| Brett Gillespie |
Hey guys. I've been working on a writeup for a Prestige Class that combines elements of a bounty hunter with an assassin. I used some ideas from the other thread about the assassin prc, so thanks to anyone who posted there. :D
a note: while the whole assassin's talents thing was really cool, i decided to just give him the abilities i wanted for this particular variant of the PrC.
one of the primary themes of this class is essentially that he is a hunter, whether capture or kill, that is difficult to dissuade once he is on the trail. even magical means to locate, or subvert his will becomes very difficult.
Prestige Class: Shade
Hit Die: d8
Skills/Level: 4+INT Mod
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) Swim (Str), and Use Magic Device (Cha).
Requirements:
Any non-good.
Survival 5 ranks.
Stealth 5 ranks.
Medium BAB, Pretty Good Saves (Reflex is 1-5, Will and Fort 1-4)
1st Level: Deadly Focus, Alter Form, Sneak Attack +1d6
2nd Level: Wall Crawl
3rd Level: Sneak Attack +2d6
4th Level: Spawn Darkness (60ft), Hide in Plain Sight
5th Level: Sneak Attack +3d6, Resist Divination
6th Level: Greater Sneak Attack (d8s)
7th Level: Sneak Attack +4d6
8th Level: Resist Enchantment
9th Level: Sneak Attack +5d6
10th Level: Manhunter
Deadly Focus (EX)– After studying a creature for one full round, the Shade gains a bonus equal to half his Shade level (round up) to attack and damage rolls, as well as armor class versus the target of his focus only. This ability can be used a number of times per day equal to 1 plus the Shade's intelligence modifier, and one such use lasts an entire encounter. At 5th level, the number of uses per day becomes 2+INT mod, and at 10th level becomes 3+INT mod. The Deadly Focus bonus applies only as long as the target is alive (or for those that aren't exactly alive, whatever facsimile thereof is appropriate for sentience).
Alter Form (SU)– This ability is the amalgam of Disguise and Alter Self. At will, as a move action, the Shade can change his appearance to the form of any small or medium Humanoid creature, although he may appear as whatever subtype he wishes. The ability itself is a polymorph transmutation, not an illusion; however, the Shade's clothing and gear do not meld into his form, but they do re-size accordingly. If the Shade wishes to become a specific person, he must spend at least a minute studying them prior to his change, and then need only take a full round action to recall their specific form later. Unlike disguise self, this ability provides complete sensory properties appropriate to the form taken, and Bluff checks while the Shade is in an alternate form gain a bonus equal to the Shade's level.
Sneak Attack (EX) – This ability functions as the Rogue ability of the same name, and it stacks with it accordingly.
Wall Crawl (SU) – The Shade gains the ability to move along walls or vertical surfaces, similar to Spider Climb, at will.
Hide In Plain Sight (EX) – This functions as the ability of the same name.
Spawn Darkness (SU) - The Shade can spawn tangible darkness from a designated point out to a maximum radius of sixty feet. Accordingly, the Shade can also lower the light level within the area by up to three steps. Within this area of darkness, sound may enter, but cannot escape. If the darkness is targeted at an individual, it moves with them, however the highest radius that can be created is halved; otherwise, the darkness is stationary. The Shade also gains Darkvision 60ft, that can penetrate supernatural darkness. If the darkness comes into conflict with magical light, the Shade must make a caster level check to overcome it. The DC for this caster level check is equal to the caster level (or equivalent thereof) of the creature who originally placed the light effect. The Shade's caster level for this purpose is his Shade level plus his intelligence modifier.
Resist Divination (SU) – Whenever the Shade is the target of a divination effect (spell, etc...), he makes an immediate Will save (adding his Assassin level as a competence bonus) versus the DC of the spell. A successful save means that the spell fails entirely, and returns no information to the caster. On a successful save, the Shade is also made aware of the failed attempt, and knows instinctively from whom it came (ie. recognizes the caster on sight). On a failed save, the Shade makes whatever saving throw is normally required by the spell or ability in question.
Greater Sneak Attack (EX) – The Shade has become so precise with his sneak attacks, that the his sneak attack die type goes up to d8s.
Resist Enchantment (SU) – This ability is otherwise identical to Resist Divination, except that it now applies to enchantment based effects.
Manhunter (EX) - The Shade is now supremely competent in his abilities to pursue a chosen target. Against the target of his Deadly Focus, the bonus from it now applies to any skill check made with regards to the target in question, while he is in focus. This includes but isn't limited to tracking, hiding, intimidating, or any other skill rolled that relates to the person or creature he pursues. This is up to GM interpretation, as needed, but without question, the Shades's skill with regards to his focus is unparalleled. Furthermore, the Shade no longer needs line-of-sight visual contact to establish his deadly focus. The Shade must spend an half an hour (per hit die of the target) in contemplation over his desired focus, and the information he has about him. Following the meditation, he gains a vision of his target, and can thereafter make him his Deadly Focus without visual contact. The Shade may only have one such target in mind at a time. If he studies another target, and meditates accordingly, the previous one is lost and must be relearned.
this is only my first draft, although i've probably revised it several times and toned it down. what do you guys think? what do you like or not like about it, or what seems too powerful? why?
| unopened |
Seems a little OP for me, even cutting the SV throws, ill limit the deadly focus to 1 / 2 / 3 times per day, no int mod bonus. (smells like a smite X, to me, toned down, with a bigger target range)
I totally agree with Name Violation, the d8 sneak attack is too much, maybe a reroll, and even that strikes me as OP. Also, the spawn shadows... i dont know, the class doesnt rely on shadows at all, it relies in bluff (If not, why the alter form?)/tracking (in the hunting sense), you already give them HIPS (i would totally cut it out) So, give them the darkvision, do not allow them to see in supernatural darkness, (double the range if the creature already has DV)and it will be more balanced.
I would change the Resist divination / enchantment to only grant an extra save on the first failed save, the spell affects you, but you just get an extra attempt to shake it out. But not as a shield to avoid it completly. Either use the slippery mind mechanics or the Misdirection / nondetection (With contested caster level to breach the guard).-
Pretty good class anyway, i just think that it needs a bit more polishing and would be good to use!
Just my 2 cp.-
| Brett Gillespie |
thanks for the input. :)
i talked to the gm about my idea last night, and he said it surprisingly fit the concept he had in mind of a specialized assassin.
after i told him about it, he said that he didn't see much of a bounty hunter in there, more focused on killing. i tried to debate it but then i realized..the class is actually geared more towards killing, although not as specific as the original assassin class in the core book, with killing attack, etc.
So as it turns out, the overall theme of the PrC will be infiltration/deception/killing the target. that still works. hehe.
wasn't there a feat at one point that increased the sneak attack die type?
i have a vague memory of that, but it might have been in a different system.
having looked at the paladin's smite evil ability, deadly focus seems to follow similarly, but pales in comparison, i think. the paladin adds his CHA to attack, his level to damage (at level 20..thats a huge damage bonus), and eventually twice his level to damage on the first attack. and, his uses per day eventually culminates at 7 per day. deadly focus depends heavily on INT, and half his assassin level to attack, dmg, and ac seems behind smite evil. i would imagine a pally could manage a 20 CHA in upper levels. plus, with it having access to the highest armor, deadly focus applying to AC kind of balances that, maybe?
plus, the paladin already has the best BAB. i'll have to think more about resist divination/enchantment. the idea behind it was essentially that this group of assassin's is extremely hard to locate with magic, or dissuade from their task, once they set their mind to it. but i will look it over again.
as far as alter form goes, it's basically his way to get in with the target, or even after the deed is done and guards question him, his ability to convince them that he didn't see anything gets better as he becomes more skilled in the prc.
spawn darkness kind of goes the path while he doesn't have the power to become invisible, he can change the conditions to his favor, by creating darkness and being able to act within it. and without some means of invisibility, being a lone attacker and trying to get sneak attack would be much more challenging if he didn't have a means to compensate. i'll look at that again, too. :)
thanks for the input. i'm glad this is only a rough draft and i can still go over it with revisions.