Wednesday, May 23, 2012

Assassin & Bard

Req: 2 Talents from Lurker and 1 from either Ranged or Melee Training, Trained in Stealth

Hit Dice: The assassin uses d8 HD.
BAB: Mid

Defense Bonuses: Assassins gain a +4 class bonus to their reflex defense and a +2 Bonus to their Fortitude defense.

Special Ability: Death Attack: Standard Action. During a surprise round or against a target that is unaware of you, you may make a Death Attack against a target within 6 squares. If you hit and exceed the target's damage threshold on this attack you make an additional attack roll vs. their Fortitude Defense. If you exceed their defense they are knocked an additional step down the condition track. 
At 4th level you get a +1 on these attack rolls. 
At level 6 your Death attack does an additional die of damage. 
At level 8 it knocks enemies an additional -1 on the track. 
At 10th level it immediately renders the victim unconscious

Talent Trees

-Lurker (Rogue)
-Melee Training (Fighter) or Ranged Training (Rogue), chosen when this class is taken.
-Beguiler (Magic-User)


Adapt Poison
     You may make your poisons effective through injury, inhalation, ingestion or contact. This requires a Knowledge (nature) check equal to the poison's Treat Injury DC and requires 1 day.

Improved Poisons
     Req: Poison Use
     Your poisons gain +2 to attack.

Persistent Poison
     Req: Poison Use
     Your poisons may miss two attacks before they cease having an effect.

Insidious Poison
     Req: Poison Use
     The DC to treat your poisons with Treat Injury or the Revive spell is increased by 5.

Paralyzing Poison
     Req: Poison Use, Sleeping Poison
     Characters you have poisoned take a -2 to all attacks and Str or Dex based checks until the poison is negated
Hallucinogenic Poison
     Req: Poison Use, Sleeping Poison, Paralyzing Poison
     Subjects of your poisons have 50% chance of losing any action they attempt until the poison is negated.

Sleeping Poison
     Req: Poison Use
     Instead of dealing damage you may choose to have your poison moves it's victims -2 down the CT when it successfully hits. The treat Injury DC of the poison is reduced by 5.

Poison Use
     Once per encounter you can spend a standard action to apply poisons to a weapon. If an attack roll with that weapon also exceeds the target's Fort defense the target is poisoned. Each round on that character's turn the poison makes an attack roll (1d20+your heroic level) against eh target's Fortitude defense. If the attack succeeds the target takes 1d6+ 1/2 your heroic level damage and moves -1 CT. A target moved to the end of the condition track is unconscious, but continues to take damage from the poison's attack. The poison attacks each round until it misses or until the poisoned character is subject to an effect that can remove persistent conditions.


     If you are not surprised during the first round of an encounter you may treat that round as a surprise round for the purpose of activating talents and feats.

     Req: Sniping Assassin, Mark
     While aiming an making a attack against a Mark that is unaware of your presence you deal +1 die of damage and move the target an additional -1 CT if you exceed its damage threshold.

     Once per encounter you may designate a Mark. You gain +2 to attack rolls against your Mark.

Reactive Stealth    
     Req: Improved Stealth, Hide in Plain Sight
     When you are missed by an attack you may make a stealth check to hide as a reaction.

     Req: Mark
     Your Mark cannot move you down the condition track.
     Req: Mark
     You deal +1 die of damage to all attack against your Mark.
Sniping Assassin
     You may use your Backstab and Sneak Attack talents with ranged weapons against targets within short range.
     You may take this talent more than once. Each time you do it increase the range at which these talents work by one step.

Unexpected Assault
     Req: Ambush, Mark
     Once per turn as a swift action you may make an opposed Initiative check against your mark. If your check is higher the opponent is flat-footed against all of your attacks until the end of the next turn.
Weak Point
     You may spend a swift action to ignore any Armor bonus to Reflex defense on your next attack.


Requirements: Arcane Gift, 2 Talents from either Silver Tongue or Beguiler, Trained in Persuasion or Artistry.

Hit Dice: The Bard uses d8 Hit Dice.
BAB: Mid

Defense Bonuses: Bards gain a +2 class bonus to all Defenses

Special Ability: Inspire Courage: Move Action, sustain as swift action. All allies that can see or hear the Bard get a bonus to attacks and damage based on the Bard's level. (+1att/+1Dam, +2att./+1Dam. +2att./+2Dam, +3att/+2Dam, +3att./+3 Dam.)

Talent Trees

-Beguiler (Magic-User)
-Silver Tongue (Rogue)
-Warpriest (Cleric)

Jack of All Trades

Bardic Lore
     You may make Knowledge checks untrained.

Use Magic Device
     You are treated as being trained in both the Devotion and Spellcasting skills for the purposes of activating Wands and Scrolls.

     You gain a +2 bonus to all untrained skill checks.

Improved Bardic Lore
     Req: Bardic Lore
     You gain a +2 bonus to all Knowledge checks.

Skill Mastery
     Req: Dilettante
     Choose 1+Int modifier number of trained skills. You may take a 10 on these skills even while threatened You may not choose Devotion or Spellcasting.

Improvisational Spellcaster
     Req: Use Magic Device
     You may use Cha in place of Wis for your Spellcasting checks.

     You may apply your Cha bonus instead of your Str bonus to your attack rolls with melee weapons.

Practiced Wardancer 
     Req: Wardancer
     You may apply your Cha bonus instead of your Str bonus to your damage rolls with melee weapons.

Gifted Performer

Inspire Heroics
     When you use the Inspire Courage class feature you may choose a single bonus feat from the Soldier Bonus feat list. All targets gain this feat as long as they meet the requirements. This effect lasts until the end of the encounter.

Inspire Competence
     When you use your Inspire Courage class feature, instead of the normal benefits targets gain a competence bonus to all skill checks equal to 1/2 your class level.   

Rousing Song
     Targets of your Inspire Courage class feature move +1 CT. Characters may only benefit from this ability once per encounter.

Drinking Song
     Targets of your Inspire Courage class ability may exchange any or all of the granted bonus to attack to an additional bonus to damage.

Inspire Valor
     When you use you Inspire Courage class feature, targets also gain a number of temporary HP equal to your character level. These HP are lost first and go away at the end of the encounter.

     Targets of your Inspire Courage class ability gain  morale bonus to their Will Defense versus fear and mind-affecting abilities equal to 1/2 your class level.

     Instead of granting bonuses to your allies with Inspire Courage, you can instead penalize your enemies for a like amount.
     When you use Dirge, make an Intimidate check. Each enemy whose Will Defense you exceed that can see, hear and understand you get penalties to it's attack and damage equal to the bonuses you would normally hand out.

     When you successfully use the Charm power on someone you have successfully Fascinated all attitude changes are doubled. Your use of charm is not apparent to the target or any other Fascinated creature.

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