Corsair420
First Post
So, I'm building a base class, I call it the Ambuscade(name subject to change). He's kind of a mixture between a rogue, a ninja and an acrobat (yes htey are all kinda similiar). this is taking some of the features from all of these and some features from other classes i've come across. Thought i'd post what I have so far here and get some comments and opinions from anyone willing. Please try to keep it constructive. This is what I have so far;
Ambuscade
Abilities: Dexterity provides protection for the Ambuscade. Dexterity, Intelligence, Wisdom are important for a majority of the Ambuscade's skills. A high Strength will help the Ambuscade, on Jump, Climb and Swim checks. A high Intelligence will give more skill points. A high Wisdom will allow the Ambuscade to use his abilities more times per day
Alignment: Any non-good
Race: Any
Hit Die: d6
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill points at first level: (6 + Int mod) x 4
Skill points at each additional: 6 + Int mod
Weapon and armor proficiencies: An Ambuscade is proficient with all simple weapons as well as the Handaxe, Kukri, Rapier and Scimitar. An Ambuscade is proficient with light armor but not shields.
[table=head]Level | BAB | Fort | Ref | Will | Abilities
1 | +0 | +0 | +2 | +0 | Sudden Strike +1d6, AC Bonus
2 | +1 | +0 | +3 | +0 | Evasion, Ghost Step
3 | +2 | +1 | +3 | +1 | Sudden Strike +2d6, Ambuscade +3
4 | +3 | +1 | +4 | +1 | Uncanny Dodge, Fast Movement(+5ft)
5 | +3 | +1 | +4 | +1 | Sudden Strike +3d6, Leap of the Clouds
6 | +4 | +2 | +5 | +2 | Uncanny Step, Ambuscade +6
7 | +5 | +2 | +5 | +2 | Sudden Strike +4d6, Spring Attack
8 | +6/+1 | +2 | +6 | +2 | Improved Uncanny Dodge, Fast Movement(+10ft)
9 | +6/+1 | +3 | +6 | +3 | Sudden Strike +5d6, Ambuscade +9
10 | +7/+2 | +3 | +7 | +3 | Ghost Rush, Ghost Strike
11 | +8/+3 | +3 | +7 | +3 | Sudden Strike +6d6
12 | +9/+4 | +4 | +8 | +4 | Ambuscade +12, Fast Movement (+15ft)
13 | +9/+4 | +4 | +8 | +4 | Sudden Strike +7d6 Improved Evasion
14 | +10/+5 | +4 | +9 | +4 | Perfect Landing
15 | +11/+6/+1 | +5 | +9 | +5 |Sudden Strike +8d6, Ambuscade +15
16 | +12/+7/+2 | +5 | +10 | +5 | Hide in Plain Sight, Fast Movement(+20ft)
17 | +12/+7/+2 | +5 | +10 | +5 | Sudden Strike +9d6
18 | +13/+8/+3 | +6 | +11 | +6 | Ambuscade +18
19 | +14/+9/+4 | +6 | +11 | +6 | Sudden Strike +10d6
20 | +15/+10/+5 | +6 | +12 | +6 | Fast Movement(+25ft)
[/table]
Special Abilities:
Sudden Strike: If an Ambuscade can catch an opponent when he is unable to defend himself effectively from an attack he can strike vital areas for extra damage. Any time an opponent would be denied their dexterity bonus to AC this damage is applied. Only weapon damage is multiplied on a successful critical hit, not the Sudden Strike damage
Ranged attack can count as sneak attacks only if the target is withing 30 feet.
Sudden Strike only works on living creatures with discernable anatomies. Undead, constructs, oozes, plants and incoporeal creatures cannot be effected by Sudden Strike as they lack vital areas(the exception to this rule is using the Ambuscades Ghost Strike ability to attack an incorporeal creature)
AC Bonus: An Ambuscade is extraordinarily dexterous when Unarmored and unencumbered. The Ambuscade is able to add his Dexterity modifier and a half to their AC when unarmoed and unecnumbered, for example: if your deterity is an 18(a modifier of +4) your AC bonus from dexterity would be +6 instead of the normal +4. This bonus is also lost any time you would otherwise be denied your dexterity bonus to your AC.
Evasion: At 2nd level and higher, an Ambuscade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex save against attacks that normally deal half damage on a successful save(Such as the Fireball spell), he instead takes no damage. Evasion can be used only if the ambuscade is wearing light or no armor. A helpless Ambuscade (such as one who is unconcious or paralyzed) doesn't not benefit from evasion.
Ghost step: Ghost Step allows the Ambuscade to turn invisible for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity. An Ambuscade is able to use this ability 2 time per day Plus his Wisdom modifier(minimum 1)
Ambuscade: This ability gives an Ambuscade a +3 bonus to Balance, Climb, Hide, Jump, Move silently and Tumble checks. This bonus increases by +3, every 3 levels(+3 at level 1, +6 at level 6, +9 at level 9 and so on).
Uncanny Dodge: Starting at 4th level an Ambuscade can react to danfer before her senses would normally allow him to do so. He retains his Dexterity bonus to AC(if any) even if caught flat-footed or struck by an invisible attacker. He still loses this bonus if immobilized.
If the Ambuscade already has uncanny dodge from another class, he automatically gains Improved uncanny dodge (see below) instead.
Fast Movement: Starting at 4th level an Ambuscade benefits from a faster base land speed. This bonus starts at +5 feet at 4th level and increases by +5 every 4 levels after (+10 at 8th, +15 at 12th and so on up to +25 at 20th level. This Bonus is lost if the Ambuscade wears armor heavier then Light or while carrying a medium or heavy load.
Leap of the Clouds: At 5th level an Ambuscades jumping distance(vertical or horizontal) is no longer limited according to the characters height
Uncanny Step: On reaching 6th level an Ambuscade can take part of his move actions on a wall or other vertical surface so long as the movement begins and ends on a horizontal surface. If movement is ended before reaching a horizontal surface the Ambuscade falls, taking appropriate damage.
Treat Vertical surfaces as normal floor for the purposes of calculating distance. Passing the boundary from vertical to horizontal is equivalent to 5 feet of movement on normal floor. Opponents still get attacks of opportunity if the Ambuscade passes through their threat range. An Ambuscade can take other move actions in conjunction with uncanny step, such the Spring Attack feat, and the Tumble and Jump skills.
For instance, Kangling the ambuscade has a base land spped of 40 feet. she begins her action with her back to a wall facing some enemies who guard the building across the street. Kangling turns, runs up the wall for 10 feet, and then leaps 15 feet across the street(using the Jump skill and the Leap of the clouds ability) to land on the wall of the building the men were guarding, she then moves 5 feet to an open window and ends her movement on a horizontal surface by stepping through the window.
Spring Attack: At 7th level an Ambuscade gains the benefits of the Spring Attack feat even if he doesn't have the prerequisites.
Improved Uncanny Dodge: At 8th level or higher an Ambuscade can no longer be flanked; he can react to danger on opposite sides of him as easily as he can react to a single opponent. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least 4 more levels of rogue then the target does.
If the character already has uncanny dodge from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character
Ghost Rush: Upon reaching 10th level an Ambuscade gains the use of the Ghost Rush ability 3 times per day. This ability allows the Ambuscade to charge an opponent using a special form of ethereal jaunt. Using this ability causes you to jaunt forward 10 feet at a time, each time in a different place in a loose line towards the enemy, this ability can be used in conjunction with Leap of the clouds and Uncanny step, allowing you to walk along walls and jump from place to place on the way to your target.
If the attack succeeds you catch your opponent off guard and are able to apply your sneak attack to the damage roll. If you miss the attack the use of the ability is wasted. If the target can see ethereal creatures whether through the True Seeing spell or some other means they are not caught flat-footed and they retain their Dexterity bonus to their AC.
Ghost Strike: Ghost strike allows the Ambuscade to strike at incorporeal targets 2 rounds per day plus his Wisdom modifier(minimum 1). This ability allows the Ambuscade to apply his Sudden Strike to damage rolls made against incorporeal creatures any time they are denied their dexterity bonus to their AC
Improved Evasion: Improved evasion works like evasion except that even on a failed reflex save the Ambuscade takes only half damage from spells and effects that allow a reflex save for half damage. A successful save still lets the Ambuscade take no damage.
Perfect Landing: When the Ambuscade needs to make a quick escape, he doesn't always have time to take the stairs. Perfect landing allows the Ambuscade to leap from higher heights and take no damage from the fall. The ambuscade makes a jump check vs the distance he falls, if he succeeds he takes no damage, on a failed save damage is taken normally and the Ambuscade falls prone
Hide in Plain sight: At 16th level an Ambuscade is able to use to his hide skill even while being observed
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Sorry about the weird format, notepad didn't translate well to the forum.
As you can see, hes not finished yet, i'm having issues trying to think of what abilities to give him to finish off the last few levels, i'm open to changing abilities or adding or removing some should the need arise.
I also made a prestige class I call the Shock Archer, its a ranger or fighter build focusing on using a bow to inflict more damage using lightning, if yall are interesting I can post him.
Ambuscade
Abilities: Dexterity provides protection for the Ambuscade. Dexterity, Intelligence, Wisdom are important for a majority of the Ambuscade's skills. A high Strength will help the Ambuscade, on Jump, Climb and Swim checks. A high Intelligence will give more skill points. A high Wisdom will allow the Ambuscade to use his abilities more times per day
Alignment: Any non-good
Race: Any
Hit Die: d6
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill points at first level: (6 + Int mod) x 4
Skill points at each additional: 6 + Int mod
Weapon and armor proficiencies: An Ambuscade is proficient with all simple weapons as well as the Handaxe, Kukri, Rapier and Scimitar. An Ambuscade is proficient with light armor but not shields.
[table=head]Level | BAB | Fort | Ref | Will | Abilities
1 | +0 | +0 | +2 | +0 | Sudden Strike +1d6, AC Bonus
2 | +1 | +0 | +3 | +0 | Evasion, Ghost Step
3 | +2 | +1 | +3 | +1 | Sudden Strike +2d6, Ambuscade +3
4 | +3 | +1 | +4 | +1 | Uncanny Dodge, Fast Movement(+5ft)
5 | +3 | +1 | +4 | +1 | Sudden Strike +3d6, Leap of the Clouds
6 | +4 | +2 | +5 | +2 | Uncanny Step, Ambuscade +6
7 | +5 | +2 | +5 | +2 | Sudden Strike +4d6, Spring Attack
8 | +6/+1 | +2 | +6 | +2 | Improved Uncanny Dodge, Fast Movement(+10ft)
9 | +6/+1 | +3 | +6 | +3 | Sudden Strike +5d6, Ambuscade +9
10 | +7/+2 | +3 | +7 | +3 | Ghost Rush, Ghost Strike
11 | +8/+3 | +3 | +7 | +3 | Sudden Strike +6d6
12 | +9/+4 | +4 | +8 | +4 | Ambuscade +12, Fast Movement (+15ft)
13 | +9/+4 | +4 | +8 | +4 | Sudden Strike +7d6 Improved Evasion
14 | +10/+5 | +4 | +9 | +4 | Perfect Landing
15 | +11/+6/+1 | +5 | +9 | +5 |Sudden Strike +8d6, Ambuscade +15
16 | +12/+7/+2 | +5 | +10 | +5 | Hide in Plain Sight, Fast Movement(+20ft)
17 | +12/+7/+2 | +5 | +10 | +5 | Sudden Strike +9d6
18 | +13/+8/+3 | +6 | +11 | +6 | Ambuscade +18
19 | +14/+9/+4 | +6 | +11 | +6 | Sudden Strike +10d6
20 | +15/+10/+5 | +6 | +12 | +6 | Fast Movement(+25ft)
[/table]
Special Abilities:
Sudden Strike: If an Ambuscade can catch an opponent when he is unable to defend himself effectively from an attack he can strike vital areas for extra damage. Any time an opponent would be denied their dexterity bonus to AC this damage is applied. Only weapon damage is multiplied on a successful critical hit, not the Sudden Strike damage
Ranged attack can count as sneak attacks only if the target is withing 30 feet.
Sudden Strike only works on living creatures with discernable anatomies. Undead, constructs, oozes, plants and incoporeal creatures cannot be effected by Sudden Strike as they lack vital areas(the exception to this rule is using the Ambuscades Ghost Strike ability to attack an incorporeal creature)
AC Bonus: An Ambuscade is extraordinarily dexterous when Unarmored and unencumbered. The Ambuscade is able to add his Dexterity modifier and a half to their AC when unarmoed and unecnumbered, for example: if your deterity is an 18(a modifier of +4) your AC bonus from dexterity would be +6 instead of the normal +4. This bonus is also lost any time you would otherwise be denied your dexterity bonus to your AC.
Evasion: At 2nd level and higher, an Ambuscade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex save against attacks that normally deal half damage on a successful save(Such as the Fireball spell), he instead takes no damage. Evasion can be used only if the ambuscade is wearing light or no armor. A helpless Ambuscade (such as one who is unconcious or paralyzed) doesn't not benefit from evasion.
Ghost step: Ghost Step allows the Ambuscade to turn invisible for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity. An Ambuscade is able to use this ability 2 time per day Plus his Wisdom modifier(minimum 1)
Ambuscade: This ability gives an Ambuscade a +3 bonus to Balance, Climb, Hide, Jump, Move silently and Tumble checks. This bonus increases by +3, every 3 levels(+3 at level 1, +6 at level 6, +9 at level 9 and so on).
Uncanny Dodge: Starting at 4th level an Ambuscade can react to danfer before her senses would normally allow him to do so. He retains his Dexterity bonus to AC(if any) even if caught flat-footed or struck by an invisible attacker. He still loses this bonus if immobilized.
If the Ambuscade already has uncanny dodge from another class, he automatically gains Improved uncanny dodge (see below) instead.
Fast Movement: Starting at 4th level an Ambuscade benefits from a faster base land speed. This bonus starts at +5 feet at 4th level and increases by +5 every 4 levels after (+10 at 8th, +15 at 12th and so on up to +25 at 20th level. This Bonus is lost if the Ambuscade wears armor heavier then Light or while carrying a medium or heavy load.
Leap of the Clouds: At 5th level an Ambuscades jumping distance(vertical or horizontal) is no longer limited according to the characters height
Uncanny Step: On reaching 6th level an Ambuscade can take part of his move actions on a wall or other vertical surface so long as the movement begins and ends on a horizontal surface. If movement is ended before reaching a horizontal surface the Ambuscade falls, taking appropriate damage.
Treat Vertical surfaces as normal floor for the purposes of calculating distance. Passing the boundary from vertical to horizontal is equivalent to 5 feet of movement on normal floor. Opponents still get attacks of opportunity if the Ambuscade passes through their threat range. An Ambuscade can take other move actions in conjunction with uncanny step, such the Spring Attack feat, and the Tumble and Jump skills.
For instance, Kangling the ambuscade has a base land spped of 40 feet. she begins her action with her back to a wall facing some enemies who guard the building across the street. Kangling turns, runs up the wall for 10 feet, and then leaps 15 feet across the street(using the Jump skill and the Leap of the clouds ability) to land on the wall of the building the men were guarding, she then moves 5 feet to an open window and ends her movement on a horizontal surface by stepping through the window.
Spring Attack: At 7th level an Ambuscade gains the benefits of the Spring Attack feat even if he doesn't have the prerequisites.
Improved Uncanny Dodge: At 8th level or higher an Ambuscade can no longer be flanked; he can react to danger on opposite sides of him as easily as he can react to a single opponent. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least 4 more levels of rogue then the target does.
If the character already has uncanny dodge from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character
Ghost Rush: Upon reaching 10th level an Ambuscade gains the use of the Ghost Rush ability 3 times per day. This ability allows the Ambuscade to charge an opponent using a special form of ethereal jaunt. Using this ability causes you to jaunt forward 10 feet at a time, each time in a different place in a loose line towards the enemy, this ability can be used in conjunction with Leap of the clouds and Uncanny step, allowing you to walk along walls and jump from place to place on the way to your target.
If the attack succeeds you catch your opponent off guard and are able to apply your sneak attack to the damage roll. If you miss the attack the use of the ability is wasted. If the target can see ethereal creatures whether through the True Seeing spell or some other means they are not caught flat-footed and they retain their Dexterity bonus to their AC.
Ghost Strike: Ghost strike allows the Ambuscade to strike at incorporeal targets 2 rounds per day plus his Wisdom modifier(minimum 1). This ability allows the Ambuscade to apply his Sudden Strike to damage rolls made against incorporeal creatures any time they are denied their dexterity bonus to their AC
Improved Evasion: Improved evasion works like evasion except that even on a failed reflex save the Ambuscade takes only half damage from spells and effects that allow a reflex save for half damage. A successful save still lets the Ambuscade take no damage.
Perfect Landing: When the Ambuscade needs to make a quick escape, he doesn't always have time to take the stairs. Perfect landing allows the Ambuscade to leap from higher heights and take no damage from the fall. The ambuscade makes a jump check vs the distance he falls, if he succeeds he takes no damage, on a failed save damage is taken normally and the Ambuscade falls prone
Hide in Plain sight: At 16th level an Ambuscade is able to use to his hide skill even while being observed
-----
Sorry about the weird format, notepad didn't translate well to the forum.
As you can see, hes not finished yet, i'm having issues trying to think of what abilities to give him to finish off the last few levels, i'm open to changing abilities or adding or removing some should the need arise.
I also made a prestige class I call the Shock Archer, its a ranger or fighter build focusing on using a bow to inflict more damage using lightning, if yall are interesting I can post him.
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