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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 07 Apr 2010 : 19:08:41
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Here is a new PrC I have created and was wondering if I could get some feedback or critique on it. Thank you. ;)
The Superior knife thrower
The SKT is a deadly and stealthy opponent who relies solely on his skills with the thrown dagger. They usually arm their entire body with a plethora of knives and daggers of various shapes and sizes that are mostly hidden, but also worn openly. They rarely carry any other weapons besides daggers and knives for ranged or melee combat. They are swift and silent and can often deal with enemies before the target even knows they've been struck. Most SKT's are Rogues and Bards, but other classes have been known to take this path.
Hit Die: d6. Requirements: To qualify to become a SKT, a character must fulfill all the following criteria.
Skills: Intimidate 10 ranks, Disable device 10 ranks, Bluff 13 ranks, Hide 11 ranks, Move silently 13 ranks, sleight of hand 13 ranks.
Feats: Point blank shot, Precise shot, Rapid shot.
Special: +3d6 Sneak attack ability.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape artist, Hide, Intuit direction, Intimidate, Jump, Knowledge, Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spot, Tumble, Use magic device, Use rope.
Skill points at each level- 6 + Int mod.
Class Features Weapon & Armor Proficiency: SKT gain no proficiency with small or light weapons.
Improved Rapid shot: At first level you can get a second extra attack per round with a dagger or knife. The second extra attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Superior Crippling Strike: At first level the SKT can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 1 point of STR damage per Sneak attack, stackable. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. The damage to strength does stack after the initial sneak attack against a single target.
Far Shot: At second level, a SKT gains the Far Shot feat as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she gains no additional benefit.".
Ghost dagger(Su): at 2'nd level the SKT gains this spell like ability. twice a day your thrown daggers become ghostly and nearly translucent for a brief time. While this spell like ability is in effect, your ranged attacks are resolved as ranged touch attacks rather than normal ranged attacks. The duration lasts for 1 round and takes 1 swift action. You can only use this ability on your own daggers.
Enchant Dagger: At 3rd level, every dagger a SKT throws gains a +2 enhancement bonus on attack rolls and damage rolls and overcomes damage reduction as if it were a magic weapon. Unlike magic weapons created by normal means, the SKT need not spend experience points or gold pieces to accomplish this task. However, a SKT's magic daggers only function for her.
Sneak Attack: At 3'rd level the SKT gains the sneak attack rogue ability. +1d6 dmg.
Grace:At 4th level, a SKT gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a SKT only when she is wearing light armor.
Improved Reaction: At 4'th level, a SKT gains a +4 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.
Hail of Daggers: At 5'th level, In lieu of her regular attacks, once per day a SKT can throw an dagger at each and every target within range, to a maximum of two targets for every level of this PRC she has earned. Each attack uses the SKT's primary attack bonus, and each enemy may only be targeted by a single dagger.
Dagger of death: At 5th level, a SKT can create an dagger of death that forces the target, if damaged by the dagger’s attack, to make a DC 25 +Int Mod, Fortitude save or be slain immediately. It takes one day to make an dagger of death, and the dagger only functions for the SKT who created it. The dagger of death lasts no longer than one year, and the SKT can only have one such dagger in existence at a time.
CL-BAB-FS-RS-WS-Special 1'st-+1-+0-+2-+0-- Improved Rapid shot, Superior Crippling strike
2'nd-+2-+0-+3-+0- Far shot, Ghost dagger
3'rd-+3-+1-+3-+1- Enchant dagger, Sneak attack
4'th-+4-+1-+4-+1- Grace, Improved reaction
5'th-+5-+1-+4-+1- Hail of daggers, Dagger of death
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Edited by - Copper Elven Vampire on 27 Jun 2013 19:49:39
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Alisttair
Great Reader
    
Canada
3054 Posts |
Posted - 08 Apr 2010 : 12:20:25
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| Maybe lose the required Disguise skill, I don't see it tying very much to the fluff and crunch and it adds an uneeded requirement IMO. Otherwise looks pretty good to me. |
Karsite Arcanar (Most Holy Servant of Karsus)
Anauria - Survivor State of Netheril as penned by me: http://www.dmsguild.com/m/product/172023 |
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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 02 May 2010 : 05:31:45
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| I agree, and I've changed it to Intimidate. Thank you. ;) |
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Nicolai Withander
Master of Realmslore
   
Denmark
1093 Posts |
Posted - 02 May 2010 : 12:00:07
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Hmm... its a nice class. Personally I would use the fighter class, because of the bonus feats. That to me gives the best ranged/ archer/ thrower class for me adleast.
But I do like the kind of rougish, jipsy kind of class you have made.
To summ up: Pure efficiency choose the fighter and feat him up and dress him up for throwing knives.
For roleplaying coolness. Keep doing what your doing!! |
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Katans
Acolyte
Germany
7 Posts |
Posted - 25 May 2010 : 08:58:31
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Hi there,
on the whole OK, but feels a bit underpowered, plus some parts need reformulating (without changing the content).
quote: Originally posted by Copper Elven Vampire Feats: Point blank shot, Precise shot, Rapid shot.
No Weapon Focus (Dagger)? Sounds like a logical choice for a character fighting almost solely with daggers.
quote: Originally posted by Copper Elven Vampire Improved Rapid shot: At first level you can get a second extra attack per round with a ranged weapon. The second extra attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Should be restricted to daggers, otherwise any ranged fighter could dip in 1 level just for this very yummy ability.
quote: Originally posted by Copper Elven Vampire Crippling Strike: At first level the SKT can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. The damage to strength does not stack after the initial sneak attack against a single target.
Siwtch to 1 point of STR damage per Sneak attack, stackable. The PrC can be taken at level 10 at the earliest, being able to do something useful with your otherwise not very impressive sneak attack is definitely important.
quote: Originally posted by Copper Elven Vampire Far Shot: At 2'nd level, when you use a thrown weapon, its range increment is doubled.
Rewrite to: "At second level, a SKT gains the Far Shot feat as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she gains no additional benefit."
quote: Originally posted by Copper Elven Vampire Ghost dagger: at 2'nd level the SKT gains this spell like ability. twice a day your thrown daggers become ghostly and nearly translucent for a brief time. While this spell like ability is in effect, your ranged attacks are resolved as ranged touch attacks rather than normal ranged attacks. The duration lasts for 1 round and takes 1 swift action. You can only use this ability on your own daggers.
Should be (Su) in my opinion, but doesn't change much.
quote: Originally posted by Copper Elven Vampire Enchant Dagger: At 3'rd level, every nonmagical dagger a SKT throws becomes magical, gaining a +2 enhancement bonus. Unlike magic weapons created by normal means, the SKT need not spend experience points or gold pieces to accomplish this task. However, a SKT's magic daggers only function for her.
Poor wording. I'd rather say: "At 3rd level, every dagger a SKT throws gains a +2 enhancement bonus on attack rolls and damage rolls and overcomes damage reduction as if it were a magic weapon."
quote: Originally posted by Copper Elven Vampire Dagger of death: At 5th level, a SKT can create an dagger of death that forces the target, if damaged by the dagger’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an dagger of death, and the dagger only functions for the SKT who created it. The dagger of death lasts no longer than one year, and the SKT can only have one such dagger in existence at a time.
DC 20 is definitely a bit low for a capacity you gain at level 15 at best. Maybe 20 + Int modifier, or something?
quote: Originally posted by Copper Elven Vampire CL-BAB-FS-RS-WS-Special 1'st-+0-+0-+2-+2-- Improved Rapid shot, Crippling strike
2'nd-+1-+0-+3-+3- Far shot, Ghost dagger
3'rd-+2-+1-+3-+3- Enchant dagger, Sneak attack
4'th-+3-+1-+4-+4- Grace, Improved reaction
5'th-+3-+1-+4-+4- Hail of daggers, Dagger of death
The class definitely deserves a full BAB.
BR Katans |
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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 23 Nov 2010 : 19:19:12
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| You have some very valid points Katanas. As soon as I can I will change and then reply. |
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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 01 Oct 2011 : 00:06:32
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| Re-vamped the PrC... hope you enjoy. |
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Nilus Reynard
Learned Scribe
 
Canada
137 Posts |
Posted - 06 Oct 2011 : 05:17:33
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| Perhaps some sort of bonus to called shots would help the class out. If they have practiced & perfected the art of knife/dagger throwing I imagine that their chances of missing would be greatly reduced. |
Nilus Reynard Doom Master of Beshaba, Hand of Despair. P24 Hm CN (2nd Edition AD&D) |
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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 06 Oct 2011 : 18:50:55
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quote: Originally posted by Nilus Reynard
Perhaps some sort of bonus to called shots would help the class out. If they have practiced & perfected the art of knife/dagger throwing I imagine that their chances of missing would be greatly reduced.
GREAT point! Why didn't I think of that?? Thanks NR. |
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Hawkins
Great Reader
    
USA
2131 Posts |
Posted - 06 Oct 2011 : 19:12:46
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Also, Quickdraw is required to draw and throw multiple daggers, therefore it should be a prerequisite for a class like this. The only skills that I can see that a character would maybe need for this class are Bluff and Sleight of Hand. All of the other skill prerequisites are superfluous. Especially if you include Quickdraw as a prerequisite feat.
You could probably just go with four feat prerequisites (Point blank shot, Precise shot, Rapid shot, and Quickdraw) and the +3d6 sneak attack (though I would go with a BAB prerequisite over a sneak attack because after the first shot your opponent would be aware of you and you would not longer get sneak attacks against him) and not have any skill prerequisites. If you added an ability that allows you to throw from stealth, then maybe add the Hide skill back in as a prerequisite. |
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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 30 Mar 2012 : 06:18:31
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| coming soon... update. i think i found a medium. |
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Copper Elven Vampire
Master of Realmslore
   
1078 Posts |
Posted - 27 Jun 2013 : 19:50:54
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| Okay... I re-vamped it again with help from Kat. Opinions welcome. |
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