The Wraith (New Base Class)

DogBackward

First Post
Ok, now, I'm perfectly willing to multiclass out the wazoo to get the concept I'm going for. I'll admit, while I'm not a powergamer, I do like to have characters with cool and unique abilities and combinations of abilities. But, when it comes down to it, I'm also a rather lazy guy. Lazy in the sense that rather than keep trying to get to one of my favorite archetypes (the spellcasting thief) through tedious multiclassing and such, I went and made a stealth-centric spellcasting rogue. It's not big on the actual sneak attack or the like, but it focuses pretty heavily on stealth, not being seen, and getting away if you are seen. So, anyway, here's the ultimate in magical infiltration, the Wraith.

Edit: Added the changes as detailed below.

Code:
[b][u]The Wraith[/u][/b]

[b]Class Attributes
HD[/b]      d6
[b]BAB[/b]     Medium
[b]Saves[/b]   Reflex
[b]Skills[/b]  8+Int
[b]Class[/b]   As rogue, plus Concentration, Spellcraft and Knowledge (Arcana)
[b]Prof.[/b]   Simple weapons, all light martial weapons, and rogue weapons
        Light armor, no shields

[b]Class Features
Cls  Special                   [u]    Spellcasting     [/u]   [u]    Spells Known     [/u]
Lvl  Features                   0  1  2  3  4  5  6     0  1  2  3  4  5  6[/b]
[i]1[/i]    Trapfinding                2  -  -  -  -  -  -     4  -  -  -  -  -  -
     Armored Mage (Light)
     Eldritch Shadow
[i]2[/i]    Sneak Attack +1d6          3  0  -  -  -  -  -     5  2  -  -  -  -  -
     Shadow Dodge
[i]3[/i]    Uncanny Dodge              3  1  -  -  -  -  -     6  3  -  -  -  -  -
[i]4[/i]    Emergency Spellcasting     3  2  0  -  -  -  -     7  4  2  -  -  -  -
[i]5[/i]    Shadow Movement            3  2  1  -  -  -  -     7  5  3  -  -  -  -
[i]6[/i]    Evasion                    3  3  2  -  -  -  -     7  5  4  -  -  -  -
[i]7[/i]    Sneak Attack +2d6          3  3  3  0  -  -  -     7  5  5  2  -  -  -
[i]8[/i]    Arcane Sneak Attack        3  3  3  1  -  -  -     7  5  5  3  -  -  -
[i]9[/i]    Shadowslip                 3  3  3  2  -  -  -     7  5  5  4  -  -  -
     Silent Spells
[i]10[/i]   Shadow Movement            3  3  3  3  0  -  -     7  5  5  5  2  -  -
[i]11[/i]   Swift Diversion            3  3  3  3  1  -  -     7  5  5  5  3  -  -
[i]12[/i]   Sneak Attack +3d6          3  3  3  3  2  -  -     7  5  5  5  4  -  -
[i]13[/i]   Improved Uncanny Dodge     3  3  3  3  3  0  -     7  5  5  5  5  2  -
[i]14[/i]   Cloak of Shadows           4  3  3  3  3  1  -     7  5  5  5  5  3  -
[i]15[/i]   Shadow Movement            4  4  3  3  3  2  -     7  5  5  5  5  4  -
[i]16[/i]   Improved Evasion           4  4  4  3  3  3  0     7  6  5  5  5  5  2
[i]17[/i]   Sneak Attack +4d6          4  4  4  4  3  3  1     7  6  6  5  5  5  3
[i]18[/i]   Shadowstep                 4  4  4  4  4  3  2     7  6  6  6  5  5  4
[i]19[/i]   Silent Spells              4  4  4  4  4  4  3     7  6  6  6  6  5  5
[i]20[/i]   Shadow Apotheosis          4  4  4  4  4  4  4     7  6  6  6  6  6  5
[sblock=Wraith Class Features]Spellcasting
You use Intelligence as your primary spellcasting score. Your caster level equals your Wraith level. You cast your spells spontaneously, and may cast any spell on the Wraith spell list. Your spells are arcane in nature. You learn spells from the Wraith spell list, below.

Armored mage
As the Bard ability.

Eldritch Shadow (Su)
You blend perfectly in the shadows, and even produce your own when you need to rely on stealth. You add your intelligence bonus to any checks you make for the hide and move silently skills.

Uncanny Dodge
As the Rogue ability.

Trapfinding
As the Rogue ability.

Sneak Attack
As the Rogue ability.

Shadow Dodge (Su)
As an immediate action, you may sacrifice a spell slot when an opponent attacks you. If you do, you gain a dodge bonus to AC equal to the level of the spell sacrificed, and concealment. If you are using the total defense, attack defensively or combat expertise options when you use this ability, you gain double the dodge bonus, and total concealment, though your foe is still attacking the correct square.

Emergency Spellcasting
When you need a quick escape, you may rely on one of your many spells. But sometimes, there isn't time to cast the entire spell. You may use this ability a number of times per day equal to 3 plus your intelligence modifier, minimum 1/day. You may cast any spell with a duration of longer than one round as a swift action. If you do, the duration of the spell is reduced to one round. You may only cast Wraith spells with this ability.

Shadow Movement (Su)
At 5th level, 10th level, and 15th level, you may choos one of the following abilities to enhance your movement capabilities. You may choose each ability only once, and so will gain all three by level 15. In addition, each time you gain this ability, your base land speed increases by +10ft.

-> Spider's Shadow
You add your intelligence bonus to climb checks. You do not lose your dexterity bonus to AC while climbing, and you move at your base land speed with a successful climb check.

-> Toad's Shadow
You add your intelligence bonus to jump checks. You are always considered to be running for the purpose of making jump checks, as well. Finally, you only double the DC for standing jumps, instead of quadrupling it.

-> Dancing Shadow
You add your intelligence bonus to balance and tumble checks. You do not lose your dexterity bonus to AC when balancing, and may move at full speed while using both skills.

Evasion
As the Rogue ability.

Slippery Mind
As the Rogue special ability.

Shadowslip (Su)
As a move action, you may sacrifice a spell slot to teleport a short distance. This is usually used to escape a grapple or other tight situation. You must have line of sight to your destination, and may taleport 5ft per level of the spell sacrificed.

Silent Spells
You may add the Silent Spell metamagic feat to any Wraith spell you cast, without increasing the spell level or casting time. You do not need to know the Silent Spell feat. You may use this ability a number of times per day equal to 3 +your intelligence bonus.

Swift Diversion (Su)
As a swift action, you may sacrifice a spell slot to create a momentary minor illusion. You may use the bluff skill to feint in combat, or to create a diversion, as a swift action. In addition, you gain a bonus on the bluff check equal to twice the level of the spell sacrificed.

Arcane Sneak Attack
As a standard action, you may sacrifice a spell slot to make a melee attack. If your attack is also a sneak attack, you gain a bonus to the attack roll equal to the level of the spell sacrificed, and deal +1d6 sneak attack damage, +1d6 per two levels of the spell sacrificed. For example, sacrificing a 4th level spell would gain an additional +3d6 sneak attack.

Improved Uncanny Dodge
As the Rogue ability.

Cloak of Shadows (Su)
As a swift action, you may sacrifice a spell slot. If you do, you gain a bonus to Hide and Move Silently checks equal to twice the level of the spell sacrificed. In addition, you gain concealment (20% miss chance), which improves to total concealment (akin to invisibility) while in dim lighting or darker. These bonuses last for one round per level of the spell sacrificed.

Improved Evasion
As the Rogue special ability.

Shadow Step (Su)
When you use your Shadowslip ability, you may teleport 10ft per spell level, and you need not have line of sight to your destination.

Stilled Spells
You may add the Still Spell metamagic feat to any Wraith spell you cast, without increasing the spell level or casting time. You do not need to know the Still Spell feat. You may use this ability a number of times per day equal to 3 +your intelligence bonus.

Shadow Apotheosis (Su)
You permanently gain concealment, giving you a 20% miss chance at all times. If another effect would give you concealment, you instead gain total concealment. Your foes can pinpoint your square by the swirling shadows, but you still gain a 50% miss chance. In addition, you gain a +10 bonus to all Hide and Move Silently checks.[/sblock]
[sblock=Wraith Spell List]Note that these are only the spells listed in the PHb. Quite frankly, I don't have the time to find every single appropriate spell for the Wraith. There are many more spells in other supplements and such books that fit the theme of the Wraith perfectly. In deciding which spells fit, keep the following guidelines in mind.

-> Only simple illusions that foil detection. None of the "Image" illusions, for example.

-> Some effective divinations, but mostly only teh kind that would make it easier to find secrets, or get into places.

-> Movement, misdirection and stealth-related spells are always a great fit. If it helps you hide, it's allowed.

-> No damage spells. The Wraith class is about infiltration and espionage, not assassination. At least, not always.

0-Level Spells
Detect Magic, Read Magic, Prestidigitation, Detect Poison, Ghost Sound, Dancing Lights, Mage Hand, Message, Open/Close, Arcane Mark

1-Level Spells
Alarm, Hold Portal, Obscuring Mist, Unseen Servant, Detect Secret Doors, Disguise Self, Magic Aura, Animate Rope, Expeditious Retreat, Feather Fall, Jump

2-Level Spells
Arcane Lock, Obscure Object, Fog Cloud, Locate Object, Darkness, Blur, Invisibility, Mirror Image, Misdirection, Alter Self, Cat's Grace, Darkvision, Knock, Rope Trick, Spider Climb, Whispering Wind

3-Level Spells
Nondetection, Arcane Sight, Clairaudience/Clairvoiyance, Displacement, Invisibility Sphere, Gaseous Form, Secret Page

4-Level Spells
Dimension Door, Solid Fog, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Greater Invisibility

5-Level Spells
Private Sanctum, Prying Eyes, Telepathic Bond, Mind Fog, Seeming, Passwall

6-Level Spells
True Seeing, Mislead, Shadow Walk, Veil, Phase Door (7th), Ethereal Jaunt (7th)[/sblock]
 
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Looks balanced, though weak.

I'd consider giving it some additional weapon proficiencies ala rogue/assassin proficiencies, ie shortbow and/or hand crossbow.

I would definitely give it light armor proficiency and casting in light armor. And Uncanny Dodge and Improved Uncanny Dodge.

I'd also strongly consider giving it something it can do at 1st level besides 2 cantrips a day and trapfinding. Heck, at low levels, a Bard/Rogue multiclass is on par or superior.

I'd think about giving the Wraith 8 skill points/level as opposed to 6 skill points/level.


Let's see, as it currently stands ... Dex is a must-twink, Cha is a must-twink, Wis is must-twink, Int and Con are probably twink-if-at-all-possible, and Strength is get it if you can.
Dex because it's his only source of AC beyond spells and burning spell slots, Cha because he needs those spell slots to burn, Wis so he's marginally less likely to get jumped (and thus totally owned), Int because he's likely to need skill points to cover his bases, Con because he needs more HP because he'll be hit almost all the time.
 

I thought it might need a little more, but this is my first real hybrid class. I was worried about giving it too much stuff. I think... I'll add the 8+Int skill points, light armor, armored mage (light), and something else at first level, maybe. I'll also go ahead and add rogue weapons, too.

I think I'll move Eldritch Shadow to first level, since it's a pretty important ability for the class. I'll put in Uncanny Dodge at third, and add Improved Uncanny Dodge at 12th.

Alright then, I'll go make the changes. Thanks for the help.
 

Too weak. At 1st level, he's significantly weaker than a Bard (!!!) thanks to the lack of Bardic Music, and thanks to the lack of a good Will save.


Suggestions:

1/ Int based casting. Better synergy with skills, and compensates for low skill points vs. Rogue (when he has more required skills compared to a Rogue).

2/ Add Int to various skill checks. (Obviously. :) )

3/ Arcane Sneak Attack is weak. Suggestion: make it require a Swift action, and have it last all round, and have it grant just plain +1d6 per spell level. Cantrips can add a flat +2.

4/ Shadowslip is weak! Make it 10 ft. per spell level, and consider lifting the "line of sight" restriction. Oh, I see. Shadowstep fixes this... but does so far too late.

5/ Shadowdodge comes too late to be particularly useful. Since it scales with level, grant it earlier. Hell, this would even make a decent 1st level ability, since you can at least get Concealment from your cantrips.


Consider changing Sneak Attack to Sudden Strike (extra damage only applies to flat-footed targets, not those merely flanked). That would weaken his extra damage, so you could comfortably add more good stuff.

Cheers, -- N
 

Hmm... I used Charisma because it's a spontaneous caster, but I suppose Int would be better. Arcane Sneak Attack is supposed to be weak. This class isn't meant to be an assassin, you're not supposed to run around backstabbing things to death. The point of the Wraith is not to be seen at all, so poking things in the back is a bad idea, since it tends to let the other guy know you're there. I added what sneak attack it does have just because it felt right that it should have at least a little bit.

Shadowslip is weak, also, for a reason. It's not meant to be a teleportation ability, it's meant to be a "Holy crap, I need to get out of this grapple!" ability. 5ft per level is more than enough to get out of a grapple, while full-fledged teleportation, even short-distance, is not part of what this class is suppoed to be doing.

There are a few points, though. I'll leave Eldritch Shadow where it is, and put Shadow Dodge at level one. I'll move Arcane Sneak Attack to level 8, to make sneak attacks slightly better at earlier levels. I think... y'know, that's not a bad idea. I'll add Siletn Spell to all spells at level 10, and Still Spell at level 19. This way, there are still no dead levels, and Silent Spell is incredibly helpful for stealthy spellcasters.
 

With Int-based casting, you don't need 8 skill points/level. (Assassins already pioneered Int-based spontaneous casting.)

If you don't want to give lots of sneak attack dice, just don't give extra sneak attack dice! No reason you need to give Arcane Sneak Attack at all. (But if you give it, make it a reasonable amount of damage, or expect people to take Arcane Strike and ignore this class feature entirely.)

Instead, consider some alternate effects to suck up Sneak Attack dice:

Shade Blade -- Sacrifice sneak attack dice; creature is blinded for 1 round per die sacrificed.

Shadow Stab -- Sacrifice sneak attack dice; creature is unable to speak for 1 round per die sacrificed.

Umbral Theurgy -- Sacrifice sneak attack dice; touch spell DC increased by +1 per die sacrificed.

Dark Dodge -- Sacrifice sneak attack dice; gain a +1 Dodge bonus to AC against a foe per die sacrificed.

Midnight Magebane -- Standard action; sacrifice sneak attack damage; dispel one effect on target per die sacrificed.

Cheers, -- N
 

Actually... that's a pretty nifty idea. I think I'll go ahead and put those in in place of Arcane Sneak Attack. Thanks, I'll get to work on that.
 

You might want to check out the beguiler and duskblade from PHBII, the beguiler because it's a magical thief type class, and duskblade for arcane channeling instead of arcane sneak attack, maybe he's invisible to those he hits with it.
 

There's also the spellthief. But that's rather weak. The Master Spellthief feat did some good for it, but made it a one-level dip class.
 

Did you really mean to use Int as the spellcasting stat, or Cha? Because a lot of the special abilities work off Int, and will therefore have a large number of uses per day.
 

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