Custom Prestige Class: Slicer

Kashell

First Post
This is a revamped version of the Bounty Hunter (which really wasn't a bounty hunter...) and it's much closer to what I intended to do with the class than before.

Looks like a fun class for those who think outside of the box a little.

Posted here for your convience, attached Word.doc below.


Edit: Just a note. This class was created to resemble a 'Batman-like' character...someone who uses devices and creates his own devices to get the advantage in battle. So, while I did want him to have craft skills, he also has battle skills that are closely related to the devices he might create.

I believe it's pretty balanced, but I appriciate any input. :)

Slicer
Slicers carry a symbol so others may recognize them, usually a symbol closely relating to the religion in the area (so if Pelor was prominent, then the symbol would most likely be some sort of sun symbol). Of course, evil Slicers would hide their symbol to keep their identity a secret.
Slicers who take other classes while advancing in Slicer lose all of their Slicer class abilities. (A level 10 Slicer could take another class if he wished without this penalty.)
Requirements:
In order to gain the Slicer prestige class, one must fulfill the following requirements.
Skills: Use Rope 5 ranks, Craft (Device) 5 ranks, Craft (Alchemy) 5 ranks
Feats: Quick Draw
Hit Die: d6
Class Skills:
The Slicer’s class skills are the same as the rogue’s class skills (p. 63 PH ).
Skill Points Each Level: 8+Int Modifier
Level BAB Fort
Save Ref
Save Will
Save Special
1st +1 +0 +2 +1 Slice ‘n Dice, Invent Device
2nd +2 +0 +3 +2 Craft Device +1
3rd +3 +1 +3 +2 Rope swing, slow fall (20 ft.)
4th +4 +1 +4 +3 Craft Device +2, Sneak Attack +1d6
5th +5 +2 +4 +3 Improved Ranged Trip
6th +6 +2 +5 +4 Craft Device +3, Invent Complex Device
7th +7 +3 +5 +4 Slow fall (30 ft.)
8th +8 +3 +6 +5 Craft Device +4
9th +9 +4 +6 +5 Sneak Attack +2d6
10th +10 +4 +7 +6 Craft Device +5, Improvised Device



Class Features
The following are class features for the Slicer.
Weapon and Armor Proficiency: The Slicer gains no weapon or armor proficiencies.
Slice n’ Dice: When fighting with a light weapon, and if the slicer has more than one attack, and he uses the full attack action, he may instead choose to use one or more of the attacks and use a different light weapon with that attack, or choose to do something else that would be equivalent to a standard action (such as drinking a potion, throwing caltrops, throwing an alchemist fire, etc.). None of these actions provoke an attack of opportunity. Things such as giving a fallen ally a potion, or firing a wand of magic missiles, for example, would require a normal standard action to do.
For example, Jorah is a level 1 slicer and has a base attack bonus of +6/+1. He can attack with two different light weapons using the same hand (by drawing the second one before he attacks again) or use one of his attacks to drink a potion, or throw an alchemist fire. So if he attacked with two light weapons, the bonus would be +6/+1, or, if he attacked with a light weapon and then threw an item, the bonus would be +6(for the attack) and +1(for the alchemist fire). Jorah could instead drink two potions, throw two alchemist fires, or secure two different grappling hooks, as long as he took a full round action to do so.
Invent Device: The slicer can invent his own devices to aid him in the proper situation. If he has already previously invented the device himself, then he gains +5 to craft device checks. It takes twice as long to invent a device than it does to normally craft one. The DM will usually determine how hard it is to invent a device. A simple device may be something such as a waterskin with a hidden compartment inside for smuggling (DC 10) and a complex device may be something such as exploding caltrops (DC 30) that is impossible to create even with the normal invent device ability (see below). Of course, depending on the level of technology in your world, you may have to invent gunpowder first for the exploding caltrops. In other words, if you can think of it, you can probably build it.

Note: If the Slicer invents an item that would require an exotic weapon proficiency to use without a -4 penalty, the Slicer automatically gains that proficiency.

Craft Device: The Slicer gains +1 to craft device checks for every even class level of Slicer.
Rope Swing(Ex): If a number of overhead ropes or booms are nearby, or if the Slicer has attached a grappling hook so that he might swing on it, a Slicer can use it to swing up to 20 feet as a move equivalent action or as the movement portion of a charge action. If the Slicer makes a successful Use Rope check (DC 15), this movement doesn’t provoke attacks of opportunity for moving through threatened squares. A successful Use Rope check (DC 25) allows the character to move up to 20 feet through occupied squares without provoking attacks of opportunity. Failure in either case means that the Slicer swings through the desired area, but provokes attacks of opportunity normally.
Slow Fall(Ex): At 3rd level, the Slicer gains the slow fall ability (see the Monk section in Chapter 3 of the Player’s Handbook). Initially, he takes falling damage as though each fall were 20 feet shorter than it actually is. The falling distance is increased to 30 ft. at 7th level. If he has a slow fall distance from a previous class, they do not stack.
Sneak Attack: The Slicer gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player’s Handbook) at 4th level if he does not already have it. He gains +1d6 damage with this attack initially, but this rises to +2d6 at 9th level. If he already has the sneak attack ability from a previous class, the damage bonuses stack.
Improved Ranged Trip: By fifth level, the Slicer has become proficient enough to be able to trip opponents with a grappling hook and rope. The Slicer gains +4 strength bonus to trip his opponent at range. If you trip an opponent in ranged combat, you immediately get another ranged action against that opponent as if you hadn’t used your attack for the trip attempt. (If you use the full attack action, this may be used in lieu with Slice n’ Dice.)
When the Slicer throws the grappling hook, he must make a Use Rope check (DC 10 + 2 for every 10 feet), and can make the range as long as the rope is long enough. If he fails, then the rope falls short of its target. If he is successful, he must make a ranged touch attack with the grappling hook. If he beats the opponent’s strength check, he pulls the creature to the ground.
For example, at 5th level, Jovah gets three attack bonuses of +11, +6, and +1. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a ranged attack (such as throwing an alchemist fire, or firing an arrow from a bow) against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.
Invent Complex Device: A Slicer of 7th level may invent devices that were previously unimaginable. Devices he invents may now have similar attributes to magically enchanted items, but aren’t actually enchanted. For example, crafting a spiked chain in which the chains may interlock at the flick of a wrist and form a rapier resembles a form of magic using the Quick Draw feat. (It effectively allows you to switch from a spiked chain to rapier mid-attack, even without Slice n’ Dice.) Crafting such a thing would require a DC 35 or higher, and all of the crafting materials would have to be masterwork (such as a masterwork spiked chain). Inventing a complex device takes twice as long as crafting a device. Once the Slicer has invented the device, he gains a +5 circumstance bonus to craft the device again. Note: Because these weapons aren’t magically enchanted, they still perform their function under anti-magic fields and the like.

Here are a few examples of Complex Devices:

Exploding Caltrops - DC 30
Weapon, +1 to hit and damage – DC 35
Weapon, +2 to hit – DC 35
Weapon, +3 to hit – DC 40
Chain/Sword - DC 35+ (35 for light swords, 40 for one handed swords, 45 for two handed swords)
Armor, +1 to AC – DC 35
Weapon, +4 to hit – DC 45
Weapon, +2 to hit and damage – DC 45*
Armor, +2 to AC – DC 45*
Weapon, +5 to hit – DC 50*

+5 DC:
+1 to hit
+1 to damage
+10 DC
+1 AC
+1 Bonus, Special magical effect
+20 DC
+2 Bonus, Special magical effect

*Note: These items cannot be crafted any higher without magical enchantment. When magically enchanting these items, treat the base price as if it were actually magical. (For example, a non-magical +1 armor would be treated as 1,000 gp + armor’s base price + masterwork. See Craft Magical Arms and Armor feat in Chapter 5 of the Player’s Handbook for further details.)

Note: Some things, no matter how much craft device skill you have, cannot be crafted into weapons. Creating such items that actually allow you to cast spells (such as a cloak of the arachnid) are completely out of the question. Most weapon special abilities cannot be used, either (such as a sword of shocking). Some however, such as a Keen weapon, a Defending weapon, a Mighty Cleaving weapon, or a Wounding weapon, can work non-magically. As a rule of thumb, consult your DM if he will allow it or not.

Improvised Device: If the Slicer has an item that may function similar to another device, but does not perform the specific function, he may use it as if it did perform that specific function. For example, if the Slicer had a sword, he could use it as a crowbar. In a more combat oriented situation, he could take a pint of alcohol, light it, and due to his expertise, be able to effectively use it as an alchemist’s fire. Depending on what the Slicer is trying to improvise determines which Craft skill will be used. (Alchemy for things such as alchemist fires, Armorsmithing for armor, Weaponsmithing for Weapons, Device for devices. Traps cannot be improvised.) The check for improvising such a thing is the Craft DC + 10. Improving a complex device however, is even harder, adding +20 to the Craft DC instead of +10. It takes a full round action to craft an improvised device, and since all improvised devices are quickly made, any long term use would easily destroy the item.
 

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