*casts Greater Animate Thread*
After more than one year later, I decided to continue this.
Starting by splitting the Elte executioner into three classes - Treasure Hunter, Plains Walker and the Abyss Walker.
Abyss Walker[spoiler]
[/spoiler]
"...Get ready to die. - Circe, drow abyss walker
Abyss Walkers are highly trained assassins that rely on skill and speed to eliminate its targets. Wielding lethal blades, they are to be feared.
Becoming an Abyss Walker Rogues are the most common entry, due to the requirements. Factotums that seek killing abilities also are known to enter this class.
ENTRY REQUIREMENTS Race: any except elf
Base attack bonus: +4
Skills: Bluff 4 ranks, Hide 9 ranks, Move Silently 9 ranks, Tumble 4 ranks
Feats: Darkstalker (Lords of Madness pg 179), Dodge
Special: +3d6 Sneak Attack
Hit Dice: d8
BAB Fort Ref Will Abilities
1. +1 +0 +2 +0 Dagger Mastery +1, Dagger Trick, Poison Manipulator
2. +2 +0 +3 +0 Dagger Trick, Sneak Attack +1d6
3. +3 +1 +3 +1 Piercing Strike, Shadow Veil
4. +4 +1 +4 +1 Dagger Trick, Sneak Attack +2d6
5. +5 +1 +4 +1 Dagger Mastery +2, Hide in Plain Sight
6. +6 +2 +5 +2 Dagger Trick, Sneak Attack +3d6
7. +7 +2 +5 +2 Evade Shackle
8. +8 +2 +6 +2 Dagger Trick, Sneak Attack +4d6
9. +9 +3 +6 +3 Dagger Mastery +3
10. +10 +3 +7 +3 Assassin's Riposte, Sneak Attack +5d6
Class SkillsThe abyss walker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)
Skills Points at Each Level : 6 + Int mod
Class Features Dagger Mastery (Ex): an abyss walker prefers fast and light weapons for combat, and specializes in them. Beginning at 1st level, the abyss walker gains +1 bonus to all attack and damage rolls made with a dagger, kukri, rapier, shortsword, punching dagger or equivalent weapons (such as Boot Blade
CS or Elven Lightblade
RotW). This bonus increases by +1 at 5th and 9th levels.
Dagger Trick (Ex or Su): the abyss walker is capable of performing various kinds of attacks against her foes. Starting at 1st level and again at 2nd, 4th, 6th and 8th levels, the abyss walker can choose a Dagger Trick from the list below. Dagger Tricks can only be used with a dagger, kukri, rapier, shortsword, punching dagger or equivalent weapons (such as Boot Blade
CS or Elven Lightblade
RotW). Unless stated otherwise, all dagger tricks take a standard action to use and affect a single creature. A dagger trick's save DC is 10 +1/2 character's levels+ Dexterity modifier, if any. All dagger tricks are considered to be precision attacks, except those that do not affect a creature other than the abyss walker directly (such as Swift Strike). Once a dagger trick is used, the abyss walker must wait 1d4 rounds before using the same dagger trick again (unless stated otherwise).
Bleeding Blow (Ex): make a single melee attack at your highest bonus. If it hits, this attack deals normal damage plus half the abyss walker's total sneak attack dice, and at the start of each of its turns, the opponent struck takes damage equal to twice the abyss walker's base number of sneak attack dice (if the abyss walker has a +7d6 base sneak attack, the opponent will take 14 points of damage each round). A successful Fortitude save negates the damage for that round. Further uses of this ability doesn't stack. This effect lasts for 1d4 rounds.
Critical Strike (Ex): this dagger trick requires a swift action to activate. Until the end of the next round, any critical attack the abyss walker makes also deals additional damage equal to half her sneak attack's dice.
Dagger Feint (Ex): this dagger trick requires a swift action to activate. Make a Bluff check against your opponent's Sense Motive check. For this Bluff check, you may use either your Dexterity or Charisma modifier, whichever is greater. If you win the opposed check, the opponent is flat-footed until the end of the round.
Deadly Blow (Ex): make a single melee attack with -4 penalty to the attack roll. For this attack, your weapon's total threat range is increased by 2 (this effect stacks with other similar effects, such as Improved Critical feat). Additionally, if you hit, you deal twice your sneak attack damage in addition to your weapon's damage. If your attack is a critical hit, the sneak attack dice are maximized (+8d6 sneak attack would deal 48 points of damage).
Disrupting Blow (Ex): make a single melee attack at your highest bonus. If it hits, this attack deals normal damage plus half the abyss walker's total sneak attack dice, and the target takes a -2 penalty to AC and attack rolls. This penalty increases by 1 every 2 abyss walker levels. This penalty lasts for 1d4 rounds.
Flying Dagger (Ex): this dagger trick this dagger trick requires a swift action to activate. Until the end of the round, the daggers thrown by the abyss walker gain a range increment of 30 ft, and she can apply sneak attack damage on her attacks to enemies within 60 ft.
Lethal Blow (Ex): make a single melee attack at your highest bonus. If it hits, this attack deals normal damage plus Constitution damage equal to the abyss walker's base number of sneak attack dice (if the abyss walker has a +7d6 sneak attack, the opponent will take 7 points of Constitution damage). A successful Fortitude save halves the Constitution damage. Only an abyss walker of 6th level or higher may choose this dagger trick.
Numbing Blow (Ex): make a single melee attack at your highest bonus. If it hits, this attack deals normal damage plus the abyss walker's total sneak attack dice, and the target takes a penalty to Dexterity equal to abyss walker's base number of sneak attack dice (if the abyss walker has a +7d6 base sneak attack, the penalty to Dexterity will be 7). This penalty increases by one for every 2 abyss walker levels. A successful Fortitude save halves the penalty. This penalty lasts for 1d4 rounds.
Mortal Strike (Ex): this dagger trick this dagger trick requires a swift action to activate. Until the end of the round, all the sneak attacks made by the abyss walker deals additional 3d6 points of damage. This bonus increases by 1d6 for every 5 abyss walker levels. Only abyss walkers of 4th level or higher may choose this dagger trick.
Swift Strike (Su): this dagger trick requires a swift action to activate. Until the end of the next round, the abyss walker is considered to be under the effect of
greater invisibility and
haste spells. Only abyss walkers of 4th level or higher may choose this dagger trick.
Weakening Blow (Ex): make a single melee attack at your highest bonus. If it hits, this attack deals normal damage ples the abyss walker's total sneak attack dice, and the target takes a penalty to Strength equal to abyss walker's base number of sneak attack dice (if the abyss walker has a +7d6 base sneak attack, the penalty to Strength will be 7). This penalty increases by one for every 2 abyss walker levels. A successful Fortitude save halves the penalty. This penalty lasts for 1d4 rounds.
Poison Manipulator (Ex): abyss walkers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Aditionally, the DC of all poisons used by the abyss walker increase by 1 at 5th and again at 9th level.
Sneak Attack (Ex): same as rogue (PHB)
Piercing Strike (Ex): the abyss walker's attacks can affect creatures that doesn't possess any weak points. Beginning at 3rd level, the abyss walker deals her full sneak attack dice against creatures immune to it (such as undeads), as well as critical hits.
Shadow Veil (Su): at 2nd level, the abyss walker can use the shadows in the environment to protect herself. This ability works like the Shadow Blend ability from the Shadow Creature (Lords of Madness pg 167), except that it must be activated as a swift action once per encounter, and whenever someone misses the abyss walker due to this miss chance, that opponent is flat-footed against the abyss walker's next attack. This ability lasts for 5 rounds.
Hide in Plain Sight (Ex): as the ability granted by the dark template (Tome of Magic pg 158).
Improved Critical (Ex): at 5th level, the abyss walker gains the Improved Critical feat for one of the following weapons, even if she does not meet the prerequisites: dagger, kukri, rapier, shortsword, punching dagger or equivalent weapons (such as Boot Blade
CS or Elven Lightblade
RotW). If she already possess the Improved Critical feat, her threat range with the weapon she has Improved Critical increases by 2.
Evade Shackle (Su): at 7th level, an abyss walker can use an immediate action to move and attack normally for 1 round, even under the influence of magic that usually impedes movement (exactly as a
Freedom of Movement spell), except that this effect can be used for a number of rounds equal to half her class level per day.
Assassin's Riposte (Ex): the abyss walker learns how to make good use of her enemies' openings. Whenever the abyss walker can make an attack of opportunity, she may choose to use a dagger trick at -4 penalty against her target instead.
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This is supposed to be a shadow based assassin of the 3....
Thoughts? I feel like some refining is required....