Assassin
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
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)
Poisoner
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.
Assassin
Ambush
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.
Headshot
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.
Mark
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.
Relentless
Req: Mark
Your Mark cannot move you down the condition
track.
Ruthless
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.
Bard
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.
Dilettante
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.
Wardancer
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.
Hymn
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.
Dirge
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.
Ballad
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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