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    Oct 2011

    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Gerudo Marauder

    "My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came, the wind carried the same thing... Death."

    The Gerudo are a race of deadly women, ruled by a King, the only male Gerudo born every 100 years.
    (The male usually takes levels in Gerudo Dragmire)

    MAKING A GERUDO MARAUDER
    Gerudo Marauder are sneaky, magical bastards.
    Abilities: Strength, Dexterity, and Charisma are the most important ability scores for a Gerudo Marauder; every character needs more hit points, so a high Constitution is also key.
    Races: Humans. Gerudo Marauder are technically a race unto themselves, but w/e. Also, almost all Gerudo Marauder are women.
    Alignment: Any non-good, non-lawful.
    Starting Gold: As monk.
    Starting Age: As monk.

    Class Skills
    The Gerudo Marauder's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level: (8 + Int) x4
    Skill Points at Each Additional Level: 8 + Int

    Hit Die: d6

    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +0 | +0 | +2 | +2 | Beguile +2, staredown | 5 | 4 | 1
    2 | +1 | +0 | +3 | +3 | Sneak attack +1d6 | 6 | 4 | 2
    3 | +2 | +1 | +3 | +3 | Trained stealth | 7 | 5 | 2
    4 | +3 | +1 | +4 | +4 | Uncanny dodge | 7 | 5 | 2
    5 | +3 | +1 | +4 | +4 | Sneak attack +2d6 | 8 | 6 | 3
    6 | +4 | +2 | +5 | +5 | Beguile +4 | 9 | 6 | 3
    7 | +5 | +2 | +5 | +5 | Evasion | 10 | 6 | 3
    8 | +6/+1 | +2 | +6 | +6 | Sneak attack +3d6 | 10 | 7 | 3
    9 | +6/+1 | +3 | +6 | +6 | Improved uncanny dodge | 11 | 7 | 4
    10| +7/+2 | +3 | +7 | +7 | Improved staredown | 12 | 8 | 4
    11| +8/+3 | +3 | +7 | +7 | Beguile +6, sneak attack +4d6 | 13 | 8 | 4
    12| +9/+4 | +4 | +8 | +8 | Hide in plain sight | 13 | 8 | 4
    13| +9/+4 | +4 | +8 | +8 | Improved evasion | 14| 9 | 4
    14| +10/+5 | +4 | +9 | +9 | Sneak attack +5d6 | 15| 9 | 5
    15| +11/+6/+1 | +5 | +9 | +9 | Incredible reflexes | 16| 10 | 5
    16| +12/+7/+2 | +5 | +10| +10| Beguile +8 | 16| 10 | 5
    17| +12/+7/+2 | +5 | +10| +10| Sneak attack +6d6 | 17| 10 | 5
    18| +13/+8/+3 | +6 | +11| +11| Greater uncanny dodge | 18| 11 | 5
    19| +14/+9/+4 | +6 | +11| +11| Greater staredown | 19| 11 | 5
    20| +15/+10/+5 | +6 | +12| +12| Sneak attack +7d6 | 20| 12 | 6[/table]

    Weapon and Armor Proficiencies: A Gerudo Marauder is proficient with simple weapons, as well as any martial (but not exotic) discipline weapons for all her allowed disciplines (see below). Gerudo Marauder are also proficient with light armor, but not with shields.

    Maneuvers (Ex): You begin your career with knowledge of five martial maneuvers and one stance. The disciplines available to you are Chthonic Serpent, Desert Wind, Shadow Hand, Steel Serpent, and Witch Razor. You can spend a standard action during your turn to recover all expended maneuvers. At 4th level, and every 4 levels thereafter, you may exchange one of the maneuvers you know for any other maneuver you qualify for.

    Beguile (Ex): Your force of personality is such that you gain a +2 bonus to Bluff and Intimidate checks. This bonus increases by +2 at 6th, 11th, and 16th level.

    Staredown (Ex): Enemies have difficulty attacking you, because you stare them down. As a swift action, you can designate a single opponent to stare down; that opponent suffers a morale penalty equal to your Charisma modifier to attack rolls against you. Enemies who are immune to fear effects instead suffer a morale penalty equal to half your Charisma modifier. You can designate a new target at any time by spending a swift action; any opponent you target must be able to see you to suffer the penalty.

    Sneak Attack (Ex): At 2nd level, if you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for an extra 1d6 points of damage. This extra damage increases by +1d6 every three levels (+2d6 at 5th, +3d6 at 8th, etc.). For complete details on the sneak attack ability, see the description of the Rogue ability.

    Trained stealth (Ex): Beginning at 3rd level, you add your (unmodified) base Reflex save bonus to your Hide and Move Silently checks.

    Uncanny dodge (Ex): At 4th level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.

    Evasion (Ex): Upon reaching 7th level, you learn to avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion if you are helpless.

    Improved uncanny dodge (Ex): Beginning at 9th level, you can no longer be flanked. This defense denies another character the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you do. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.

    Improved staredown (Su): At 10th level, whenever you choose a new target for your staredown ability, the opponent must make a Will save (DC 10 + 1/2 Gerudo Marauder level + your Cha modifier) or be unable to take any action against you which would require an attack roll. This effect lasts until you change targets or until you make an attack roll against the opponent.

    Hide in plain sight (Ex): When you reach 12th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.

    Improved evasion (Ex): This ability, gained at 13th level, works like evasion (see above). You take no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, you take only half damage even if you fail your saving throw.

    Incredible reflexes (Ex): At 15th level, you add your (unmodified) base Reflex save bonus to initiative checks.

    Greater uncanny dodge (Ex): Beginning at 18th level, you can no longer be surprised. You automatically act on your initiative during surprise rounds (unless some other effect, such as being dazed or stunned, prevents you from taking an action), provided you are aware of your opponent.

    Greater staredown (Ex): Upon reaching 19th level, your staredown effect applies to all enemies within 30 feet that can see you. You must still pick a single target for the effect of your improved staredown.
    Last edited by sirpercival; 2013-01-16 at 08:55 PM.
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