[Class] Assassin hunter

Started by Throndir, April 27, 2012, 02:39:11 PM

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Throndir

Assassin Hunter Class
A Ninja without:
Ki power (level 1)
Ghost step invisible (level 2)
Ki dodge (level 6)
Ghost strike (level 8)
Ghost step ethereal (level 10)
Ghost mind (level 14)
Ghost Sight (level 16)
Greater ki dodge (level 18)
Ghost walk (level 20)

Added swashbuckler abilities:
Weapon finesse (level 1)
Grace +1 (level 2)
Insightful strike (level 3)
Dodge bonus (level 5)
Grace +2 (level 11)
Weakening critical (level 14)
Wounding critical (level 19)
Grace +3 (level 20)

Added ranger abilities:
Combat style (level 2)
Improved Combat style (level 6)
Combat style mastery (level 11)

Level BAB Fort Ref Will Bonus Special
1st +0 +0 +2 +0 +0 sudden strike +1d6, trapfinding, Weapon finesse, AC Bonus
2nd +1 +0 +3 +0 +0 Grace +1, Combat style
3rd +2 +1 +3 +1 +0 Sudden strike +2d6, poison use, Insightful strike
4th +3 +1 +4 +1 +0 Great leap
5th +3 +1 +4 +1 +1 Sudden strike +3d6, Dodge bonus
6th +4 +2 +5 +2 +1 Acrobatics +2, Improved Combat style
7th +5 +2 +5 +2 +1 Sudden strike +4d6, speed climb
8th +6/+1 +2 +6 +2 +1
9th +6/+1 +3 +6 +3 +1 Sudden strike +5d6, improved poison use
10th +7/+2 +3 +7 +3 +2
11th +8/+3 +3 +7 +3 +2 Sudden strike +6d6, Grace +2, Combat style mastery
12th +9/+4 +4 +8 +4 +2 Acrobatics +4, evasion
13th +9/+4 +4 +8 +4 +2 Sudden strike +7d6
14th +10/+5 +4 +9 +4 +2 Weakening critical
15th +11/+6/+1 +5 +9 +5 +3 Sudden strike +8d6
16th +12/+7/+2 +5 +10 +5 +3
17th +12/+7/+2 +5 +10 +5 +3 Sudden strike +9d6
18th +13/+8/+3 +6 +11 +6 +3 Acrobatics +6
19th +14/+9/+4 +6 +11 +6 +3 Sudden strike +10d6, Wounding critical
20th +15/+10/+5 +6 +12 +6 +4 Grace +3

Abilities: Ninjas benefi t from a high Dexterity score,
since it affects their most important skills, and many of
their abilities require that they wear no armor. A high
Dexterity also helps a ninja to act fi rst in initiative and
take advantage of her sudden strike ability. A ninja also
appreciates a high Wisdom score, which improves her
Armor Class, grants additional uses of her ki powers,
and helps her locate foes with skills such as Listen and
Spot.
Alignment: Any.
Hit Die: d6.
Starting Gold: 4d4?10 gp.

A ninja?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),
Hide (Dex), Jump (Str), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Search (Int), Sense Motive
(Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str),
and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifi er) ??4.
Skill Points at Each Additional Level: 6 + Int modifier.

Weapon and Armor Proficiency: Ninjas are proficient
with all simple weapons, plus the hand crossbow,
kama, kukri, nunchaku, sai, shortbow, short sword,
shuriken, and siangham. Ninjas are not proficient with
any type of armor or shield.

AC Bonus (Ex): A ninja is highly trained at dodging
blows, and she has a sixth sense that lets her avoid even
unanticipated attacks. When unarmored and unencumbered,
a ninja adds her Wisdom bonus (if any) to her
Armor Class. This ability does not stack with the monk?s
AC bonus ability (a ninja with levels of monk does not add
the bonus twice). In addition, a ninja gains a +1 bonus to
AC at 5th level. This bonus increases by 1 for every five
ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at
20th level).
These bonuses to AC apply even against touch attacks
or when a ninja is flat-footed. The character loses these
bonuses when she is immobilized or helpless, when she
wears any armor, when she carries a shield, or when she
carries a medium or heavy load.

Sudden Strike (Ex): If a ninja can catch an opponent
when he is unable to defend himself effectively from
her attack, she can strike a vital spot for extra damage.
Whenever a ninja?s target is denied a Dexterity bonus to
Armor Class (whether the target actually has a Dexterity
bonus or not), the ninja deals an extra 1d6 points of
damage with her attack. This extra damage increases by
1d6 points for every two ninja levels thereafter. A ninja
can?t use sudden strike when flanking an opponent unless
that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against
targets up to 30 feet away. Creatures with concealment,
creatures without discernible anatomies, and creatures
immune to extra damage from critical hits are all immune
to sudden strikes. A ninja can?t make a sudden strike
while striking the limbs of a creature whose vitals are
out of reach.
A ninja can?t use sudden strike to deliver nonlethal
damage. Weapons capable of dealing only nonlethal
damage don?t deal extra damage when used as part of a
sudden strike.
The extra damage from the sudden strike ability stacks
with the extra damage from sneak attack whenever both
would apply to the same target.

Trapfinding (Ex): A ninja can use the Search skill to
locate traps with a DC higher than 20, and she can use
Disable Device to bypass a trap or disarm magic traps. See
the rogue class feature, page 50 of the Player?s Handbook.

Poison Use (Ex): At 3rd level and higher, a ninja never
risks accidentally poisoning herself when applying
poison to a weapon.

Great Leap (Su): At 4th level and higher, a ninja always
makes Jump checks as if she were running and had the
Run feat, enabling her to make long jumps without a
running start and granting a +4 bonus on the jump (see
the skill description, page 77 of the Player?s Handbook).
This ability can be used only if she is wearing no armor
and is carrying no more than a light load.
Acrobatics (Ex): Starting at 6th level, a ninja gains a +2
bonus on Climb, Jump, and Tumble checks. This bonus
increases to +4 at 12th level and +6 at 18th level.

Speed Climb (Ex): A ninja of 7th level or higher can
scramble up or down walls and slopes with great speed.
She can climb at her speed as a move action with no
penalty; however, she must begin and end the round on
a horizontal surface (such as the ground or a rooftop). If
she does not end her movement on a horizontal surface,
she falls, taking falling damage as appropriate for her
distance above the ground.
A ninja needs only one free hand to use this ability. This
ability can be used only if a ninja is wearing no armor
and is carrying no more than a light load.

Improved Poison Use (Ex): Starting at 9th level, a
ninja can apply poison to a weapon as a move action.
(Normally, applying a poison is a standard action, like
applying an oil.)

Evasion (Ex): Beginning at 12th level, a ninja can avoid
damage from certain attacks with a successful Reflex save.
(See the monk class feature, page 41 of the Player?s Handbook.)
A ninja?s use of evasion differs slightly from a monk?s use in
that a ninja can use evasion only if she is wearing no armor
and is carrying no more than a light load.

Swashbuckler Abilities

Weapon Finesse (Ex): A swashbuckler gains Weapon
Finesse as a bonus feat at 1st level even if she does not qualify
for the feat.
Grace (Ex): A swashbuckler gains a +1 competence bonus
on Refl ex saves at 2nd level. This bonus increases to +2 at 11th
level and to +3 at 20th level. A swashbuckler loses this bonus
when wearing medium or heavy armor or when carrying a
medium or heavy load.

Insightful Strike (Ex): At 3rd level, a swashbuckler
becomes able to place her fi nesse attacks where they deal
greater damage. She applies her Intelligence bonus (if any)
as a bonus on damage rolls (in addition to any Strength
bonus she may have) with any light weapon, as well as any
other weapon that can be used with Weapon Finesse, such
as a rapier, whip, or spiked chain. Targets immune to sneak
attacks or critical hits are immune to the swashbuckler?s
insightful strike. A swashbuckler cannot use this ability
when wearing medium or heavy armor or when carrying a
medium or heavy load.

Dodge Bonus (Ex): A swashbuckler is trained at focusing
her defenses on a single opponent in melee. During
her action, she may designate an opponent and receive a +1
dodge bonus to Armor Class against melee attacks from that
opponent. She can select a new opponent on any action. This
bonus increases by +1 at every fi ve levels after 5th (+2 at 10th
level, +3 at 15th, and +4 at 20th). A swashbuckler loses this
bonus when wearing medium or heavy armor or when carrying
a medium or heavy load.
If the swashbuckler also has the Dodge feat, she need not
designate the same target for this ability as for the Dodge feat.
(If she designates the same target, the bonuses stack.)

Weakening Critical (Ex): A swashbuckler of 14th level or
higher who scores a critical hit against a creature also deals 2
points of Strength damage to the creature. Creatures immune
to critical hits are immune to this effect.

Weakening Critical (Ex): A swashbuckler of 14th level or
higher who scores a critical hit against a creature also deals 2
points of Strength damage to the creature. Creatures immune
to critical hits are immune to this effect.

Wounding Critical (Ex): A swashbuckler of 19th level
or higher who scores a critical hit against a creature also
deals 2 points of Constitution damage to the creature. (This
damage is in addition to the Strength damage dealt by the
swashbuckler?s weakening critical class feature.) Creatures
immune to critical hits are immune to this effect.

Ranger Abilities

Combat Style (Ex): At 2nd level, a ranger must select one of two
combat styles to pursue: archery or two-weapon combat. This choice
affects the character?s class features but does not restrict his
selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid
Shot feat, even if he does not have the normal prerequisites for that
feat.
If the ranger selects two-weapon combat, he is treated as having
the Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
The benefits of the ranger?s chosen style apply only when he
wears light or no armor. He loses all benefits of his combat style
when wearing medium or heavy armor.

Improved Combat Style (Ex): At 6th level, a ranger?s aptitude in
his chosen combat style (archery or two-weapon combat) improves.
If he selected archery at 2nd level, he is treated as having the
Manyshot feat (page 97), even if he does not have the normal
prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is
treated as having the Improved Two-Weapon Fighting feat (page
96), even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger?s chosen style apply only
when he wears light or no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.

Combat Style Mastery (Ex): At 11th level, a ranger?s aptitude in
his chosen combat style (archery or two-weapon combat) improves
again. If he selected archery at 2nd level, he is treated as having the
Improved Precise Shot feat (page 96), even if he does not have the
normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat (page 95),
even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger?s chosen style apply only
when he wears light or no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.