Tuesday, October 3, 2017

Campaign Design - Base Classes: Zloděj

(from Complete Adventurer; originally the Ninja class)

Zloději move through the shadows, striking down the unwary and vanishing again with ease. Zloději walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although zloději in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms - appearing and disappearing seemingly on a whim.

Abilities: Zloději benefit from a high Dexterity score, since it affects their most important skills and many of their abilities require that they wear no armor. A high Dexterity also helps the zloděj to act first in initiative and take advantage of her sudden strike ability. A zloděj also appreciates a high Wisdom score, which improves her Armor Class, grants additional uses of her ki powers, and helps her locate foes with skills such as Listen and Spot.

Race: Prašotek (Goblin).
Alignment: Any.
Hit Die: d6.
Luck Die: d8.

Class Skills
  • Skill List: The zloděj's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (all skills taken individually) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (6 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Level: 6 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A zloděj gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A zloděj gains a +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A zloděj gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A zloděj gains a +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Zloději are proficient with all simple weapons plus the butterfly sword, hand crossbow, kama, kukri, nekode, nunchaku, sai, shortbow, composite shortbow, short sword, shuriken, siangham, three-section staff, tiger claw, tonfa, and war fan. Zloději are not proficient with any type or armor or shield.

  • Armor Class Bonus (Ex): A zloděj is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmoured and unencumbered, a zloděj adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the mon's Armor Class bonus ability (a zloděj with levels of monk does not add the bonus twice). In addition, a zloděj gains a +1 bonus to Armor Class at 5th level. This bonus to Armor Class increases by 1 for every five zloděj levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

    These bonuses to Armor Class apply even against touch attacks or when a zloděj is flat-footed. The character 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.

  • Ki Power (Su): A zloděj can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a zloděj is wearing no armor and is unencumbered.

    As long as a zloděj's ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

    A zloděj's ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

  • Sudden Strike (Ex): If a zloděj can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a zloděj's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the zloděj deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two zloděj levels thereafter. A zloděj can't use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to Armor Class.

    This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A zloděj can't make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

    A zloděj can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal damage when used as part of a sudden strike.

    The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

    Note: For the purpose of qualifying for feats, prestige classes, and similar options that require a minimum number of sneak attack extra damage dice, treat the zloděj's sudden strike ability as the equivalent of sneak attack.

  • Trapfinding (Ex): A zloděj can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.

    Finding a magic trap has a Search DC of 25 + the level of the spell used to create it.

    A magic trap generally has a Disable Device DC of 25 + the level of the spell used to create it.

    A zloděj who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Ghost Step (Su): Starting at 2nd level, a zloděj can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

    At 10th level, a zloděj can become ethereal when using ghost step instead of becoming invisible.

  • Poison Use (Ex): At 3rd level and higher, a zloděj never risks accidentally poisoning herself when applying poison to a weapon.

  • Great Leap (Su): At 4th level and higher, a zloděj always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player's Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.

  • Acrobatics (Ex): Starting at 6th level, a zloděj gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level, and +6 at 18th level.

  • Ki Dodge (Su): At 6th level and higher, a zloděj can spend one daily use of her ki power to cause an attack against her to miss when it might have otherwise hit. When a zloděj 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 ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

  • Speed Climb (Ex): A zloděj of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

    A zloděj needs only one free hand to use this ability. This ability can only be used if a zloděj is wearing no armor and is carrying no more than a light load.

  • Ghost Strike (Su): At 8th level and higher, a zloděj can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).

    Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the zloděj; as long as that attack is made before the end of her next turn.

  • Improved Poison Use (Ex): Starting at 9th level, a zloděj can apply poison to a weapon as a move action. (Normally, applying poison is a standard action, like applying an oil).

  • Evasion (Ex): At 12th level or higher if a zloděj makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a zloděj is wearing no armor and carrying no more than a light load. A helpless zloděj does not gain the benefit of evasion.

  • Ghost Mind (Su): At 14th level, a zloděj gains a special resistance to spells of the scrying subschool. To detect or see a zloděj with such a spell, the caster must make a caster level check (DC 20 + the zloděj's class level). In the case of scrying spells (such as arcane eye) that scan the zloděj's area, a failed check indicates that the spell works but the zloděj simply isn't detected. Scrying attempts targeted specifically at the zloděj do not work at all if the check fails.

  • Ghost Sight (Su): At 16th level and higher, a zloděj can see invisible and ethereal creatures as easily as she sees material creatures and objects.

  • Greater Ki Dodge (Su): Starting at 18th level, a zloděj's ki dodge ability grants total concealment (50% miss chance).

  • Ghost Walk (Su): A 20th level zloděj can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with the caster level equal to the zloděj's class level.
1thKi power, sudden strike +1d6, trapfinding
2ndGhost step (invisible)
3rdSudden strike +2d6, poison use
4thGreat leap
5thSudden strike +3d6
6thAcrobatics +2, ki dodge
7thSudden strike +4d6, speed climb
8thGhost strike
9thSudden strike +5d6, improved poison use
10thGhost step (ethereal)
11thSudden strike +6d6
12thAcrobatics +4, evasion
13thSudden strike +7d6
14thGhost mind
15thSudden strike +8d6
16thGhost sight
17thSudden strike +9d6
18thAcrobatics +6, greater ki dodge
19thSudden strike +10d6
20thGhost walk

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