Here's an advanced class I came up with a few weeks ago. I'm interested in hearing what people think. I tried to make it a class that could potentially be very powerful for short periods of time, with several abilities that take action points, and with a defensive focus for the most part.
Cloak Fighter (or some better name)
Many warriors know how to mix it up in a straight-up fight, but the cloak fighter has taken the art of misdirection and turned it into a science. Using a cape, a trenchcoat, or even a large towel in a pinch, the cloak fighter strikes where his enemies least expect it.
Select this advanced class if you want your character to excel in acrobatic combat while using sheets or other objects to confound attackers.
Requirements:
Base attack bonus: +2
Skills: Tumble 6 ranks, Sleight of Hand 6 ranks
Feat: Defensive Martial Arts
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down
Class Skills: Balance, Bluff, Escape Artist, Hide, Jump, Knowledge (current events, pop culture, streetwise), Listen, Move Silently, Read/Write Language, Sleight of Hand, Speak Language, Spot, Tumble
Skill Points: 5+Int
Level....BAB....Fort....Ref....Will....Special.................Def....Reputation
1..........+0........+0......+2......+0.....Heroic Dodge.......+1......+0
2..........+1........+0......+3......+0.....Elusive (+1/4).......+2......+0
3..........+2........+1......+3......+1.....Feat......................+2......+1
4..........+3........+1......+4......+1.....Wrap attack..........+3......+1
5..........+3........+1......+4......+1.....Elusive (+1/2).......+4......+1
6..........+4........+2......+5......+2.....Feat......................+4......+2
7..........+5........+2......+5......+2.....Blinding lash.........+5......+2
8..........+6........+2......+6......+2.....Sneak Attack........+6......+2
9..........+6........+3......+6......+3.....Feat......................+6......+3
10........+7........+3......+7......+3.....Elusive (full)..........+7......+3
Heroic Dodge: The cloak fighter's training makes him harder to hit when he puts his mind to it. When fighting defensively, using Combat Expertise, or using total defense, the cloak fighter adds +2 to any Defense bonus that he would get. For instance, using Combat Expertise, the cloak fighter could take a -1 to hit and gain a +3 to Defense.
Elusive: By spinning his cloak around him and remaining in constant motion, the cloak fighter may make himself harder to hit. As a move-equivalent action (or as part of a move), the cloak fighter effectively gives himself concealment for purposes of miss chances. At second level, the cloak fighter may use a move-equivalent action to give himself one-quarter concealment (10% miss chance). At fifth level this improves to half-concealment (20% miss chance), and at tenth level the cloak fighter gains the benefits of full concealment. This is in addition to any normal concealment factors that apply -- a fifth-level cloak fighter who has half-concealment for fighting in fog and uses this ability would effectively have full concealment. Note that this ability does not give the cloak fighter bonuses to hide, and never requires opponents to guess the cloak fighter's location.
Wrap Attack: The cloak fighter may use his cloak to disarm or trip an opponent. The cloak fighter spends an action point to activate this ability, and must have at least one hand free. He then makes a disarm attack, trip attack, or attack on a ranged weapon (for disarming purposes) as part of his normal attack routine. This attack does not incur an attack of opportunity or give the opponent the opportunity to disarm the cloak fighter, and the cloak fighter gains a bonus equal to his cloak fighter level on any rolls associated with this action (including opposed disarm rolls and opposed strength check rolls). The cloak is considered a Large weapon for purposes of size differences, though it takes only one hand to use, and the cloak fighter uses his Dexterity modifier on attacks.
Blinding Lash: The cloak fighter may snap the edge of his cloak into his opponent's face with a stinging whiplike strike that may blind the target. The cloak fighter makes an attack as part of his attack routine, using his Dexterity modifier. On a hit, the victim takes 1d2 damage and must make a Fortitude Save equal to (10 + cloak fighter level + cloak fighter's Dex bonus) or be blinded for 1d6 rounds. A successful save negates any blindness. This can only be used once per target per combat, as the opponent quickly learns to guard against the attack.
Sneak Attack: The cloak fighter may use his cunning combat skills to confuse an opponent. The cloak fighter first spends an action point and then makes a Sleight of Hand check as a free action, hiding his weapon in the folds of his cloak. An opponent who fails an opposed Spot check loses his Dexterity bonus against any attacks from the cloak fighter, as well as any possible Dodge bonuses. If the cloak fighter is within 30 feet of this opponent and hits with his attacks, each attack does an extra 2d6 points of damage. Note that if an opponent is already unable to see the weapon, due to being blind or unaware of the cloak fighter, the cloak fighter may bypass the Sleight of Hand check and simply spend an action point to add 2d6 damage to any attacks that hit on that round.
Feats: Haven't decided, but most likely stuff from the defensive martial arts chain, the Dodge chain, and the feats that give bonuses to Tumble, Sleight of Hand, and Hide checks.
Cloak Fighter (or some better name)
Many warriors know how to mix it up in a straight-up fight, but the cloak fighter has taken the art of misdirection and turned it into a science. Using a cape, a trenchcoat, or even a large towel in a pinch, the cloak fighter strikes where his enemies least expect it.
Select this advanced class if you want your character to excel in acrobatic combat while using sheets or other objects to confound attackers.
Requirements:
Base attack bonus: +2
Skills: Tumble 6 ranks, Sleight of Hand 6 ranks
Feat: Defensive Martial Arts
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down
Class Skills: Balance, Bluff, Escape Artist, Hide, Jump, Knowledge (current events, pop culture, streetwise), Listen, Move Silently, Read/Write Language, Sleight of Hand, Speak Language, Spot, Tumble
Skill Points: 5+Int
Level....BAB....Fort....Ref....Will....Special.................Def....Reputation
1..........+0........+0......+2......+0.....Heroic Dodge.......+1......+0
2..........+1........+0......+3......+0.....Elusive (+1/4).......+2......+0
3..........+2........+1......+3......+1.....Feat......................+2......+1
4..........+3........+1......+4......+1.....Wrap attack..........+3......+1
5..........+3........+1......+4......+1.....Elusive (+1/2).......+4......+1
6..........+4........+2......+5......+2.....Feat......................+4......+2
7..........+5........+2......+5......+2.....Blinding lash.........+5......+2
8..........+6........+2......+6......+2.....Sneak Attack........+6......+2
9..........+6........+3......+6......+3.....Feat......................+6......+3
10........+7........+3......+7......+3.....Elusive (full)..........+7......+3
Heroic Dodge: The cloak fighter's training makes him harder to hit when he puts his mind to it. When fighting defensively, using Combat Expertise, or using total defense, the cloak fighter adds +2 to any Defense bonus that he would get. For instance, using Combat Expertise, the cloak fighter could take a -1 to hit and gain a +3 to Defense.
Elusive: By spinning his cloak around him and remaining in constant motion, the cloak fighter may make himself harder to hit. As a move-equivalent action (or as part of a move), the cloak fighter effectively gives himself concealment for purposes of miss chances. At second level, the cloak fighter may use a move-equivalent action to give himself one-quarter concealment (10% miss chance). At fifth level this improves to half-concealment (20% miss chance), and at tenth level the cloak fighter gains the benefits of full concealment. This is in addition to any normal concealment factors that apply -- a fifth-level cloak fighter who has half-concealment for fighting in fog and uses this ability would effectively have full concealment. Note that this ability does not give the cloak fighter bonuses to hide, and never requires opponents to guess the cloak fighter's location.
Wrap Attack: The cloak fighter may use his cloak to disarm or trip an opponent. The cloak fighter spends an action point to activate this ability, and must have at least one hand free. He then makes a disarm attack, trip attack, or attack on a ranged weapon (for disarming purposes) as part of his normal attack routine. This attack does not incur an attack of opportunity or give the opponent the opportunity to disarm the cloak fighter, and the cloak fighter gains a bonus equal to his cloak fighter level on any rolls associated with this action (including opposed disarm rolls and opposed strength check rolls). The cloak is considered a Large weapon for purposes of size differences, though it takes only one hand to use, and the cloak fighter uses his Dexterity modifier on attacks.
Blinding Lash: The cloak fighter may snap the edge of his cloak into his opponent's face with a stinging whiplike strike that may blind the target. The cloak fighter makes an attack as part of his attack routine, using his Dexterity modifier. On a hit, the victim takes 1d2 damage and must make a Fortitude Save equal to (10 + cloak fighter level + cloak fighter's Dex bonus) or be blinded for 1d6 rounds. A successful save negates any blindness. This can only be used once per target per combat, as the opponent quickly learns to guard against the attack.
Sneak Attack: The cloak fighter may use his cunning combat skills to confuse an opponent. The cloak fighter first spends an action point and then makes a Sleight of Hand check as a free action, hiding his weapon in the folds of his cloak. An opponent who fails an opposed Spot check loses his Dexterity bonus against any attacks from the cloak fighter, as well as any possible Dodge bonuses. If the cloak fighter is within 30 feet of this opponent and hits with his attacks, each attack does an extra 2d6 points of damage. Note that if an opponent is already unable to see the weapon, due to being blind or unaware of the cloak fighter, the cloak fighter may bypass the Sleight of Hand check and simply spend an action point to add 2d6 damage to any attacks that hit on that round.
Feats: Haven't decided, but most likely stuff from the defensive martial arts chain, the Dodge chain, and the feats that give bonuses to Tumble, Sleight of Hand, and Hide checks.
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