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- Oct 2012
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The Hitman (Class in 30 minutes, PEACH)
Oh look, it's another class made in just 30 minutes. Please, give a warm welcome to the hitman!
Alignment: Any (Usually any nongood).
Level BAB Fort Ref Will SpecialSpeed Bonus 1st +1 +0 +2 +0 Trapfinding, Sneak Attack 1d610 ft 2nd +2 +0 +3 +0 Prodigious Acrobatics10 ft 3rd +3 +1 +3 +1 Sneak Attack 2d610 ft 4th +4 +1 +4 +1 Invisible Blade20 ft 5th +5 +1 +4 +1 Sneak Attack 3d620 ft 6th +6/+1 +2 +5 +2 Sniper, Easy In Easy Out20 ft 7th +7/+2 +2 +5 +2 Sneak Attack 4d630 ft 8th +8/+3 +2 +6 +2 Stop for No-one30 ft 9th +9/+4 +3 +6 +3 Sneak Attack 5d630 ft 10th +10/+5 +3 +7 +3 Instinctive Awareness40 ft 11th +11/+6/+1 +3 +7 +3 Sneak Attack 6d640 ft 12th +12/+7/+2 +4 +8 +4 Master Talent40 ft 13th +13/+8/+3 +4 +8 +4 Sneak Attack 7d650 ft 14th +14/+9/+4 +4 +9 +4 Master Talent50 ft 15th +15/+10/+5 +5 +9 +5 Sneak Attack 8d650 ft 16th +16/+11/+6/+1 +5 +10 +5 Master Talent60 ft 17th +17/+12/+7/+2 +5 +10 +5 Sneak Attack 9d660 ft 18th +18/+13/+8/+3 +6 +11 +6 Master Talent60 ft 19th +19/+14/+9/+4 +6 +11 +6 Sneak Attack 10d670 ft 20th +20/+15/+10/+5 +6 +12 +6 Master of Death, Master Talent70 ft
Hit Die: 1d8
The hitmanís class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armour Proficiency
Hitmen are proficient with the hand crossbow, all light, one-handed or ranged martial weapons, all simple weapons, all light armour and no type of shields.
If a hitman 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 hitmanís attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the hitman flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two hitman levels thereafter. Should the hitman 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.
With a sap (blackjack) or an unarmed strike, a hitman can make a sneak attack that deals nonlethal damage instead of lethal damage. Unlike a rogue, she can use a weapon that normally deals lethal damage, but at a -6 penalty on the attack roll (not -4 as for a normal attack).
Hitmen know the weak points of creatures not normally subject to a sneak attack. Against such creatures, the hitman can still sneak attack, but the sneak attack deals half its normal damage (only the sneak attack damage is halved, not the weapon damage die, strength damage, etcetera).
Hitmen (as well as rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20 and can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A hitman who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. A hitman who does so against a trap that could be picked up and moved can instead disarm it without damaging it, pick it up, and use it later.
Hitmen get a bonus to all types of movement speed as given on Table: The Hitman.
Hitmen are masters of getting out of the way of things, and getting themselves into the right place. This grants them evasion and slow fall any distance as the monk abilities of the same name. In addition, they gain benefits when using certain skills:
Balance: You are not considered flat-footed while balancing.
Climb: You can climb with feet, elbows, and possibly even your teeth, keeping both hands free. You don't need to check to see if you fall off if hit while climbing. You keep your dexterity bonus to AC while climbing.
Hide: You get no penalty to your hide check from moving fast.
Jump: When you jump onto the side of a wall, you can immediately make another jump away from the wall as a free action. You may be able to perform multiple jumps in this way, up to one additional jump after the first per level. If you jump over a creature and then immediately attack them afterwards, the target loses their dexterity bonus to AC against that attack. If you deliberately jump down from a ledge, you mitigate the fall by twice as much.
Move Silently: You get no penalty to your move silently check from moving fast.
Swim: You can swim half your speed as a move action or your full speed as a full-round action.
Tumble: You take no penalty to your tumble check from moving fast. If you tumble to mitigate falling damage, you mitigate the fall by twice as much.
In addition, you add half your hitman level as a bonus on each of these skills.
Invisible Blade (Ex)
From 4th level, the hitman is somehow unnoticeable. Creatures who are not actively looking for the hitman (or actively looking for someone who could be the hitman, eg a city guard is keeping an eye out for criminals) don't notice the hitman, and aren't entitled to spot or listen checks to sense the hitman. The hitman can walk down a street with a longsword in hand without anyone stopping to realise how odd this is, unless he runs into the town watch.
A creature immediately notices the hitman if she stands in their way, either if they're trying to see something behind the hitman or if she actually blocks their path. However, they may not notice that she's armed unless they actively think to check. If the hitman attacks someone, she also loses the benefit of this ability temporarily.
From 6th level, the hitman can make sneak attacks from any distance that she can hit, not just from 30 feet away.
Easy In Easy Out (Ex)
From 6th level, the hitman can make a special attack as a full-round action. She moves in a straight line up to double her movement speed, and then for each creature whose square she passes through, she must make a DC 25 tumble check to avoid taking an attack of opportunity from that creature. If she avoids or survives the attack, she can continue through the creature, making a free sneak attack against that creature (the creature loses its dexterity bonus to AC against that attack).
This special attack can also be used to jump long distances without needing a jump check, but it can't be combined with the hitman's Prodigious Acrobatics to jump off a wall.
Stop For No-One (Ex)
From 8th level, the hitman benefits from a constant nonmagical freedom of movement effect and her speed can't be reduced in any way.
Instinctive Awareness (Ex)
From 10th level, the hitman gains blindsight out to 30 feet.
Master Talent (Ex)
By 12th level, the hitman has learned all the essential tricks of her trade. This allows her to specialise by taking master talents at 12th level, and every 2nd level thereafter.
Bomber: The hitman produces one bomb per level each day. Bombs can be thrown as a ranged splash weapon that deals 5d6 points of damage and anyone and anything flammable hit by the bomb (even the splash damage) Catches On Fire. Bombs degrade after a day if not used.
Creature Throw: Whenever the hitman grapples a creature, she may launch that creature bodily up to 10 feet away. The creature then falls prone. If the creature hits another creature or object, each takes damage as though from a greatclub of the thrown creature's size thrown by the hitman.
Death to the Deathless: The hitman's sneak attacks deal full damage to all creatures and a creature killed by the hitman's attack has no opportunity to prevent death or to resurrect or rejuvenate without external aid. The damage type of the hitman's sneak attacks becomes true damage, which can't be reduced, mitigated or prevented by any means.
Execution: The hitman can coup de grace nonhelpless creatures. However, the hitman provokes an attack of opportunity from that creature as well as others who can hit her, and she still needs to hit the creature. Also, the attack's sneak attack damage (if any) is not added to the fortitude save DC and she doesn't automatically critically hit.
Poisoner: The hitman never risks poisoning herself when trying to apply poison. Further, she produces one dose of poison per level, which can either be inhaled, injury, contact or ingested. Injury or ingested poisons deal 1d6 points of damage as both a primary and secondary effect to a single ability score chosen on creation, whereas it is only 1d4 for contact or inhaled. The save DC is 10+half the hitman's level+the hitman's intelligence modifier.
Quick Flip: The hitman can move 15 feet as an immediate action. This can be used to move the hitman in any direction, even straight up, but not through a solid object.
Wingclipper: The hitman can, as a full-round action, make an attack which, if it hits, causes a flying creature to be unable to fly for one round and to fall. If the creature is high up enough, it may recover before landing. Spells such as fly do not protect the user in the manner in which they do when dispelled.
Master of Death (Ex)
At 20th level, the hitman is a true master of her craft. She gets a +5 bonus on all d20 rolls. Further, she is able to take an extra move, standard and swift action each round (allowing her a second full-round action as normal).
Extra suggestions, especially for master talents, are welcome.
Last edited by Jormengand; 2016-02-06 at 06:53 AM.