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View Full Version : D&D 3.x Class [Homebrew] Dragonlance Kender PrC - Hand of Belladonna based on the Assassin



Bobur
2020-12-08, 04:23 AM
Hi everyone,
thanks again for the great help recently for figuring out what I actually wanted to play. ^^

The idea now is:
[3.5e] Dragonlance setting starts on Lv2
Kender (maybe afflicted Kender)
Rogue1/Urban Ranger2/Rogue2/Assassin - Urban ranger for better BAB, Svs, and a feat. The only thing is that this would delay the pen strike ACF until Lv5. :(
The 5th level HAS to be rogue or otherwise we don't get the req skills together after 2 ranger levels.

Anywho.

My GM and me are currently playing around with a modified Assasin PrC. And I wanted to hear some thoughts on it.

Hand of Belladonna (Belladonna is a Kender queen and her "eyes and hands" are tasked with protecting her not-so-careful lambs around the world.
Prereq: +8Bluff,+8spot,+8 hide and maybe the impr. taunt feat, depending on the actual class.

1) Not evil, no assassins guild, Kender
2) BAB, skills, saves, and spells stay the same.
.
Lv1) Replace the death attack with the Kender-Rogue Lv7 ACF (Basically spring attack, no Aoo, and a free hide check if you end up next to cover without a penalty)
This last ability is the only thing that makes me 2nd guess if I actually go for 2Wfighting or not since it doesn't work well with it. But then again there will be full attacks too. ^^

Lv1) Poison use: Originally we switched it to +2 vs fear if it was for an afflicted Kender. (Normal Kender are just immune to fear)
>Protective Taunt: 1/day or /Encounter (some limitation), if an ally is attacked you can immediately taunt the enemy, this happens right before the attack.
+ Flabbergasted: If your target fails its save by 5/10+ it is also dazed for 1 round.
In combination with the impr. taunt feat this is a limited option to debuff opponents and protect your allies.

Normal taunt: St.action: Bluff vs sense motive on 1 target per encounter (Not sure about the wording). -1Atk/AC until your next action (yea that sounds odd) - Kender get a +4bonus on their bluff check to taunt, afflicted Kender don't. Only works with language and I think it counts as mind-affecting. We added the option of body language at a -4 penalty to make it more useable.
Impr. taunt feat: -2Atk/AC for rounds equal to your Cha mod. Again, St. action, bluff vs sense motive.

Lv2: Resistance against poison > Kender luck.
Not sure HOW exactly this might work. Luck domain: Reroll 1 die/day, get multiple uses later? / Just reroll 1 die, later get a bonus on saves, later get an aura like a paladin?/ Only reroll a 1?/ Luck pool: Use it to reroll die rolls, can be used on allies too, maybe within a certain range limit?

Spells: Kender are not completely incapable of casting spells, but it's not very common. My GM would prefer it if I wouldn't use them. But replacing them is a bit tricky. The luck ability is definitely better than the poison stuff, but not quite on the level as spells either. Maybe +2 skillpoints ? Or a small buff to the typical Kender skills? (Sleight of hand, open lock) Open for ideas here.

I had some ideas about some size related stuff: Inspired by the gnome giant slayer or feats like underfoot combat/confound the big folk.

All the other Class features stay: SA, Uncanny dodge...

The Mod Ogre: Edited to include tag. Poster may edit again without repercussion.

jdizzlean
2020-12-08, 12:08 PM
The Mod Life Crisis: Moved to Homebrew

Bobur
2020-12-11, 07:28 AM
I edited the original post into something more specific.