Difference between revisions of "User:Idkwhatmynameis/Sandbox3"

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(Master Assailant)
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|1st||class="left" | +1 || +2 || +2 || +0
 
|1st||class="left" | +1 || +2 || +2 || +0
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+
| class="left" | Weapon Mastery +1d4, Battlefield Mobility
 
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| class="left" | Agility Training
 
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|3rd||class="left" | +3 || +3 || +3 || +1
 
|3rd||class="left" | +3 || +3 || +3 || +1
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| class="left" | Lightning Assault +1, Storm of Steel
 
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| class="left" | Sidestep
 
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| class="left" | Improved Evasion
 
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| class="left" | Weapon Mastery +3d4, Unnatural Speed
 
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Revision as of 05:11, 6 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 Weapon Mastery +1d4, Battlefield Mobility 3 3 1
2nd +2 +3 +3 +0 Agility Training 4 3 1
3rd +3 +3 +3 +1 Lightning Assault +1, Storm of Steel 5 3 1
4th +4 +4 +4 +1 Sidestep 5 4 2
5th +5 +4 +4 +1 Weapon Mastery +2d4, Evasion 6 4 2
6th +6/+1 +5 +5 +2 6 4
7th +7/+2 +5 +5 +2 Lightning Assault +2/+1d6 7 4 2
8th +8/+3 +6 +6 +2 7 4 2
9th +9/+4 +6 +6 +3 Improved Evasion 8 4 2
10th +10/+5 +7 +7 +3 Weapon Mastery +3d4, Unnatural Speed 8 5 3
11th +11/+6/+1 +7 +7 +3 Lightning Assault +3/+1d6 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 Weapon Mastery +4d4, Lightning Assault +4/+2d6 11 6 3
16th +16/+11/+6/+1 +10 +10 +5 Maximum Velocity 11 6 3
17th +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 Lightning Assault +5/+2d6 13 7 4
20th +20/+15/+10/+5 +12 +12 +6 Weapon Mastery +5d4 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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