Author Topic: [PoC] Prestige Class - Deleter  (Read 809 times)

Garryl

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[PoC] Prestige Class - Deleter
« on: June 29, 2017, 03:22:47 PM »
Deleter prestige class
Deleters are the assassins of the future. With stealth technology and weapons designed to short out both machines and nervous systems, deleters are deadly threats to anyone they set their sights on.

   Skills: Computer Use 4 ranks, Disable Device 8 ranks, Hide 8 ranks, Move Silently 4 ranks.
   Activating: Ability to activate a module with the electricity descriptor. Access to a socket.

Hit Die: d8

Table: The Deleter


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating
1+0+0+2+0Sneak Attack +1d6, Electrified Strike+1 of existing activating class
2+1+0+3+0Least Socket Access+1 of existing activating class
3+2+1+3+1Poison Use, Synaptic Overload+1 of existing activating class
4+3+1+4+1Enveloping Charge, Sneak Attack +2d6--
5+3+1+4+1Lesser Socket Access+1 of existing activating class
6+4+2+5+2Special Ability+1 of existing activating class
7+5+2+5+2Sneak Attack +3d6+1 of existing activating class
8+6+2+6+2Hide in Plain Sight+1 of existing activating class
9+6+3+6+3Greater Socket Access+1 of existing activating class
10+7+3+7+3Sneak Attack +4d6, Special Ability+1 of existing activating class

Class skills (6 + Int modifier per level): Balance, Bluff, Computer Use, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope.

Weapon and Armor Proficiency: As a deleter, you gain no new weapon or armor proficiencies.

Activating: At each deleter level, with the exception of 4th, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the deleter level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of deleter to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new deleter level, you must decide to which class you add the new level of deleter for the purpose of determining your activating abilities.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 1st level, and again every 3 levels thereafter. If you get a sneak attack bonus from another source the bonuses on damage stack.

Electrified Strike (Su): You can chose to have your sneak attack, sudden strike, skirmish, and other precision damage-based abilities deal their bonus damage as electricity damage instead of their normal damage types. If you do, you can use them when dealing nonlethal damage with a weapon that normally deals lethal damage. Electrified strikes deal their bonus damage normally against creatures immune to critical hits and precision damage, including creatures with the chance of negating such bonus damage from by light fortification and similar abilities. Electrified strike damage also applies on attacks of opportunity, even if the precision damage-granting abilities would not qualify for such attacks (such as if you had the skirmish ability but had not moved at least 10 feet since the beginning of your last turn).

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 5th level, you also gain access to your Lesser sockets. At 9th level, you also gain access to your Greater sockets.

Poison Use (Ex): Beginning at 3rd level, you are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon.

Synaptic Overload (Su): Starting at 3rd level, if you study your victim for 3 rounds and then make an electrified strike with a melee weapon that successfully deals electricity damage, the electrified strike has the additional effect of disrupting the target's nervous system, possibly either knocking out or killing the target (at your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your deleter class level + your Intelligence modifier) against the kill effect, she suffers electricity damage equal to her normal maximum hit points plus 10. If the saving throw fails against the knockout effect, the victim suffer nonlethal electricity damage equal to her normal maximum hit points plus 10. A victim of the knockout effect heals half of the nonlethal damage caused by this ability (rounded up) starting a number of rounds after the attack equal to your deleter level, and continues to heal half of the nonlethal damage remaining each round (rounded up) until none remains. If the victim's saving throw succeeds, the attack is just a normal electrified strike. Once you have completed the 3 rounds of study, you must make the synaptic overload attack within the next 3 rounds. Synaptic overload can be used against constructs and living creatures only.

If a synaptic overload attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another synaptic overload attack.

Synaptic overload also counts as the death attack ability, such as for qualifying for a feat or prestige class, or benefiting from an item or spell.

Enveloping Charge (Ex): Starting at 4th level, you can have half of all electricity damage you deal ignore resistances and immunities.

Special Ability: On attaining 6th level, and again at 10th level, you gain a special ability of your choice from among the following options: armored evasion, disrupting strike, improved enveloping charge, opportunist, or skill mastery. Alternatively, you can elect to gain a bonus feat that you qualify for.

Armored Evasion (Ex): This ability functions as the rogue's evasion ability, except that it functions regardless of armor and encumbrance. If you have or later gain improved evasion or similar abilities that function based on evasion, they also function regardless of armor and encumbrance.

Disrupting Strike (Su): Whenever you use your electrified strike ability to attack your opponents, the electricity interferes with the opponent's nervous system, reducing coordination and eventually causing paralysis. An opponent damaged by one of your electrified strikes also takes 2 points of Dexterity damage.

Improved Enveloping Charge (Ex): Any creature with electricity resistance or immunity that you deal electricity damage to must make a Fortitude save (DC 10 + your deleter class level + your Intelligence modifier) or lose its electricity resistance and immunity until the beginning of your next turn. If you combine this ability with a synaptic overload attack, the creature must save against losing its resistances or immunity before determining the result of the synaptic overload attack.

Opportunist (Ex): Once per round, you can cause an opponent who has just been struck for damage in melee by another character to provoke an attack of opportunity from you. Even with the Combat Reflexes feat, you can't use this ability more than once per round.

Skill Mastery: You become so certain in the use of certain skills that you can use them reliably even under adverse conditions. Upon gaining this ability, you select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Feat: If you elect to gain a bonus feat in place of your special ability, you gain any one feat that you qualify for as a bonus feat. You can select this option multiple times, each time gaining another bonus feat.

Hide in Plain Sight (Su): Starting at 8th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of metallic terrain or object at least as large as yourself (even an attended object), you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide behind your own equipment.
« Last Edit: June 29, 2017, 03:33:51 PM by Garryl »
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