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(Master Assailant)
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==Sublime Hunter==
+
==Master Assailant==
  
Sublime Hunters are, like their name implies, master hunters of animals and men. As such, they pick up the abilities to destroy certain enemies which they truly hate and to live their life in all environements, carrying the hunt with them.
+
===Master Assailant===
 
 
===Making a Sublime Hunter===
 
  
 
Very effective at range, their wide range of abilities also allows them to be good in melee.
 
Very effective at range, their wide range of abilities also allows them to be good in melee.
  
'''Abilities:''' [[Dexterity]] is often the most important ability for sublime hunters, though they also benefit from [[Constitution]] and [[Intelligence]].
+
'''Abilities:''' [[Dexterity]] or [[Strength]] is often the most important ability for master assailant, though they also benefit from [[Constitution]] and [[Intelligence]].
  
'''Races:''' Elves, with their natural ability with bows and grace,often pursue the path of the sublime hunter.
+
'''Races:''' Elves, with their natural ability with bows and grace,often pursue the path of the master assailant.
  
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple '''
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple '''
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|-
 
|-
 
|1st||class="left" | +1 || +2 || +2 || +0
 
|1st||class="left" | +1 || +2 || +2 || +0
| class="left" | 1st Favored Enemy, Maneuvers, Fast Movement
+
| class="left" |  
 
|3||3||1||
 
|3||3||1||
 
|-
 
|-
 
|2nd||class="left" | +2 || +3 || +3 || +0
 
|2nd||class="left" | +2 || +3 || +3 || +0
| class="left" | Achery Style Feat
+
| class="left" |  
 
|4||3||1||
 
|4||3||1||
 
|-
 
|-
 
|3rd||class="left" | +3 || +3 || +3 || +1
 
|3rd||class="left" | +3 || +3 || +3 || +1
| class="left" | Armor Training(-1) , 1st Favored Terrain
+
| class="left" |  
 
|5||3||1||
 
|5||3||1||
 
|-
 
|-
 
|4th||class="left" | +4 || +4 || +4 || +1
 
|4th||class="left" | +4 || +4 || +4 || +1
| class="left" | Wild Empathy, Track
+
| class="left" |  
 
|5||4||2||
 
|5||4||2||
 
|-
 
|-
 
|5th||class="left" | +5 || +4 || +4 || +1
 
|5th||class="left" | +5 || +4 || +4 || +1
| class="left" | Weapon Training (+1)
+
| class="left" |  
  
 
|6||4||2||
 
|6||4||2||
 
|-
 
|-
 
|6th||class="left" | +6/+1 || +5 || +5 || +2
 
|6th||class="left" | +6/+1 || +5 || +5 || +2
| class="left" | Armor Training  (-2), 2nd Favored Enemy, Archery Style Feat
+
| class="left" |  
 
|6||4||—||
 
|6||4||—||
 
|-
 
|-
 
|7th||class="left" | +7/+2 || +5 || +5 || +2
 
|7th||class="left" | +7/+2 || +5 || +5 || +2
| class="left" |Armor Training, 2nd Favored Terrain
+
| class="left" |
 
|7||4||2||
 
|7||4||2||
 
|-
 
|-
 
|8th||class="left" | +8/+3 || +6 || +6 || +2
 
|8th||class="left" | +8/+3 || +6 || +6 || +2
| class="left" | Quarry(+1)
+
| class="left" |  
 
|7||4||2||
 
|7||4||2||
 
|-
 
|-
 
|9th||class="left" | +9/+4 || +6 || +6 || +3
 
|9th||class="left" | +9/+4 || +6 || +6 || +3
| class="left" | Armor Training (-3)
+
| class="left" |  
 
|8||4||2||
 
|8||4||2||
 
|-
 
|-
 
|10th||class="left" | +10/+5 || +7 || +7 || +3
 
|10th||class="left" | +10/+5 || +7 || +7 || +3
| class="left" | Archery Style Feat
+
| class="left" |  
 
|8||5||3||
 
|8||5||3||
 
|-
 
|-
 
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3
 
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3
| class="left" | Weapon Training (+2), 3rd Favored Terrain
+
| class="left" |  
 
|9||5||3||
 
|9||5||3||
 
|-
 
|-
 
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4
 
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4
| class="left" | 3rd Favored Enemy, Armor Training (-4)
+
| class="left" |  
 
|9||5||3||
 
|9||5||3||
 
|-
 
|-
 
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4
 
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4
| class="left" | Quarry (+2)
+
| class="left" |  
 
|10||5||3||
 
|10||5||3||
 
|-
 
|-
 
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
 
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
| class="left" | Archery Style Feat
+
| class="left" |  
 
|11||6||3||
 
|11||6||3||
 
|-
 
|-
 
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
 
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
| class="left" | 4th Favored Terrain, Armor Training (-5)
+
| class="left" |  
 
|11||6||3||
 
|11||6||3||
 
|-
 
|-
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
| class="left" | Quarry (+4)
+
| class="left" |  
 
|11||6||3||
 
|11||6||3||
 
|-
 
|-
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
+
|17th||class="left" +17/+12/+7/+2 || +10 || +10 || +5
| class="left" | Weapon Training (+3)
 
 
|12||6||4||
 
|12||6||4||
 
|-
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
| class="left" | Armor Training (-6), 4th Favored Enemy
+
| class="left" |  
 
|12||6||4||
 
|12||6||4||
 
|-
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
| class="left" | Quarry (+4), 5th Favored Terrain
+
| class="left" |  
 
|13||7||4||
 
|13||7||4||
 
|-
 
|-
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
| class="left" | Perfect Hunter, Quarry (+5)
+
| class="left" |  
 
|13||7||4||
 
|13||7||4||
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]), 
+
Stuff from Tome of Prowess.
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]), 
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]), 
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]), 
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]), 
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
  
 
====Class Features====
 
====Class Features====
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All of the following are class features of the <-class name->.
 
All of the following are class features of the <-class name->.
  
'''Weapon and Armor Proficiency:''' A sublime hunter is proficient in light and medium armor but no shields. He is also proficient with all simple and martial weapons and one exotic weapon of his choice.
+
'''Weapon and Armor Proficiency:''' A master assailantis proficient in light and medium armor but no shields. He is also proficient with all simple, martial, and exotic weapons.
  
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a [[SRD:Carrying Capacity|heavy load]]. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
+
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A master assailant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a [[SRD:Carrying Capacity|heavy load]]. Apply this bonus before modifying the master assailant’s speed because of any load carried or armor worn. This bonus improves at 5th level and every 5 levels thereafter.
  
'''Maneuvers([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Falling Star, Shadow Hand,and Tiger Claw.
+
'''Maneuvers([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Shadow Hand,and Tiger Claw.
  
 
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by asssassin is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
 
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by asssassin is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
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Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
 
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
 
'''Track([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The sublime hunter gains [[SRD:Track]] as a bonus feat at level 4.
 
 
'''{{Anchor|Favored Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a sublime hunter may select a type of creature from among those given on [[#Table: Ranger Favored Enemies|Table: Ranger Favored Enemies]]. The ranger gains a +2 bonus on [[SRD:Bluff Skill|Bluff]], [[SRD:Listen Skill|Listen]], [[SRD:Sense Motive Skill|Sense Motive]], [[SRD:Spot Skill|Spot]], and [[SRD:Survival Skill|Survival]] checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon [[SRD:Attack Damage|damage rolls]]and attack rolls against such creatures.
 
 
At 6th level and every six levels thereafter (12th, and 18th), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
 
 
If the Sublime Hunter chooses [[SRD:Humanoid Type|humanoids]] or [[SRD:Outsider Type|outsiders]] as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
 
 
{|  class="zebra d20"
 
|-
 
|+{{Anchor|Table: Sublime Hunter Favored Enemies}}
 
|-
 
!'''Type (Subtype)'''||'''Type (Subtype)'''
 
|-
 
|[[SRD:Aberration Type|Aberration]]||[[SRD:Humanoid (reptilian)|Humanoid (reptilian)]]
 
|-
 
|[[SRD:Animal Type|Animal]]||[[SRD:Magical Beast Type|Magical beast]]
 
|-
 
|[[SRD:Construct Type|Construct]]||[[SRD:Monstrous Humanoid Type|Monstrous humanoid]]
 
|-
 
|[[SRD:Dragon Type|Dragon]] ||[[SRD:Ooze Type|Ooze]]
 
|-
 
|[[SRD:Elemental Type|Elemental]]||[[SRD:Outsider (air)|Outsider (air)]]
 
|-
 
|[[SRD:Fey Type|Fey]]||[[SRD:Outsider (chaotic)|Outsider (chaotic)]]
 
|-
 
|[[SRD:Giant Type|Giant]]||[[SRD:Outsider (earth)|Outsider (earth)]]
 
|-
 
|[[SRD:Humanoid (aquatic)|Humanoid (aquatic)]]||[[SRD:Outsider (evil)|Outsider (evil)]]
 
|-
 
|[[SRD:Humanoid (dwarf)|Humanoid (dwarf)]] ||[[SRD:Outsider (fire)|Outsider (fire)]]
 
|-
 
|[[SRD:Humanoid (elf)|Humanoid (elf)]] ||[[SRD:Outsider (good)|Outsider (good)]]
 
|-
 
|[[SRD:Humanoid (goblinoid)|Humanoid (goblinoid)]] ||[[SRD:Outsider (lawful)|Outsider (lawful)]]
 
|-
 
|[[SRD:Humanoid (gnoll)|Humanoid (gnoll)]] ||[[SRD:Outsider (native)|Outsider (native)]]
 
|-
 
|[[SRD:Humanoid (gnome)|Humanoid (gnome)]]||[[SRD:Outsider (water)|Outsider (water)]]
 
|-
 
|[[SRD:Humanoid (halfling)|Humanoid (halfling)]]||[[SRD:Plant Type|Plant]]
 
|-
 
|[[SRD:Humanoid (human)|Humanoid (human)]]||[[SRD:Undead Type|Undead]]
 
|-
 
|[[SRD:Humanoid (orc)|Humanoid (orc)]] ||[[SRD:Vermin Type|Vermin]]
 
|-
 
|}
 
 
'''Archery Style Feat([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd, 6th, 10th, and 14th level, a sublime hunter may pick a bonus feat from this list: Marksman, [[Precise Shot]],[[Rapid Shot]],[[Manyshot]], [[Greater Manyshot]], [[Improved Precise Shot]], Improved Rapid Shot(CW).
 
 
'''Favored Terrain([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''At 3rd level, a sublime hunter may select a type of terrain from the Favored Terrains table. The sublime hunter gains a +2 bonus on initiative checks and Knowledge (geography), Spot, Listen, Search,Hide, Move Silently, and Survival skill checks when he is in this terrain. A sublime hunter traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
 
 
At 7th level and every four levels thereafter, the sublime hunter may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
 
 
If a specific terrain falls into more than one category of favored terrain, the sublime hunter's bonuses do not stack; he simply uses whichever bonus is higher. The terrains are:
 
 
Cold (ice, glaciers, snow, and tundra)
 
Desert (sand and wastelands)
 
Forest (coniferous and deciduous)
 
Jungle
 
Mountain (including hills)
 
Plains
 
Planes (pick one, other than Material Plane)
 
Swamp
 
Underground (caves and dungeons)
 
Urban (buildings, streets, and sewers)
 
Water (above and below the surface)
 
 
 
'''Armor Training([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''Starting at 3rd level, a sublime hunter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every three levels thereafter (6th,9th,12th, 15th, and 18th), these bonuses increase by +1 each time.In addition, a sublime hunter can also move at his normal speed while wearing medium armor. At 7th level, a sublime hunter can move at his normal speed while wearing heavy armor.
 
 
'''{{Anchor|Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A sublime hunter can improve the attitude of an [[SRD:Animal Type|animal]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his [[SRD:Charisma|Charisma]] bonus to determine the wild empathy check result. The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.
 
 
To use wild empathy, the sublime hunter and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an [[SRD:Animal Type|animal]] in this way takes 1 minute, but, as with influencing people, it might take more or less time.
 
 
The sublime hunter can also use this ability to influence a magical beast with an [[SRD:Intelligence|Intelligence]] score of 1 or 2, but he takes a –4 penalty on the check.
 
 
'''Weapon Training([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a sublime hunter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
 
 
Every six levels thereafter (11th, and 17th), a sublime hunter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each.  Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
 
 
A sublime hunter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
 
 
Weapon groups are defined as follows (DMs may add other weapons to these groups, or add entirely new groups):
 
 
'''Axes:''' battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
 
 
'''Blades, Heavy: '''bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
 
 
'''Blades, Light:''' dagger, kama, kukri, rapier, sickle, starknife, and short sword.
 
 
'''Bows:''' composite longbow, composite shortbow, longbow, and shortbow.
 
 
'''Close:''' gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
 
 
'''Crossbows:''' hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
 
 
'''Double:''' dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
 
 
'''Flails:''' dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
 
 
'''Hammers:''' club, greatclub, heavy mace, light hammer, light mace, and warhammer.
 
 
'''Monk:''' kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
 
 
'''Natural:''' unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
 
 
'''Pole Arms:''' glaive, guisarme, halberd, and ranseur.
 
 
'''Spears:''' javelin, lance, longspear, shortspear, spear, and trident.
 
 
'''Thrown:''' blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
 
 
'''Quarry ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 89th level, the sublime hunter becomes proficient in the killing of enemies, as a swift action, a sublime hunter may study his opponent and gain a +1 to damage and attack rolls against that type of creature for the rest of the encounter. This bonus increases by 1 at 13th, 16th a, 19th, and 20th.
 
 
'''Perfect Hunter([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' AT 20th level, the sublime hunter becomes the perfect hunter. Three times per day, as an immediate action, you can swear 1 enemy to be your prey. You gain a bonus  equal to 1/3 your class levels against this opponent in all opposed rolls and AC. In addition, you gain DR 10/- versus that enemy and all your damage bypasses DR and cannot be healed through any method other than rest.
 
  
 
====Epic Sublime Hunter====
 
====Epic Sublime Hunter====

Revision as of 00:59, 3 November 2010

Homebrew.png
Author: [[User:Idkwhatmynameis|Idkwhatmynameis]] ([[User talk:Idkwhatmynameis|talk]])
Date Created: 25/3/10
Status: <-how close to completion->
Editing: Clarity edits only please
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Master Assailant

Master Assailant

Very effective at range, their wide range of abilities also allows them to be good in melee.

Abilities: Dexterity or Strength is often the most important ability for master assailant, though they also benefit from Constitution and Intelligence.

Races: Elves, with their natural ability with bows and grace,often pursue the path of the master assailant.

Starting Age: Simple

Table: The Sublime Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Known
Maneuvers
Readied
Stance
Known
Fort Ref Will
1st +1 +2 +2 +0 3 3 1
2nd +2 +3 +3 +0 4 3 1
3rd +3 +3 +3 +1 5 3 1
4th +4 +4 +4 +1 5 4 2
5th +5 +4 +4 +1 6 4 2
6th +6/+1 +5 +5 +2 6 4
7th +7/+2 +5 +5 +2 7 4 2
8th +8/+3 +6 +6 +2 7 4 2
9th +9/+4 +6 +6 +3 8 4 2
10th +10/+5 +7 +7 +3 8 5 3
11th +11/+6/+1 +7 +7 +3 9 5 3
12th +12/+7/+2 +8 +8 +4 9 5 3
13th +13/+8/+3 +8 +8 +4 10 5 3
14th +14/+9/+4 +9 +9 +4 11 6 3
15th +15/+10/+5 +9 +9 +5 11 6 3
16th +16/+11/+6/+1 +10 +10 +5 11 6 3
17th class="left" +17/+12/+7/+2 +10 +10 +5 12 6 4
18th +18/+13/+8/+3 +11 +11 +6 12 6 4
19th +19/+14/+9/+4 +11 +11 +6 13 7 4
20th +20/+15/+10/+5 +12 +12 +6 13 7 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Stuff from Tome of Prowess.

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: A master assailantis proficient in light and medium armor but no shields. He is also proficient with all simple, martial, and exotic weapons.

Fast Movement (Ex): A master assailant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the master assailant’s speed because of any load carried or armor worn. This bonus improves at 5th level and every 5 levels thereafter.

Maneuvers(Ex): You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Shadow Hand,and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by asssassin is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered sublime hunter level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a swift action followed by an attack action or taking a standard action to do nothing but recover maneuvers. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Epic Sublime Hunter

Table: The Epic Sublime Hunter

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

6 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic Sublime Hunter gains a bonus feat from the same list as the epic ranger and fighter every 3 levels after 20th.


Elf Sublime Hunter Starting Package

Weapons: Longbow and Longsword.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Spot 4 Wis
Search 4 Int
Survival 4 Wis
Tumble 4 Dex -2
Hide 4 Dex -2
Move Silently 4 Dex -2

Feat: Point Blank Shot.

Gear: Basic Adventuring Package+ Studded Leather.

Gold: 125 gp.




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