Bleed damage roguish PrC [Archive] - Wizards Community

Post/Author/DateTimePost
thepuregamer

02-21-07, 02:59 PM
Enforcer of the all reaching hand
In urban settings, enforcers are the muscle and interrogators of their thieves guilds. When fear is no longer a strong enough tool to control the populace, enforcers are sent out to make ensure a steady season. Before people can rebel, the enforcer instructs them in the ways of pain and loss. A good enforcer can single handedly crush the will on people who think of standing against the guild. The underbelly of the cities have found in the enforcer, a renewed hope to hold control. But enforcers were not originally from the city. The tale of the enforcer begins in the mountains inhabitied by the monstrous races: Gnolls, Goblins, Ogres, Orcs, and Trolls and others. In the mountains when an individual wrongs a tribe, he is marked by the elders of that tribe. Marked for death but not just any death. Enforcers are sent to track him down and bring him back to his own village. There at the outskirts of his town the enforcers inflict slow but mortal wounds on the offender. With only a could minutes to live, he is released to wander into his village so they can all see his final moments. This is the justice of the Chaotic Mountains.

http://www.chax.net/g-erects.a5.gif
Pre-requisites:
Skills: 6 ranks in intimidate.
2d6 sneak attack or +3 base attack bonus.

4 skills + intelligence per level.
Class skills: Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
D8 hit points per level.
Lvl BAB F R W Special
1 1 0 2 0 Weeping wounds -2
2 2 0 3 0 Called shot(legs and arms)
3 3 1 3 1 Painful interrogation
4 4 1 4 1 Weeping wounds-4
5 5 1 4 1 Called shot(hands)
6 6 2 5 2 Inescapable enforcer
7 7 2 5 2 Weeping wounds-6
8 8 2 6 2 Called shot(eyes)
9 9 3 6 3 Unseen Enforcer
10 10 3 7 3 Corrupted blood
Class abilities:
No weapon or armor proficiencies are gained.

Weeping wounds: Life in the wild has taught enforcers that life is fleeting. Thus one's legacy is far more important than living. Out of this belief enforcers created their own style of attack which guarantees them victory. Even if they are defeated, the cuts they lay in their enemies will finish the task for them. They will never be considered failures in their missions of vengeance.

On successful strikes with slashing weapons, the enforcer can create wounds that bleed until healed. At 1st lvl, each strike with a slashing weapon deals 2 bleeding damage per hit. It increases to 4 at 4th level and 6 at 7th level. Bleeding damage stacks and is dealt to the target on their turn. Every round the bleeding damage is dealt to the target until it is removed with a successful healing check, through magical healing, or fire damage. A healing check removes an amount of bleed damage equal to the result minus 10. For example, a result of 17 removes 7 bleed damage. A point of bleed damage is removed for every 2 points of magical healing one receives. Lastly, for each point of fire damage a target takes removes 3 points of bleed damage. Creatures immune to critical hits are immune to bleed damage.

Called shots: Killing your enemy is about more than just hurting them. Often the path to victory requires that you first take away their ability to fight you. If their weapon is steel, strike their arms, if it is speed strike their legs, and if it is magic take away their ability to weave magic with their hands. A truly accomplished enforcer knows that whatever weapon your enemy wields against you, without their eyes they will not know where to strike. Only then is victory assured.

Unlike weeping wounds, called shots are dependent on anatomy rather than a creature’s critical strike immunity. For example, a called shot against the legs requires only that the creature have legs. Thus called shots against the legs and arms, work just as well on undead and constructs that have arms and legs. If your called shot strikes the enemy, it must make a fortitude save= 12 + damage dealt ( this does not include bleed damage). If it fails the save the called shot takes effect. Only a single called shot can be made in a round. Called shots are part of the attack action.

At 2nd level an enforcer can make called shots against the legs and arms. Attacking the arms or legs applies a -2 to your attack bonus. Called shots to the legs halve the enemies land speed. This ability stacks twice with the second time, reducing the creatures speed to a quarter its original speed. Creatures with 4 or more legs require twice as many called shots for it to take effect. Thus 2 hits for half speed and 4 hits for a quarter speed. A DC 20 heal check or 5 points of magical healing removes a half speed effect or reduces a quarter speed effect down to a half speed one. A DC 25 healing check or 10 points of healing completely remove and speed impairments.
Called shots against the arms apply a -1 penalty to the enemies attack rolls. This stacks with itself 4 times. A heal check of 15 +2*attack penalty completely removes the penalty. A heal check of 17 removes a single point, 19 removes 2 points, and so on. Also, for every 3 points of magical healing, a single point of attack penalty is removed.
At 5th lvl, the enforcer can make called shots targeting the hands. This applies a -4 penalty to hit the target. A called shot to the hands removes the targets ability to cast spells that require somatic components. A DC 28 heal check or 15 points of healing will remove the effect of the called shot.

At 8th lvl, the enforcer can make called shots against the enemy’s eyes. Doing so applies -8 to hit the enemy. This called shot blinds the target. To remove the blindness, a DC 32 heal check or 25 hit points of magical healing will suffice.

Painful interrogation: By lvl 3, the enforcer has become an artist when it comes to inflicting pain in their victims. The more time an enforcer shares with his victim the more he comes to understand them by forging a bond of pain between them. For every 2 points of damage the enforcer deals to a helpless target, they receive a cumulative +1 to their intimidate and sense motive skills with their current victim.

Inescapable Enforcer: At lvl 6, the enforcer can run down any fleeing target. For 10 rounds a day, he can increase their speed by 30ft as a free action. These 10 rounds may be split up as he see fit.

Unseen Enforcer: At 9th lvl, the enforcer has become attuned with his surroundings and can easily disappear amongst them. For 10 rounds a day, he can become invisible as a free action. These 10 rounds may be split up as he sees fit.

Corrupted blood: The blood of the countless victims the enforcer has slain have seeped into his flesh and soul but rather than haunt his conscience, they have poisoned his hands and weapons. When he strikes, his blades burn the victims flesh leaving wounds that resist healing. The damage caused by the enforcers bleed attack is considered vile damage and can only be healed in the area of a consecrate or hallow spell. Bleed effects can still be removed, but the damage caused by the bleed effects is now vile.
thepuregamer

02-21-07, 03:07 PM
I wanted to make a rogue like prestige class that had a different feel to it. It technically does less damage than a equvalent 10 lvls of rogue as 10 lvls of rogue gets you 5d6 sneak attack and 10 lvls of this class nets you 6 bleed damage per hit. Thus it would take about 3 rounds of unstopped bleeding for it to catch up to the rogues sneak attack in terms of damage. This prestige class is more of a rogue fighter mixture with its fewer skill points and smaller skill list( that I need to add in). The called shots are another balancing feature. As a rogues main class features can be pretty much useless against creatures immune to sneak attacks, this gives the class an added tactical purpose when they cannot deal damage as easily. The intimidate and sense motive skill boosts, the speed boost, and the invisibility are basically fluff because I like the idea of a class that gets things every level. Anyway, I leave it up to you guys to keep me honest on balance with this creation of mine because when I DM this summer, somebody might use it on me.
thepuregamer

02-21-07, 09:55 PM
I was wrong to bump. :doh:
Shedeo

02-22-07, 03:46 AM
Alrighty, lets take a look.

First of all, I like the concept of the class. Very cool. I've done similar things in the past (though not quite in this same manner) and I really like it.

However, there's some things you need to clarify. Can someone just do a called shot on every attack? If it were me, I'd make it a single attack as a standard action, but no limit/day. That would just be silly.

How long does Weeping Wounds last? I understand that its supposed to be the "bleed to death" kind of effect, but I'd say if they rest enough while under its effects that they heal any amount of HP normally, that the Weeping Wounds stops. That is, however, until they get Corrupt Blood, which is something I'm particularly fond of, partially because I came up with a similar ability myself.

In any event, the class looks well and seems pretty balanced. Could use a bit more fluff, though. *nods*

And, even though I understand your feelings, you cannot bump a thread until 48 hours have passed since your previous post.
bobothechimp

02-22-07, 04:52 AM
I think the weeping wounds bleeding damage would get a bit insane relatively quickly. Say that a character goes Fighter 3/Enforcer 7. At 10th level, they will do an extra 6 damage per round with every hit.

Now, say they hit twice per round which is not unreasonable. You can ignore the weapon damage, because the bleeding damage completely overshadows it. Look at the damage. First column is the round, second column is the bleeding damage for that round, third round is the total damage up to that round.

1st: 12 12
2nd: 24 36
3rd: 36 60
4th: 48 108
5th: 60 168
6th: 72 240

Against weaklings, that isn't much, they won't live long enough for it to be too big of a threat, but say you're hitting the BBEG with something like that. He'll be dead within a minute.

Also remember, this is only bleeding damage for hitting twice per round. This is also ignoring damage for the weapon itself. Say you're a TWF character, or far worse, a character with extra limbs. You'll be doing obscene damage.
thepuregamer

02-22-07, 11:48 AM
bobo, I see your point about the bleed damage. My thought on the subject had been that it people would go all 10 lvls in the class at which point the 6 bleed damage is not as strong as 5d6 sneak attack.

Now the damage is much up from a fighter, but I was not balancing it around a fighter. Balanced against a rogue the bleed damage is reasonable.

A multilimbed rogue will be doing insane sneak attack damage as well. That is a flaw of multiweapon fighting.

Anyway just to see it through lets compare 3 fighter/7 enforcer twf'er to 10 rogue.
Fighter has 18 dex as does rogue.
fighter attacks 12/12/7/7.
Rogue attacks 9/9/4/4.
For the rogue to be getting his SA he will need to be flanking. so 11/11/6/6.
weapon damage will basically be the same so that can be ignored.
Per hit fighter attaches 6 bleed damage to the target. Per hit the rogue deals 5d6 sneak attack damage. average sneak attack damage will be 17.5.
Thus the fighter is about 5% more likely to hit on each attack(15% if he is the one flanking with the rogue). but the rogue is dealing 3x as much damage per hit. So on an equal hitting basis it will take the bleed effect 3 rounds to catch up. But the rogue isn't as likely to hit so I will say it will take 2 rounds to catch up.

1st round 35
2nd round 70
6th round 210.
on the 2hit basis the sneak attack is 30 behind bleed by 6th round.

But that is assuming the enemy does nothing to remove the bleed effects. I made the heal check ridiculously easy to make to the point that untrained minions could probably remove several points of bleed damage a round or any time the bbeg is healed his bleed is also reduced.

But I see your point. Anyone going into the class for a 7 lvl dip is doing very well for themselves. I could move around ability gain.

What if I moved 6 bleed effect to 9th level. IE, 1st 5th 9th would be the bleed effect times of increase. If you think that change will be helpful enough I will implement it. If not, tell me the solutions that you think are best.

Shedeo,
For the called shots I would like to keep them as parts of the attack action with attack penalties that make them balanced. I would have the attack penalties go to all of your attacks for that round I think. Also what if I kept it like stunning fist in the way that you could only do one called shot in a round?

Also, we are not in disagreement about the bleeding. But rest will not be what is stopping it I think. If you are thinking about rest, you are considering the possibility of the person bleeding making it through the encounter. Well if they do, then all they need to do is start making standard action heal checks on themselves. Also any healing someone takes will remove points of bleed.

I will work on more fluff in the future but I like to get all the balance issues out of the way first.