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View Full Version : Pathfinder Exterminator (Ranger Archtype) [PF/3.x] PEACH



Aotrs Commander
2019-10-09, 04:29 PM
Okay, one more time...

The exterminator is basically "assassin by a different name." It exists primarily because 3.5 has a whacking great list of assaasin spells that I dutifully made a big list of and have never used and during the Bleakbane Updates 3.Aotrs Classes Project currently ongoing, I thought "hey, actually, strip the outside bits out of Ranger and it has four spell levels...!"

So, what I present here is essentially the first pass as making Ranger into Assassin, kinda.

I'm labelling this as PF, since it's working essentially off the PF ranger.

Note: very explictly, this doesn't have trapfinding, as it's meant to be "guy who kills people" more than "rogue guy." You can make the arguement that it oguht to have it, but literally every other class I have that has SA or any kind of skill monkey has trapfinding, so I was like "no, if they want it that bad, they can take a level of one of those!"

The spell list is, essentially, the 3.5 Assassin spell list, with like a couple mof PF spells that i ghave run across - if anyone wants to suggest more PF spells (that I would add to it!) I'm all ears!

It is a half-fixed-list caster (so a bit like the beguiler/dread necro/warmage). With both this and Hexblade, I'm experimenting with this to see how it goes. Yes, both classes technically have a wider breadth of spells at a level than the fixed list casters, but, even with the 3.Aotrs boost to (all) half-casters 6/5/4/4 at 20th over PF's 4/4/3/3, I don't think it shoves it too far over the edge. (I mean, if it ain't worse than primary casters, I don't think it's too bad...)

I would greatly appeciate some thoughts (balance is more towards PF-levels, as basically I am nearly running PF classes for Everyone Except Archivist/Cleric/Druid/Wizard).

Note that the "this replaces" is intended to be balanced across the whole class, not necessarily individual selections; I obviosuly don't consider Death Attack to be a replacement for Woodland Stride in isolation! (And why assassin spells replace both ranger spells AND hunter's bond, because I think that the assassin fixed-list casting is stronger.)



Exterminator (Archtype)

Exterminators are assassins, seeking and eliminating their targets.

Level: 1st.

Replaces: Animal Companion Hunter's Bond, Favoured Enemy, Favoured Terrain, Master Hunter, Ranger spells, Wild Empathy, Woodlland Stride. It modifers Weapon and Amour proficiency and Combat Styles.

Benefit: You gain new class features in place of the ones above at the indicated level.

Weapon and Armour Proficiency: An exterminator is proficient with all simple and martial weapons, and with light armour, but not with shields. Because the somatic components required for exterminator spells are simple, a exterminator can cast exterminator spells while wearing light armour without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a exterminator wearing medium or heavy armour or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass exterminator still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Poison Use (Ex): At 1st level, an exterminator never risks accidentally poisoning himself when applying poison to a weapon.

This replaces Wild Empathy

Sneak Attack (Ex): If an exterminator 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 exterminator’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 exterminator flanks her target. This extra damage is D6 at 1st level, and increases by D6 at 3rd level and every three exterminator levels thereafter. Should the exterminator 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. The extra damage from Sneak attack is a precision damage effect.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a exterminator 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 exterminator 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 exterminator cannot sneak attack while striking a creature with concealment ot total concealment.

This replaces 1st Favoured Enemy and Favoured Terrain.

Combat Style (Ex): At 2nd level, an exterminator must select one combat style to pursue. (Combat styles are found in the Class Features document.) The exterminator cannot choose the Mounted Combat or Weapon and Shield combat styles.

The exterminator’s expertise manifests in the form of bonus feats at 2nd level and every four levels thereafter. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, no armour. He loses all benefits of his combat style feats when wearing medium or heavy armour using a shield. Once an exterminator selects a combat style, it cannot be changed.

Spells: Beginning at 4th level, an exterminator gains the ability to cast a small number of arcane spells, which are drawn from the assassin spell list. He can cast any spell he knows without preparing it ahead of time. When an exterminator gains access to a new level of spells, he automatically knows all the spells for that level given on the hexblade’s spell list.

To prepare or cast a spell, an exterminator must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an exterminator’s spell is 10 + the spell level + the exterminator’s Intelligence modifier.

Like other spellcasters, an exterminator can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the exterminator gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Through 3rd level, an exterminator has no caster level. At 4th level and higher, her caster level is his exterminator level –3.

This replaces animal companion hunter's bond and ranger spells.

Study Target (Ex): By careful observation the exterminator can learn how best to approach and eliminate his target.

At 5th level, the exterminator can select a creature to be his mark by spending three Move actions studing the target. An action of study requires the assassin to be able to observe the target, which must be in line of sight; a target which has concealment, total concealment or is invisibilty cannot be observed (unless the exterminator has abilities which let him see the target, such as blindsight). The move actions to no have to be consecutive, but the exterminator cannot miss more than 1 round between study actions or he must start again. At 10th level, studying a target requires only two move actions. At 15th level, it requires only one move action. A mark lasts for 1 minute.

Alternatively, an exterminator that can observe his target for three consecutive days (at least 8 hours of observation per day), and his mark remains in effect until the target is dead or he selects a new mark.

An exterminator can have one mark at a time at 5th level. At 10th level, the exterminator can have a second mark at the same time, and gains an additional mark for every 5 levels thereafter. He can elect to take a new mark in place of an old one at any time; he does not lose the old mark until his has successfully studied the new target.

The exterminator gains a +2 bonus on Bluff, Perception, Sense Motive and Survival checks when using these skills against his mark. Likewise, he gets a +2 bonus on weapon damage rolls against his mark.

Study Target is used in place of Favoured Enemy on any ability that applies to a Favoured enemy (e.g. Quarry or Improved Quarry) and counts as Favoured Enemy for the purposes of prerquisites.

This replaces 2nd Favoured Enemy.

Death Attack (Ex): If an exterminator makes a sneak attack with a weapon that successfully deals damage to his mark, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). The mark must make a Fortitude save (DC 10 + the ˝ the exterminator’s class level + his Intelligence modifier). If the saving throw fails against the kill effect, the target dies. (This is a Death effect). If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for D6 rounds plus 1 round per level of the exterminator.

If the victim’s saving throw succeeds, the mark is immune to the exterminator’s Death Attack for the next 24 hour.

At 12th level, whenever an exterminator kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the exterminator to avoid detection.

This replaces Woodland Stride.

True Death (Su): Starting at 10th level, anyone slain by an exterminator’s death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + ˝ the exterminator’s level or the spell fails and the material component is wasted. Casting Remove Curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + ˝ the exterminator’s level.

This replace 3rd Favoured enemy

Angel of Death (Su): At 20th level, the exterminator becomes a master of death. Once per day, when the exterminator makes a successful death attack and chooses the kill effects, he can cause the target’s body to crumble to dust. This prevents Raise Dead and Resurrection (although True Resurrection works as normal, provided it can defeat the exterminator’s True Death effect and the caster’s level is higher that the executioner’s class level). The exterminator must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

If the executioner chooses the paralysis effect, the victim is rendered permentanly helpless until a Heal, Miracle or Wish spell is used (which must make the caster level check as if defeating the exterminator’s True Death effect.

Alternative Class Features

Exterminator’s Knack
Prerequistes: Exterminator
Level: 4th or any subsequent level at which the exterminator gains a combat style feat
Replaces: Combat Style gained at that level
Benefit: The exterminator may replace his combat style feat with a Rogue Talent (treating his exterminator level as his rogue level)

[Epic]At 22nd level, he may select an advanced talent in place of a talent.

Urban Ranger
You are most at home in the urban jungle.
Level: 1st.
Replaces: Track bonus feat.
Benefit: You gain Urban Tracker as a bonus feat.


Spell List:


1st-level Assassin Spells
Addiction: Subject become addicted to a drug. (Drug component)
Angry Ache: Subject takes -2 penalty on attack rolls.
Black Bag: Creates extradimensional bag of torture tools.
Blade of Blood: Swift. Weapon deals +D6 damage, or +3D6 if you take 5 points of damage.
Bloodletting: Your light weapon creates bleeding wounds that deal an extra D6 damage per round.
Catsfeet: Immediate. Reroll a Balance, Climb, Jump or Move Silently check with a +5 bonus.
Critical Strike: Swift. For 1 round you gain +D6 damage, doubled threat range and +4 on attacks rolls to confirm critical hits.
Guided Strike: Ignore miss chance from concealment; deliver Sneak Attack to foe with concealment.
Dead End: Removes spoor of one creature/level.
Death Grimace: You leave a magical 'calling card' on corpse.
Detect Poison: Detects poison in one creature or small object.
Disguise Self: Changes your appearance.
Distract Assailant: Swift. One creature is flat-footed for 1 round.
Ebon Eyes: Subject can see through magical darkness.
Feather Fall: Immediate. Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Healer's Vision: Gain +5 bonus on Heal checks and +2 attack and damge on Sneak Attacks.
Insightful Feint: Swift. Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Swift. Make a Disable Device or Open Lock check at +2 as a free action.
Instant Search: Swift. Make Search checks at +2 as a free action.
Jump: Subject gets bonus on Jump checks.
Lightfoot: Swift. You movement does not provoke attacks of opportunity for 1 round.
Low Light Vision: See twice as far under current light.
Mimicry: Perfectly mimic familiar sounds, voices or accents.
Obscuring Mist: Fog surrounds you
Reaving Aura: Swift. All creatures below 0 hit points within 10' of you take 1 point of damage.
Shock and Awe: Flat-footed creatures get -10 on initiative.
Silent Portal: Negates sound from door or window.
Sleep: Puts 4HD of creatures into magical slumber.
Sniper's Shot: Swift. No range limit on next ranged Sneak Attack.
Sticky Fingers: You get a +10 on Sleight of Hand checks.
Stupor: One helpless subject is put in a state that allows him to be moved but take no other action.
True Strike: +20 to your next attack roll
Vigilant Slumber: Set specific conditions under which you immediately wake up.

2nd-level Assassin Spells
Absorb Weapon: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it.
Alter Self: Assume form of a similar creature.
Animate Weapon: A weapon animates and fights for you.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Bull's Strength: Subject gains +4 to Str for 1 min/level.
Cat's Grace: Subject gains +4 to Dex for 1 min/level.
Darklight: Creates 5' radius where all can see without light.
Darkness: 20 ft radius of supernatural shadow.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Fire Shuriken: Magical shuriken deal 3D6 fire damage.
Fox's Cunning: Subject gains +4 to Int for 1 min/level.
Ice Knife: Magical shard of ice deals 2D8 cold damage plus 2 Dex damage or deals D8 cold damage in a 10' burst.
Increase Virulence: Poison's DC increases by 2.
Invisibility, Swift: Swift. You are invisible for 1 round or until you attack.
Invisibility: Subject becomes invisible for 1 minute /level or until it attacks.
Iron Silence: Armour touched has no armour check penalty on Hide and Move Silently checks for 1 hour/level.
Marked Object: You gain bonus to track a specific being.
Near Horizon: Remove increment-based penalties on ranged attacks.
Pass Without Trace: One subject /level leaves no tracks.
Phantom Foe: (M) Subject is always flanked by one creature.
Sacrificial Skill: Caster gains +5 bonus on Knowledge (Religion) checks made during sacrifice.
Smoke Stairs: Walk up a column of smoke as if it were solid.
Spider Climb: Grants ability to walk on walls or ceilings.
Summon Weapon: Create normal, nonmagical light weapon.
Undetectable Alignment: Conceals alignment for 24 hours.
Veil of Shadow: Darkness grants you concealment.

3rd-level Assassin Spells
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders.
Deep Slumber: Puts 10HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow in 60' radius.
Enduring Scrutiny: Becomes aware when target performs designated action.
False Life: Gain D10 temporary hp +1/level (max +10).
Fangs of the Vampire King: Grow Vampire fangs.
Find the Gap: You attacks ignore armour and natural armour.
Magic Circle Against Good: As Protection spells, but 10ft radius and 10 minutes /level.
Masochism: For every 10hp of damage you take, you gain +1 on attack rolls, saving throws and check.
Misdirection: Misleads divinations for one creature or object
Named Bullet: Thrown weapon or ammunition automatically threatens and deals extra damage to specifc creature or creature type.
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
Nondetection: (M) Hides subject from divination, scrying.
Pall of Twilight: Veil of shadow impedes sight and sound.
Rusted Blade: Touched weapon delivers filth fever
Sadism: For every 10hp of damage you deal, you gain +1 on attack rolls, saving throws and check.
Spectral Weapon: Swift. Use quasi-real weapon to make touch attacks.
Spider Poison: Touch deals 1D6 strength damage, repeats in one minute.
Toxic Tongue: Generate small amount of posion that you can spit or place on a weapon.
Vital Strike: You next attack deals Sneak Attack damage.
Wraithstrike: Swift. Melee attacks strike as touch attacks for 1 round.

4th-level Assassin Spells
Assassin's Darkness: Globe of pure darkness blocks all sight but your own.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute /level.
Cursed Blade: Wounds dealt with weapon can't be healed without remove curse.
Deathsight: Make Death Attack without making rounds of observation.
Dimension Door: Teleports you short distance.
Flesh Armour: Caster gains DR 10/Magic.
Freedom of Movement: Subject moves normally despite impediments.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Heart Ripper: Kills living creatures with up to your caster level in HD.
Hide from Dragons: Dragons can't perceive one subject/2 levels.
Implacable Pursuer: You know where prey is, so long as it's moving.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject's memories.
Named Bullet, Greater: As Named Bullet, but more damage.
Poison: Touch deals 1D10 Con damage, repeats in 1 min.
Shadow Form: Gain +4 on Stealth and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow Phase: Subject becomes partially incorporeal.
Sniper's Eye: Gain +10 to Spot, darkvision, 60' range for sneak attacks, and death attacks when using ranged weapons.
Stop Heart: Subject drops to -8 hp immediately. (Drug component)
Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.
Unseen Strike: Invisibility effect triggered to activate the instant you sucessfully attack someone.
Vulnerability: Reduces an opponent's damage reduction.