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Old 04-17-2012, 10:00 PM   Top  -  End  -  #1
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
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Australia
Gender: Male
Default Spiderblood Assassin [3.5e Class][PEACH]

Spider Blood Assassin

Do not struggle or it will only kill you faster - A Spider Blood Assassin to his latest victim.

Poison is commonly used by assassin’s whether a toxic gas, put into the food, or dripped upon his blade. But some are gifted with the ways of the spider and are masters with toxins of all kinds. But this is only one of their several gifts; they can climb walls and traverse webs. And with enough skill you can call those of the web to your aid.
The Spider Blood Assassins are granted these gifts by a pact with a spider goddess, whether knowingly or not. And they use these gifts with great finesse.

Strangely despite the classes name, one doesn't have to be an assassin nor ever kill anyone and several Spider Blood Assassin simply use their skills to be master thieves.

Role: A Spider Blood Assassin is like a rogue using stealth and guile to attack its foes from the shadows, also with their use of poison even if the foe survives it will be weaker for the rest of the group to kill. They are also very skilled individuals being able to use their wits to ruin traps, and pick locks.

Alignment: A Spider Blood Assassin can be of any alignment.

Hit Die: d8.

Starting Gold: As rogue.

Class Skills
The Spider Blood Assassin's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Local), Knowledge (nature), Knowledge (nobility), Perception (Wis) , Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier)

Spider Blood Assassin
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Poison Use, Sneak Attack +1d6
2nd
+1
+3
+3
+0
Assassin Techniques, Trapfinding
3rd
+2
+3
+3
+1
Evasion, Spider Blood +1, Spider Tongue
4th
+3
+4
+4
+1
Assassin Techniques, Sneak Attack +2d6, Uncanny Dodge
5th
+3
+4
+4
+1
Spider Blood +2, Trapsense +1, Weapon Finesse
6th
+4
+5
+5
+2
Assassin Techniques, Spider Empathy
7th
+5
+5
+5
+2
Spider Blood +3, Hidden Weapons
8th
+6/+1
+6
+6
+2
Assassin Techniques, Improved Uncanny Dodge, Sneak Attack +3d6
9th
+6/+1
+6
+6
+3
Spider Blood +4
10th
+7/+2
+7
+7
+3
Advanced Techniques, Assassin Techniques, Trapsense +2, Weapon Subtly
11th
+8/+3
+7
+7
+3
Spider Blood +5
12th
+9/+4
+8
+8
+4
Assassin Techniques, Sneak Attack +4d6, Whispers of the Web
13th
+9/+4
+8
+8
+4
Spider Blood +6
14th
+10/+5
+9
+9
+4
Assassin Techniques
15th
+11/+6/+1
+9
+9
+5
Nest of Fangs, Spider Blood +7, Trapsense +3
16th
+12/+7/+2
+10
+10
+5
Assassin Techniques, Sneak Attack +5d6
17th
+12/+7/+2
+10
+10
+5
Spider Blood +8
18th
+13/+8/+3
+11
+11
+6
Assassin Techniques
19th
+14/+9/+4
+11
+11
+6
Spider Blood +9
20th
+15/+10/+5
+12
+12
+6
Assassin Techniques, A Thousand Eyes, Sneak Attack +6d6, Spider Thrall, Trapsense +4

Class Features
All of the following are class features of the Spider Blood Assassin.

Weapon and Armor Proficiencies: Spider Blood Assassins are proficient with all simple weapons, in addition to hand crossbow, rapier, sap, shortbow (normal and composite), short sword, webbed claw, webbed fang, and whip. Spider Blood Assassins are proficient with light armor but not with shields.

Sneak Attack (Ex): If a Spider Blood Assassin can catch an opponent when he is unable to defend himself effectively from his attack, his hunter instincts kick in and he can strike a vital spot for extra damage.
The Spider Blood Assassin’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spider Blood Assassin flanks his target. This extra damage is 1d6 at 1st level, 2d6 at 4th level, and increases by 1d6 every four Spider Blood Assassin levels thereafter. Should the Spider Blood Assassin 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Spider Blood Assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The Spider Blood Assassin 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 Spider Blood Assassin cannot sneak attack while striking a creature with concealment.

Poison Use: Spider Blood Assassins innately understand how to handle poison and cannot accidentally poison themselves when applying poison to a weapon.

Assassin Techniques: As a Spider Blood Assassin gains experience, his pacts grant him several gifts and boons. Starting at 2nd level, a Spider Blood Assassin gains one assassin technique. He gains an additional assassin techniques for every 2 levels of Spider Blood Assassin attained after 2nd level. A Spider Blood Assassin cannot select an individual technique more than once.
Techniques marked with an asterisk add effects to a Spider Blood Assassin’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

List of Techniques
Spoiler


Trapfinding: At level two a Spider Blood Assassin adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Spider Blood Assassin of second level or above can use Disable Device to disarm magic traps.

Evasion (Ex): At 3rd level and higher, a Spider Blood Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spider Blood Assassin is wearing light armor or no armor. A helpless Spider Blood Assassin does not gain the benefit of evasion.

Spider Blood: At 3rd level, the Spider Blood Assassin has innate knowledge on poisons and his body his naturally resistant to them. A Spider Blood Assassin gains a +1 saving throw bonus against poisons of all kinds (Even those that are magical or supernatural in nature).
In addition any poison he creates via Craft (Alchemy) has its Fort DC increased by +1.
These bonuses increase by +1 every two levels.

Spider Tongue (Ex): At 3rd level, the Spider Blood Assassin gains a +5 insight bonus to Handle Animal checks involving spider or spider-like creatures.

Uncanny Dodge (Ex): Starting at 4th level, a Spider Blood Assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Spider Blood Assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

Trap Sense (Ex): At 5th level, a Spider Blood Assassin gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Spider Blood Assassin reaches 10th level, to +3 when he reaches 15th level, and to +4 when he reaches 20th level.

Trap sense bonuses gained from multiple classes stack.

Weapon Finesse: Once a Spider Blood Assassin attains 5th level he gains Weapon Finesse as a bonus feat if he doesn't already have it. In addition its normal effects it also affects the web attacks created by a Spider Blood Assassin with the Web Hunter Advanced Assassin Technique.

If the Spider Blood Assassin already possessed the Weapon Finesse bonus feat, then he gains a Assassin Technique instead.

Spider Empathy (Ex): As of Sixth level a Spider Blood Assassin can improve the initial attitude of a spider or spider-like creature (Ask your DM).
This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The Spider Blood Assassin rolls 1d20 and adds half his Spider Blood Assassin level and his Knowledge (Nature) bonus to determine the wild empathy check result.
To use spider empathy, the Spider Blood Assassin and the Spider must be within 30 feet of one another under normal visibility conditions. Generally, influencing an Spider in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Hidden Weapons (Ex): At 7th level, a Spider Blood Assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Improved Uncanny Dodge (Ex): A Spider Blood Assassin of 8th level or higher can no longer be flanked.

This defense denies another Rogue or Spider Blood Assassin the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue or Spider Blood Assassin levels than the target does.

If a character already has improved uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue or Spider Blood Assassin level required to flank the character.

Advanced Techniques: At 10th level, and every two levels thereafter, a Spider Blood Assassin can choose one of the following advanced techniques in place of a assassin technique.

List of Advanced Techniques
Spoiler


Weapon Subtly (Ex): A Spider Blood Assassin of 10th level can add half of his dexterity bonus to damage rolls as long as the weapon used in the attack is an acceptable weapon for Weapon Finesse.

Whispers of the Web (Sp): As his connection the arachnids grows his can eventually learn to communicate with spiders and similar creatures.
A Spider Blood Assassin of twelfth level or higher can converse with Arachnids as if they shared a language.

Nest of Fangs (Sp): Slowly a Spider Blood Assassin amasses a number of spiders which can do his bidding.
As of 15th level a Spider Blood Assassin can cast Summon Swarm (as a spell-like ability) as a full round action. This functions as the spell except for the following:
  • The swarm is under the full control of the Spider Blood Assassin and can be commanded as a free action
  • The swarm must be a swarm of Spiders
  • The swarm's Hit Dice is increased to 15
  • The duration is changed to 24 hours.
  • The spell can be dismissed prematurely if the swarm is adjacent to the Spider Blood Assassin.
This ability can be used once per day per five levels of Spider Blood Assassin. You can only have one Swarm of Spiders summoned by this ability at any one time.

A Thousand Eyes (Sp): Once a Spider Blood Assassin has achieved his 20th level he can reach out and touch the minds of spiders at a distance. As a move-action he can scry (as the Greater Scrying Spell) on any of his Child of Araneae, Spider Swarms, or Spider Thralls. You can only scry on a Child of Araneae, Spider Swarm, or Spider Thrall if it is on the same plane of existance as you.

If you have the Child of Araneae Assassin Technique, you also gain a telepathic link with your Child of Araneae. This telepathy works as long as you are both on the same plane of existance.

Spider Thrall (Su): Your connection to spiders allows you to form near unbreakable bonds with spiderkind. As of level twenty a Spider Blood Assassin can undergo a ritual with a Spider or Spider-like creature (ask your DM). This ritual takes an hour to complete and a willing Spider to remain still and reach of the Spider Blood Assassin. Once this ritual is complete the spider is under your control.
This functions as the Charm Monster spell except for the following:
  • You can communicate telepathically with the Thrall.
  • The duration is permanent.
  • Target doesn't make a save when the ability is used, but saves are still made when trying to force the spider to do things against its will are still made.
  • The Spider Thrall gain +5 morale bonus on attack, armor class, and Stealth Checks.

Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.

You can have up to your Spider Blood Assassin level in Spider Thralls.

Ex-Spider Blood Assassin's
If you become infected with a Symbiote and fail to get rid of it within the next 1d4 days, all your class levels in Spider Blood Assassin become levels in the Tainted Scion of Venom class, and you can no longer take levels in SBA, unless a spell such as Wish or Atonement is used or the Symbiote is removed.
If the Symbiote is removed then all your levels in Tainted Scion of Venom turn into Spider Blood Assassin.

Spider Blood Assassin's in Blades Of Keran
In Blades of Keran, to become a Spider Blood Assassin you must join the organisation of Spider Blood Assassins. This requires the following:
  • Be a Newesti.
  • Never had a history of being a Renegade Newesti.
  • Your Familiar must be a Spider or Spider-like creature.
  • You must swear loyalty to the Estikar Council.

If you are a Kylanth, then you need not be part of the organisation of Spider Blood Assassins as this class represents your growing spider traits.
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Last edited by Milo v3 : 09-18-2012 at 01:08 AM.
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