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CHANGELING

RACIAL TRAITS
Shapechanger Subtype: Changelings are humanoids
with the shapechanger subtype.
• Medium: As Medium creatures, changelings have
no special bonuses or penalties due to their size.
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and
charm effects: Changelings have slippery minds.
• +2 racial bonus on Bluff, Intimidate, and Sense
Motive checks: Changelings are inherently skilled
in deception and intimidation; though they
cannot actually detect thoughts as doppelgangers
can, they can intuitively read body language and
attitude with surprising accuracy.
• Natural Linguist: Changelings add Speak Language
to their list of class skills for any class
they adopt.
• Minor Change Shape (Su): Changelings have the
supernatural ability to alter their appearance as
though using a disguise self spell that affects their
bodies but not their possessions. This ability is not
an illusory effect but a minor physical alteration
of a changeling’s facial features, skin color and
texture, and size, within the limits described
for the spell. A changeling can use this ability
at will, and the alteration lasts until he changes
shape again. A changeling reverts to his natural
form when killed. A true seeing spell reveals
his natural form. When using this ability to
create a disguise, a changeling receives a +10
circumstance bonus on Disguise checks.
Using this ability is a full-round action.
• Automatic Languages: Common. Bonus Languages:
Auran, Dwarven, Elven, Giant, Gnome,
Halfling, and Terran.

Favored Class: Rogue


THE ROKUGAN NINJA
To the Empire, ninja do not exist. They are simply peasant
superstition passed down from generation to generation in
farmer villages and old women’s tales. Though tales of shadowwalking
ninja persist to this day, noble samurai dismiss them
as the result of paranoia or as lazy guards’ excuses.
Those who still walk in shadow would have it no other way.
Adventures: Invariably, ninja are spies, assassins, or both.
Like rogues, they are masters of subterfuge, stealth, thievery,
and lies. Unlike rogues, they understand the deeper mysteries
of the shadows, and are far better at misdirection and murder.
Because of this, and the Empire’s view of ninja, they generally
fit into a samurai party under false pretenses, or into a party of
ninja. When a ninja ventures forth, it will always be to cause
disorder and confusion among his lord’s enemies. This can
range from simple assassination to a more prolonged
campaign to disrupt activities in an area. Some ninja are not
assassins at all, but merely serve as spies for their lord. These
spies are generally more honorable than their assassin
brethren. Most non-Scorpion ninja in service to a lord fill the
role of a spy, and use their skills for little else than simple
information gathering, thievery, and causing confusion.
Characteristics: Ninja are impossible to classify as a group
by personality. Because every Rokugani publicly despises them,
a ninja must keep his actions secret, or face execution — one of
the lowest forms of dishonor. Many ninja in service to a daimyo
adopt a public face to hide their activities behind, and are
accepted among the samurai caste. Being able to adapt different
personas, anticipate the movements of their enemy, and acquit
themselves well enough in a fight to survive are the skills that
separate the ninja that are feared from the ninja that are dead.
Honor/Alignment: The motivations for a ninja’s actions
can be anywhere from serving the wishes of his lord to simply
working for his own gain. A ninja can be of any non-lawful
alignment, though they are generally evil. The actions of a
ninja, however, are nothing short of dishonorable, no matter
who their lord is or why they do their tasks.
Background: Ninja are usually without clan affiliation,
except students of the Shosuro Dojo in the Scorpion lands.
Though the Scorpion take great pains to train their ninja well,
Non-Scorpion ninja are generally as effective as the Shosuro.
This usually is due to natural talent more than effective
training — there are many more Scorpion ninja than ronin
ninja. However, every Clan has at least one minor lord
who employs the shadowy services of the ninja.
Races: Ninja are strictly human. Naga and Ratlings practice
stealth on a daily basis, with the Ratlings stealing from
humans as much as they speak with them. However, neither
race cares enough about assassination and sabotage to ever put
their efforts into training ninja.
Other Classes: Ninja must be cautious in their associations
with other classes, as one false step could lead to their execution.
Ninja also have rather skewed views of honor, though that is no
reason they cannot find a place within an adventuring party. Those
ninja with a samurai lord see themselves as the daimyo’s worthiest
servants, willing to give up their own honor for that of their lord. In
any case, ninja tend to multi-class in order to create more complete
false identities, or in rare cases become ninja after being dishonored
as a samurai. Many Scorpion “samurai” are actually ninja (or
multi-class fighter-ninja) in order to further the goals of their clan.
A Scorpion is not above the law of Rokugan, however, should he be
caught walking the dishonorable path of the ninja.
GAME RULE INFORMATION
Ninja have the following game statistics.
Abilities: Dexterity and Intelligence are the most important
scores for ninja, who are almost constantly in a position
where they must stay on their toes mentally and physically.
Extra skill points foster a ninja’s adaptability to any given
situation, and a high Dexterity will aid the ninja in a fight and
when the time to run comes.
Honor/Alignment: Any non-lawful, dishonorable.
Hit Die: d6.
Class Skills: A ninja’s class skills (and the key ability for
each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Int), Decipher Script (Int, Exclusive Skill), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo
(Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick
Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill),
Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
(See the Player’s Handbook™ for skill descriptions.)
Skill Points at 1st Level: (4 + Int Modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the ninja.
Weapon and Armor Proficiency:Ninja are proficient with the
following weapons: Dagger, Dart, Shuriken, Katana, Ninja-to, Chain,
Kusari-gama, and Blowgun. Though ninja are able fighters, this
comes more from their training in hitting pressure points and finding
weaknesses in another’s defense than from sheer martial
prowess. Ninja are not proficient with any armor or shields, relying
on freedom of movement and highly trained reflexes to keep them
out of danger. When wearing armor that incurs a penalty check
greater than 0, the ninja loses several of his abilities, as noted below.
Armor check penalties for armor heavier than leather apply
to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Swim checks suffer a –1
penalty for every five pounds of armor or equipment carried.
Sneak Attack: If a ninja attacks an opponent who is unable
to defend himself effectively, the ninja can strike a vital spot
for extra damage. Any time the ninja’s target would be denied
his Dexterity bonus to AC (whether he actually has a Dex
bonus or not), or when the ninja flanks the target, the ninja’s
attack deals extra damage. The extra damage is +1d6 at 1st level
and an additional 1d6 every two levels thereafter. Should the
ninja score a critical hit with a sneak attack, this extra damage
is not multiplied. (See Attack Roll Modifiers in the Player ’s
Handbook,™ for combat situations in which the ninja flanks an
opponent or the opponent loses his Dex bonus to AC.)
Ranged attacks can only count as sneak attacks if
the target is within 30 feet. The ninja can’t strike with deadly
accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the ninja can
make a sneak attack that deals subdual damage instead of
normal damage. He cannot use a weapon that deals normal
damage to deal subdual damage in a sneak attack, not even
with the usual –4 penalty, because he must make optimal use
of his weapon in order to execute a sneak attack. (See Subdual
Damage in the Player’s Handbook.™)
A ninja can only sneak attack a living creature with
a discernible anatomy — undead, constructs, oozes, plants,
and incorporeal creatures lack vital areas to attack. Any creature
that is immune to critical hits is also not vulnerable to
sneak attacks. The ninja must be able to see the target well
enough to pick out a vital spot and must be able to reach a vital
spot. The ninja cannot sneak attack while striking a creature
with concealment (See the Player’s Handbook™) or striking the
limbs of a creature whose vitals are beyond reach.
Ninja Dodge: The ninja gains this special variation of the
Dodge feat for free at first level. Effectively, this ability has the
same effect as Dodge, except that the ninja gains the ability multiple
times. At fifth, tenth, fifteenth, and twentieth level, the
bonus granted by Ninja Dodge is raised by one. At fifth level, the
ninja may also chose to dodge multiple opponents in a round,
declaring his dodge feat during his action. The ninja may choose
to use some or all of this bonus to dodge each attacker; a ninja
with +3 dodge may choose to use Ninja Dodge to gain +2 AC
against one attacker, then +1 against another in the same round,
+3 against a single attacker, or gain +1 AC against three attackers
in the single round. Unlike the normal Dodge feat, this ability
may not be used when wearing armor with a check penalty
greater than 0. This ability stacks with the bonus provided by the
actual Dodge feat. A ninja may take feats with Dodge as a prerequisite
if he has Ninja Dodge, but may not use these feats
when wearing armor with a check penalty greater than 0.
Poison Use: Ninja are trained in the use of poison and,
beginning at 2nd level, never risk accidentally poisoning
themselves when applying poison to a blade.
Uncanny Dodge: At third level, the ninja gains the ability
to react to danger before his senses would normally allow him
to do so. He retains his Dexterity bonus to AC (if any) despite
being caught flat-footed or being struck by an invisible
attacker. He still loses his Dexterity bonus if immobilized.
At 6th level, the ninja can no longer be flanked; he can react
to opponents on opposite sides of him as easily as he can react
to a single attacker. This defense denies other ninja and rogues
the ability to use flank attacks to sneak attack him.
The exception to this defense is that another ninja or rogue at
least four levels higher than the character can flank him (and
thus sneak attack him).
Speed of Darkness: The strength of a ninja’s attack lies
in his ability to strike quickly at exposed areas and fade away.
At fourth level and beyond, the ninja adds his Intelligence
modifier to his initiative roll.
Shadow Run:The ninja gains a speed bonus equal to his Constitution
modifier × 5 when wearing no or light armor (and not
carrying a heavy load). This bonus is to his base speed, before
modifiers such as taking the double move action are figured in.
Blind-fight: At tenth level, the ninja gains this feat for free.
Deflect Arrows: At 12th level, the ninja gains this feat
for free, even if he does not have Improved Unarmed Strike.
This ability may not be used when wearing armor with a
check penalty above 0.
Assassin

Hit Die
d6.

Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.

Alignment
Any evil.

Skills
Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.

Special
The character must kill someone for no other reason than to join the assassins.

Class Skills
The assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb
(Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump
(Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use
Rope (Dex).

Skill Points at Each Level


4 + Int modifier.
Table: The Assassin
Base Spells per Day
Fort Ref Will
Level Attack Special
Save Save Save 1st 2nd 3rd 4th
Bonus
Sneak attack +1d6, death attack, poison
1st +0 +0 +2 +0 0 — — —
use, spells
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge 1 — — —
3rd +2 +1 +3 +1 Sneak attack +2d6 2 0 — —
4th +3 +1 +4 +1 +2 save against poison 3 1 — —
Improved uncanny dodge, sneak attack
5th +3 +1 +4 +1 3 2 0 —
+3d6
6th +4 +2 +5 +2 +3 save against poison 3 3 1 —
7th +5 +2 +5 +2 Sneak attack +4d6 3 3 2 0
8th +6 +2 +6 +2 +4 save against poison, hide in plain sight 3 3 3 1
9th +6 +3 +6 +3 Sneak attack +5d6 3 3 3 2
10th +7 +3 +7 +3 +5 save against poison 3 3 3 3

Class Features

Weapon and Armor Proficiency


Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier,
sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor
but not with shields.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6
every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another
source the bonuses on damage stack.

Death Attack
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon
that successfully deals damage, the sneak attack has the additional effect of possibly either
paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can
undertake other actions so long as his attention stays focused on the target and the target does not
detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a
Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill
effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless
and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw
succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of
study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch
the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can
attempt another death attack.
Poison Use
Assassins are trained in the use of poison and never risk accidentally poisoning themselves when
applying poison to a blade.
Table: Assassin Spells Known
Spells Known
Level
1st 2nd 3rd 4th
1. Provided the assassin has sufficient Intelligence to have a bonus spell of this
level.

1st 21 — — —
2nd 3 — — —
3rd 3 21 — —
4th 4 3 — —
5th 4 3 21 —
6th 4 4 3 —
7th 4 4 3 21
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4

Spells
Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell,
an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an
Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence,
and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence
bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells
he would be entitled to based on his Intelligence score for that spell level.
The assassin’s spell list appears below. An assassin casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can
choose to learn a new spell in place of one he already knows. The new spell’s level must be the
same as that of the spell being exchanged, and it must be at least two levels lower than the highest-
level assassin spell the assassin can cast. An assassin may swap only a single spell at any given
level, and must choose whether or not to swap the spell at the same time that he gains new spells
known for that level.

Save Bonus against Poison


The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by
+1 for every two additional levels the assassin gains.

Uncanny Dodge (Ex)


Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if
immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved
uncanny dodge (see below).
Improved Uncanny Dodge (Ex)
At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides
of him as easily as he can react to a single attacker. This defense denies rogues the ability to use
flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four
levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically
gains improved uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.

Hide in Plain Sight (Su)


At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within
10 feet of some sort of shadow, an assassin can hide himself from view in the open without having
anything to actually hide behind. He cannot, however, hide in his own shadow.

Assassin Spell List


Assassins choose their spells from the following list:

1st Level
disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.

2nd Level
alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider
climb, undetectable alignment.

3rd Level
deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.

4th Level
clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility,
locate creature, modify memory, poison.

Warshaper
(Complete Warrior variant, p. 89)
The warshaper grows and evolves her own weapons and armor to suit the threat at hand.

Requirements
Base Attack Bonus: +4
Race: Any (but see below).
Special: Must be able to change shape in one of the following five ways:
• Change shape supernatural ability (aranea, hound archon, barghest, doppelganger, rakshasa,
slaad).
• Shapechanger subtype (lycanthropes, phasm).
• Polymorph as a spell-like ability (astral deva, planetar, solar, couatl, marilith, bronze dragon,
gold dragon, silver dragon, efreeti, leonal guardinal, night hag, ogre mage, pixie).
• Able to cast the Polymorph spell.
• Wild shape or similar class feature (bear warrior, druid).

The alternate form ability (possesed by quasits, vampires, and others) is insufficient to become a
warshaper.

Hit die
d8

Skill points
2 + Int

Class Features
Weapon and Armor Proficiency: Warshapers gain no proficiency with any weapon or armor.
Morphic Immunities (Ex): A warshaper is adept at distributing her form's vital organs around her body to keep them safe from
harm. Warshapers are immune to stunning and critical hits.

Master Thrower
Prestige Classes » Master Thrower

“Only a master thrower would invent a new style of fighting that involves cleverly disarming
herself.” That’s how many more traditional weapon masters think of master throwers.
Indeed, many master throwers see those who dabble in thrown weapons the same way. If a character
tosses away a hand axe, javelin, or dagger, he may end up facing his foe with bare hands. Unless
one is a monk, one should avoid that situation at all reasonable costs.
Master throwers depend on quick reflexes, good planning, and, of course, deadly aim to survive in a
world that values brute strength over clever tactics. Members of this prestige class establish a
camaraderie that often overshadows alignment or cultural differences. This camaraderie won’t
prevent two master throwers from fighting each other if the need arises, but it does give those
individuals an incentive to find peaceful—or at least nonlethal—ways of settling their differences.
Some orders have developed sigils or small signs they can use to identify their members. Common
sigils include a hand gripping a dagger by its point, or a whirling handaxe on a field of blue. Many
master throwers make phantom throwing motions with their hands as they enter combat, watching
their opponents to see if they return the sign.
NPC master throwers like to frequent cities and towns where they can demonstrate their abilities for
others and pick up new tricks or pointers from specialists with different weapons. Since such
demonstrations can be made against nonliving targets or in sport hunting, master throwers are often
welcomed at fairs and celebrations, where they use their abilities to entertain. Some master throwers
find service in the city guard or as personal protectors of the very rich.
GAME RULE INFORMATION
Master Throwers have the following game statistics.
Hit Die: d8
Entry Requirements
To qualify to become a Master Thrower, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Sleight of Hand 4 ranks.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (any thrown weapon).
Class Skills
The Master Thrower's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Jump (Str), Perform (Cha), Profession (Wis), Spot (Wis), Tumble
(Dex), Use Rope (Dex).
Skill Points at EachLevel: 4 + Int Bonus
Table: The Master Thrower
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Quick Draw, Thrown Weapon Trick
2nd +2 +0 +3 +0 Evasion
3rd +3 +1 +3 +1 Thrown Weapon Trick
4th +4 +1 +4 +1 Snatch Arrows
5th +5 +1 +4 +1 Thrown Weapon Trick, Critical Throw
Class Features
All of the following are class features of the Master Thrower.
Weapon and Armor Proficiency: Master Throwers gain no proficiency with any weapon or armor.
Quick Draw: At 1st level, a master thrower gains the Quick Draw feat.
Thrown Weapon Trick (Ex): At 1st level and every two levels thereafter, a master thrower chooses
one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master
thrower’s repertoire and may not be exchanged. A master thrower cannot choose the same trick
more than once. Each trick may only be used with a thrown weapon for which the character has
taken Weapon Focus.
Deadeye Shot: The critical multiplier for any specific type of thrown weapon increases by one (for
example, a hand axe has a critical multiplier of ×4 instead of ×3) when this ability is used. The
benefit of this ability does not stack with any other effect that increases critical multipliers.
Defensive Throw: If a master thrower with this ability succeeds on a Concentration check (DC 10 +
number of threatening foes) before attempting to attack with a thrown weapon while in a threatened
square, her thrown weapon attacks don’t provoke attacks of opportunity for 1 round. If the check
fails, her opponents get attacks of opportunity as normal when she makes her attacks.
May apply on this opposed check (see page 158 of the Player’s Handbook). If the master thrower
wins the opposed check, the opponent is tripped. The benefit of this ability does not stack with the
benefit of the Improved Trip feat.
Tumbling Toss: When wearing light, medium, or no armor, a master thrower with this ability can
hurl a single thrown weapon at any point during a tumbling attempt as a standard action. If the
result of her Tumble check is 25 or higher, the master thrower does not provoke an attack of
opportunity for making this attack regardless of how many opponents threaten her.
Two with One Blow: If a master thrower with this ability uses a thrown weapon to attack two
opponents adjacent to each other, she may take a –4 penalty on the attack roll and attempt to hit
both opponents at once. The attack may hit either, both, or neither opponent depending on the roll
and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the
attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
Weak Spot: A master thrower can gain this ability only after reaching 5th level. When using a
thrown weapon against a target of her size or larger, the character can make a ranged touch attack
instead of a normal attack. If the attack hits, the master thrower does not apply her Strength bonus
to the damage.
Doubletoss: A master thrower with this ability may, as a standard action, throw two weapons at one
or two targets within 30 feet. The character may apply her full Strength bonus to each weapon
(instead of one-half her Strength bonus for the off-hand weapon). The normal penalties for fighting
with two weapons apply (see page 160 of the Player’s Handbook).
Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow
other weapons), a master thrower with this ability may throw two of each weapon with a single
attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply
her Strength bonus to either damage roll.
Sneaky Shot: Just before making a ranged attack, a master thrower with this ability can use a move
action to make a Sleight of Hand check opposed by her target’s Spot check.
If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against
the attack.
Trip Shot: A master thrower with this ability may use a thrown weapon to make a trip attempt
against an opponent farther than 5 feet away. The character makes a normal attack against the
opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal, the
master thrower makes a Dexterity check with a +4 bonus opposed by the opponent’s Dexterity
check or Strength check (whichever ability score has the higher modifier). Other modifiers
Evasion (Ex): A character with Evasion can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally deals half
damage on a successful save, she instead takes no damage. Evasion can be used only if the
character is wearing light armor or no armor. A helpless character does not gain the benefit of
evasion.
Snatch Arrows: A master thrower gains the benefit of the Snatch Arrows feat at 4th level, even if
she does not meet the prerequisites.
Critical Throw (Ex): At 5th level, a master thrower gains the Improved Critical feat for any thrown
weapon with which she has Weapon Focus.

Rogue

Making a Rogue
Alignment: Any.
Starting Age: Simple.
Table: The Rogue
Hit Die: d6
Base Saving Throws
Level Special
Attack Bonus Fort Ref Will
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak Attack +2d6, Trap Sense +1
4th +3 +1 +4 +1 Uncanny Dodge
5th +3 +1 +4 +1 Sneak Attack +3d6
6th +4 +2 +5 +2 Trap Sense +2
7th +5 +2 +5 +2 Sneak Attack +4d6
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge
9th +6/+1 +3 +6 +3 Sneak Attack +5d6, Trap Sense +3
10th +7/+2 +3 +7 +3 Special Ability
11th +8/+3 +3 +7 +3 Sneak Attack +6d6
12th +9/+4 +4 +8 +4 Trap Sense +4
13th +9/+4 +4 +8 +4 Sneak Attack +7d6, Special Ability
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Sneak Attack +8d6, Trap Sense +5
16th +12/+7/+2 +5 +10 +5 Special Ability
17th +12/+7/+2 +5 +10 +5 Sneak Attack +9d6
18th +13/+8/+3 +6 +11 +6 Trap Sense +6
19th +14/+9/+4 +6 +11 +6 Sneak Attack +10d6, Special Ability
20th +15/+10/+5 +6 +12 +6
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int),
Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic
Device (Cha), Use Rope (Dex).
STR 10 + 6 item = 16
DEX 17 + 2 warp + 2 silthilar + 5 tome + 6 item = 32 mod 11
CON 11 + 6 item = 17
INT 18 + 4 warp + 5 level + 5 tome = 32 mod 11 for skills + 6 item (38 mod 14 for everything else)
WIS 16 + 6 item = 22
CHA 15 + 6 item = 21

Addtional class requirements:


Penetrating Strike Rogue ACF (take as few levels of rogue as possible)
Need 5 levels of master thrower
one level of warshaper (immunity to crits and stunning)

Required feats:
Darkstalker (LoM): Sneak around regardless of all the special sensory abilities that might prevent
you from sneaking around.
Keen Intellect (UE): Use Intelligence for Will saves and Spot/Listen. Stat consolidation is always
good, and this doesn't leave a lot of reasons to keep a good wisdom score.
Faerie Mysteries Initiate (DMC): Keying your HP off intelligence consolidates stats wonderfully
for an Assassin. This works wonderfully with Necropolitan. (maybe)

Racial Emulation ?

Craven (CoV): Add your character level to sneak attack damage, but take a penalty to saves against
fear and lose the benefit if you're ever fear immune.

Dead-Eye ?

Required items:
Manyfang Dagger (SK): 32,302 gp. This is well-known as an outright breakable item. It's either
insanely powerful (with high flat-damage bonuses like Craven), solidly strong (with moderate
investment like Shadow Blade or Insightful strike) or a [justifiably] nerfed/banned item, depending
on what resources you invest and where you draw the line.

Shadowstriking enchantment on weapons (bypass DR)

Collar of umbral metamorphosis 22000 gives dark creature template, permanently

mantle of great stealth for +30 to hide and move silently

Total skill points for 10th level ninja, 10th level assassin, 1st level warshaper, 5th level master thrower
and 2nd level rogue is 471. Max ranks are 31. (That's 15 skills at max rank with some left over.)

HP:

BAB: 17

Saves:
Fort:
Ref:
Will:
Potential??

BLOODSTORM BLADE

BECOMING A BLOODSTORM BLADE


Almost all bloodstorm blades begin their careers as warblades,since that class offers the easiest and most obvious
path to mastery of the bloodstorm style. A few bloodstorm blades find their way to the class through
other routes, usually by means of the Martial Study feat. Other than warblades, fighters most often become
bloodstorm blades, but barbarians, rangers, rogues,and monks can also be counted among their
number.Although the bloodstorm blade prestige class primarily features abilities that augment
ranged attacks, a high Dexterity score is unnecessary because a character can make useof the
thunderous throw ability. Alternatively, a character with a high Dexterity score and relatively low
Strength score can forgo using thunderous throw and instead optimize by taking Combat Reflexes
and using eye of the storm. Eithertype of character can take feats that increase prowess andattack
power with a single melee weapon; the benefits of either approach apply to both ranged and melee
attacks.
Entry Requirements
Skills: Balance 8 ranks.
Feats: Point Blank Shot.
Martial Maneuvers: Must know one Iron Heart strike and one Iron Heart stance.
CLASS FEATURES
As a bloodstorm blade, you gain extraordinary mastery over
attacks with thrown weapons, and you learn to throw nearly
any weapon at your foes. These abilities lend themselves to astrong focus on a single weapon of
choice that you can thenwield both in melee and at range. Some of the bloodstorm blade class
features require you to expend a use of an IronHeart strike for an encounter, or subsume the effects
of anIron Heart stance.
Returning Attacks (Ex):
You can hurl your weapon at a
foe and command it to ricochet back to you. Any weapon you
throw behaves as though it has the returning special ability(
DMG
225).When you use returning attacks, you lose the use of one
Iron Heart strike you have readied for the current encoun-
ter, just as if you had initiated the strike (except you donot also gain the strike’s
normal effect). Once you use thisability, you can recover the maneuver you expended
anduse it normally.
Throw Anything:
As an initiate of the mysteries of the bloodstorm technique, you learn to throw swords as easilyas
others hurl daggers. You gain Throw Anything (see thesidebar) as a bonus feat.
Weapon Aptitude (Ex):
Your training with a wide rangeof weaponry and tactics allows you the opportunity to gaingreat
skill with particular weapons. You can qualify for feats requiring a minimum number of
fighter levels (such asWeapon Specialization) as if you had a fighter level equal toyour combined
warblade and bloodstorm blade levels –2.
Furthermore, you have the flexibility to adjust your weapon
training. Each morning, you can spend 1 hour practicing and change the weapons selected
for any feat you have thatapplies only to a single chosen weapon. For example, you
could change your Weapon Focus (greataxe) feat so its benefit
applies to longswords instead.You can adjust any number of your feats in this way, and youdon’t
have to adjust them all in the same way. You can’t change
the weapon choices in such a way that you no longer meet a feat’sprerequisite. For instance, you
must be proficient with a weaponchosen for Weapon Focus; and if you have both Weapon Focus
and Weapon Specialization with the longsword, you couldn’t
change Weapon Focus without also changing Weapon Special-
ization to the same weapon. You must also have that weaponavailable during practice; if you don’t
have a longsword handy,you can’t assign your feats to affect longswords.
Martial Throw (Ex):
Starting at 2nd level, you can initiate
a strike from the Iron Heartdiscipline with a thrownweapon. The strike must
be one that has a target
of one creature. Astrike that targets
multiple creatures
or objects cannot
be used with mar-
tial throw.

Thunderous Throw (Ex):


Beginning at 2nd level, you build upincredible tension as you ready yourself to throw your weapon,
which becomes visible around you like heat waves. When you release your weapon, that pow-er
rushes out with your weapon.As a swift action, you can choose to treat yourranged attack rolls with
thrown weapons as melee attacksfor the rest of your turn. You use your melee attack
bonus,including Strength bonus, feats, and so forth, to determine your attack bonus for each attack as
normal, but you apply thestandard modifiers for range penalties. Attacking into melee, through cover,
and so forth incurs the standard penalties. In addition, you can apply 1-1/2 times your Strength bonusto
damage if you wield the thrown weapon with two hands, and you can use Power Attack
with your thrown weapon attacks (adding two times the number subtracted from attack
r o l l s a s a b o n u s o n d a m a g e r o l l s w h e n t h r o w i n g a t w o - handed weapon).

Bonus Fighter Feat:


Bloodstorm blades study all aspectsof combat as they learn to rain blows down upon distant foesand
enemies close at hand. At 3rd, 6th, and 9th level, you gain
a bonus feat chosen from the list of fighter bonus feats. Youmust meet the prerequisite of the feat to
take it.
Lightning Ricochet (Ex):
From 4th level on, you can t h r o w y o u r w e a p o n a t a n e a r b y f o e a n d c o m m a n d i t
t o immediately bounce back to your grasp. Any time you make a ranged attack with a thrown
weapon on your turn, the weapon immediately returns to you, and you can catch it as a free
action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of
thrown and melee attacks.

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