill Trickz
+9
17th
+12/+7/+2
+10
+10
+10
Combine Skill
+9
18th
+13/+8/+3
+11
+11
+11
Skill Trickz
+10
19th
+14/+9/+4
+11
+11
+11
Weapon of Skills [x2]
+10
20th
+15/+10/+5
+12
+12
+12
Single Skill,
Skill Trickz
+11
Alignment: Any
Hit Die: 1d6
Class Skills:
All skills are class skills of the Skiller.
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 12 + Int modifier
Weapon and Armour Proficiency
Skillers are proficient with Simple and Martial weapons, Light and medium armor and all shields. They also gain Proficiency with 3 exotic weapons of choosing. These 3 exotic weapon Profiencies can not be changed. (not Psychic Reformation, chaos shuffle, ect.)
Skill bonus (Ex)
A Skiller has the innate ability of being skillful, they are great at many things from climbing towers to swimming the depths of the ocean. Each hour you can distribute the number on the chart as a bonus to your skill roll. Distribution is done as a Full round action at lvl 1, At level 5 this becomes a Standard action, at lvl 10, this becomes a Move Action, at lvl 15 the becomes a Swift Action. (Progression is 1+1 per Even level)
Skiller Focus (Ex)
At the beginning of a Skiller's day they may add a +3 bonus to as many skills as they have levels. This bonus applies for the entire day. If they wish they may change these skills the following day, they are not locked in place.
Skillful Reflexes (Ex)
a Skiller gain there intelligence modifier to there Reflex saves and Ac [as an ac bonus like a monk with wisdom]. They lose this bonus if they were armor heavier then light. For AC the max is equal to x2 the int modifier.
Skill Trickz (Ex)
Every Even level a Skiller gains 2 Skill tricks. as for meeting prerequisite, treat a skiller's skills as x1.5. Any skill trick the Requires a roll to pass the dc is reduced by half your level.
Health Skills (Ex)
When a skiller reaches level 5 there proficiency with the scalpel becomes more keen, 1/encounter/5 levels they can make a Heal check as a move action. They then take the result and divided it by five (Round up). This result is then The amount of D6 they roll, THIS result is the amount they heal. for that round he is considered Fighting Defensively for all perposes but can not under any circumstance make any attacks of Opportunity, nor does he threaten any squares around him. For Example: Tan has been injured by a caravan of bugbears and there leader a troll he uses this ability and rolls a d20+10 (his bonus). his result is a 20 total. Then he divides this by 5 getting 4. Then he rolls 4d6 and heals this amount. This ability can only be used on the Skiller himself.
Combine Skill (Ex)
When you gain this Class feature pick two Skills, these skill are forever more the same skill, when you gain a bonus to one you gain a bonus to the other, you cannot choose a skill that already been Combined. Nor can you choose Jump. If the Skiller has a feat (such as versatile performer) that allows skills of one subset to apply to a category you can not apply this to it.
Weapon of the Skills (Ex)
the skiller gains a bonus to there Attack and damage equal to there Intelligence modifier at the designated levels for each.At lvl 19 you gain double this number This bonus is halved against things immune to crits.
Sight of the Skill (Ex)
Gain Skillsight out to 2X[rank in Spot] ft and blindsense out to 5X[search ranks] both rounded up to nearest 5.
Skillsight: Skill sight is a special technique used by skillers of formidably power, it allows them to sense the world around them, even at times where sight would be void, such as in a darkness spell or fog cloud. Skillsight functions as Blindsight without any of its weaknesses (such as Darkstalker).
Ease Skill (Ex)
any skill you have both a +3 bonus from Skiller focus and as a Combines Skill you can make you can take a lvl-5 instead of the roll, even if stressed or the like. (max of 20 at lvl 25)
Skill Efficiant (Ex)
At 20th level, the Skiller's becomes the most Acrobatic, the most linguistic, the most DIPLOMATIC of all. A god in skill alone. All the Skillers Skills become Int focused, and 3/day a Skiller may treat any Int based d20 roll (be it an attack, Reflex save, or Skill check etc.) as a Natural 20. Although they may use this 3 times a day they may not use it more than once per encounter (or 5 minutes if not in battle) Also the Skillet learns all Languages (including Secret Languages).
"Stabbing takes skill, falling takes skill. You do not have skill, let me show you what it looks like" ~Any Skiller ever
SKiller
Glorified Expert, maybe. Master of skill monkeys everywhere, Definitely!
Level
BAB
Fort
Ref
Will
Special
Skill bonus
1st
+0
+2
+2
+2
Skiller Focus, Skillful Reflexes
+1
2nd
+1
+3
+3
+3
Skill Trickz
+2
3rd
+2
+3
+3
+3
Combine Skill
+2
4th
+3
+4
+4
+4
Skill Trickz
+3
5th
+3
+4
+4
+4
Health Skills,
+3
6th
+4
+5
+5
+5
Skill Trickz
+4
7th
+5
+5
+5
+5
Combine Skill
+4
8th
+6/+1
+6
+6
+6
Skill Trickz
+5
9th
+6/+1
+6
+6
+6
Weapon of Skills [dmg]
+5
10th
+7/+2
+7
+7
+7
Sight of the Skill,
Skill Trickz
+6
11th
+8/+3
+7
+7
+7
Weapon of Skills [attack]
+6
12th
+9/+4
+8
+8
+8
Skill Trickz
+7
13th
+9/+4
+8
+8
+8
Combine Skill
+7
14th
+10/+5
+9
+9
+9
Skill Trickz
+8
15th
+11/+6/+1
+9
+9
+9
Ease Skill
+8
16th
+12/+7/+2
+10
+10
+10
Skill Trickz
+9
17th
+12/+7/+2
+10
+10
+10
Combine Skill
+9
18th
+13/+8/+3
+11
+11
+11
Skill Trickz
+10
19th
+14/+9/+4
+11
+11
+11
Weapon of Skills [x2]
+10
20th
+15/+10/+5
+12
+12
+12
Single Skill,
Skill Trickz
+11
Alignment: Any
Hit Die: 1d6
Class Skills:
All skills are class skills of the Skiller.
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 12 + Int modifier
Weapon and Armour Proficiency
Skillers are proficient with Simple and Martial weapons, Light and medium armor and all shields. They also gain Proficiency with 3 exotic weapons of choosing. These 3 exotic weapon Profiencies can not be changed. (not Psychic Reformation, chaos shuffle, ect.)
Skill bonus (Ex)
A Skiller has the innate ability of being skillful, they are great at many things from climbing towers to swimming the depths of the ocean. Each hour you can distribute the number on the chart as a bonus to your skill roll. Distribution is done as a Full round action at lvl 1, At level 5 this becomes a Standard action, at lvl 10, this becomes a Move Action, at lvl 15 the becomes a Swift Action. (Progression is 1+1 per Even level)
Skiller Focus (Ex)
At the beginning of a Skiller's day they may add a +3 bonus to as many skills as they have levels. This bonus applies for the entire day. If they wish they may change these skills the following day, they are not locked in place.
Skillful Reflexes (Ex)
a Skiller gain there intelligence modifier to there Reflex saves and Ac [as an ac bonus like a monk with wisdom]. They lose this bonus if they were armor heavier then light. For AC the max is equal to x2 the int modifier.
Skill Trickz (Ex)
Every Even level a Skiller gains 2 Skill tricks. as for meeting prerequisite, treat a skiller's skills as x1.5. Any skill trick the Requires a roll to pass the dc is reduced by half your level.
Health Skills (Ex)
When a skiller reaches level 5 there proficiency with the scalpel becomes more keen, 1/encounter/5 levels they can make a Heal check as a move action. They then take the result and divided it by five (Round up). This result is then The amount of D6 they roll, THIS result is the amount they heal. for that round he is considered Fighting Defensively for all perposes but can not under any circumstance make any attacks of Opportunity, nor does he threaten any squares around him. For Example: Tan has been injured by a caravan of bugbears and there leader a troll he uses this ability and rolls a d20+10 (his bonus). his result is a 20 total. Then he divides this by 5 getting 4. Then he rolls 4d6 and heals this amount. This ability can only be used on the Skiller himself.
Combine Skill (Ex)
When you gain this Class feature pick two Skills, these skill are forever more the same skill, when you gain a bonus to one you gain a bonus to the other, you cannot choose a skill that already been Combined. Nor can you choose Jump. If the Skiller has a feat (such as versatile performer) that allows skills of one subset to apply to a category you can not apply this to it.
Weapon of the Skills (Ex)
the skiller gains a bonus to there Attack and damage equal to there Intelligence modifier at the designated levels for each.At lvl 19 you gain double this number This bonus is halved against things immune to crits.
Sight of the Skill (Ex)
Gain Skillsight out to 2X[rank in Spot] ft and blindsense out to 5X[search ranks] both rounded up to nearest 5.
Skillsight: Skill sight is a special technique used by skillers of formidably power, it allows them to sense the world around them, even at times where sight would be void, such as in a darkness spell or fog cloud. Skillsight functions as Blindsight without any of its weaknesses (such as Darkstalker).
Ease Skill (Ex)
any skill you have both a +3 bonus from Skiller focus and as a Combines Skill you can make you can take a lvl-5 instead of the roll, even if stressed or the like. (max of 20 at lvl 25)
Skill Efficiant (Ex)
At 20th level, the Skiller's becomes the most Acrobatic, the most linguistic, the most DIPLOMATIC of all. A god in skill alone. All the Skillers Skills become Int focused, and 3/day a Skiller may treat any Int based d20 roll (be it an attack, Reflex save, or Skill check etc.) as a Natural 20. Although they may use this 3 times a day they may not use it more than once per encounter (or 5 minutes if not in battle) Also the Skillet learns all Languages (including Secret Languages).