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    Ogre in the Playground
     
    PId6's Avatar

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    Apr 2009
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    Elemental Plane of Paper
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    Default Re: [3.5] Revising classes for fun and balance-ish (new Marshal, Swashbuckler, and mo

    Haven't had time to fluff the ranger favored enemies yet, but I did get this done. Thoughts?

    Assassin



    Requirements
    To qualify to become an assassin, a character must fulfill all of the following criteria.

    Skills: 4 ranks in Craft (Poisonmaking), 8 ranks in Hide, 8 ranks in Move Silently.
    Feats: Shadow Blade.
    Special: Sneak Attack +1d6 or Assassinís Stance.

    {table=head]Level|
    Bab
    |
    Fort
    |
    Ref
    |
    Will
    |
    Maneuvers Known
    |
    Maneuvers Readied
    |
    Stances Known
    |
    Special

    1st|
    +0
    |
    0
    |
    2
    |
    0
    |
    1
    |
    1
    |
    0
    |
    Poison Use, Sneak Attack +1d6, Death Attack, Cunning Shadows

    2nd|
    +1
    |
    0
    |
    3
    |
    0
    |
    1
    |
    0
    |
    1
    |
    Uncanny Dodge

    3rd|
    +2
    |
    1
    |
    3
    |
    1
    |
    1
    |
    0
    |
    0
    |
    Poison Resistance +2, Masterful Brew

    4th|
    +3
    |
    1
    |
    4
    |
    1
    |
    1
    |
    1
    |
    0
    |
    Sneak Attack +2d6

    5th|
    +3
    |
    1
    |
    4
    |
    1
    |
    1
    |
    0
    |
    1
    |
    Improved Uncanny Dodge

    6th|
    +4
    |
    2
    |
    5
    |
    2
    |
    1
    |
    0
    |
    0
    |
    Poison Resistance +4, Rapid Toxin

    7th|
    +5
    |
    2
    |
    5
    |
    2
    |
    1
    |
    1
    |
    0
    |
    Sneak Attack +3d6

    8th|
    +6
    |
    2
    |
    6
    |
    2
    |
    1
    |
    0
    |
    0
    |
    Hide in Plain Sight

    9th|
    +6
    |
    3
    |
    6
    |
    3
    |
    1
    |
    0
    |
    1
    |
    Poison Immunity, Lingering Brew

    10th|
    +7
    |
    3
    |
    7
    |
    3
    |
    1
    |
    1
    |
    0
    |
    Sneak Attack +4d6, Poison Cloud

    [/table]

    Hit Die: d6

    Class Skills (6 + Int modifier per level): 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), Use Magic Device (Cha), and Use Rope (Dex).

    Class Features
    Spoiler
    Show
    All of the following are Class Features of the assassin prestige class.

    Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

    Maneuvers: At each level, you gain a new maneuver known from the Shadow Hand discipline. You must meet a maneuverís prerequisite to learn it. You add your full assassin level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

    At 1st, 4th, 7th, and 10th levels, you gain an additional maneuver readied per day.

    Stances Known: At 2nd, 5th, and 9th levels, you learn a new martial stance from the Shadow Hand discipline. You must meet a stanceís prerequisite to learn it.

    Poison Use: As before.

    Sneak Attack (Ex): As before, but the progression changes to the table above.

    Death Attack (Ex): As before.

    Cunning Shadows: All Shadow Hand maneuvers that use Wisdom to determine Difficulty Class for saving throws now use your Intelligence to determine it instead if your Intelligence score is higher than your Wisdom score.

    Uncanny Dodge (Ex): As before.

    Poison Resistance (Ex): At level 3, you gain a +2 bonus to all saves against poisons. At level 6, this becomes a +4 bonus, improving to poison immunity at level 9.

    Masterful Brew (Ex): At 3rd level, you learn a myriad of ways to improve your own poisonous concoctions using stronger and more efficient methods. When Crafting a poison, reduce the cost of the raw materials to 1/5 of the poisonís base price (rather than the normal 1/3). In addition, you gain additional options when crafting poisons:

    ē Raise the Craft DC by a multiple of 5 and increase the base poison price by 50% of the original per 5 Craft DC raised to increase the save DC of the poison by +3 per 5 Craft DC raised. For example, huge spider venom (BoVD) has Injury DC 22, costs 1000 gp (200 gp for materials), and has Craft DC 20. Increasing the Craft DC by two multiples of 5 (Craft DC 30) raises the cost to 2000 gp (400 gp for materials) and raises the save DC to Injury DC 28.
    ē Raise the Craft DC by a multiple of 10 and increase the base poison price by 100% of the original per 10 Craft DC raised to increase the damage dealt by 200% of the original per 10 DC raised. For example, huge spider venom (BoVD) deals 1d8 initial Str damage and 1d8 secondary Str damage, and costs 1000 gp (200 gp for raw materials) with a Craft DC of 20. You can raise the Craft DC by two multiples of 10 (Craft DC 40) to increase the cost to 5000 gp (1000 gp for materials) and have it deal triple its normal damage (3d8 initial Str damage and 3d8 secondary Str damage).

    These two effects can be stacked to increase both save DC and damage. So applying +5 Craft DC for increasing save DC and applying +10 Craft DC for extra damage at the same time on huge spider venom ends up with a Injury DC 25 poison that deals 2d8 initial Str damage and 2d8 secondary Str damage all for the price of Craft DC 35 and 3500 gp (700 gp for materials).

    Improved Uncanny Dodge (Ex): As before.

    Rapid Toxin (Sp): At 6th level, you learn to create poisons with supernatural speed. You may use Fabricate as a spell-like ability for the purpose of Crafting poisons in a very short amount of time. You still need the raw materials on hand for the poison to be made on hand. You still need to make a Craft (Poisonmaking) check to make the poison.

    Hide in Plain Sight (Su): As before.

    Lingering Poison (Ex): At 9th level, you learn to get maximum efficiency out of poisons that you brew, allowing you an additional method of increasing the potency of a poison. When Crafting a poison, you may raise the Craft DC by a multiple of 5 and increase the base poison price by 50% of the original per +5 Craft DC to cause the secondary effect to apply one additional time after the first, a minute after the previous secondary effect.

    For example, huge spider venom (BoVD) costs 1000 gp (200 gp for materials), has a Craft DC 20, and deals 1d8 initial Str damage as well as 1d8 secondary Str damage a minute after the initial. Using this ability, you can raise the Craft DC by +10 (Craft DC 30) and raise the price to 2000 gp (400 gp for materials) in order to cause the huge spider venom to deal an additional 1d8 secondary Str damage (with another saving throw) a minute after the first secondary damage, and another 1d8 Str damage again after the second secondary damage.

    In effect, the poison damage now comes as primary, secondary, secondary, and secondary, each with 1 minute delay in between. You can combine this with Masterful Brew, and anything that modifies the poisonís secondary effect (such as Masterful Brew raising its DC or damage) modifies the additional secondary effects from this ability as well.

    Poison Cloud (Su): At 10th level, after carefully studying a target for a period of time, you are able to make a very precise attack on a targetís blood vessels with a poisoned weapon in such a way as to spray the poison to additional targets. When you kill a target with a Death Attack using a poisoned weapon, you send a spray of poisoned blood into nearby creatures, infecting all those within 10 ft of the target with the same poison. Only contact poisons may be used with this ability.
    Last edited by PId6; 2009-09-12 at 10:01 PM.
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