| Post/Author/DateTime | Post |
|---|---|
| TevolRia03-25-08, 12:55 PM | I’m making a prestige class that effectively makes a better Assassin/Ninja. I haven’t decided whether it will be 5 levels or ten levels, but I want every level to pick one technique from below. Problem is, I want there to be more options. The abilities that are already listed will have level requirements. Effectively I want this class that class to be supremely versatile. If you have any idea let me know. Shadow Hunter I would hunt you to the ends of the earth to see that you die and I collect my pay, except that, I won’t need to hunt that long, because, Your in my element… always! A better assassin/ninja!!! (Hopefully.) ENTRY REQUIREMENTS To qualify to become a Shadow Hunter, a character must fulfill all the following criteria: Skills: Hide 8 ranks, Move Silently 8 ranks, Survival 4 ranks Feats: Dodge, Mobility, Track Special: Sneak attack, skirmish, sudden strike, psionic sneak attack, or other similar ability +1d6 Class Skills Shadow Hunter’s class skills (and the key ability for each skill) are same as rogue plus Survival. Skills Points at Each Level : 6 + int Hit Dice: d8 BAB Fort Ref Will Abilities 1. +0 +0 +2 +2 special ability 2. +1 +0 +3 +3 special ability 3. +2 +1 +3 +3 special ability 4. +3 +1 +4 +4 special ability 5. +3 +1 +4 +4 special ability 6. +4 +2 +5 +5 special ability 7. +5 +2 +5 +5 special ability 8. +6 +2 +6 +6 special ability 9. +6 +3 +6 +6 special ability 10.+7 +3 +7 +7 special ability Weapon Proficiencies: A Shadow Hunter gains no new weapon or armor proficiencies. Special Ability: At every level, a shadow hunter gains one of the following abilities: Spirit Flay (Su): You may perform this technique a number of times per day equal to your wisdom + your levels in this class. When you use this ability you make your attack as a melee touch attack. Your attack deals its normal damage, and deal 1 point of wisdom damage. For the next 1d4 rounds, the victim of this attack suffers a -2 on attack, AC, Saves, and cannot move or attack. The victim takes 1 point of wisdom damage per round that this effect persists. If the victim makes a Will Save or Fortitude Save DC (10 + level in this class + Wis. mod.), then they can move at half speed and can make one attack per round that this effect persists. If struck by a second Spirit Flay attack, the durations don’t stack, but instead replaced by the new duration. Those struck by a Spirit Flay attack have no physical mark that the attack happened, and in fact only have a 50% chance of being revived by normal means (though wish, miracle, and reality revision work like a charm). Because of how this ability functions, it never is forced to make a miss chance roll to hit any incorporeal creature, even undead. It is rumored that this attack was designed with a dual purpose in mind: killing ghosts and phantoms as well as normal people. must be at least level 6 of this class. Poison Use: Same as assassin ability of the same name. Burst of silence (Su): You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. When you use this ability, you create a 15 foot radius zone of silence around yourself. No noise can enter or escape this zone. Sonic effects do not function in this zone, and spells that require verbal components automatically fail in this zone. must be at least level 3 in this class. Eyes of Shadow (Ex): You gain the ability to see in darkness of all kinds, including magical darkness, as if you were in daylight. This ability is always active. level 3rd Deeper Darkness (Sp): You may cast Deeper Darkness a number of times per day equal to your wisdom modifier + your levels in this class. The caster level is equal to your character level. level 4th Shadow Jump (Su): This ability functions as the Shadow Jump ability of the Shadow Dancer (pg. 195 DMG), except that its range (starting at 20 ft.) this ability adds 20 ft. at every level of this class. Defensive Roll (Ex): this ability functions as the Shadow Dancer ability of the same name (pg. 195-196 DMG). Slippery mind (Ex): this ability functions as the Shadow Dancer ability of the same name (pg. 196 DMG). Shadow Freeze (Su): You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. By stepping on someone’s shadow (by making a touch attack), you can effectively freeze them in place; the victim of this technique is unable to move or act if they fail a Will Save (DC 10 + your level in this class + wisdom modifier). The enemy is now treated as flat-footed. This ability last for 1d4 rounds. must be at least level 5 in this class. Death Attack: You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. this technique functions as the assassin ability of the same name. Earth Thorns (Sp): You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. the earth splinters into many sharp points of about an inch and a half long at your enemies feet. pick a space within 60 feet. the earth thorns form in the place you choose in a 10 foot radius. this effect works just like caltrops, except that they deal 1d6 damage when appropriate. Scent (Ex): you gain the scent ability. Continued spellcasting/ manefesting: your spellcasting/manefesting improves by 1 for one spellcasting/ manefesting class that you have. this does not however improve class features from that class such as familiars or bonus feats. Improved Special Attack (Ex): your sneak attack, sudden strike, skirmish, psionic sneak attack, or other similar improves by one step. this ability can be chosen multiple times Bonus Feat: you may choose any ambush feat for which you meat the prerequisites. Also, the feats, Alertness, Stealthy, Deft Hands, Skill Focus, and Open Minded are available. The DM may see it fit to add more choices to this list. This ability may be chosen multiple times. |
| wraithstrike03-25-08, 07:11 PM | Spirit Flay (Su): You may perform this technique a number of times per day equal to your wisdom + your levels in this class. When you use this ability you make your attack as a melee touch attack. Your attack deals its normal damage, and deal 1 point of wisdom damage. For the next 2d4 rounds, the victim of this attack suffers a -2 on attack, AC, Saves, and cannot move or attack. The victim takes 1 point of wisdom damage per round that this effect persists. If the victim makes a Will Save or Fortitude Save DC (10 + level in this class + Wis. mod.), then they can move at half speed and can make one attack per round that this effect persists. If struck by a second Spirit Flay attack, the durations don’t stack, but instead replaced by the new duration. Those struck by a Spirit Flay attack have no physical mark that the attack happened, and in fact only have a 50% chance of being revived by normal means (though wish, miracle, and reality revision work like a charm). Because of how this ability functions, it never is forced to make a miss chance roll to hit any incorporeal creature, even undead. It is rumored that this attack was designed with a dual purpose in mind: killing ghosts and phantoms as well as normal people. This is kind of like being stunned. I would drop the duration since it effectively takes the person our of the fight, and it only requires a touch attack. It would be more reasonable to make it 1d4 rounds, they have to hit with an attack(full AC), and a save(fort or will) negates it. Burst of silence (Su): You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. When you use this ability, you create a 15 foot radius zone of silence around yourself. No noise can enter or escape this zone. Sonic effects do not function in this zone, and spells that require verbal components automatically fail in this zone. I don't see why an assassin would have this. Well actually I see the purpose of why you did it, but I don't see the justification, and it has no effect on psionic characters. Eyes of Shadow (Ex): You gain the ability to see in darkness of all kinds, including magical darkness, as if you were in daylight. This ability is always active. This one is not bad, and should be had by no later than the 4th level of the PRC Deeper Darkness (Sp): You may cast Deeper Darkness a number of times per day equal to your wisdom modifier + your levels in this class. The caster level is equal to your character level. The level before Eyes of Shadow this one should come in. Shadow Jump (Su): This ability functions as the Shadow Jump ability of the Shadow Dancer (pg. 195 DMG), except that its range (starting at 20 ft.) doubles for every level beyond the level in which you first choose this ability. I would grant this at first level, and add 20 feet every odd level after that. Shadow Freeze (Su): You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. By stepping on someone’s shadow, you can effectively freeze them in place; the victim of this technique is unable to move or act if they fail a Will Save (DC 10 + your level in this class + wisdom modifier). The enemy is treated as flat-footed. This ability last for 1d4 rounds. How does this affect uncanny dodge, and the monk ability to use the their wisdom modifier even when flat-footed, and for larger enemies does the assassin have to be within normal melee range? Reaper’s Death Touch (Su): You may perform this technique a number of times per day equal to your wisdom modifier + your levels in this class. As a full round action (that must involve a charge towards the intended target), you may make a single attack against one enemy. This enemy (assuming you hit) must make a Fortitude Save (DC 10 + your level in this class + wisdom mod.) or die. This technique however, leaves you open and vulnerable to attacks yourself; you are treated as flatfooted and take a -2 to your AC until your next turn. You may not make attacks of opportunity during this time. Charging is not a stealthy action which goes against what assassins do best. Just make it a death attack that is usable X times per day. Improved Reaper’s Death Touch (Su): this ability an enhancement for the above ability. When using the Reaper’s Death Touch technique, you do not take the -2 penalty to AC and you may make Attacks of Opportunity. Also, you may strike two targets at the end of the charge as opposed to just one. This one is overpowered in my opinion. Bonus feat: you may choose any ambush feat for which you meat the prerequisites. Also, the feats, Alertness, Stealthy, Deft Hands, Skill Focus, and Open Minded are available. The DM may see it fit to add more choices to this list. This ability may be chosen multiple times. Most PC treat alertness, stealthy and skill focus(dont know what the other 2 do) as if they don't exist. I don't know your group, but if they are optimizers those feats will not get used. What is an ambush feat? Are you trying to create a character more like the mystical ninja from CA or a more traditional ninja from OA? |
| TevolRia03-26-08, 10:34 AM | ambush feats can be found in Complete Scoundrel and in Drow of the Underdark. they allow you to trade some of your sneak attack damage for other adverse effetcs. also, I want this class to be accesible to scouts, ninjas, rogues, lurks, etc. I want something that is better than the suckage that is the assassin, and something more mystical than the ninja. |
| TevolRia03-31-08, 11:46 AM | I've added stuff. |
| wraithstrike03-31-08, 09:55 PM | Could you highlight your changes are put them in another post? I don't remember what my critiques were last time. |
| unundindur04-01-08, 10:50 AM | Check my signature for inspiration if you wish... :) |
| M-bark04-01-08, 12:21 PM | lol, and here I thought I was going to see a Chaos Assassin-ish Prestige Class. |
| TevolRia04-03-08, 12:30 PM | any abilities anyone can think to add? be creative please! |
| Lotus Crane04-04-08, 12:26 PM | Just nitpicking, but things would look better if you followed the format of the rogue's special abilities, and put in the header "Special Abilities:" in bold, with the preface "at every level, a shadow hunter gains one of the following abilities, and then list all the special abilities with their fronts italicized instead of bolded. Also, 10th level in your table is not in line with the rest. Out of curiosity, what about the ninja and Assassin did you find so sucky? The Assassin got a number of rather good spells in the Spell Compendium (such as wraithstrike), and with an assassin's dagger and bracers of murder (I think it was in Drow of the Underdark maybe?), death attack is going to kill any humanoid that doesn't have Fortitude as a primary save. As for the ninja, you do realize that ghost step makes you invisible for 1 whole round, even if you attack, so it's more like greater invisibility than invisibility, right? |
| TevolRia04-04-08, 01:47 PM | Just nitpicking, but things would look better if you followed the format of the rogue's special abilities, and put in the header "Special Abilities:" in bold, with the preface "at every level, a shadow hunter gains one of the following abilities, and then list all the special abilities with their fronts italicized instead of bolded. Also, 10th level in your table is not in line with the rest. Out of curiosity, what about the ninja and Assassin did you find so sucky? The Assassin got a number of rather good spells in the Spell Compendium (such as wraithstrike), and with an assassin's dagger and bracers of murder (I think it was in Drow of the Underdark maybe?), death attack is going to kill any humanoid that doesn't have Fortitude as a primary save. As for the ninja, you do realize that ghost step makes you invisible for 1 whole round, even if you attack, so it's more like greater invisibility than invisibility, right? the assassin locks you into an evil alignment, gets subpar abilities that the spells pretty much attempt evening out, and they don't even get any awsome stealth abilities. the ninja's invisibility/ sudden strike combo, if it works the way you say it does is too powerful, while if it works like normal invisibility, then it lacks the power to keep you reletively safe from harm (unless you took the Enduring Ki feat from complete scoundrel). personaly, I wanted an assassinish class that gave more variety to the player so that he wouldn't be forcefed into a narrowed path. as for your first comment, I'll change that now. |
| Lotus Crane04-04-08, 05:28 PM | the assassin locks you into an evil alignment, gets subpar abilities that the spells pretty much attempt evening out, and they don't even get any awsome stealth abilities. Hide in plain sight, invisibility, and greater invisibility are pretty awesome stealth abilities. the ninja's invisibility/ sudden strike combo, if it works the way you say it does is too powerful, It does work that way. Download the 3.5 Main D&D FAQ (http://www.wizards.com/default.asp?x=dnd/faq) and read for yourself. Can I take it that "too powerful" is the opposite of "sucks?" personaly, I wanted an assassinish class that gave more variety to the player so that he wouldn't be forcefed into a narrowed path. Try the swordsage, from Tome of Battle. Shadow Hand specialists fit the role pretty well. |
| TevolRia04-07-08, 03:51 PM | Hide in plain sight, invisibility, and greater invisibility are pretty awesome stealth abilities. Hide in Plain sight is an awesome ability. my favorite in fact, but then I can take two levels of shadow dancer and already I've got an awesome assassin. It does work that way. Download the 3.5 Main D&D FAQ (http://www.wizards.com/default.asp?x=dnd/faq) and read for yourself. Can I take it that "too powerful" is the opposite of "sucks?" I find it good practice to ignore that guy whenever possible. he has a tendency to be wrong (see almost everything he wrote about psionics). I have played a ninja before and the DM realized the flaw that if you had the effect of greater invisibility by second level, then you were more powerful than the whole party in most aspects, even if it is for only one round. with that one ninja feat from complete scoundrel it definitely went over the edge in power. and no the opposite of overpowered is underpowered, though opposites are bad for many games, so we try to choose the in between. Try the swordsage, from Tome of Battle. Shadow Hand specialists fit the role pretty well. I agree. but I'm aiming for something bizzare and hopefully unique. by the way, got anything to add for abilities? I like bizzare, wierd, and new! |