
Vindicator |

These are two classes I threw together. Tell me what you think.
Assassin:
A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 x 10gp (average 140gp).
Class Skills: The assassin's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise(Cha), Escape Artist (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).
Skill Points per Level: 6 + Int Modifier
Weapon and Armor Proficiency: An assassin is proficient with the hand crossbow, kama, kukri, nunchaku, sai, shortbow, shuriken, and wakizashi as well as 3 simple weapons types of her choice. An assassin is not proficient with any types of armor or shields.
Table: Assassin
Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +0 +0 +2 +0 +0 Sudden Strike +1d6, Acrobatics +2, Ki Pool
2nd +1 +0 +3 +0 +0 Shadow Step, Trapfinding, Venomous +1
3rd +2 +1 +3 +1 +0 Sudden Strike +2d6
4th +3 +1 +4 +1 +1 Poison Resistance +1
5th +3 +1 +4 +1 +1 Sudden Strike +3d6, Deadly Arts- Paralyzing Strike
6th +4 +2 +5 +2 +1 Acrobatics +4, Venomous +2
7th +5 +2 +5 +2 +1 Sudden Strike +4d6
8th +6/ +1 +2 +6 +2 +2 Poison Resistance +2, Shadow Dodge
9th +6/ +1 +3 +6 +3 +2 Sudden Strike +5d6,
10th +7/+2 +3 +7 +3 +2 Ghost Step, True Death, Venomous +3
11th +8/ +3 +3 +7 +3 +2 Sudden Strike +6d6
12th +9/ +4 +4 +8 +4 +3 Acrobatics +6, Poison Resistance +3
13th +9/ +4 +4 +8 +4 +3 Sudden Strike +7d6, Deadly Venomous
14th +10/ +5 +4 +9 +4 +3 Venomous +4
15th +11/ +6/ +1 +5 +9 +5 +3 Sudden Strike +8d6, Deadly Arts- Death Strike
16th +12/ +7/ +2 +5 +10 +5 +4 Poison Resistance +4, Greater Shadow Dodge
17th +12/ +7/ +2 +5 +10 +5 +4 Sudden Strike +9d6, Ghost Walk
18th +13/ +8/ +3 +6 +11 +6 +4 Acrobatics +8, Venomous +5
19th +14/ +9/ +4 +6 +11 +6 +4 Sudden Strike +10d6,
20th +15/ +10/ +5 +6 +12 +6 +5 Poison Resistance +5, Angel of Death
Class Features:
AC Bonus (Ex): When unarmored and unencumbered, the assassin adds her Wisdom bonus (if any) to her AC and her CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +7 at 30th level. These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. She 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 an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The assassin's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the assassin deals an extra 1d6 points of damage with her attack. This damage increases by 1d6 every two assassin levels thereafter. The assassin can’t use sudden strike when flanking an opponent unless the open is denied its Dexterity bonus to AC. Should the assassin score a critical hit with a sudden strike, this extra damage is not multiplied. Ranged attacks can’t be used for sudden attacks. An assassin can’t use a sudden strike to deliver nonlethal damage. Weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike) do not deal extra damage when used as part of a sudden strike. The rogue 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 rogue cannot sneak attack while striking a creature with concealment.
Acrobatic (Ex): Starting at 1st level, an assassin gains a +2 bonus on Acrobatic checks. This bonus increases to +4 at 6th level, +6 at 12th level, +8 at 18th level, and +10 at 24th level.
Ki Pool (Su): At 4th level, an assassin gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an assassin’s ki pool is equal to 1/2 her assassin level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she gains a +2 bonus to her Will saves. By spending 1 point from her ki pool, an assassin can add one additional 1d6 to her sudden strike damage. This must be declared before the attack is made and if the attack fails, the point from her ki pool is lost. In addition, she can spend 1 point to increase her climbing speed by 20 feet for 1 round. Finally, an assassin can spend 1 point from her ki pool to give herself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. An assassin gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Shadow Step (Su): At 2nd level, An assassin can spend one point from her ki pool to become invisible for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity.
Trapfinding (Ex): At 2nd level, an assassin adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An assassin can use Disable Device to disarm magic traps.
Venomous (Ex): Beginning at 2nd level, an assassin is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. Also, the DC for any poison coated on the assassin’s weapon increases by +1 if the target is poisoned as part of a sudden strike. This bonus increases to +2 at 6th level and increase +1 every four levels after.
Poison Resistance: At 4th level, the assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every four levels.
Deadly Arts- Paralyzing Strike (Ex): At 5th level, an assassin is taught the first technique of the deadly arts. If an assassin studies her victim for 3 rounds and then makes a sudden strike with a melee weapon that successfully deals damage, the sudden strike has the additional effect of possibly paralyzing the target. Studying the victim is a standard action. The paralyzing strike fails if the target detects the assassin or recognizes the assassin as an enemy (despite the fact that the attack might still be a sudden strike if the target is denied his Dexterity bonus to his Armor Class). If the victim of such a paralyzing strike fails a Fortitude save (DC 10 + 1/2 the assassin's class level + the assassin's Cha modifier) she is rendered helpless and unable to act for 1 round per assassin level. If the victim's saving throw succeeds, the attack is just a normal sudden strike. Once the assassin has completed the 3 rounds of study, he must make the paralyzing strike within the next 3 rounds. If a paralyzing strike is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another paralyzing strike. An assassin can use this ability 3 + his Charisma modifier times per day.
Shadow Dodge (Su): At 8th level, an assassin can spend one point from her ki pool to cause an attack against her to miss when it might otherwise hit. When an assassin activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity. See invisibility has no effect on concealment granted by the shadow dodge, but true seeing negates the miss chance. This concealment does not stack with those caused by other effects that grant concealment or by spells such as blink or displacement
Ghost Step (Su): At 10th level, an assassin’s supernatural ability to disappear increases. An assassin who spends one point of her ki pool can become ethereal instead of invisible. Using this ability is a swift action that does not provoke an attack of opportunity.
True Death (Su): Starting at 10th level, anyone slain by or suffering from one assassin's deadly arts attacks becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the assassin's level.
Deadly Venomous (Ex): At 13th level, an assassin becomes more apt at applying poison to her weapons. An assassin can now apply poisons as a move action. (Normally, applying a poison is a standard action, like applying an oil). Also, an assassin is immune to all poisons.
Deadly Arts- Death Strike (Ex): At 15th level, an assassin is taught the second technique of the deadly arts. If an assassin studies her victim for 3 rounds and then makes a sudden strike with a melee weapon that successfully deals damage, the sudden strike has the additional effect of possibly killing the target. Studying the victim is a standard action. The death strike fails if the target detects the assassin or recognizes the assassin as an enemy (despite the fact that the attack might still be a sudden strike if the target is denied his Dexterity bonus to his Armor Class). If the victim of such a death strike fails a Fortitude save (DC 10 + 1/2 the assassin's class level + the assassin's Cha modifier) she dies. If the victim's saving throw succeeds, the attack is just a normal sudden strike. Once the assassin has completed the 3 rounds of study, he must make the death strike within the next 3 rounds. If a death strike is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death strike. This attack can’t be used in conjunction with a paralyzing strike. This ability can be used 3 + the assassin’s Charisma modifier times per day.
Greater Shadow Dodge (Su): Starting at 16th level, an assassin’s shadow dodge ability grants total concealment (50% miss chance).
Ghost Walk (Su): Starting at 17th level, an assassin can spend two points from her ki pool to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level.
Angel of Death (Su): At 20th level, an assassin’s understanding of the deadly arts intensifies. Once per day, when an assassin makes a successful deadly arts attack against a target, she gets an immediate extra melee attack against another target within reach. If the new target is flat-footed, this extra attack is also a deadly arts attack. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect. However, all creatures within 30 feet who see the original deadly arts attack (with the exception of the assassin and her allies) are filled with terror. They must make a successful Will save (DC 10 + the assassin’s level + the assassin’s Cha modifier) or be panicked for 2d6. Even if they do succeed on the Will save, the witnesses are shaken for 1d6 rounds.
Vanguard
The vanguard is a proud, skilled melee combatant who fights in the name of safeguarding the weak and protecting the innocent. Like the name might imply, this warrior is a skilled combatant trained in the arts of defense. His drive, determination, and fighting spirit allow him to secure the battlefield in ways that others cannot match. A vanguard can challenge an opponent to a duel, calling the foe’s pride and ego to force his hand. The vanguard’s talent with heavy armor, shields, and defensive tactics grant him the ability to disrupt his foe’s plan and transform himself into an impassable barrier. A vanguard serves as a far better defense than a 10 foot thick wall of stone, and is much more dangerous.
Alignment: Any
Hit Die: d12
Starting Wealth: 5d6 x 10gp (average 175gp).
Class Skills: The vanguard’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points per Level: 2 + Int Modifier
Weapon and Armor Proficiency: A vanguard is proficient with 6 simple weapons types and 6 martial weapons types of his choice at 1st level. A vanguard is proficient with 1 type of light armors, 2 types of medium armors, 2 shields, and 2 types of heavy armor of his choice at 1st level.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +2 Defensive Stance, Vanguard’s Challenge
2nd +2 +0 +0 +3 Basic Shield Training, Uncanny Dodge
3rd +3 +1 +1 +3 Shield Strike (Staggered)
4th +4 +1 +1 +4 Bulwark of Defense
5th +5 +1 +1 +4 Armor Mastery (Medium)
6th +6/ +1 +2 +2 +5 Shield Ally (Half Damage), Focused Block +1
7th +7/ +2 +2 +2 +5 Shield Strike (+1d6)
8th +8/ +3 +2 +2 +6 Improved Shield Training
9th +9/ +4 +3 +3 +6 Mobile Defense (5ft)
10th +10/ +5 +3 +3 +7 Greater Stance, Vigilant Defender
11th +11/ +6/ +1 +3 +3 +7 Shield Strike (Dazed)
12th +12/ +7/ +2 +4 +4 +8 Improved Uncanny Dodge, Focused Block +2
13th +13/ +8/ +3 +4 +4 +8 Improved Shield Ally (Half AC)
14th +14/ +9/ +4 +4 +4 +9 Advanced Shield Training
15th +15/ +10/ +5 +5 +5 +9 Armor Mastery (Heavy), Shield Strike (+2d6)
16th +16/ +11/ +6/ +1 +5 +5 +10 Tireless Defense
17th +17/ +12/ +7/ +2 +5 +5 +10 Impetuous Endurance
18th +18/ +13/ +8/ +3 +6 +6 +11 Focused Block +3
19th +19/ +14/ +9/ +4 +6 +6 +11 Shield Strike (Stunned), Mobile Defense (10ft)
20th +20/ +15/ +10/ +5 +6 +6 +12 Impervious Stance, Greater Shield Training
Class Features:
-Defensive Stance (Ex): When he needs to, a vanguard can become a stalwart bastion of defense. In this defensive stance, a vanguard gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 bonus to his Strength, +4 bonus to his Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to his AC. The increase in Constitution increases the vanguard’s hit points by 2 per Hit Die, but these hit points go away at the end of the defensive stance when the Constitution score drops back four points. While in a defensive stance, a vanguard cannot use skills or abilities that would require him to shift his position, such as Jump or Run. Starting at 1st level, a vanguard can enter a defensive stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can enter a defensive stance for 2 additional rounds. Temporary increases to Constitution, such as those gained from the defensive stance itself and spells like bear's endurance, do not increase the total number of rounds that a vanguard can stay in a defensive stance per day. A vanguard can enter a defensive stance as a free action. The total number of rounds of a defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. A vanguard can end his defensive stance as a free action and is fatigued after it for a number of rounds equal to 2 times the number of rounds spent in the defensive stance. A vanguard cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a defensive stance multiple times during a single encounter or combat. If a vanguard falls unconscious, his defensive stance immediately ends, placing him in peril of death.
-Vanguard’s Challenge (Ex): A vanguard’s dauntless fighting spirit plays a major role in his combat style. In battle, he uses the force of his personality to challenge his enemies. By playing to his enemies’ ego, a vanguard can manipulate his foes. Starting at 1st level, a vanguard can declare a vanguard’s challenge a number of times per day equal to 2 + his Charisma modifier. At each level after 1st, he can declare a challenge 2 additional times. When in combat, a vanguard can shout a challenge to all enemies, calling out for the mightiest among them to face him in battle. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the vanguard’s challenge. The vanguard must have line of sight with the target to use this ability. As a swift action, a vanguard causes all his enemies within 100ft with a CR greater than or equal to his character level minus 4 to make a Will save (DC 10 +1/2 the vanguard's level + the vanguard's Charisma modifier). Creatures that fail this save are forced to attack the vanguard with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target the vanguard with the attack or include him in the effect’s area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack the vanguard in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against the vanguard. If anyone other than the vanguard attacks the target, the effect of the vanguard’s challenge ends for that specific target. The effect of a vanguard’s challenge lasts for a number of rounds equal to 5 + the vanguard’s Charisma modifier. Whether a creature fails or succeeds on its save against the vanguard’s challenge, it can only be targeted by this effect once per day.
-Basic Shield Training (Ex): At 2nd level, whenever a vanguard performs a shield bash, you may still apply the shield's shield bonus to your AC. Without this ability, a vanguard that performs a shield bash loses the shield's shield bonus to AC until his next turn.
-Uncanny Dodge (Ex): At 2nd level, a vanguard gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to Armor Class if immobilized. A vanguard with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
-Shield Strike (Ex): Starting at 3rd level, a vanguard masters the art of delivering damage with the broad side of a shield. When a vanguard is in a defensive stance and strikes an opponent with a shield bash, the opponent must make a Fortitude save (DC 10 + 1/2 the vanguards level + the vanguard’s Charisma modifier) or be staggered for 1 round. This ability increases at 11th level, if opponent fails the Fortitude save, the opponent is dazed, rather than staggered, for 1 round. At 19th level, an opponent who fails the Fortitude save is stunned for 1 round. Even if the foe succeeds on the Fortitude save, he is still staggered for 1d4 rounds. Finally at 27th level, this ability reaches its ultimate potential. An opponent who fails the Fortitude save is paralyzed for 1 round. Even if the foe succeeds on the Fortitude save, he is still dazed for 1d4 rounds. In addition, the damage caused from the impact of a vanguard’s shield also increases has he progresses in his training. Starting at 7th level, a vanguard can deal extra damage with his shield bash while in a defensive stance. This extra damage is 1d6 at 7th level, and increases by 1d6 every eight vanguard levels thereafter, to a maximum of +3d6 at 23rd level.
-Bulwark of Defense (Ex): When a vanguard reaches 4th level, an opponent that begins its turn in his threatened area treats all the squares that he threatens as difficult terrain. A vanguard’s strict vigilance and active defensive maneuvers force his opponents to move with care.
-Armor Mastery (Medium- Heavy) (Ex): Starting at 5th level, a vanguard learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2. In addition, a vanguard can also move at his normal speed while wearing medium armor. At 15th level, the vanguard’s bonuses increase, he reduces the armor check penalty by 4 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 4 and can move at his normal speed while wearing heavy armor.
-Shield Ally (Ex): Starting at 6th level, as an immediate action a vanguard can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before a vanguard’s next turn, he takes half of this damage onto himself. The target takes the other half as normal. You can only absorb from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from a spell or other effect.
-Focused Block (Ex): Starting at 6th level, a vanguard excels in using his armor and shield to frustrate his enemy’s attacks. At the beginning of each round, a vanguard can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increase by +1, as a vanguard moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. A vanguard cannot change his focused opponent until the beginning of his next round. This shield bonus increases by 1 at 12th level, and again every six levels after to a maximum +5 bonus at 30th level.
-Improved Shield Training (Ex): At 7th level, a vanguard’s penalties on attack rolls for fighting with two weapons are reduced when wielding a shield. The penalty for the vanguard’s primary hand lessens by 2 and the one for his off hand lessens by 6. (See Two-Weapon Fighting). Also, when a vanguard hits an opponent with his shield bash, in addition to dealing normal damage, he may make a trip attack without provoking an attack of opportunity. If the vanguard loses, the opponent does not get to try to trip the vanguard in return.
-Mobile Defense (Ex): Starting at 9th level, a vanguard can adjust his position while maintaining a defensive stance. While in a defensive stance, a vanguard can take one 5 foot step each round without losing the benefit of the stance. At 19th level, this adjustment increases to one 10 foot movement each round. Finally at 29th level, a vanguard is capable of moving 15 feet each round while maintaining his stance.
-Greater Stance (Ex): At 10th level, whenever a vanguard enters a defensive stance, the morale bonus to his Strength increases to +4, the morale bonus to his Constitution increases to +6, the morale bonus on his saves increases to +3, and the dodge bonus to his AC increases to +6.
-Vigilant Defender (Ex): Starting at 10th level, a vanguard can stand his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. If an opponent attempts to use the Acrobatic skill to move through a vanguard’s threatened area or his space without provoking an attack of opportunity, the Acrobatics check DC to avoid the vanguard’s attack of opportunity increases by an amount equal to his class level.
-Improved Uncanny Dodge (Ex): At 12th level and higher, a vanguard can no longer be flanked. This defense denies a rogue the ability to sneak attack the vanguard by flanking him, unless the attacker has at least four more rogue levels than the target has vanguard levels.
-Improved Shield Ally (Ex): Starting at 13th level, as an immediate action a vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the vanguard's AC bonus. This ability does not function if the vanguard is denied his Dex bonus.
-Advanced Shield Training (Ex): At 14th level, a vanguard becomes more familiar with how to maximize the defensive qualities of shields causing the AC bonus granted by any shield you are using by 1. Also, in addition to the standard single extra attack a vanguard gets with his shield, he also gets a second attack with it, albeit at a –5 penalty.
-Tireless Defense (Ex): Starting at 16th level, a vanguard no longer becomes fatigued at the end of her defensive stance.
-Impetuous Endurance (Ex): When a vanguard reaches 17th level, his fighting spirit enables him to push his body beyond the normal limits of endurance. A vanguard no longer automatically fails a saving throw on a roll of 1. He might still fail the save if his result fails to equal or beat the DC.
-Greater Shield Training: At 20th level, a vanguard is so familiar with shields that he does not suffer any penalties on attack rolls made with a shield while his are wielding another weapon. Also, any opponents hit by a vanguard’s shield bash are also hit with a free bull rush attack, substituting his attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. The vanguard may choose to move with his target if he is able to take a 5-foot step or to spend an action to move this turn. Also, a vanguard also gets a third attack with his shield, albeit at a –10 penalty.
-Impervious Stance (Ex): At 20th level, when a vanguard enters a defensive stance, the morale bonus to his Strength increases to +6, the morale bonus to his Constitution increases to +8, the morale bonus on his saves increases to +4, and the dodge bonus to his AC increases to +8. Also, while in a defensive stance a vanguard is treated as if he has the Evasion ability.