LazarusLong42
First Post
A new Prestige Class: The Strikemaster. Commentary to follow in a separate post so as to make the initial post self-contained.
"A rapier can hurt you very badly in many places, Montcheval. Behind your knee, for instance. At the base of your neck. Right at your solar plexus. Perhaps, if you're very unlucky, between your legs.
"Do you have a good codpiece, Montcheval?"
The Strikemaster is a student both of anatomy and weaponry. He has honed his abilities with a chosen weapon such that he can deal large amounts of damage with a single blow--and perhaps even a cheap shot now and then.
He tends not to stay in the thick of combat, instead preferring to wait on the sidelines for an opportunity to strike a vital spot. However, his wits and studies allow him to strike vital areas even when caught in the fray. His mastery of a single weapon also allows him to deal extra damage with it even when striking non-vital areas.
Strikemasters are generally fighters who have also studied the ways of another class. Rogues, bards and rangers all have much to teach a fighter about fighting dirty and waiting for the right opportunity to strike for maximum damage.
Alignment: Any nonlawful.
Hit Die: d8
Requirements:
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at each Level: 4 + Int modifier
Weapon and Armor Proficiencies: The Strikemaster gains no additional weapon or armor proficiencies.
Class Features:
Smarter, not Harder: The Strikemaster knows his targets' anatomies so well that he can more easily strike vital parts. The critical range for the Strikemaster's chosen weapon is extended by the value listed. Note that this ability stacks with the Improved Critical feat, but bonuses from this ability are not doubled by Improved Critical.
Sneak Attack: As the Rogue's sneak attack. If the Strikemaster has Rogue levels, the bonuses stack.
Know Thyself I, II (Ex): The Strikemaster's knowledge of anatomy extends to his own body, and he can move rapidly to protect vital parts. When struck by a critical blow, the Strikemaster of 3rd level or higher may make a Reflex save (DC = damage dealt before the critical multiplier is applied) to take damage as if the blow were not critical, as long as he was not in a position to be denied his Dex bonus to AC. (Even if, because of Uncanny Dodge, he was not actually denied this bonus, the restriction remains.) The Strikemaster of 8th level or above ignores this restriction.
Dextrous Strike (Ex): The Strikemaster has honed his abilities with his chosen weapon so well that he can cause extra damage with it. He may add up to the listed points of his Dex bonus to the die category of his weapon. So, a 6th-level Strikemaster with a Dex of 18 wielding a short sword does 1d10 damage, rather than 1d6.
Note: At the DM's discretion, this may also lead to odd die "sizes." For instance, a 6th-level Strikemaster wielding a short sword, but with a Dex of only 17, is entitled to roll 1d9 for damage. The author recommends rolling a d10 and rerolling a roll of 10 in this situation, and similar procedures may be used for rolling d5, d7, d9, and d11.
Cheap Shot (Su): Every so often, an opportunity to take a below-the-belt hit presents itself. The Strikemaster is not above taking said opportunity, and is able to move unnaturally fast to do so. Once per day at level 5, and once more per day every two levels thereafter, the character may attempt a sneak attack regardless of conditions. If the attack roll succeeds, treat it as a normal sneak attack; if it fails, the attempt is wasted.
"A rapier can hurt you very badly in many places, Montcheval. Behind your knee, for instance. At the base of your neck. Right at your solar plexus. Perhaps, if you're very unlucky, between your legs.
"Do you have a good codpiece, Montcheval?"
The Strikemaster is a student both of anatomy and weaponry. He has honed his abilities with a chosen weapon such that he can deal large amounts of damage with a single blow--and perhaps even a cheap shot now and then.
He tends not to stay in the thick of combat, instead preferring to wait on the sidelines for an opportunity to strike a vital spot. However, his wits and studies allow him to strike vital areas even when caught in the fray. His mastery of a single weapon also allows him to deal extra damage with it even when striking non-vital areas.
Strikemasters are generally fighters who have also studied the ways of another class. Rogues, bards and rangers all have much to teach a fighter about fighting dirty and waiting for the right opportunity to strike for maximum damage.
Alignment: Any nonlawful.
Hit Die: d8
Requirements:
- Craft (Weaponsmith): 5 ranks.
- Hide: 5 ranks.
- Knowledge (Anatomy): 5 ranks.
- Move Silently: 5 ranks.
- Spot: 5 ranks.
- Feats: Expertise, Weapon Focus (chosen weapon), Combat Reflexes, Quick Draw.
- Special: Must own and be proficient with a masterwork or magic rogue melee weapon (for small characters: dagger, light mace, sap, short sword; for medium characters, also club, heavy mace, morningstar, quarterstaff, rapier). All bonuses listed work only with a masterwork weapon of the type initially chosen.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at each Level: 4 + Int modifier
Code:
[size=3]Lvl BAB Fort Ref Will Special
---- ---- ---- ---- ---- -------
1 +0 +1 +1 +0 Smarter, not Harder +1
2 +1 +1 +1 +0 Sneak Attack +1d6
3 +2 +2 +2 +1 Know Thyself I, Dextrous Strike +2
4 +3 +2 +2 +1 Smarter, not Harder +2
5 +3 +3 +3 +1 Sneak Attack +2d6, Cheap Shot 1/day
6 +4 +3 +3 +2 Dextrous Strike +4
7 +5 +4 +4 +2 Smarter, not Harder +3, Cheap Shot 2/day
8 +6 +4 +4 +2 Sneak Attack +3d6, Know Thyself II
9 +6 +4 +4 +3 Cheap Shot 3/day
10 +7 +5 +5 +3 Smarter, not Harder +4[/size]
Weapon and Armor Proficiencies: The Strikemaster gains no additional weapon or armor proficiencies.
Class Features:
Smarter, not Harder: The Strikemaster knows his targets' anatomies so well that he can more easily strike vital parts. The critical range for the Strikemaster's chosen weapon is extended by the value listed. Note that this ability stacks with the Improved Critical feat, but bonuses from this ability are not doubled by Improved Critical.
Sneak Attack: As the Rogue's sneak attack. If the Strikemaster has Rogue levels, the bonuses stack.
Know Thyself I, II (Ex): The Strikemaster's knowledge of anatomy extends to his own body, and he can move rapidly to protect vital parts. When struck by a critical blow, the Strikemaster of 3rd level or higher may make a Reflex save (DC = damage dealt before the critical multiplier is applied) to take damage as if the blow were not critical, as long as he was not in a position to be denied his Dex bonus to AC. (Even if, because of Uncanny Dodge, he was not actually denied this bonus, the restriction remains.) The Strikemaster of 8th level or above ignores this restriction.
Dextrous Strike (Ex): The Strikemaster has honed his abilities with his chosen weapon so well that he can cause extra damage with it. He may add up to the listed points of his Dex bonus to the die category of his weapon. So, a 6th-level Strikemaster with a Dex of 18 wielding a short sword does 1d10 damage, rather than 1d6.
Note: At the DM's discretion, this may also lead to odd die "sizes." For instance, a 6th-level Strikemaster wielding a short sword, but with a Dex of only 17, is entitled to roll 1d9 for damage. The author recommends rolling a d10 and rerolling a roll of 10 in this situation, and similar procedures may be used for rolling d5, d7, d9, and d11.
Cheap Shot (Su): Every so often, an opportunity to take a below-the-belt hit presents itself. The Strikemaster is not above taking said opportunity, and is able to move unnaturally fast to do so. Once per day at level 5, and once more per day every two levels thereafter, the character may attempt a sneak attack regardless of conditions. If the attack roll succeeds, treat it as a normal sneak attack; if it fails, the attempt is wasted.