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The Wraith (New Base Class)
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<blockquote data-quote="DogBackward" data-source="post: 3490043" data-attributes="member: 50642"><p>Okay, how's this? I've listed the levels they're gained, but it follows a simple progressoin (3, 6, 9, 12, 15, 18). They also make a good synergy with Rogue, since you can take rogue levels to boost your sneak attack, which also gives you more dice to sacrifice, though you'll have less abilities to work with.</p><p></p><p>[sblock=Ambush Abilities]<strong>Ambush</strong> (Su)</p><p>As a standard action, make a melee attack. If your attack is a Sneak Attack, you may sacrifice some of your bonus damage dice in return for special abilities. You decide which ability to use and how many dice to sacrifice after you make the attack roll, but before you make the damage roll.</p><p></p><p>-> <em>Clouded Vision</em> (Lvl 3)</p><p>You literally shroud your target's eyes with dark shadows. For one round, plus one round per five class levels, the target of your sneak attack suffers a miss chance on all attacks he makes. The miss chance is equal to 10% per die of sneak attack damage sacrificed, maximum 50%. Your target is entitled to a Reflex save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) to negate the effect.</p><p></p><p>-> <em>Withered Tongue</em> (Lvl 6)</p><p>With a blow to the throat, or well-placed cut, you remove your target's ability to speak intelligably. They may still make sounds, but no louder than a whisper, and they cannot speak well enough to be understood. Any spells that require a Verbal component automatically fails. This lasts for one round, plus one round per five class levels, and your target is entitled to a Fortitude save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) to negate the effect.</p><p></p><p>-> <em>Spellsapping</em> (Lvl 9)</p><p>You charge your attack with anti-magic energy. If your attack hits, you may choose to dispel any spells that are currently affecting your target. You use your class level for the dispel check, with a maximum bonus of +20. You can only dispel any spells of a spell level equal to the amount of sneak attack dice you sacrifice.</p><p></p><p>-> <em>Sealed Power</em> (Lvl 12)</p><p>You leave a lingering shadow of anti-magic energy surrounding your target, preventing them from using magic. This lasts for one round, plus one round per five class levels. A target affected cannot actively use any spell-like abilities or spells for the duration, including using any magic items that require activation. Permanent and use-activated items work just fine, but any item requiring an action to use cannot be used, nor can spells or spell-like abilities, unless tehy are of a level higher than the number of dice of sneak attack sacrificed to use this ability. In the case of magic items with no set spell level, use 1/2 the caster level. So, for example, if you sacrifice 3 dice, your foe cannot use any spells, spell-like abilities, or activated magic items with a spell level of 3 or less. Your target is entitled to a Will save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) to negate the effect.</p><p></p><p>-> <em>Spellreaving</em> (Lvl 15)</p><p>When you use your Spellsapping Ambush ability, you may choose to have any spell dispelled instead have its target changed to you, as long as you are a viable target for the spell. So, you could take a foe's enhancement spells for yourself.</p><p></p><p>-> <em>Sickening Delusion</em> (Lvl 18)</p><p>Your target is beset by a swarm of illusions, and it seems (to him) as if the world is imploding upon itself, and exploding all at the same time. Your target is entitled to a Fortitude save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) each round. On a successful save, they are sickened, but can otherwise act normally. On a failed save, they are staggered as well as sickened, limited to a single move or standard action each round, and all of their attacks suffer a 10% miss chance per die of sneak attack damage sacrificed, as their targets seem to jump from place to place, and shimmer and waver in their vision. If the target chooses to move, they move the same distance, but in a random (1d8) direction, as the world seems to tilt and swirl around them. This effect lasts for one round, plus one round per five class levels.[/sblock]</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3490043, member: 50642"] Okay, how's this? I've listed the levels they're gained, but it follows a simple progressoin (3, 6, 9, 12, 15, 18). They also make a good synergy with Rogue, since you can take rogue levels to boost your sneak attack, which also gives you more dice to sacrifice, though you'll have less abilities to work with. [sblock=Ambush Abilities][b]Ambush[/b] (Su) As a standard action, make a melee attack. If your attack is a Sneak Attack, you may sacrifice some of your bonus damage dice in return for special abilities. You decide which ability to use and how many dice to sacrifice after you make the attack roll, but before you make the damage roll. -> [i]Clouded Vision[/i] (Lvl 3) You literally shroud your target's eyes with dark shadows. For one round, plus one round per five class levels, the target of your sneak attack suffers a miss chance on all attacks he makes. The miss chance is equal to 10% per die of sneak attack damage sacrificed, maximum 50%. Your target is entitled to a Reflex save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) to negate the effect. -> [i]Withered Tongue[/i] (Lvl 6) With a blow to the throat, or well-placed cut, you remove your target's ability to speak intelligably. They may still make sounds, but no louder than a whisper, and they cannot speak well enough to be understood. Any spells that require a Verbal component automatically fails. This lasts for one round, plus one round per five class levels, and your target is entitled to a Fortitude save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) to negate the effect. -> [i]Spellsapping[/i] (Lvl 9) You charge your attack with anti-magic energy. If your attack hits, you may choose to dispel any spells that are currently affecting your target. You use your class level for the dispel check, with a maximum bonus of +20. You can only dispel any spells of a spell level equal to the amount of sneak attack dice you sacrifice. -> [i]Sealed Power[/i] (Lvl 12) You leave a lingering shadow of anti-magic energy surrounding your target, preventing them from using magic. This lasts for one round, plus one round per five class levels. A target affected cannot actively use any spell-like abilities or spells for the duration, including using any magic items that require activation. Permanent and use-activated items work just fine, but any item requiring an action to use cannot be used, nor can spells or spell-like abilities, unless tehy are of a level higher than the number of dice of sneak attack sacrificed to use this ability. In the case of magic items with no set spell level, use 1/2 the caster level. So, for example, if you sacrifice 3 dice, your foe cannot use any spells, spell-like abilities, or activated magic items with a spell level of 3 or less. Your target is entitled to a Will save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) to negate the effect. -> [i]Spellreaving[/i] (Lvl 15) When you use your Spellsapping Ambush ability, you may choose to have any spell dispelled instead have its target changed to you, as long as you are a viable target for the spell. So, you could take a foe's enhancement spells for yourself. -> [i]Sickening Delusion[/i] (Lvl 18) Your target is beset by a swarm of illusions, and it seems (to him) as if the world is imploding upon itself, and exploding all at the same time. Your target is entitled to a Fortitude save (DC 10 +1/2 your class level, +Int, +1 per die of sneak attack sacrificed) each round. On a successful save, they are sickened, but can otherwise act normally. On a failed save, they are staggered as well as sickened, limited to a single move or standard action each round, and all of their attacks suffer a 10% miss chance per die of sneak attack damage sacrificed, as their targets seem to jump from place to place, and shimmer and waver in their vision. If the target chooses to move, they move the same distance, but in a random (1d8) direction, as the world seems to tilt and swirl around them. This effect lasts for one round, plus one round per five class levels.[/sblock] [/QUOTE]
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