jaker2003
Explorer
Crippler
The crippler is known as the bastard that strikes from the shadows, in the back, and with such accuracy and cunning that those victims that survive limp home.
Hit Die: d8
Requirements
BAB: +5.
Skills: Bluff 5 ranks, Disguise 5 ranks, Hide 5 ranks, Move Silently 5 ranks, Sleight of Hand 5 ranks.
Feats: Improved Feint, Skill Focus (Bluff).
Special: Sneak Attack +3d6.
Class Skills
The Crippler’s class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (arcane)(Int), Knowledge (dungeoneering)(Int), Knowledge (nature)(Int), Knowledge (the planes)(Int), Move Silently (Dex), Sense Motive (Wis), and Sleight of Hand (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The Crippler does not gain proficiency with weapons or armor.
Distraction (Ex): When wielding two weapons, a crippler gains a +2 circumstance bonus to Bluff checks made while feinting.
Arterial Strike (Ex): Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. If you hit with a sneak attack, you may choose to forgo +1d6 of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound caused in this manner saps an extra 1 point of damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing. Wounds from multiple arterial strikes result in cumulative bleeding loss. You may deliver only one bleeding wound per successful sneak attack.
Knowing Strike (Ex): Your sneak attacks gain a +2 Insight bonus on damage rolls for every 5 ranks you have in the appropriate skill:
Appropriate Skill: Bonus Applies To
Heal: Humanoids
Knowledge (Arcana): Dragons and Magical Beasts
Knowledge (Dungeoneering): Aberrations and Oozes
Knowledge (Nature): Animals, Fey, Giants, Monstrous Humanoids, and Vermin
Knowledge (The Planes): Outsiders and Elementals
Hamstring Strike (Ex): You can wound your opponents’ legs hampering their movement. If you hit with a sneak attack, you may choose to forgo +2d6 points of extra sneak attack damage to halve your opponent’s base land speed. This speed reduction ends after 24 hours have passed or a successful DC 15 Heal check or the application of any cure spell or other magical healing is made. Creatures with no legs or more than four legs can’t be slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other movement speeds aren’t affected. You may deliver only one hamstring attack per sneak attack.
Shattering Strike (Ex):Your sneak attacks target vital bone or supporting structures, shattering them and causing massive internal damage. If you hit with a sneak attack, you may choose to forgo +3d6 of sneak attack damage to deliver a shattering strike. The target takes 2 Constitution damage. You may deliver only one shattering strike per successful sneak attack.
Sneak Attack (Ex): As the rogue ability.
The Crippler
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Distraction, Sneak Attack +1d6
2 +1 +0 +3 +0 Arterial Strike
3 +2 +1 +3 +1 Knowing Strike, Sneak Attack +2d6
4 +3 +1 +4 +1 Hamstring Strike
5 +3 +1 +4 +1 Shattering Strike, Sneak Attack +3d6
Okay friends, I need help balancing (i can't balance anything) and assurance that this is a fun class
The crippler is known as the bastard that strikes from the shadows, in the back, and with such accuracy and cunning that those victims that survive limp home.
Hit Die: d8
Requirements
BAB: +5.
Skills: Bluff 5 ranks, Disguise 5 ranks, Hide 5 ranks, Move Silently 5 ranks, Sleight of Hand 5 ranks.
Feats: Improved Feint, Skill Focus (Bluff).
Special: Sneak Attack +3d6.
Class Skills
The Crippler’s class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (arcane)(Int), Knowledge (dungeoneering)(Int), Knowledge (nature)(Int), Knowledge (the planes)(Int), Move Silently (Dex), Sense Motive (Wis), and Sleight of Hand (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The Crippler does not gain proficiency with weapons or armor.
Distraction (Ex): When wielding two weapons, a crippler gains a +2 circumstance bonus to Bluff checks made while feinting.
Arterial Strike (Ex): Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. If you hit with a sneak attack, you may choose to forgo +1d6 of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound caused in this manner saps an extra 1 point of damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing. Wounds from multiple arterial strikes result in cumulative bleeding loss. You may deliver only one bleeding wound per successful sneak attack.
Knowing Strike (Ex): Your sneak attacks gain a +2 Insight bonus on damage rolls for every 5 ranks you have in the appropriate skill:
Appropriate Skill: Bonus Applies To
Heal: Humanoids
Knowledge (Arcana): Dragons and Magical Beasts
Knowledge (Dungeoneering): Aberrations and Oozes
Knowledge (Nature): Animals, Fey, Giants, Monstrous Humanoids, and Vermin
Knowledge (The Planes): Outsiders and Elementals
Hamstring Strike (Ex): You can wound your opponents’ legs hampering their movement. If you hit with a sneak attack, you may choose to forgo +2d6 points of extra sneak attack damage to halve your opponent’s base land speed. This speed reduction ends after 24 hours have passed or a successful DC 15 Heal check or the application of any cure spell or other magical healing is made. Creatures with no legs or more than four legs can’t be slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other movement speeds aren’t affected. You may deliver only one hamstring attack per sneak attack.
Shattering Strike (Ex):Your sneak attacks target vital bone or supporting structures, shattering them and causing massive internal damage. If you hit with a sneak attack, you may choose to forgo +3d6 of sneak attack damage to deliver a shattering strike. The target takes 2 Constitution damage. You may deliver only one shattering strike per successful sneak attack.
Sneak Attack (Ex): As the rogue ability.
The Crippler
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Distraction, Sneak Attack +1d6
2 +1 +0 +3 +0 Arterial Strike
3 +2 +1 +3 +1 Knowing Strike, Sneak Attack +2d6
4 +3 +1 +4 +1 Hamstring Strike
5 +3 +1 +4 +1 Shattering Strike, Sneak Attack +3d6
Okay friends, I need help balancing (i can't balance anything) and assurance that this is a fun class
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