Difference between revisions of "Princess:Hashashiyyin"
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School: Assassin's Hand | School: Assassin's Hand | ||
− | Quick to Act(Ex): | + | Quick to Act(Ex): Add this value to your initiative. |
AC Bonus(Ex): +Wis to AC while in light armour, no more than level. | AC Bonus(Ex): +Wis to AC while in light armour, no more than level. | ||
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'''School's Weapons:''' Daggers. | '''School's Weapons:''' Daggers. | ||
+ | |||
+ | '''School's DC:''' 1/2 IL + Wis | ||
=== Manoeuvres === | === Manoeuvres === | ||
− | 1. Clinging Shadow Strike[S]: IT=S. If you hit you deal +d6 damage and your opponent gain 20% miss chance on attacks for 1 r, | + | 1. Clinging Shadow Strike[S]: IT=S. If you hit you deal +d6 damage and your opponent gain 20% miss chance on attacks for 1 r, FW negates. |
1. Shadow Blade Technique[S]: IT=S, roll 2d10 twice and choose which result to use, if you used lower result your attack gain +d6 cold damage. | 1. Shadow Blade Technique[S]: IT=S, roll 2d10 twice and choose which result to use, if you used lower result your attack gain +d6 cold damage. | ||
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2. Cloak of Deception[B]: IT=s, you're affected as if by greater invisibility until end of your turn. | 2. Cloak of Deception[B]: IT=s, you're affected as if by greater invisibility until end of your turn. | ||
− | 2. Drain Vitality[S]: IT=S. If you hit your opponent takes 2 Con damage, | + | 2. Drain Vitality[S]: IT=S. If you hit your opponent takes 2 Con damage, FC negates. |
2. Shadow Jaunt: IT=S, R=10, teleport. | 2. Shadow Jaunt: IT=S, R=10, teleport. | ||
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3. Shadow Garotte[S]: IT=S, R=12, ranged touch, target must be living. Opponent takes 5d6 damage and mus succeed Wis DC FW save or become flat-footed until start of your next turn. | 3. Shadow Garotte[S]: IT=S, R=12, ranged touch, target must be living. Opponent takes 5d6 damage and mus succeed Wis DC FW save or become flat-footed until start of your next turn. | ||
− | 3. Strength Draining Strike[S]: IT=S. If you hit your opponent takes 4 Str damage, | + | 3. Strength Draining Strike[S]: IT=S. If you hit your opponent takes 4 Str damage, FC half. |
− | 4. Hand of Death[S]: IT=S, opponent must be flat-footed. Make a melee touch attack - opponent is paralysed fr d3 r if he fail | + | 4. Hand of Death[S]: IT=S, opponent must be flat-footed. Make a melee touch attack - opponent is paralysed fr d3 r if he fail FC save. |
− | 4. Obscuring Shadow Veil[S]: IT=S. If you hit you deal +5d6 damage and your opponent gain 50% miss chance on attacks for 1 r, | + | 4. Obscuring Shadow Veil[S]: IT=S. If you hit you deal +5d6 damage and your opponent gain 50% miss chance on attacks for 1 r, FW negates. |
− | 5. Bloodletting Strike[S]: IT=S. If you hit your opponent takes 4 Con damage, | + | 5. Bloodletting Strike[S]: IT=S. If you hit your opponent takes 4 Con damage, FC half. |
5. Shadow Stride: IT=M, R=10, teleport. | 5. Shadow Stride: IT=M, R=10, teleport. | ||
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6. Ghost Blade[S]: IT=S, opponent is flat-footed against this attack. | 6. Ghost Blade[S]: IT=S, opponent is flat-footed against this attack. | ||
− | 6. Shadow Noose[S]: IT=S, R=12, opponent must be living and flat-footed. Target receives 8d6 damage and must succeed | + | 6. Shadow Noose[S]: IT=S, R=12, opponent must be living and flat-footed. Target receives 8d6 damage and must succeed FC save or become stunned for 1 r. |
6. Stalker in the Night[S]: IT=FR, move up to your move and make one attack during your move. If you end your move in the place where stealth available you may make Stealth check to remain unnoticed. | 6. Stalker in the Night[S]: IT=FR, move up to your move and make one attack during your move. If you end your move in the place where stealth available you may make Stealth check to remain unnoticed. | ||
− | 7. Death in the Dark[S]: IT=S, opponent must be flat footed and not immune to crits. If your attack hits 15d6/5d6 damage | + | 7. Death in the Dark[S]: IT=S, opponent must be flat footed and not immune to crits. If your attack hits 15d6/5d6 damage FC save. |
7. Shadow Blink: IT=s, R=10, teleport. | 7. Shadow Blink: IT=s, R=10, teleport. | ||
− | 8. Enervating Shadow Strike[S]: IT=S, opponent who fails | + | 8. Enervating Shadow Strike[S]: IT=S, opponent who fails FW gain d4 negative levels. |
8. One with Shadow[C]: IT=i, you become incorporeal until start of your next turn. | 8. One with Shadow[C]: IT=i, you become incorporeal until start of your next turn. | ||
− | 9. Five-Shadow Creeping Ice Enervation Strike[S]: IT=S, you deal extra 15d6 damage, roll d20 and target must succeed | + | 9. Five-Shadow Creeping Ice Enervation Strike[S]: IT=S, you deal extra 15d6 damage, roll d20 and target must succeed FW save to halve ability damage and negate special effect. 1-7 - legs, 2d6 Dex damage, s: speed 0 for d6 r. 8-14 - arms, 2d6 Str damage, s: -6 on attack rolls and Concentration for d6 r. 15-20 - heart, 2d6 Str, 2d6 Dex, s: 2d6 Con. |
=== Stances === | === Stances === |
Revision as of 19:45, 20 January 2010
Swordsage
Lvl Class Feature Known Ready Stances 1 Quick to Act(Ex) +1, School 6 4 1 2 Ac Bonus(Ex), Weapon Focus 7 4 2 3 - 8 5 2 4 Discipline Focus(Ex):Damage 9 5 2 5 Quick to Act(Ex): +2 10 6 3 6 Adaptive Style feat 11 6 3 7 Sense Magic(Su) 12 6 3 8 Discipline Focus(Ex):AC 13 7 3 9 Evasion(Ex) 14 7 4 10 Quick to Act(Ex) +3 15 8 4 11 - 16 8 4 12 Discipline Focus(Ex):Attack 17 8 4 13 - 18 9 4 14 - 19 9 5 15 Quick to Act(Ex): +4 20 10 5 16 Discipline Focus(Ex):Saves 21 10 5 17 Mettle(Ex) 22 10 5 18 - 23 11 5 19 Quick to Act(Ex) +5 24 11 5 20 Stance Mastery(Ex) 25 12 6
Class Features
School: Assassin's Hand
Quick to Act(Ex): Add this value to your initiative.
AC Bonus(Ex): +Wis to AC while in light armour, no more than level.
Discipline Focus(Ex):
- Damage: +Wis on Strikes damage, no more than level.
- AC: +2 AC while in Assassin's Hand stance.
- Attack: +Wis on Strikes attack, no more than level.
- Saves: +2 on all saves while in Assassin's Hand stance.
Sense Magic(Su): AT=10 m, determine properties of magical armour or weapon.
Evasion(Ex):
Mettle(Ex):
Stance mastery(Ex): may use two stances simultaneously.
Assassin's Hand
School's Skill: Stealth.
School's Weapons: Daggers.
School's DC: 1/2 IL + Wis
Manoeuvres
1. Clinging Shadow Strike[S]: IT=S. If you hit you deal +d6 damage and your opponent gain 20% miss chance on attacks for 1 r, FW negates.
1. Shadow Blade Technique[S]: IT=S, roll 2d10 twice and choose which result to use, if you used lower result your attack gain +d6 cold damage.
2. Cloak of Deception[B]: IT=s, you're affected as if by greater invisibility until end of your turn.
2. Drain Vitality[S]: IT=S. If you hit your opponent takes 2 Con damage, FC negates.
2. Shadow Jaunt: IT=S, R=10, teleport.
3. Shadow Garotte[S]: IT=S, R=12, ranged touch, target must be living. Opponent takes 5d6 damage and mus succeed Wis DC FW save or become flat-footed until start of your next turn.
3. Strength Draining Strike[S]: IT=S. If you hit your opponent takes 4 Str damage, FC half.
4. Hand of Death[S]: IT=S, opponent must be flat-footed. Make a melee touch attack - opponent is paralysed fr d3 r if he fail FC save.
4. Obscuring Shadow Veil[S]: IT=S. If you hit you deal +5d6 damage and your opponent gain 50% miss chance on attacks for 1 r, FW negates.
5. Bloodletting Strike[S]: IT=S. If you hit your opponent takes 4 Con damage, FC half.
5. Shadow Stride: IT=M, R=10, teleport.
6. Ghost Blade[S]: IT=S, opponent is flat-footed against this attack.
6. Shadow Noose[S]: IT=S, R=12, opponent must be living and flat-footed. Target receives 8d6 damage and must succeed FC save or become stunned for 1 r.
6. Stalker in the Night[S]: IT=FR, move up to your move and make one attack during your move. If you end your move in the place where stealth available you may make Stealth check to remain unnoticed.
7. Death in the Dark[S]: IT=S, opponent must be flat footed and not immune to crits. If your attack hits 15d6/5d6 damage FC save.
7. Shadow Blink: IT=s, R=10, teleport.
8. Enervating Shadow Strike[S]: IT=S, opponent who fails FW gain d4 negative levels.
8. One with Shadow[C]: IT=i, you become incorporeal until start of your next turn.
9. Five-Shadow Creeping Ice Enervation Strike[S]: IT=S, you deal extra 15d6 damage, roll d20 and target must succeed FW save to halve ability damage and negate special effect. 1-7 - legs, 2d6 Dex damage, s: speed 0 for d6 r. 8-14 - arms, 2d6 Str damage, s: -6 on attack rolls and Concentration for d6 r. 15-20 - heart, 2d6 Str, 2d6 Dex, s: 2d6 Con.
Stances
1. Child of Shadow: If you move 2 you gain concealment until start of your next turn. This concealment cannot be used for Hide in plain Sight.
1. Island of Blades: If you and ally both adjacent to target, this opponent is considered as flanked by both of you.
3. Assassin's Stance: You gain Sneak Attack 2d6.
3. Dance of the Spider: You gain Climb 4.
5. Step of the Dancing Moth: You may move up to 1sq up, during this move becomes 4 and you ignore Stealth penalty for quick movement.
8. Balance on the Sky: You're affected by Air Walk spell as long as one of your hands is empty.
Unique Feats
Extra Readied Manoeuvre: You gain +1 readied manoeuvre.
Shadow Blade: P: Assassin's Hand Stance. B: You may add your Dex (no more than IL) to damage with school weapons while in schools stance.
Shadow Trickster: P: CL 1, Assassin's Hand Stance: B: +2 DC of your illusions, you gain +2 sneak attack, flank or sudden strike damage.