| Oceanshieldwolf |
Random idea which I expect to get shot down: how about being able to make ranged bull rush or trip attempts?
Well that definitely sounds like a fantastic possibility for a Maneuver, but right now I'm still focused on working on the base ammunition for the chitin round.
And thanks for the heads up on the Alchemist's bombs and attendant effects - kinda puts things into perspective a bit. Might need some playtesting on this one.
| Elghinn Lightbringer |
I belive OSW has gotten the feedback on this one he wanted, and has given me the go ahead to move on to Kyras' Remoreselless Assassin. So if you want to throw that up onj the trhead, please do. Once that one is done. I will start the new thread with the new guidelines and we can move foreward from there.
| Kyras Ausks |
P-Class: Rogue
S-Class: Wizard
HD: D8
Skills: 4+INT Add 3 of any wizard skills to the Rogue skill list
BAB: ½
Saves Frt-Low, Ref-Good, Wil-Good
Level_ Ability_____________________ Spell Level 1, 2, 3, 4
1st sneak attack +1d6, Poison Use
2nd Evasion, rogue talent
3rd Sneak attack +2d6, favored token,
4th Uncanny dodge, Cantrips, Spells_0
5th Sneak attack +3d6_1
6th Rogue talent, trap sense +2_1
7th Sneak attack +4d6_1, 0
8th Improved uncanny dodge, Death Attack_1, 1
9th Sneak attack +5d6, trap sense +3_2, 1
10th Advanced talents, rogue talent_2, 1, 0
11th Sneak attack +6d6_2, 1, 1
12th Quiet Death _2, 2, 1
13th Sneak attack +7d6_3, 2, 1, 0
14th Rogue talent_3, 2, 1, 1
15th Sneak attack +8d6, trap sense +5_3, 2, 2, 1
16th Swift Death _3, 3, 2, 1
17th Sneak attack +9d6_4, 3, 2, 1
18th Rogue talent, trap sense +6_4, 3, 2, 2
19th Sneak attack +10d6_4, 3, 3, 2
20th Angel of Death _4, 4, 3, 3,
Abilities
Weapon and Armor Proficiency: Bravomare is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. A Bravomare can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Bravomare wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Bravomare still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Favored Token: The favored token of a killer can take one of two forms a weapon or a small bobble. If the Bravomare takes a weapon as his favored token he may gain a luck bonus to one attack equals to his 1/4th his level. He may do this a number of times per day equal to his INT bonus. If he chooses a bobble he can raise the DC of a poison he is using equal to his INT mod he can add this bonus to a number of poisons equal to 1/4th his level at a time, it takes 1 hour to apply this bonus to a poison .
Spells: At level 4 An Bravomare casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A Bravomare must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Bravomare must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bravomare's spell is 10 + the spell level + the Bravomare's Intelligence modifier. A Bravomare can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bravomare. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).An Bravomare may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Bravomare decides which spells to prepare.
Spellbooks: A Bravomare must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Bravomares can prepare from memory. A Bravomare begins play with a spellbook containing all 0-level Bravomare spells (except those from his prohibited schools; see School of the Bravomare) plus one 1st-level spells of his choice. The Bravomare also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new Bravomare level, he gains one new spells of any spell level or levels that he can cast (based on his new Bravomare level) for his spellbook. At any time, a Bravomare can also add spells found in other Bravomares' spellbooks to his own
School of the Bravomare: An Bravomare learns magic as a tool for the kill although magic is too trust it to make the kill its self an Bravomare may add any spell from the divination, enchantment, illusion schools or the teleportation, and darkness sub-schools from the wizard spell list. Because of their selective study of magic they can focus on casting their spells without being seen or heard by rolling a stealth check when they cast a spell with verbal or somatic to hide their casting even in plane sight
Death Attack (Ex): At level 8 If an Bravomare studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Bravomare's choice). Studying the victim is a standard action. If the victim of such a death attack fails Fortitude save (DC 10 + the Bravomare's class level + the Bravomare's INT modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Bravomare. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Bravomare has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Bravomare 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 attack.
Quiet Death (Ex): At 12th level, whenever a Bravomare kills a creature using his death attack during a surprise round, he can also make Stealth check opposed by any perception checks of those in the vicinity to prevent them from identifying him as the assailant. If his death attack successful, those nearby might not even notice that the target is dead for a few moments, allowing the Bravomare to avoid detection.
Swift Death (Ex): At 16th level, once per day, a Bravomare can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.
Angel of Death (Su): At 20th level, the Bravomare becomes a master of death. Once per day, when the Bravomare makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The Bravomare must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.
So if all of the math I did is right this guy’s power should come out to the same as a bard in offence at most levels vs. most things, defense wise should be around as a bit higher rouge. I know I looks like I gave a lot for a little but I don’t have to link the number of threads that point out the rouge is subpar in most settings.
I drop the skills because he is going to be a MAD for INT and not going to be as much of a skill monkey, because he can relies on spells for some of it
| Kyras Ausks |
bab should be that same as the bard/rouge in case there is anything lost in translation levels 1-4 not much will be to different from the rouge but at level 4 there are some spells that will greatly change the way the class could do combat (*note color spray and sleep could open up sneak attack for a number of rounds or a cue-De-gar) which could be the same add to power wise as a bard in a group of 4.
ya it sould not say bard lines i used copy past to get the wording right in that block and i guess i did not go over it as well as i thought
| Elghinn Lightbringer |
I'll have some changes for you tomorrow if my day allows it, Kyras. I see this as essentially a rebuild of the 3.5 assassin with the spells, which IMHO was a bit boring. I think we could come up with some more thematic abilities than just taking certain class features frm the assassin PrC. OR at least tweak them to give them a more arcane feeling. I don't like Remorseful Assassin or Bravomare as a name. Not sure what else would work though either. Arcane Assassin is a bit boring, but does fit the theme. That can wait I guess. Anyways, I hope to post omething tomorrow at some point. The concept is solid, just needs abit more oomph and flair to give it the right flavor.
| Kyras Ausks |
Remorseless Assassin was a place holder. A late night on dictionary.com is responsible for the name Bravomare but if its cheesy its cheesy and i am not that worried about it. i do kinda like the Bravo(noun:a daring bandit, assassin, or murderer, especially one hired to steal or murder for another.) part though "Arcane Bravo"? oh well.
as far as what to change on the class over all i would like to talk threw it all rather then just have it reworked
| Oceanshieldwolf |
#Remorseless Assassin
* I like Bravo, Arcane Bravo works for me, though Arcane gets used a lot.
* I like the concept of the favored tokens, though something stira in my brain that there is a third path than the weapon or bobble. Can't think what it is now. Probably fine anyway as Rangers, Druids, Paladins, Wizards etc generally get a choice of two.
I just think the concept can be stretched to make it a bit more interesting and a bit more mystical/magical/wizardy.
- What is a "bobble"? A "bauble" is vernacular for a jewel or gem.
* As for extra thematic abilities, I'm not seeing a flavor text so I can't think of any with focus.
Generally though:
How about a spell-sneak attack of some kind. I guess that's more a magus spellstrike - perhaps it could be the spell energy tapped somehow.
Using spell-energy for trap disarming? Or trap hiding?
Spell-energy for empowering Favored Token?
| Kyras Ausks |
*arcane is used a lot....cabalistic or cabal? Cabal Bravo? mybe mmm names are hard but Cabal does give more flavor
*yes Bauble ..... there was no red line so i thought i spelled it right (sad face)(the idea is that it would be a small easily look over thing like the 9 pieces of 8 from Pirates of the Caribbean)
* tring to think up a 3rd option
| Elghinn Lightbringer |
#Remorseless Assassin
@Kyras: If you want to go through each of my suggested changes one ata time instead of me presenting them outright in a single post, I'm fine with that.
*Flavor: Why don't we take the angle of this MCA as being a member of a society of arcane asssassins, could call it the MCA the CABALBOUND or CABAL as the prefix name, and add either ASSASSIN, BRAVO, EXTERMINATOR, EXECUTIONER, or HITMAN?
*Favored Token: I think this should be more "arcane bond-esque". I think the two forms it should take are an object (bauble or wespon), and an arcane brand that grants some type of bonus to skills or a spell-like ability related to the role of stealth or assassination (likely a 1st level spell usable 1/day, such as vanish, disguise self, etc.)
Something like this.
A remorseless assassin who selects a bonded object begins play with one at no cost. Objects that are the subject of an arcane bond must be either a bauble or weapon. A bauble is a piece of jewelry that has a small hollow compartment built into it and falls into one of the following categories: amulet, bracelet, brooch, medallion, necklace, periapt, or ring. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is a bauble, it must be worn to have effect, while weapons must be held in one hand. If a remorseless assassin attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A remorseless assassin who selects a bauble as her bonded object increases the save DC of a single dose of poison by 1, once per day. The poison must be stored within the token’s hollow chamber for 1 minute for the increase to take place. Once placed within the token, the increase remains until the poison is used or 24 hours have passed, whichever comes first. Once a dose has been enhanced in this manner, it cannot be affected again for 24 hours. At 6th level, the save DC of the single dose of poison increases by 1, plus an additional 1 every three levels thereafter, to maximum of 6 at 18th level.
A remorseless assassin who selects a weapon as her bonded object gains a +1 luck bonus to a single sneak attack roll, once per day. This attack can be made as part of a full attack action or as a standard action, including her death attack (see Death Attack below). The remorseless assassin must declare that she is using this ability before the attack roll is made. At 6th level, this bonus increases by +1, plus an additional +1 every three levels thereafter, to maximum of +6 at 18th level. If a remorseless assassin attempts to use death attack without her bonded weapon in hand loses the ability to make a death attack (or use her quiet death, swift death, or angel of death abilities).
A remorseless assassin can add additional magic abilities to her bonded object as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a favored token, including any magic abilities added to the token, only function for the remorseless assassin who owns it. If a favored token's owner dies, or the item is replaced, the token reverts to being an ordinary masterwork item of the appropriate type.
A remorseless assassin can add additional magic abilities to his bonded object as if she has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a remorseless assassin with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the remorseless assassin who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the remorseless assassin rests for 8 hours or prepares her spells. If the object of a bonded item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per remorseless assassin level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A remorseless assassin can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
A remorseless assassin who selects a brand gains one at 1st level. This permanent mark is a symbol of his dedication to his craft and membership into her specific cabal. A brand grants the remorseless assassin a +3 circumstance bonus to one of the following skills of her choice: Acrobatics, Disable Device, Disguise, Perception, Sleight of Hand, or Stealth. In addition, a brand can be used once per day to cast any one of the following spells, even if the spell is not prepared: anticipate peril, disguise self, expeditious retreat, feather fall, jump, moment of greatness, or vanish. This spell is treated like any other spell cast by the remorseless assassin, including casting time, duration, etc., except that all effects are dependent on her remorseless assassin level, not her level –3, as used for her spellcasting.
This ability replaces trapfinding and trap sense.
*This replaces two permanent abilities with once per day abilities. I had thought trap sense would be a good swap, but thought it and trapfinding would be more of a fair swap. Thoughts?
| Elghinn Lightbringer |
Also, I don't think you need to drop this guy to 1/2 BAB, 3/4 will still work, it's only 1/2 caster anyways, and with the limited spells that will balance out.
With the way I rewrote Bonded Token, I think this gives it a "wizardy" feeling right off the start, but with an assassin flavor to it.
I think the following swaps should happen as well.
1) Replace Evasion with Poison Use at 2nd
2) Place School of the Assassin in the table at 4th, no need to list cantrips since he doesn't get any, and no need to list "Spells" either.
3) Spellcastin replaces rogue talent at 4th and sneak attack +2d6/+5d6/+7d6.
4) Replace Uncanny Dodge and 20th level Rogue Talent with the Arcane Trickster's Tricky spell ability once per day at 5th/11th/17th.
5) Death attack at 8th replaces 8th level rogue talent and improved uncanny dodge.
6) Replace 12th and 16th level rogue talents with Quiet Death and Swift Death respectively.
7) Replace master strike with Angel of death at 20th.
8) Alter Advanced Talents (at 10th) to allow choice of Evasion, Uncanny Doge, and Improved Uncanny Dodge as advanced talents (like the Stealth Mage).
This gives you a well balanced MCA between spells and rogue/assassin abilities. So only 5 Rogue Talents over all, and a max of 7d6 sneak attack at 3/4 BAB, making the table look like this.
Table: Remorseless Assassin
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Bonded token, sneak attack +1d6 — — — —
2nd +1 +0 +3 +3 Poison use, rogue talent — — — —
3rd +2 +1 +3 +3 Sneak attack +2d6 — — — —
4th +3 +1 +4 +4 School of the assassin 0 — — —
5th +3 +1 +4 +4 Tricky spells 1/day 1 — — —
6th +4 +2 +5 +5 Rogue talent 1 — — —
7th +5 +2 +5 +5 Sneak attack +3d6 1 0 — —
8th +6/+1 +2 +6 +6 Death attack 1 1 — —
9th +6/+1 +3 +6 +6 Sneak attack +4d6 2 1 — —
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0 —
11th +8/+3 +3 +7 +7 Tricky spells 2/day 2 1 1 —
12th +9/+4 +4 +8 +8 Quiet death 2 2 1 —
13th +9/+4 +4 +8 +8 Sneak attack +5d6 3 2 1 0
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Sneak attack +6d6 3 2 2 1
16th +11/+7/+2 +5 +10 +1 Swift death 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Tricky spells 3/day 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Angel of death 4 4 3 3
EDIT: If you want to see the full write-up, let me know. We also need a flavor write-up Kyras.
| Kyras Ausks |
sorry i got to sleep in today is why i have not be on yet
*Bonded Token: you have worded this much better thank you on the brand i was thinking along the same lines but was going to make the spell a contingency like effect but allow them to change the spell and what would make the spell activate each morning.the inspiration was the Contingent spell rule from "Unapproachable East" pg 46 (i could not find a quote sorry)but it may be overly complicated just a thought
and with tricky spell are you nixing the School of the Assassin bouse to casting casting ( casting vs prescription) because the rules for silent and still casting to not hide the casting at all whereas School of the Assassin would not allow you to cast if you are tied up or gaged. this what i found when i wrote that up a thief would want to cast to get out of prison but an assassin would not want you to know he is casting before he kills his mark. also die rolls imply the ability to fail so i thought it was more balanced but if its not needed.
| Elghinn Lightbringer |
...and with tricky spell are you nixing the School of the Assassin bouse to casting casting ( casting vs prescription) because the rules for silent and still casting to not hide the casting at all whereas School of the Assassin would not allow you to cast if you are tied up or gaged. this what i found when i wrote that up a thief would want to cast to get out of prison but an assassin would not want you to know he is casting before he kills his mark. also die rolls imply the ability to fail so i thought it was more balanced but if its not needed.
#Remorseless Assasssin
What I did was remove your version of the Silent ans Still spell stuff from the School of Assassins to make it its own ability. I then thought that since Tricky Spells was already an ability, that we may as well just use it. And since the Arcane Trickster is the ultimate at this ability, I didn't want to step on its toes. As the Tricky Spell swaps in for up to 3 uses per day (once at 5th/11th/17th), and swaps out uncanny dodge and rogue talent at 4th.
Now just wondering if 3/day is sufficient for the swap? An arcane trickster (who is more focused on magic than a remorseless assassin) gains Tricky Spells at 5th level(that's a min of 9th with combined class and PrC levels), and gains it 3/day, then increases this to 4/day at 7th (11th), and 5/day at 9th (13th). So he's getting it earlier than the PRC would, but nothing close to the number of times per day the PrC can obtain. I'm wondering if at 5th we should make it 2/day, then 3/day at 11th, and 4/day at 17th? But then again there isn't nearly the focus with seplls as the ARcane TRickster. So I think the max of 3/day is good here.
Anyways, here's the tweaks so everyone can see where the swaps are and what tweaks I made.
Primary Class: Rogue.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The remorseless assassin may select three wizard skills to add to her class skills in addition to the normal rogue class skills. The remorseless assassin gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The remorseless assassin is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. A remorseless assassin can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a remorseless assassin wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass remorseless assassin still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonded Token: At 1st level, remorseless assassins form a powerful bond with a special token that serves as the symbol of her deadly craft. This bond can take one of two forms: a brand or a bonded object. A brand is a magical mark that enhances the remorseless assassin's skills and cast specialized magic, while a bonded object is an item a remorseless assassin can use to enhance her deadly craft. Once a remorseless assassin makes this choice, it is permanent and cannot be changed.
A remorseless assassin who selects a bonded object begins play with one at no cost. Objects that are the subject of an arcane bond must be either a bauble or weapon. A bauble is a piece of jewelry that has a small hollow compartment built into it and falls into one of the following categories: amulet, bracelet, brooch, medallion, necklace, periapt, or ring. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is a bauble, it must be worn to have effect, while weapons must be held in one hand. If a remorseless assassin attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A remorseless assassin who selects a bauble as her bonded object increases the save DC of a single dose of poison by 1, once per day. The poison must be stored within the token’s hollow chamber for 1 minute for the increase to take place. Once placed within the token, the increase remains until the poison is used or 24 hours have passed, whichever comes first. Once a dose has been enhanced in this manner, it cannot be affected again for 24 hours. At 6th level, the save DC of the single dose of poison increases by 1, plus an additional 1 every three levels thereafter, to maximum of 6 at 18th level.
A remorseless assassin who selects a weapon as her bonded object gains a +1 luck bonus to a single sneak attack roll, once per day. This attack can be made as part of a full attack action or as a standard action, including her death attack (see Death Attack below). The remorseless assassin must declare that she is using this ability before the attack roll is made. At 6th level, this bonus increases by +1, plus an additional +1 every three levels thereafter, to maximum of +6 at 18th level. If a remorseless assassin attempts to use death attack without her bonded weapon in hand loses the ability to make a death attack (or use her quiet death, swift death, or angel of death abilities).
A remorseless assassin can add additional magic abilities to her bonded object as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a favored token, including any magic abilities added to the token, only function for the remorseless assassin who owns it. If a favored token's owner dies, or the item is replaced, the token reverts to being an ordinary masterwork item of the appropriate type.
A remorseless assassin can add additional magic abilities to his bonded object as if she has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a remorseless assassin with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the remorseless assassin who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the remorseless assassin rests for 8 hours or prepares her spells. If the object of a bonded item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per remorseless assassin level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A remorseless assassin can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
A remorseless assassin who selects a brand gains one at 1st level. This permanent mark is a symbol of his dedication to his craft and membership into her specific cabal. A brand grants the remorseless assassin a +3 circumstance bonus to one of the following skills of her choice: Acrobatics, Disable Device, Disguise, Perception, Sleight of Hand, or Stealth. In addition, a brand can be used once per day to cast any one of the following spells, even if the spell is not prepared: anticipate peril, disguise self, expeditious retreat, feather fall, jump, moment of greatness, or vanish. This spell is treated like any other spell cast by the remorseless assassin, including casting time, duration, etc., except that all effects are dependent on her remorseless assassin level, not her level –3, as used for her spellcasting.
This ability replaces trapfinding and trap sense.
Poison Use: A remorseless assassin is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade (see Poison). This ability replaces evasion.
[b]Rogue Talents: This is exactly like the rague ability of the same name,except that the remorseless assassin gains a rogue talent at 2nd level and every four levels thereafter.
School of the Assassin: A remorseless assassin learns magic as a tool to enhance her deadly craft. As such, her magic is far more limited than that of other wizards. A remorseless assassin can only cast spells from the following arcane schools or subschools, representing knowledge gained in certain areas of arcane lore. She can choose any spell from the Divination, Enchantment, and Illusion school, as well as the Darkness and Teleportation subschools and add them to her spellbook. The spells from these schools and subschools constitute her spell list.
Spellcasting: Starting at 4th level, a remorseless assassin casts arcane spells drawn from the School of the Assassin spell list. A remorseless assassin must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the remorseless assassin must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a remorseless assassin's spell is 10 + the spell level + the remorseless assassin's Intelligence modifier.
A remorseless assassin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Remorseless assassin. In addition, she receives bonus spells per day if he has a high Intelligences score.
A remorseless assassin may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the remorseless assassin decides which spells to prepare.
Through 3rd level, a ranger has no caster level. At 4th level and higher, her caster level is equal to her remorseless assassin level –3. This ability replaces the rogue talent gained at 4th level, and sneak attack +2d6, +5d6, and +8d6.
Spellbooks: A remorseless assassin must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all remorseless assassins can prepare from memory. At 4th level, a remorseless assassin begins play with a spellbook containing all 0-level from her spell list (see School of the Assassin) plus one 1st-level spells of his choice from her list. The remorseless assassin also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new remorseless assassin level above 4th, she gains one new spells of any spell level or levels that he can cast (based on his new remorseless assassin level) for his spellbook. At any time, a remorseless assassin can also add spells found in another remorseless assassins' spellbook, or spells from his list found in a wizard’s spellbook to his own.
Tricky Spells (Su): Starting at 5th level, a remorseful assassin can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability once per day at 5th level and one additional time per every six levels thereafter, to a maximum of 3 times per day at 17th level. The remorseful assassin decides to use this ability at the time of casting. This ability replaces uncanny dodge and the rogue talent gained at 20th level.
Death Attack (Ex): Starting at 8th level, if a remorseless remorseless assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (remorseless assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the remorseless assassin or recognizes the remorseless assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the remorseless assassin's class level + the remorseless assassin's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the remorseless assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the remorseless assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the remorseless assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack. This ability replaces improved uncanny dodge and the rogue talent gained at 8th level.
Advanced Talents: At 10th level, the remorseless assassin can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the Extra Rogue Talent feat. The remorseless assassin adds the following rogue abilities to the list of advanced talents she may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A remorseless assassin must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the remorseless assassin must have evasion to select it. A remorseless assassin treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen.
Quiet Death (Ex): At 12th level, whenever a remorseless assassin kills a creature using her death attack during a surprise round, she can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying her as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the remorseless assassin to avoid detection. This ability replaces the rogue talent gained at 12th level.
Swift Death (Ex): At 16th level, once per day, a remorseless assassin can make a death attack against a foe without studying the foe beforehand. She must still sneak attack her foe using a melee weapon that deals damage. This ability replaces the rogue talent gained at 16th level.
Angel of Death (Su): At 20th level, the remorseless assassin becomes a master of death. Once per day, when the remorseless assassin makes a successful death attack, she can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The remorseless assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect. This ability replaces master strike.
Table: Remorseless Assassin
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Bonded token, sneak attack +1d6 — — — —
2nd +1 +0 +3 +3 Poison use, rogue talent — — — —
3rd +2 +1 +3 +3 Sneak attack +2d6 — — — —
4th +3 +1 +4 +4 School of the assassin 0 — — —
5th +3 +1 +4 +4 Tricky spells 1/day 1 — — —
6th +4 +2 +5 +5 Rogue talent 1 — — —
7th +5 +2 +5 +5 Sneak attack +3d6 1 0 — —
8th +6/+1 +2 +6 +6 Death attack 1 1 — —
9th +6/+1 +3 +6 +6 Sneak attack +4d6 2 1 — —
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0 —
11th +8/+3 +3 +7 +7 Tricky spells 2/day 2 1 1 —
12th +9/+4 +4 +8 +8 Quiet death 2 2 1 —
13th +9/+4 +4 +8 +8 Sneak attack +5d6 3 2 1 0
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Sneak attack +6d6 3 2 2 1
16th +11/+7/+2 +5 +10 +1 Swift death 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Tricky spells 3/day 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Angel of death 4 4 3 3
| Kyras Ausks |
P-Class: Rogue
S-Class: Wizard
HD: D8
Skills: 4+INT Add 3 of any wizard skills to the Rogue skill list
Level BAB FRT REF WIL Ability Spell Level 1, 2, 3, 4
1st +0 +0 +2 +2 Bonded token, sneak attack +1d6 — — — —
2nd +1 +0 +3 +3 Poison use, rogue talent — — — —
3rd +2 +1 +3 +3 Sneak attack +2d6 — — — —
4th +3 +1 +4 +4 School of the assassin 0 — — —
5th +3 +1 +4 +4 *** (sneak attack d6 or Tricky spells 1/day) 1 — — —
6th +4 +2 +5 +5 Rogue talent 1 — — —
7th +5 +2 +5 +5 Sneak attack +3d6 1 0 — —
8th +6/+1 +2 +6 +6 Death attack 1 1 — —
9th +6/+1 +3 +6 +6 Sneak attack +4d6 2 1 — —
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0 —
11th +8/+3 +3 +7 +7 *** (sneak attack d6 or Tricky spells 2/day) 2 1 1 —
12th +9/+4 +4 +8 +8 Quiet death 2 2 1 —
13th +9/+4 +4 +8 +8 Sneak attack +5d6 3 2 1 0
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Sneak attack +6d6 3 2 2 1
16th +11/+7/+2 +5 +10 +1 Swift death 3 3 2 1
17th +12/+7/+2 +5 +10 +10 *** (sneak attack d6 or Tricky spells 3/day) 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Angel of death 4 4 3 3Abilities
A cabal bravo who selects a brand gains one at 1st level. This permanent mark is a symbol of his dedication to his craft and membership into her specific cabal. A brand grants the cabal bravo a +3 circumstance bonus to one of the following skills of her choice: Acrobatics, Disable Device, Disguise, Perception, Sleight of Hand, or Stealth. In addition, a brand can be used once per day to cast any one of the following spells, even if the spell is not prepared: anticipate peril, disguise self, expeditious retreat, feather fall, jump, moment of greatness, or vanish. This spell is treated like any other spell cast by the remorseless assassin, including casting time, duration, etc., except that all effects are dependent on her cabal bravo level, not her level –3, as used for her spellcasting.***(a dc heal20+ the level of the cabal bravo check can destroy a brand but deal 2d6 point of damage to the bravo),***(if the cabal bravo enters a anti-magic field the brand is not destroyed but it dose not function)
A cabal bravo who selects a bonded object begins play with one at no cost. Objects that are the subject of an arcane bond must be either a bauble or weapon. A bauble is a piece of jewelry that has a small hollow compartment built into it and falls into one of the following categories: amulet, bracelet, brooch, medallion, necklace, periapt, or ring. These objects are always masterwork quality . Weapons acquired at 1st level are not made of any special material ***(and must be from his list of weapons he is proficient in). If the object is a bauble, it must be worn to have effect, while weapons must be held in one hand. If a cabal bravo attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.***(the token he picks at level one holds no value and can not be sold.)
A cabal bravo who selects a bauble as her bonded object increases the save DC of a single dose of poison by 1, once per day. The poison must be stored within the token’s hollow chamber for 1 minute for the increase to take place. Once placed within the token, the increase remains until the poison is used or 24 hours have passed, whichever comes first. Once a dose has been enhanced in this manner, it cannot be affected again for 24 hours. At 6th level *** (wanted to know why you thought 6th just seems an odd number to start at, I would like something like this to end at level 20 but it’s not a big deal if it was for balance) , the save DC of the single dose of poison increases by 1, plus an additional 1 every three levels thereafter, to maximum of 6 at 18th level.
A cabal bravo who selects a weapon as her bonded object gains a +1 luck bonus to a single sneak attack roll, once per day. This attack can be made as part of a full attack action or as a standard action, including her death attack (see Death Attack below). The cabal bravo must declare that she is using this ability before the attack roll is made. At 6th level***(same thing), this bonus increases by +1, plus an additional +1 every three levels thereafter, to maximum of +6 at 18th level. If a cabal bravo attempts to use death attack without her bonded weapon in hand loses the ability to make a death attack (or use her quiet death, swift death, or angel of death abilities).
A cabal bravo can add additional magic abilities to her bonded object as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a favored token, including any magic abilities added to the token, only function for the cabal bravo who owns it. If a favored token's owner dies, or the item is replaced, the token reverts to being an ordinary masterwork item of the appropriate type. *** (Its funny I never saw this block before sham on me)
If a bonded object is damaged, it is restored to full hit points the next time the cabal bravo rests for 8 hours or prepares her spells. If the object of a bonded item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per cabal bravo level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A cabal bravo can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its any number of its abilities while gaining the benefits and drawbacks of becoming a bonded item.
ok the wright up as it is now. i marked my notes and thoughts with ***(___)
and i did not add the tricky spell in the wright up but if we decide it should go its a pretty easy copy past. but ones we go over these note and any other some one might have i fell this guy is good to go. and will like ly be my next DMPC because its a steler MCA
| Kyras Ausks |
On a side note, Kyras, where are you from? You seem to type with an accent (at least to me). I'm always curious what country posters hail from. :D
lol i am from Texas but have not been there sense 06 i live in Germany but i am currently in Helman, Afghanistan and sorry i missed you post i was righting up that beast i just posted
other then that spelling just tends to kick my butt some days
| Kyras Ausks |
for the most part we have the same bird i add some flavor at the end of "favored token" and a few note to make things smoother and less likely to have any loop holes
Silent ans Still spell have all was bother me in the fact they don't make it any harder to be seen casting the spell
so i could not use Silent ans Still spell to cast "Suggestion" and a ball room to make my mark really want a smoke so i can kill him outside where no one will see me do it
over all i tied up some wording to not be so wonky
| Elghinn Lightbringer |
#REMORSELESS ASSASSIN
1) Cabal Bravo is better. Always tough to come up with names with such a limited number of words that reference certain classes.
2) I like everything you added to Favored Token, but I don't think we need the stuff about not being able to sell it.
3) Although the mask idea is cool, not sure it fit in with the bauble aspect or its function. Thoughts?
4) Also, just noticed we need to add in "..., one of which must be Spellcraft." to the bonus skills and ranks section, as she can't cast spells without that skill.
OK, throwing this out there to see what others think. In regards to the Tricky SPells ability vs. the Stealth check to remain unnoticed whn casting spells: What does everyone think? What would be better and fit the MCA better?
I can totally see the use of the Stealth check, because in a certain situations, he may be trying to get his mark and require a particularly difficult check and doesn't want to be noticed by others around him. The difference from the Still/Silent feat is that he doesn't actually cast without verbal or somatic components, but is trying to mask his mutterings and motions from others.
Tricky Spells on the other hand allows him to simply cast spells X/day as if he had the Still/Silent metamagic feats, which essentially does the same thing. I think the ability, regardless of what for it takes in the final version should be separated and fill the 5th/11th/17th level dead spots.
I propose the following, a Hidden Spells ability vs. the Tricky Spells ability. So please give your feeback as to what you think is more appropriate.
Tricky Spells (Su): Starting at 5th level, a cabal bravo can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability once per day at 5th level and one additional time per every six levels thereafter, to a maximum of 3 times per day at 17th level. The cabal bravo decides to use this ability at the time of casting. This ability replaces uncanny dodge and the rogue talent gained at 20th level.
OR
Hidden Spells (Ex): Starting at 5th level, whenever a cabal bravo casts a spell with verbal or somatic components, she can make as Stealth skill check (DC 20 + the spell’s level) to mask her words and actions and prevent those around her from noticing her spellcasting. As she gains experience, her ability to mask her spells increases. At 11th level, she gains a +2 bonus to all Stealth checks made to mask her spellcasting. At 17th level, this increases to +4. This ability replaces uncanny dodge and the rogue talent gained at 20th level.
| AinvarG |
Totally a flavor comment for the Cabal Bravo:
I don't think it's played this way by a lot of folks, but I always got the impression that the verbal component of a spell is performed with energy, projected, if you will. The idea that he can mumble his way through a spell's casting runs counter to that. Disguising the casting (or hiding it within some other activity) is, I think, the better concept that will sit better with sticklers that do require a normally-cast spell to be done with gusto.
As for the two abilities... Is it more important to have access to this ability at all times, but not have a guarantee that it will work? Or is it more important to know that it will work, but only a few times a day?
I am assuming that the character cannot take 10 or 20 to make this check because the first failure of the hypothetical 10 or 20 tries would mean that the spell had been expended. Is that correct?
I would vote for the Hidden Spells (Ex) ability as long as they have to actually make the roll to cast the spell.
Peanut gallery out.
| Elghinn Lightbringer |
Yeah, no taking 10 or 20. Essentially, you make the stealth check and cast the spell, if you succeed on the Steath check you cast it and mask your motions and quietly mumble the spell under your breath or something, if you fail you cast the spell as normal "with gusto" if you will and obvious somatics.
Flavorwise I'm personally leaning to the Hidden Spells, because its a unique ability instead of one just taken from another class or PrC. Those are the kinds of things that make MCAs unique and flavorful.
| Elghinn Lightbringer |
Oh! Almost forgot. Regarding the bonus increase to the weapon or bauble effect, the 6th level and every 3 levels increase was a left over from when it was a 3rd level ability, so I've readjusted the bonuses to +1 at 1st, and another +1 at 5ht and every 5 elvels, max +5 at 20th. A little more in line. Whe I was having it replace trap sense, I used the increase progression from it.
Masks are flavorful, but I still don't see them as that functional. I could see phylacteries being added in though, since they tend to have a compartment anyways, but usually for scripture. But it's really not a huge deal. the DM can figure out the mechanics for the mask. :D
| Elghinn Lightbringer |
Alright, I'm voting that the Hidden Spells ability be used, because I want us to move forward and onto the new thread. Thus the finalized version of the MCA will look like this.
While many guilds of the underworld exist, only a small number employ magic to any great extent, and fewer still have their agents use magic to increase their chances of slaying their selected mark. The silent and deadly cabal bravo is both a minor spellcaster and a trained assassin who weaves utility magic to great effect. Not always viewed with favor by her fellow guild members, the cabal bravo does, however, earn their trust and their grudging respect. Whether it is dropping a globe of darkness around herself, vanishing from sight, or influencing a guard to all her unseen passage, the cabal brao rarely fails in her mission, whatever it may be.
Primary Class: Rogue.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The cabal bravo may select three wizard skills to add to her class skills in addition to the normal rogue class skills, one of which must be Spellcraft. The cabal bravo gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The cabal bravo is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. A cabal bravo can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a cabal bravo wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass cabal bravo still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Favored Token: At 1st level, cabal bravos form a powerful bond with a special token that serves as the symbol of her deadly craft. This bond can take one of two forms: a brand or a bonded object. A brand is a magical mark that enhances the cabal bravo's skills and cast specialized magic, while a bonded object is an item a cabal bravo can use to enhance her deadly craft. Once a cabal bravo makes this choice, it is permanent and cannot be changed. Should a cabal bravo study or observe another cabal bravo’s favored token, she can make a DC 25 Knowledge (local) skill check as a swift action to identify the owner’s specific cabal or guild, if she has the chance to study it or the cabal bravo makes the token public.
A cabal bravo who selects a brand gains one at 1st level. This permanent mark is a symbol of his dedication to his craft and membership into her specific cabal. A brand grants the cabal bravo a +3 circumstance bonus to one of the following skills of her choice: Acrobatics, Disable Device, Disguise, Perception, Sleight of Hand, or Stealth. In addition, a brand can be used once per day to cast any one of the following spells, even if the spell is not prepared: anticipate peril, disguise self, expeditious retreat, feather fall, jump, moment of greatness, or vanish. This spell is treated like any other spell cast by the cabal bravo, including casting time, duration, etc., except that all effects are dependent on her cabal bravo level, not her level –3, as used for her spellcasting. Should a cabal bravo enter an antimagic field, the brand does not function. The brand can be destroyed by making a successful Heal skill check (DC 10 + the cabal bravo’s level) and deals 2d6 points of damage.
A cabal bravo who selects a bonded object begins play with one at no cost. Objects that are the subject of an arcane bond must be either a bauble or weapon that she is proficient with. A bauble is a piece of jewelry that has a small hollow compartment built into it and falls into one of the following categories: amulet, bracelet, brooch, medallion, necklace, mask, periapt, phylactery, or ring. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is a bauble, it must be worn to have effect, while weapons must be held in one hand. If a cabal bravo attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A cabal bravo who selects a bauble as her bonded object can increase the save DC of a single dose of poison by 1, once per day. The poison must be stored within the token’s hollow chamber for 1 minute for the increase to take place. Once placed within the token, the increase remains until the poison is used or 24 hours have passed, whichever comes first. Once a dose has been enhanced in this manner, it cannot be affected again for 24 hours. At 5th level, the save DC of the single dose of poison increases by 1, plus an additional 1 every five levels thereafter, to maximum of 5 at 20th level.
A cabal bravo who selects a weapon as her bonded object gains a +1 luck bonus to a single sneak attack roll, once per day. This attack can be made as part of a full attack action or as a standard action, including her death attack (see Death Attack below). The cabal bravo must declare that she is using this ability before the attack roll is made. At 5th level, this bonus increases by +1, plus an additional +1 every five levels thereafter, to maximum of +5 at 20th level. If a cabal bravo attempts to use death attack without her bonded weapon in hand loses the ability to make a death attack (or use her quiet death, swift death, or angel of death abilities).
A cabal bravo can add additional magic abilities to her bonded object as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a favored token, including any magic abilities added to the token, only function for the cabal bravo who owns it. If a favored token's owner dies, or the item is replaced, the token reverts to being an ordinary masterwork item of the appropriate type.
A cabal bravo can add additional magic abilities to his bonded object as if she has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a cabal bravo with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the cabal bravo who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the cabal bravo rests for 8 hours or prepares her spells. If the object of a bonded item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per cabal bravo level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A cabal bravo can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
This ability replaces trapfinding and trap sense.
Poison Use: A cabal bravo is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade (see Poison). This ability replaces evasion.
Rogue Talents: This is exactly like the rogue ability of the same name, except that the cabal bravo gains a rogue talent at 2nd level and every four levels thereafter.
School of the Assassin: A cabal bravo learns magic as a tool to enhance her deadly craft. As such, her magic is far more limited than that of other wizards. A cabal bravo can only cast spells from the following arcane schools or subschools, representing knowledge gained in certain areas of arcane lore. She can choose any spell from the Divination, Enchantment, and Illusion school, as well as the Darkness and Teleportation subschools and add them to her spellbook. The spells from these schools and subschools constitute her spell list.
Spellcasting: Starting at 4th level, a cabal bravo casts arcane spells drawn from the School of the Assassin spell list. A cabal bravo must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the cabal bravo must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cabal bravo's spell is 10 + the spell level + the cabal bravo's Intelligence modifier.
A cabal bravo can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cabal bravo. In addition, she receives bonus spells per day if he has a high Intelligences score.
A cabal bravo may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the cabal bravo decides which spells to prepare.
Through 3rd level, a ranger has no caster level. At 4th level and higher, her caster level is equal to her cabal bravo level –3. This ability replaces the rogue talent gained at 4th level, and sneak attack +2d6, +5d6, and +8d6.
Spellbooks: A cabal bravo must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all cabal bravos can prepare from memory. At 4th level, a cabal bravo begins play with a spellbook containing all 0-level from her spell list (see School of the Assassin) plus one 1st-level spells of his choice from her list. The cabal bravo also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new cabal bravo level above 4th, she gains one new spells of any spell level or levels that he can cast (based on his new cabal bravo level) for his spellbook. At any time, a cabal bravo can also add spells found in another cabal bravos' spellbook, or spells from his list found in a wizard’s spellbook to his own.
Hidden Spells (Ex): Starting at 5th level, whenever a cabal bravo casts a spell with verbal or somatic components, she can make as Stealth skill check (DC 20 + the spell’s level) to mask her words and actions and prevent those around her from noticing her spellcasting. As she gains experience, her ability to mask her spells increases. At 11th level, she gains a +2 bonus to all Stealth checks made to mask her spellcasting. At 17th level, this increases to +4. This ability replaces uncanny dodge and the rogue talent gained at 20th level.
Death Attack (Ex): Starting at 8th level, if a remorseless cabal bravo studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (cabal bravo's choice). Studying the victim is a standard action. The death attack fails if the target detects the cabal bravo or recognizes the cabal bravo as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the cabal bravo's class level + the cabal bravo's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the cabal bravo. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the cabal bravo has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the cabal bravo does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack. This ability replaces improved uncanny dodge and the rogue talent gained at 8th level.
Advanced Talents: At 10th level, the cabal bravo can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the Extra Rogue Talent feat. The cabal bravo adds the following rogue abilities to the list of advanced talents she may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A cabal bravo must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the cabal bravo must have evasion to select it. A cabal bravo treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen.
Quiet Death (Ex): At 12th level, whenever a cabal bravo kills a creature using her death attack during a surprise round, she can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying her as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the cabal bravo to avoid detection. This ability replaces the rogue talent gained at 12th level.
Swift Death (Ex): At 16th level, once per day, a cabal bravo can make a death attack against a foe without studying the foe beforehand. She must still sneak attack her foe using a melee weapon that deals damage. This ability replaces the rogue talent gained at 16th level.
Angel of Death (Su): At 20th level, the cabal bravo becomes a master of death. Once per day, when the cabal bravo makes a successful death attack, she can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The cabal bravo must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect. This ability replaces master strike.
Table: Cabal Bravo
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Favored token, sneak attack +1d6 — — — —
2nd +1 +0 +3 +3 Poison use, rogue talent — — — —
3rd +2 +1 +3 +3 Sneak attack +2d6 — — — —
4th +3 +1 +4 +4 School of the assassin 0 — — —
5th +3 +1 +4 +4 Hidden spells 1 — — —
6th +4 +2 +5 +5 Rogue talent 1 — — —
7th +5 +2 +5 +5 Sneak attack +3d6 1 0 — —
8th +6/+1 +2 +6 +6 Death attack 1 1 — —
9th +6/+1 +3 +6 +6 Sneak attack +4d6 2 1 — —
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0 —
11th +8/+3 +3 +7 +7 Hidden spells (+2) 2 1 1 —
12th +9/+4 +4 +8 +8 Quiet death 2 2 1 —
13th +9/+4 +4 +8 +8 Sneak attack +5d6 3 2 1 0
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Sneak attack +6d6 3 2 2 1
16th +11/+7/+2 +5 +10 +1 Swift death 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Hidden spells (+4) 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Angel of death 4 4 3 3
| Elghinn Lightbringer |
| Night_Shade |
Hello, is there a place to inquire about how these classes interact with prestige classes?
Playing a human Blooded Hunter (Ranger/sorcerer) and I like the flavor this can take. Looking at going natural weapon style (to improve claws) and eventually go Dragon Disciple.
Just need to look at a bit of clarification as to how the DD levels work with the BH.
Thanks and I really like how this is coming along.
| Elghinn Lightbringer |
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