Monday, August 8, 2011

Sabotage!

            Greetings!  This week I have another custom class for you called the Saboteur.  This class is like an “anti-bard” in that it focuses on de-buffing your opponents rather than buffing your party.  The Saboteur does this by using a series of spell-like abilities that not only de-buff the opponent’s base stats, but also inflict status ailments like poison or temporary paralysis. 
So without further delay, I present to you the Saboteur!      

Saboteur

Alignment
Any Non-Good

Hit Die
1d6

Class Skills

Bluff (Cha), Craft (Int), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Knowledge (Local), Knowledge (Geography), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at 1st Level
(4 + Int modifier) * 4

Skill Points at Each Additional Level
4 + Int modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Searing Mist
2nd
+1
+0
+3
+3
Stumbling Turf
3rd
+1
+1
+3
+3
Drain
4th
+2
+1
+4
+4
Improved Trip
5th
+2
+1
+4
+4
Cripple
6th
+3
+2
+5
+5
Pit Fall
7th
+3
+2
+5
+5
Stupidity
8th
+4/+1
+2
+6
+6
Improved Disarm
9th
+4/+1
+3
+6
+6
Poison Strike
10th
+5/+2
+3
+7
+7
Disorient
11th
+5/+2
+3
+7
+7
Depression
12th
+6/+3
+4
+8
+8
Improved Feint
13th
+6/+3
+4
+8
+8

14th
+7/+4
+4
+9
+9
Doubt
15th
+7/+4
+5
+9
+9
Fear
16th
+8/+5
+5
+10
+10
Improved Sunder
17th
+8/+5
+5
+10
+10
Paralysis Strike
18th
+9/+6
+6
+11
+11

19th
+9/+6
+6
+11
+11

20th
+10/+7
+6
+12
+12
Downgrade
























Class Features

Weapon and Armor Proficiency
Saboteurs are proficient with all Simple and Martial, Bludgeoning weapons. Saboteurs are proficient with medium and light armor, but not shields.

Spell-Like Abilities
Saboteurs may use their spell like abilities as much as they please so long as they got a full night’s sleep and focused their energies for one hour.  One hour of meditation gives the Saboteur 12 hours of free casting (cannot have more than 12 hours of charges).  A Saboteur may meditate whenever she desires, but if for whatever reason it is done in combat she is considered to be helpless and viable to be coup de graced.  Regardless, a Saboteur must meditate at least 5 minutes (1 hour of casting) to gain spell like abilities.
Saboteur’s abilities are based off their Intelligence modifier and the spell DC = 10 + ½ class level (rounded down) + int modifier.  Casting any Saboteur ability is a full round action.
What I picture as a Saboteur, courtesy of Elistraie

Searing Mist
Acts exactly the same as the spell Obscuring Mist, but anyone who walks through the mist must make a Will save with a DC check equal to 10 + ½ class level (rounded down) + int modifier or take 1d4 damage for each round spent inside the mist.  Even if the individual makes the save, it is still uncomfortable to be in the mist.  For every 5th Saboteur level the damage goes up by 1d4 maxing out at 5d4 at level 20.
 
Stumbling Turf
The Saboteur gains the ability to alter a 30 by 30 foot square of terrain in front of her into temporary rough terrain that halves the movement speed of any enemy crossing the terrain.  In addition, the enemy must make a Fortitude check with a DC equal to 10 + ½ class level (rounded down) + int modifier or will trip while running through the terrain.  The ability cannot trip an intentionally walking carefully enemy.  For every 5th Saboteur level the area of the terrain increases by 10 feet maxing out at 70 square feet.

Drain
Range: 30 feet
The Saboteur is able to siphon life from living creatures dealing 1d6 damage and healing the Saboteur for the amount of damage dealt.  For half damage, the enemy must make a Will save with a DC check equal to 10 + ½ class level (rounded down) + int modifier.  For every 5th Saboteur level, the damage is increased by 1d6 maxing out at 5d6 at level 20.

Cripple
Range: 10 feet
The Saboteur is able to reduce the Strength Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Pit Fall
The Saboteur gains the ability to create a 5 foot wide by 10 foot deep hole that lasts for 10 rounds.  The hole cannot be place directly underneath an individual.  At the end of the hole’s duration, any individual who may have been trapped inside, will immediately be removed from the hole as it closes.

Stupidity
Range: 10 feet
The Saboteur is able to reduce the Intelligence Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Poison Strike
The Saboteur is able to channel poison through his physical attacks dealing 1d4 additional damage.  To avoid the poison, the individual must make a Fortitude save DC 14.  If the enemy is poisoned, he/she will become ill after 24 hours.

Disorient
Range: 10 feet
The Saboteur is able to reduce the Dexterity Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Depression
Range: 10 feet
The Saboteur is able to reduce the Charisma Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Doubt
Range: 10 feet
The Saboteur is able to reduce the Wisdom Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Fear
Range: 10 feet
The Saboteur is able to reduce the Constitution Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Paralysis Strike
The Saboteur’s physical attacks now are able to cause paralysis for 1 round (in addition to the Poison Strike damage). To avoid the Paralysis, the individual must make a Fortitude save DC 14. 

Improved Trip
At level 4 the Saboteur gains the Improved Trip Feat even if she does not meet the requirements for the feat.  This feat does not apply to the Saboteur’s Stumbling Terrain ability.

Improved Disarm
At level 8 the Saboteur gains the Improved Disarm Feat even if she does not meet the requirements for the feat. 

Improved Feint
At level 12 the Saboteur gains the Improved Feint Feat even if she does not meet the requirements for the feat. 

Improved Sunder
At level 16 the Saboteur gains the Improved Sunder Feat even if she does not meet the requirements for the feat. 

Downgrade
The Saboteur now has a complete knowledge of her art and gains the ability to apply a de-buff of -2 to all Ability Scores of all enemies within a 30 foot radius.  In addition, all enemies who are hit with the de-buff are tripped, requiring a full round action to regain composure.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.  This ability uses 3 hours of charge.  If there is not 3 hours of charge available, the Saboteur will become exhausted for 1+1d6 rounds and will no longer be able to cast spell like abilities until she has meditated at least 5 minutes.


Until Next Week!
Raz

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