https://www.dandwiki.com/w/api.php?action=feedcontributions&user=A+Clockwork+Lime&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T05:16:25ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Elven_Bladesong_(3.5e_Feat)&diff=703882Elven Bladesong (3.5e Feat)2015-05-04T20:05:31Z<p>A Clockwork Lime: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Elven Bladesong<br />
|types=Tactical<br />
|summary=After years of study at a bladesinger academy or with a solitary master of the art, you have finally learned the first steps of the fabled bladesong.<br />
|prereqs=[[Elf]], [[Dexterity|Dex]] 13+, [[Combat Expertise]], [[Mobility]], [[Spring Attack]], and [[Perform]] (Dancing) 4+ ranks.<br />
|benefit=The Elven Bladesong feat enables the use of three tactical maneuvers. These maneuvers may only be performed or utilized while wielding a single one-handed sword normally associated with the elven people, such as a longsword, shortsword, rapier, or thinblade.<br />
<br />
''The Dancing Blade:'' You may make a swift [[Perform]] (Dance) check in place of a [[Bluff]] check to feint or a [[Tumble]] check to maneuver in combat situations, adding your [[base attack bonus]] to the roll as a circumstance bonus. Attempting to move at full speed in this manner inflicts only a -5 penalty instead of the usual -10. You may also use the [[Weapon Finesse]] feat with your weapon even if it is not normally allowed.<br />
<br />
''The Weaving Blade:'' Your constant swaying, weaving, and dancing in combat extends your effective [[reach]] by 5 feet. Unlike using a reach weapon, however, you may still attack adjacent opponents while using this maneuver.<br />
<br />
Furthermore, your weapon is treated as both a [[disarm|disarming]] and [[trip|tripping]] weapon, gaining the usual benefits thereof. When making these special attacks in combat, you gain a circumstance bonus to these special attacks equal to twice your [[Strength]] or [[Dexterity]] modifier as appropriate. This does not stack with the Strength or Dexterity modifier you normally gain when making special attacks.<br />
<br />
''The Thrashing Blade:'' Once per round, you may make a [[full attack]] as part of a [[charge]] action. Unlike other similar abilities, you may attack anyone along the course of the charge with this maneuver.<br />
|special=A fighter may also select the Elven Bladesong feat as one of his bonus fighter feats.<br />
}}<br />
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[[Category:Tactical Feat]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Elven_Bladesong_(3.5e_Feat)&diff=703872Elven Bladesong (3.5e Feat)2015-05-04T19:22:18Z<p>A Clockwork Lime: Decided to make it more warriorish than fighter/magey.</p>
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<div>{{3.5e Feat<br />
|name=Elven Bladesong<br />
|types=Tactical<br />
|summary=After years of study at a bladesinger academy or with a solitary master of the art, you have finally learned the first steps of the fabled bladesong.<br />
|prereqs=[[Elf]], [[Dexterity|Dex]] 13+, [[Combat Expertise]], [[Mobility]], [[Spring Attack]], and [[Perform]] (Dancing) 4+ ranks.<br />
|benefit=The Elven Bladesong feat enables the use of three tactical maneuvers. These maneuvers may only be performed or utilized while wielding a single one-handed sword normally associated with the elven people, such as a longsword, shortsword, rapier, or thinblade.<br />
<br />
''The Dancing Blade:'' You may make a [[Perform]] (Dance) check in place of a [[Bluff]] check to feint or a [[Tumble]] check to maneuver in combat situations, adding your [[base attack bonus]] to the roll as a circumstance bonus. Attempting to move at full speed in this manner inflicts only a -5 penalty instead of the usual -10. You may also use the [[Weapon Finesse]] feat with your weapon even if it is not normally allowed.<br />
<br />
''The Weaving Blade:'' Your constant swaying, weaving, and dancing in combat extends your effective [[reach]] by 5 feet. Unlike using a reach weapon, however, you may still attack adjacent opponents while using this maneuver.<br />
<br />
Furthermore, your weapon is treated as both a [[disarm|disarming]] and [[trip|tripping]] weapon, gaining the usual benefits thereof. When making these special attacks in combat, you gain a circumstance bonus to these special attacks equal to twice your [[Strength]] or [[Dexterity]] modifier as appropriate. This does not stack with the Strength or Dexterity modifier you normally gain when making special attacks.<br />
<br />
''The Thrashing Blade:'' Once per round, you may make a [[full attack]] as part of a [[charge]] action. Unlike other similar abilities, you may attack anyone along the course of the charge with this maneuver.<br />
|special=A fighter may also select the Elven Bladesong feat as one of his bonus fighter feats.<br />
}}<br />
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[[Category:Tactical Feat]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Bladesinging_(3.5e_Feat)&diff=703871Bladesinging (3.5e Feat)2015-05-04T19:21:36Z<p>A Clockwork Lime: A Clockwork Lime moved page Bladesinging (3.5e Feat) to Elven Bladesong (3.5e Feat): revert</p>
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<div>#REDIRECT [[Elven Bladesong (3.5e Feat)]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Elven_Bladesong_(3.5e_Feat)&diff=703870Elven Bladesong (3.5e Feat)2015-05-04T19:21:21Z<p>A Clockwork Lime: A Clockwork Lime moved page Bladesinging (3.5e Feat) to Elven Bladesong (3.5e Feat): revert</p>
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<div>{{3.5e Feat<br />
|name=Bladesinging<br />
|types=Fighter, Tactical<br />
|summary=You have learned the basic steps of the ancient art of the elven bladesong.<br />
|prereqs=[[Elf]], [[Dexterity|Dex]] 15, [[Combat Expertise]], [[Perform]] (Dancing) 4+ ranks, and the ability to cast 1st-level arcane spells.<br />
|benefit=The Bladesinging feat allows the use of three tactical maneuvers, but only when wielding a single [[Weapon Finesse|finessable]] weapon and no shield.<br />
<br />
''Bladedancing:'' You may make a [[Perform]] (Dance) check in place of a [[Tumble]] check to maneuver in combat situations, adding both your [[Dexterity]] modifier and base attack bonus to the roll. Attempting to move at full speed in this manner inflicts only a -5 penalty instead of the usual -10.<br />
<br />
''Bladeweaving:'' You may make a [[Perform]] (Dance) check in place of a [[Bluff]] check to feint in combat or create a diversion, adding both your Dexterity modifier and base attack bonus to the roll.<br />
<br />
''Spellsinging:'' You may make a [[Perform]] (Dance) check in place of a Concentration check to cast defensively, adding your Dexterity modifier to the roll. In addition, you may choose to replace arcane spell components with the ''bladesong'' itself; the haunting music created as your blade slices through the air replaces verbal components, the elegant dancing and swaying replaces somatic components, and the weapon itself replaces the need for a focus or inexpensive material component. Choosing to do so renders your spells more difficult to identify and [[counterspell]], causing your opponents to suffer a penalty to their [[Spellcraft]] check equal to your ranks in Perform. Of course, once the spell takes effect it can be identified and dealt with normally (a ''[[fireball]]'' still looks and feels like a ''fireball'' once you've cast it).<br />
<br />
In addition, you may use the longsword as a weapon that can benefit from [[Weapon Finesse]] and similar feats.<br />
|special=Before selecting this feat, you must spend 50gp to purchase the rare inks and alchemical herbs needed to tattoo yourself with the symbol of your bladesinger guild or the mark your master possessed if you instead learned the art from a solitary teacher.<br />
}}<br />
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[[Category:Tactical Feat]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=671528Hoodwink (3.5e Class)2014-08-08T10:17:19Z<p>A Clockwork Lime: </p>
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<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elfish hoodwink on the prowl...''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very unfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, lightblade, quickrazor, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either a full attack or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' You can sacrifice one of your readied maneuvers to inflict precision damage. If you are flanking your opponent or your opponent is flat-footed, you can burn a readied maneuver to do 1d6 points of damage for each level of the maneuver. Doing so effects every attack you make until the start of your next turn as long as your target continues to qualify for the underhanded attack.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are also immune to underhanded attacks.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting prerequisites.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a luck bonus to Initiative checks. When making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=671527Hoodwink (3.5e Class)2014-08-08T10:16:48Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elfish hoodwink on the prowl...''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very unfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, lightblade, quickrazor, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either a full attack or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' You can sacrifice one of your readied maneuvers to inflict precision damage. If you are flanking your opponent, you can burn a readied maneuver to do 1d6 points of damage for each level of the maneuver. Doing so effects every attack you make until the start of your next turn as long as your target continues to qualify for the underhanded attack.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are also immune to underhanded attacks.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting prerequisites.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a luck bonus to Initiative checks. When making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=671526Hoodwink (3.5e Class)2014-08-08T10:06:50Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elfish hoodwink on the prowl...''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very unfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, lightblade, quickrazor, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting prerequisites.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a luck bonus to Initiative checks. When making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Battle_Scholar_(3.5e_Class)&diff=671501Battle Scholar (3.5e Class)2014-08-07T21:37:57Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Battle_Scholar_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Andraos the Seeker, a battle scholar and resplendent master of the Desert Wind''<br />
|rating_power=4.5<br />
|raters_power=2<br />
|rating_wording=4<br />
|raters_wording=2<br />
|rating_formatting=4.5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A martial class that prepares and learns maneuvers like a wizard.<br />
}}<br />
<br />
=== Making a Battle Scholar ===<br />
<br />
'''Abilities:''' [[Intelligence]] is by far the most crucial to a battle scholar. While he begins his career little different from a traditional warrior, as a battle scholar progresses, they begin to rely more and more on their intuition and tactical awareness rather than their physical strength. It begins with their [[Armor Class]] and attack rolls, and eventually grows to cover nearly every aspect of their combat prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Dexterity]] and [[Wisdom]] bonus can be helpful with many of their skills and their saving throws.<br />
<br />
'''Races:''' Humans and elves are, by far, the most common races to take up the ways of the battle scholar. It is not, however, uncommon for other races to do the same, though halflings rarely do due to their lack of focus and dedication to the rigors required of those who master the Sublime Ways.<br />
<br />
'''Alignment:''' A battle scholar can be of any alignment. The study of the Sublime Way is its own end, and whether any particular student chooses to employ what he has learned in the service of good, evil, law, or chaos is not considered significant by most who follow this path. Good battle scholars tend to be errant champions of the weak and downtrodden. The less commonplace evil battle scholars believe that their martial mastery has made them superior to everyone around them.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As wizard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Scholar}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Prepared]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Prepared]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +2 || +2 || +2<br />
| class="left" | [[#Favored Discipline|Favored Discipline]], [[#Scribe Martial Script|Scribe Martial Script]]<br />
|4<br />
|2<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
|5<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +3 || +3 || +3<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (attack and AC)<br />
|6<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Weapon Bond|Weapon Bond]]<br />
|6<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|7<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +5 || +5 || +5<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (damage and initiative)<br />
|8<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +5 || +5 || +5<br />
| class="left" | [[#Mettle|Mettle]]<br />
|9<br />
|5<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +6|| +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +6 || +6 || +6<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (AoOs and combat skills)<br />
|10<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +7 || +7 || +7<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|11<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|12<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (Reflex and threat)<br />
|12<br />
|6<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | &mdash;<br />
|13<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +9 || +9 || +9<br />
| class="left" | &mdash;<br />
|14<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Intuitive Combat|Intuitive Combat]] (confirmation)<br />
|15<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|15<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|16<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +11 || +11 || +11<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (iterative attacks)<br />
|17<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +11 || +11 || +11<br />
| class="left" | &mdash;<br />
|18<br />
|9<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Sublime Riposte|Sublime Riposte]]<br />
|18<br />
|9<br />
|6<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Autohypnosis]] (Int), [[Balance]] ([[Dexterity|Dex]]), [[Bluff]] ([[Charisma|Cha]]), [[Climb]] ([[Strength|Str]]), [[Concentration]] ([[Constitution|Con]]), [[Craft]] (weaponsmithing) (Int), [[Decipher Script]] (Int),<br />[[Diplomacy]] (Cha), [[Escape Artist]] (Dex), [[Heal]] ([[Wisdom|Wis]]), Iaijutsu Focus (Int), [[Intimidate]] (Cha), [[Jump]] (Str), [[Knowledge]] (any, taken<br />individually) (Int), [[Listen]] (Wis), Martial Lore (Int), [[Move Silently]] (Dex), [[Perform]] (dancing or weapon drill) (Cha), [[Ride]] (Dex), [[Search]]<br />(Int), [[Sense Motive]] (Wis), [[Spot]] (Wis), [[Survival]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Battle Scholar.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple melee weapons and with all light and medium armors and shields. In addition, you gain full proficiency with every weapon associated with any martial discipline from which you know at least one maneuver or stance, including exotic weapons such as the double-sword, and exotic variations of discipline weapons. Finally, you gain the [[Improved Unarmed Strike]] feat as a bonus feat.<br />
<br />
'''Maneuvers Known:''' Unlike other martial classes, you are free to learn and develop maneuvers and stances from ''any'' discipline. You do so in a fashion similar to a [[wizard]], except you use the [[Martial Lore]] skill in place of [[Spellcraft]] or [[Knowledge|Knowledge: Arcana]] checks.<br />
<br />
Once you know a maneuver, you must prepare and ready it before you can use it (see Maneuvers Prepared and Maneuvers Readied, below). A maneuver usable by battle scholars is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
At 1st level you begin play with a free combat manual (which has the same costs and weight of a spellbook) containing any 4 + your [[Intelligence|Int modifier]] maneuvers and two stances available to you. Every odd level thereafter, you may select two additional maneuvers to add to your combat manual. You can also learn additional maneuvers or stances from other martial practioners, combat manuals, or martial scripts, all in exactly the same way a wizard can learn additional spells for their spellbook. The costs and time requirements are all identical.<br />
<br />
'''Maneuvers Prepared:''' Each day, you can prepare the listed number of maneuvers just as a wizard prepares spells. Until such time that you change your prepared maneuvers, those maneuvers are the ''only'' maneuvers you can ready and initiate for the rest of the day.<br />
<br />
'''Maneuvers Readied:''' You can ready the listed number of maneuvers. Doing so requires meditating, exercising, or contemplating for 5 minutes. The maneuvers you choose remain readied until you decide to change them by spending another 5 minutes doing so. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.<br />
<br />
You can recover an expended maneuver by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.<br />
<br />
'''Stances Prepared:''' Unlike maneuvers, stances are not expended, and you do not have to ready them, though you do need to prepare them each day in the same way you prepare your maneuvers. All the stances you prepare are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
'''{{#anc:Favored Discipline}}:''' Select one of the nine disciplines of the Sublime Way. You gain the [[Weapon Focus]] feat as a bonus feat with all weapons associated with that discipline, and you gain an insight bonus equal to your Intelligence modifier with your favored discipline's associated skill. This includes any exotic variations of a discipline weapon (thus compensating for weapons that were added to the game after the publishing of ''Tome of Battle'').<br />
<br />
In addition, you treat the associated weapons of your favored discipline as associated weapons for all nine disciplines. This allows you to use your favored weapons with specific maneuvers, feats, or abilities that are otherwise limited by a discipline's list of associated weapons.<br />
<br />
'''{{#anc:Scribe Martial Script}}:''' You gain Scribe Martial Script as a bonus feat.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are [[helpless]], you do not gain the benefit of evasion. <br />
<br />
'''{{#anc:Intuitive Combat}}:''' As you progress as a battle scholar, you begin relying more and more on your intellect.<br />
<br />
: At 3rd level, you may choose to use your Intelligence modifier in place of your Strength or Dexterity modifier when making attack rolls. Additionally, when you are wearing light armor or no armor, you may add your Intelligence bonus (if any) to your AC. This bonus applies even against [[touch attacks]] or when you are [[flat-footed]]. You lose this bonus when you are immobilized or helpless, when you carry a shield, or when you carry a medium or heavy load.<br />
<br />
: At 6th level, you may add your Intelligence modifier to initiative checks, and to all melee damage rolls made with your bound weapon (see below).<br />
<br />
: At 9th level, you may add your Intelligence modifier a second time to the damage roll of any [[attack of opportunity|attacks of opportunity]] made with a weapon with which you have forged a bond. You may also add your Intelligence modifier to any opposed rolls made to [[disarm]], [[sunder]], or [[trip]] with your bound weapon, as well as [[Bluff]] checks made to feint, [[Intimidate]] checks to demoralize, or [[Sense Motive]] checks to counter feints in combat.<br />
<br />
: At 12th level, you add your Intelligence modifier as an insight bonus to your [[Reflex]] saving throws. You also increase the threat range of your bound weapon by your Intelligence modifier. This increase to the threat range is not multiplied by things such as [[Improved Critical]] or ''[[keen edge]]'', applying this bonus after multiplying the base range. For example, if your bound weapon is a ''+2 keen battleaxe'' and you have an Intelligence of 17, your critical threat range would normally be 18-20, but with this ability it would improve by your Intelligence modifier (+3) to 15-20.<br />
<br />
: At 15th level, you add your Intelligence modifier to the roll made to confirm any critical hits you make with your bound weapon.<br />
<br />
: At 18th level, you lower the penalty for each additional iterative attack you make with your bound weapon during a full-attack action by your Intelligence modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Intelligence of 17 (+3), your BAB would instead be +14/+12/+10. In addition, you no longer suffer the normal -2 penalty when making additional attacks with feats such as [[Two-Weapon Fighting]] or [[Snap Kick]].<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Weapon Bond}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Choose a specific weapon of a type associated with your favored discipline that is of at least masterwork quality. Using this ability, you forge a mystical bond with that weapon by imbuing it with a small portion of your very essence.<br />
<br />
Once the bond is complete, you gain the equivalence of the following feats, but ''only'' when wielding that specific weapon, even if you don't normally meet the prerequisites: [[Combat Expertise]], [[Combat Reflexes]], [[Power Attack]], [[Quick Draw]], and [[Weapon Specialization]]. These quasi-feats can be used to fulfill the prerequisites of other feats, but those feats become similarly linked to your bound weapon unless you have also selected them as standard feats.<br />
<br />
Additionally, you can sense the general direction and distance of your bound weapon if separated from it, and can call it to your hand as a [[move action|move-equivalent action]] if it is within 30 feet of you and you have direct line of sight. If the weapon is in the possession of another, they can attempt a [[Will]] saving throw (DC 10 + your Intelligence modifier + &frac12; your class level) in order to retain possession of it. If they succeed at the Will save, you cannot attempt to call the weapon from them again for 24 hours. At 20th level, you may call your weapon to you regardless of distance as long as you and your bound weapon are on the same plane.<br />
<br />
Forging a bond requires a DC 25 Martial Lore check and one hour of quiet contemplation. You may not [[SRD:Using_Skills#Taking_10|take 10]] on this check, but you may [[SRD:Using_Skills#Taking_20|take 20]] if you spend the requisite amount of time meditating.<br />
<br />
You may only forge a bond with a single weapon at any given time unless you possess the [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]] feat. If you attempt to forge a bond with another weapon while currently bound to another one, the bond is instantly broken and you take 1d4 points of non-lethal damage for each initiator level you possess. You retain your bond even if your weapon is lost or sundered, though an ''[[antimagic field]]'' or similar magic can temporarily suppress the link. In such cases you do not suffer damage, but instead lose all benefits of the bond. Only a ''[[limited wish]]'', ''[[mage's disjunction]]'', or ''[[wish]]'' spell can truly break your link, causing you to suffer damage just as if you had voluntarily broken your bond.<br />
<br />
Additionally, your bound weapon is always treated as a two-handed weapon if doing so is beneficial to you. This includes determining how much bonus damage you do based on your [[Strength]] (or, later, [[Intelligence]]) modifier, uses of the [[Power Attack]] feat, defending against a [[disarm]] attempt, and other similar actions.<br />
<br />
'''{{#anc:Bonus Feat}}:''' You gain a bonus feat from the list of [Fighter] or [Tactical] feats, as well as from the following list: Blade Meditation, Desert Wind, Desert Wind Dodge, Devoted Bulwark, Evasive Reflexes, Extra Readied Maneuver, Falling Sun Attack, Ironheart Aura, Rapid Assault, [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]], Shadow Blade, Snap Kick, Stone Power, Sudden Recovery, Superior Unarmed Strike, Unnerving Calm, Vital Recovery, and White Raven Defense.<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked. This defense denies a rogue the ability to sneak attack you through flanking, unless the attacker has at least four more rogue levels than you have class levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. <br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Sublime Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker as long as it is from the same discipline as the counterstrike. Doing so does not take an action; it is treated as part of the counterstrike.<br />
<br />
<br />
==== Class Adaptations ====<br />
<br />
'''Battle Monk:''' Battle monks use their Wisdom score in place of their Intelligence score for all of their Intuitive Combat abilities, and they lose all armor and shield proficiencies. Instead of bonus feats, they gain a monk's combat style and fast movement, and instead of Favored Weapon and Weapon Bond, they gain a monk's unarmed damage progression and Flurry of Blows with unarmed strikes or weapons from a single discipline of choice. They treat their unarmed strikes as a bound weapon for those abilities that require such, but do not gain the benefits associated with the Weapon Bond class feature.<br />
<br />
'''Sublime Specialist:''' Similar to specialist wizards, sublime specialists choose one discipline of the Sublime Way with which they focus most of their attention. Select one discipline. You can prepare and ready one extra maneuver from that discipline each day for every four class levels you possess, and your initiator level is treated as if it were one level higher for purposes of saving throw DCs and initiator checks. Additionally, you gain a +2 bonus to checks made with the associated skill of that discipline.<br />
<br />
In exchange, you must select that discipline as your Favored Discipline, and you must choose two other disciplines with which you can never learn maneuvers from, nor initiate through martial scripts or similar magic items. You also lose proficiency with any weapons from those disciplines unless they can be found in a discipline you are not prohibited from, or you obtain them through some other means such as multiclassing or feat selection. Additionally, the skills associated with your prohibited disciplines are no longer class skills for you.<br />
<br />
<br />
==== Epic Progression ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table:&nbsp;Epic&nbsp;Battle&nbsp;Scholar}}</div><br />
|-<br />
! | Level<br />
! | Special<br />
|-<br />
|21st<br />
|&mdash;<br />
|-<br />
|22nd<br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bonus&nbsp;Feat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
|-<br />
|23rd<br />
|&mdash;<br />
|-<br />
|24th<br />
|Bonus Feat<br />
|-<br />
|25th<br />
|&mdash;<br />
|-<br />
|26th<br />
|Bonus Feat<br />
|-<br />
|27th<br />
|&mdash;<br />
|-<br />
|28th<br />
|Bonus Feat<br />
|-<br />
|29th<br />
|&mdash;<br />
|-<br />
|30th<br />
|Bonus Feat<br />
|-<br />
|}<br />
<br />
'''Hit Dice:''' d6<br />
<br />
'''Skill Points at Each Additional Level:''' 4 + Int modifier<br />
<br />
'''Bonus Feats:''' The epic battle scholar gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th. <br />
<br />
'''Epic Battle Scholar Bonus Feat List:''' [[Armor Skin]], [[Damage Reduction]], [[Devastating Critical]], [[Dire Charge]], [[Distant Shot]], [[Epic Endurance]], [[Epic Leadership]], [[Epic Prowess]], [[Energy Resistance]], [[Epic Maneuvers]], [[Epic Toughness]], [[Epic Weapon Focus]], [[Epic Weapon Specialization]], [[Exceptional Deflection]], [[Improved Combat Reflexes]], [[Improved Stunning Fist]], [[Improved Whirlwind Attack]], [[Infinite Deflection]], [[Legendary Commander]], [[Legendary Rider]], [[Legendary Wrestler]], [[Overwhelming Critical]], [[Penetrate Damage Reduction]], [[Perfect Two-Weapon Fighting]], [[Reflect Arrows]], [[Spellcasting Harrier]], [[Superior Initiative]], [[Two-Weapon Rend]], and [[Uncanny Accuracy]]. In addition to the feats on this list, the epic battle scholar may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.<br />
<br />
<br />
==== Epic Maneuvers (Epic Feat) ====<br />
<br />
'''Prerequisites:''' [[Martial Lore]] 24 ranks, ability to initiate 9th-level maneuvers.<br />
<br />
'''Benefit:''' You may develop and initiate epic maneuvers. These are designed and used much the same way as epic spells are for a Wizard, except they must be martial in nature. You may initiate a number of epic maneuvers per day equal to your ranks in [[Martial Lore]] divided by 10, and doing so does not count against your normal number of readied maneuvers.<br />
<br />
In addition, you may also develop one epic stance equal to your ranks in [[Martial Lore]] divided by 20. Using an epic stance is identical to using a normal stance in all ways (you may normally only assume one stance at a time, and this is true whether the stance is normal or epic).<br />
<br />
'''Special:''' Normally this feat is only available to epic battle scholars. However, if your DM allows it, other martial classes can learn this feat as described. In the case of epic warblades, they may only assume one epic stance at a time but may also assume a normal stance as per their ''Stance Mastery'' class feature.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Battle_Scholar_(3.5e_Class)&diff=671500Battle Scholar (3.5e Class)2014-08-07T21:35:40Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Battle_Scholar_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Andraos the Seeker, a battle scholar and resplendent master of the Desert Wind''<br />
|rating_power=4.5<br />
|raters_power=2<br />
|rating_wording=4<br />
|raters_wording=2<br />
|rating_formatting=4.5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A martial class that prepares and learns maneuvers like a wizard.<br />
}}<br />
<br />
=== Making a Battle Scholar ===<br />
<br />
'''Abilities:''' [[Intelligence]] is by far the most crucial to a battle scholar. While he begins his career little different from a traditional warrior, as a battle scholar progresses, they begin to rely more and more on their intuition and tactical awareness rather than their physical strength. It begins with their [[Armor Class]] and attack rolls, and eventually grows to cover nearly every aspect of their combat prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Dexterity]] and [[Wisdom]] bonus can be helpful with many of their skills and their saving throws.<br />
<br />
'''Races:''' Humans and elves are, by far, the most common races to take up the ways of the battle scholar. It is not, however, uncommon for other races to do the same, though halflings rarely do due to their lack of focus and dedication to the rigors required of those who master the Sublime Ways.<br />
<br />
'''Alignment:''' A battle scholar can be of any alignment. The study of the Sublime Way is its own end, and whether any particular student chooses to employ what he has learned in the service of good, evil, law, or chaos is not considered significant by most who follow this path. Good battle scholars tend to be errant champions of the weak and downtrodden. The less commonplace evil battle scholars believe that their martial mastery has made them superior to everyone around them.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As wizard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Scholar}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Prepared]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Prepared]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +2 || +2 || +2<br />
| class="left" | [[#Favored Discipline|Favored Discipline]], [[#Scribe Martial Script|Scribe Martial Script]]<br />
|4<br />
|2<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
|5<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +3 || +3 || +3<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (attack and AC)<br />
|6<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Weapon Bond|Weapon Bond]]<br />
|6<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|7<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +5 || +5 || +5<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (damage and initiative)<br />
|8<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +5 || +5 || +5<br />
| class="left" | [[#Mettle|Mettle]]<br />
|9<br />
|5<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +6|| +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +6 || +6 || +6<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (AoOs and combat skills)<br />
|10<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +7 || +7 || +7<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|11<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|12<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (Reflex and threat)<br />
|12<br />
|6<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | &mdash;<br />
|13<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +9 || +9 || +9<br />
| class="left" | &mdash;<br />
|14<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Intuitive Combat|Intuitive Combat]] (confirmation)<br />
|15<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|15<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|16<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +11 || +11 || +11<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (iterative attacks)<br />
|17<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +11 || +11 || +11<br />
| class="left" | &mdash;<br />
|18<br />
|9<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Sublime Riposte|Sublime Riposte]]<br />
|18<br />
|9<br />
|6<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Autohypnosis]] (Int), [[Balance]] ([[Dexterity|Dex]]), [[Bluff]] ([[Charisma|Cha]]), [[Climb]] ([[Strength|Str]]), [[Concentration]] ([[Constitution|Con]]), [[Craft]] (weaponsmithing) (Int), [[Decipher Script]] (Int),<br />[[Diplomacy]] (Cha), [[Escape Artist]] (Dex), [[Heal]] ([[Wisdom|Wis]]), Iaijutsu Focus (Int), [[Intimidate]] (Cha), [[Jump]] (Str), [[Knowledge]] (any, taken<br />individually) (Int), [[Listen]] (Wis), Martial Lore (Int), [[Move Silently]] (Dex), [[Perform]] (dancing or weapon drill) (Cha), [[Ride]] (Dex), [[Search]]<br />(Int), [[Sense Motive]] (Wis), [[Spot]] (Wis), [[Survival]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Battle Scholar.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple melee weapons and with all light and medium armors and shields. In addition, you gain full proficiency with every weapon associated with any martial discipline from which you know at least one maneuver or stance, including exotic weapons such as the double-sword, and exotic variations of discipline weapons. Finally, you gain the [[Improved Unarmed Strike]] feat as a bonus feat.<br />
<br />
'''Maneuvers Known:''' Unlike other martial classes, you are free to learn and develop maneuvers and stances from ''any'' discipline. You do so in a fashion similar to a [[wizard]], except you use the [[Martial Lore]] skill in place of [[Spellcraft]] or [[Knowledge|Knowledge: Arcana]] checks.<br />
<br />
Once you know a maneuver, you must prepare and ready it before you can use it (see Maneuvers Prepared and Maneuvers Readied, below). A maneuver usable by battle scholars is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
At 1st level you begin play with a free combat manual (which has the same costs and weight of a spellbook) containing any 4 + your [[Intelligence|Int modifier]] maneuvers and two stances available to you. Every odd level thereafter, you may select two additional maneuvers to add to your combat manual. You can also learn additional maneuvers or stances from other martial practioners, combat manuals, or martial scripts, all in exactly the same way a wizard can learn additional spells for their spellbook. The costs and time requirements are all identical.<br />
<br />
'''Maneuvers Prepared:''' Each day, you can prepare the listed number of maneuvers just as a wizard prepares spells. Until such time that you change your prepared maneuvers, those maneuvers are the ''only'' maneuvers you can ready and initiate for the rest of the day.<br />
<br />
'''Maneuvers Readied:''' You can ready the listed number of maneuvers. Doing so requires meditating, exercising, or contemplating for 5 minutes. The maneuvers you choose remain readied until you decide to change them by spending another 5 minutes doing so. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.<br />
<br />
You can recover an expended maneuver by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.<br />
<br />
''Stances Prepared:''' Unlike maneuvers, stances are not expended, and you do not have to ready them, though you do need to prepare them each day in the same way you prepare your maneuvers. All the stances you prepare are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
'''{{#anc:Favored Discipline}}:''' Select one of the nine disciplines of the Sublime Way. You gain the [[Weapon Focus]] feat as a bonus feat with all weapons associated with that discipline, and you gain an insight bonus equal to your Intelligence modifier with your favored discipline's associated skill.<br />
<br />
In addition, you treat the associated weapons of your favored discipline as associated weapons for all nine disciplines. This allows you to use your favored weapons with specific maneuvers, feats, or abilities that are otherwise limited by a discipline's list of associated weapons.<br />
<br />
'''{{#anc:Scribe Martial Script}}:''' You gain Scribe Martial Script as a bonus feat.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are [[helpless]], you do not gain the benefit of evasion. <br />
<br />
'''{{#anc:Intuitive Combat}}:''' As you progress as a battle scholar, you begin relying more and more on your intellect.<br />
<br />
: At 3rd level, you may choose to use your Intelligence modifier in place of your Strength or Dexterity modifier when making attack rolls. Additionally, when you are wearing light armor or no armor, you may add your Intelligence bonus (if any) to your AC. This bonus applies even against [[touch attacks]] or when you are [[flat-footed]]. You lose this bonus when you are immobilized or helpless, when you carry a shield, or when you carry a medium or heavy load.<br />
<br />
: At 6th level, you may add your Intelligence modifier to initiative checks, and to all melee damage rolls made with your bound weapon (see below).<br />
<br />
: At 9th level, you may add your Intelligence modifier a second time to the damage roll of any [[attack of opportunity|attacks of opportunity]] made with a weapon with which you have forged a bond. You may also add your Intelligence modifier to any opposed rolls made to [[disarm]], [[sunder]], or [[trip]] with your bound weapon, as well as [[Bluff]] checks made to feint, [[Intimidate]] checks to demoralize, or [[Sense Motive]] checks to counter feints in combat.<br />
<br />
: At 12th level, you add your Intelligence modifier as an insight bonus to your [[Reflex]] saving throws. You also increase the threat range of your bound weapon by your Intelligence modifier. This increase to the threat range is not multiplied by things such as [[Improved Critical]] or ''[[keen edge]]'', applying this bonus after multiplying the base range. For example, if your bound weapon is a ''+2 keen battleaxe'' and you have an Intelligence of 17, your critical threat range would normally be 18-20, but with this ability it would improve by your Intelligence modifier (+3) to 15-20.<br />
<br />
: At 15th level, you add your Intelligence modifier to the roll made to confirm any critical hits you make with your bound weapon.<br />
<br />
: At 18th level, you lower the penalty for each additional iterative attack you make with your bound weapon during a full-attack action by your Intelligence modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Intelligence of 17 (+3), your BAB would instead be +14/+12/+10. In addition, you no longer suffer the normal -2 penalty when making additional attacks with feats such as [[Two-Weapon Fighting]] or [[Snap Kick]].<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Weapon Bond}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Choose a specific weapon of a type associated with your favored discipline that is of at least masterwork quality. Using this ability, you forge a mystical bond with that weapon by imbuing it with a small portion of your very essence.<br />
<br />
Once the bond is complete, you gain the equivalence of the following feats, but ''only'' when wielding that specific weapon, even if you don't normally meet the prerequisites: [[Combat Expertise]], [[Combat Reflexes]], [[Power Attack]], [[Quick Draw]], and [[Weapon Specialization]]. These quasi-feats can be used to fulfill the prerequisites of other feats, but those feats become similarly linked to your bound weapon unless you have also selected them as standard feats.<br />
<br />
Additionally, you can sense the general direction and distance of your bound weapon if separated from it, and can call it to your hand as a [[move action|move-equivalent action]] if it is within 30 feet of you and you have direct line of sight. If the weapon is in the possession of another, they can attempt a [[Will]] saving throw (DC 10 + your Intelligence modifier + &frac12; your class level) in order to retain possession of it. If they succeed at the Will save, you cannot attempt to call the weapon from them again for 24 hours. At 20th level, you may call your weapon to you regardless of distance as long as you and your bound weapon are on the same plane.<br />
<br />
Forging a bond requires a DC 25 Martial Lore check and one hour of quiet contemplation. You may not [[SRD:Using_Skills#Taking_10|take 10]] on this check, but you may [[SRD:Using_Skills#Taking_20|take 20]] if you spend the requisite amount of time meditating.<br />
<br />
You may only forge a bond with a single weapon at any given time unless you possess the [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]] feat. If you attempt to forge a bond with another weapon while currently bound to another one, the bond is instantly broken and you take 1d4 points of non-lethal damage for each initiator level you possess. You retain your bond even if your weapon is lost or sundered, though an ''[[antimagic field]]'' or similar magic can temporarily suppress the link. In such cases you do not suffer damage, but instead lose all benefits of the bond. Only a ''[[limited wish]]'', ''[[mage's disjunction]]'', or ''[[wish]]'' spell can truly break your link, causing you to suffer damage just as if you had voluntarily broken your bond.<br />
<br />
Additionally, your bound weapon is always treated as a two-handed weapon if doing so is beneficial to you. This includes determining how much bonus damage you do based on your [[Strength]] (or, later, [[Intelligence]]) modifier, uses of the [[Power Attack]] feat, defending against a [[disarm]] attempt, and other similar actions.<br />
<br />
'''{{#anc:Bonus Feat}}:''' You gain a bonus feat from the list of [Fighter] or [Tactical] feats, as well as from the following list: Blade Meditation, Desert Wind, Desert Wind Dodge, Devoted Bulwark, Evasive Reflexes, Extra Readied Maneuver, Falling Sun Attack, Ironheart Aura, Rapid Assault, [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]], Shadow Blade, Snap Kick, Stone Power, Sudden Recovery, Superior Unarmed Strike, Unnerving Calm, Vital Recovery, and White Raven Defense.<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked. This defense denies a rogue the ability to sneak attack you through flanking, unless the attacker has at least four more rogue levels than you have class levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. <br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Sublime Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker as long as it is from the same discipline as the counterstrike. Doing so does not take an action; it is treated as part of the counterstrike.<br />
<br />
<br />
==== Class Adaptations ====<br />
<br />
'''Battle Monk:''' Battle monks use their Wisdom score in place of their Intelligence score for all of their Intuitive Combat abilities, and they lose all armor and shield proficiencies. Instead of bonus feats, they gain a monk's combat style and fast movement, and instead of Favored Weapon and Weapon Bond, they gain a monk's unarmed damage progression and Flurry of Blows with unarmed strikes or weapons from a single discipline of choice. They treat their unarmed strikes as a bound weapon for those abilities that require such, but do not gain the benefits associated with the Weapon Bond class feature.<br />
<br />
'''Sublime Specialist:''' Similar to specialist wizards, sublime specialists choose one discipline of the Sublime Way with which they focus most of their attention. Select one discipline. You can prepare and ready one extra maneuver from that discipline each day for every four class levels you possess, and your initiator level is treated as if it were one level higher for purposes of saving throw DCs and initiator checks. Additionally, you gain a +2 bonus to checks made with the associated skill of that discipline.<br />
<br />
In exchange, you must select that discipline as your Favored Discipline, and you must choose two other disciplines with which you can never learn maneuvers from, nor initiate through martial scripts or similar magic items. You also lose proficiency with any weapons from those disciplines unless they can be found in a discipline you are not prohibited from, or you obtain them through some other means such as multiclassing or feat selection. Additionally, the skills associated with your prohibited disciplines are no longer class skills for you.<br />
<br />
<br />
==== Epic Progression ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table:&nbsp;Epic&nbsp;Battle&nbsp;Scholar}}</div><br />
|-<br />
! | Level<br />
! | Special<br />
|-<br />
|21st<br />
|&mdash;<br />
|-<br />
|22nd<br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bonus&nbsp;Feat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
|-<br />
|23rd<br />
|&mdash;<br />
|-<br />
|24th<br />
|Bonus Feat<br />
|-<br />
|25th<br />
|&mdash;<br />
|-<br />
|26th<br />
|Bonus Feat<br />
|-<br />
|27th<br />
|&mdash;<br />
|-<br />
|28th<br />
|Bonus Feat<br />
|-<br />
|29th<br />
|&mdash;<br />
|-<br />
|30th<br />
|Bonus Feat<br />
|-<br />
|}<br />
<br />
'''Hit Dice:''' d6<br />
<br />
'''Skill Points at Each Additional Level:''' 4 + Int modifier<br />
<br />
'''Bonus Feats:''' The epic battle scholar gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th. <br />
<br />
'''Epic Battle Scholar Bonus Feat List:''' [[Armor Skin]], [[Damage Reduction]], [[Devastating Critical]], [[Dire Charge]], [[Distant Shot]], [[Epic Endurance]], [[Epic Leadership]], [[Epic Prowess]], [[Energy Resistance]], [[Epic Maneuvers]], [[Epic Toughness]], [[Epic Weapon Focus]], [[Epic Weapon Specialization]], [[Exceptional Deflection]], [[Improved Combat Reflexes]], [[Improved Stunning Fist]], [[Improved Whirlwind Attack]], [[Infinite Deflection]], [[Legendary Commander]], [[Legendary Rider]], [[Legendary Wrestler]], [[Overwhelming Critical]], [[Penetrate Damage Reduction]], [[Perfect Two-Weapon Fighting]], [[Reflect Arrows]], [[Spellcasting Harrier]], [[Superior Initiative]], [[Two-Weapon Rend]], and [[Uncanny Accuracy]]. In addition to the feats on this list, the epic battle scholar may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.<br />
<br />
<br />
==== Epic Maneuvers (Epic Feat) ====<br />
<br />
'''Prerequisites:''' [[Martial Lore]] 24 ranks, ability to initiate 9th-level maneuvers.<br />
<br />
'''Benefit:''' You may develop and initiate epic maneuvers. These are designed and used much the same way as epic spells are for a Wizard, except they must be martial in nature. You may initiate a number of epic maneuvers per day equal to your ranks in [[Martial Lore]] divided by 10, and doing so does not count against your normal number of readied maneuvers.<br />
<br />
In addition, you may also develop one epic stance equal to your ranks in [[Martial Lore]] divided by 20. Using an epic stance is identical to using a normal stance in all ways (you may normally only assume one stance at a time, and this is true whether the stance is normal or epic).<br />
<br />
'''Special:''' Normally this feat is only available to epic battle scholars. However, if your DM allows it, other martial classes can learn this feat as described. In the case of epic warblades, they may only assume one epic stance at a time but may also assume a normal stance as per their ''Stance Mastery'' class feature.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668985Phantasmist (3.5e Prestige Class)2014-07-10T03:42:07Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 8 ranks, [[Spellcraft]] 8 ranks.<br />
|-<br />
! Feats:<br />
| [[Heighten Spell]], [[Spell Focus]] (Illusion).<br />
|-<br />
! Spells:<br />
| Able to cast at least 3rd-level arcane illusion spells.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex),<br />[[Forgery]] (Int), [[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha),<br />[[Profession]] (Wis), [[Ride]] (Dex), [[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms, glamers, and figments, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a figment, glamer, or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668984Phantasmist (3.5e Prestige Class)2014-07-10T03:40:38Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 8 ranks, [[Spellcraft]] 8 ranks.<br />
|-<br />
! Feats:<br />
| [[Heighten Spell]], [[Spell Focus]] (Illusion).<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 3rd level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex),<br />[[Forgery]] (Int), [[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha),<br />[[Profession]] (Wis), [[Ride]] (Dex), [[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms, glamers, and figments, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a figment, glamer, or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668983Phantasmist (3.5e Prestige Class)2014-07-10T03:39:59Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 8 ranks, [[Spellcraft]] 8 ranks.<br />
|-<br />
! Feats:<br />
| [[Heighten Spell]], [[Spell Focus]] (Illusion).<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 3rd level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex),<br />[[Forgery]] (Int), [[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha),<br />[[Profession]] (Wis), [[Ride]] (Dex), [[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and figments, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a figment or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668982Phantasmist (3.5e Prestige Class)2014-07-10T03:35:56Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 8 ranks, [[Spellcraft]] 8 ranks.<br />
|-<br />
! Feats:<br />
| [[Heighten Spell]], [[Spell Focus]] (Illusion).<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 3rd level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex),<br />[[Forgery]] (Int), [[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha),<br />[[Profession]] (Wis), [[Ride]] (Dex), [[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668981Phantasmist (3.5e Prestige Class)2014-07-10T03:13:57Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Heighten Spell]], [[Spell Focus]] (Illusion).<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 3rd level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex),<br />[[Forgery]] (Int), [[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha),<br />[[Profession]] (Wis), [[Ride]] (Dex), [[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668980Phantasmist (3.5e Prestige Class)2014-07-10T03:03:46Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex),<br />[[Forgery]] (Int), [[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha),<br />[[Profession]] (Wis), [[Ride]] (Dex), [[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668979Phantasmist (3.5e Prestige Class)2014-07-10T03:02:10Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an existing arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668976Phantasmist (3.5e Prestige Class)2014-07-10T01:31:44Z<p>A Clockwork Lime: More clarification.</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours. You may not take 10 or 20 on this check.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668975Phantasmist (3.5e Prestige Class)2014-07-10T01:26:24Z<p>A Clockwork Lime: Added a chance of failure to the capstone ability.</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
Regardless of the method you wish to enact, you must succeed at a [[Concentration]] check with a DC equal to 20 + 2 per size category above Fine. Thus, attempting to animate a Huge object would require a DC 32 [[Concentration]] check. Failure indicates that one of your daily uses of this ability is consumed, and you may not attempt to distort the same object again for 24 hours.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668974Phantasmist (3.5e Prestige Class)2014-07-10T01:22:26Z<p>A Clockwork Lime: More grammar stuff.</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite what their name suggests, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668973Phantasmist (3.5e Prestige Class)2014-07-10T01:21:31Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite the suggestions of their name, phantasmists are masters of all forms of illusory magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity. Either way, it would be foolish to underestimate a phantasmist, for you never truly know if they're throwing something real or make-believe at you.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668972Phantasmist (3.5e Prestige Class)2014-07-10T01:18:30Z<p>A Clockwork Lime: Forgot to add an introduction.</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
Despite the suggestions of their name, phantasmists are masters of illusion magic, not just phantasms. They spend their lives studying both the Art and nature itself, attempting to blend reality and fantasy into a beautiful (and somethings horrific) amalgamation. Some are full of hubris, firmly postulating that if the gods gain their abilities to control reality through the power that belief grants them, then they can skip the middle man and control reality though belief directly.<br />
<br />
Needless to say, phantasmists tend to walk a thin line between reality and imagination. Or, as some other magi would claim, between reality and insanity.<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Phantasmist_(3.5e_Prestige_Class)&diff=668971Phantasmist (3.5e Prestige Class)2014-07-10T01:10:04Z<p>A Clockwork Lime: Created page with "{{DnD Base Class Infobox |img=Phantasmist.jpg |imgsize=266px |rating_power=4.75 |raters_power=4 |rating_wording=4.5 |raters_wording=4 |rating_formatting=4.75 |raters_formattin..."</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Phantasmist.jpg<br />
|imgsize=266px<br />
|rating_power=4.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=4.75<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Arcane Spellcasting, Strong Spellcasting, Skilled<br />
|desc=A master of illusions.<br />
}}<br />
<br />
=== Making a Phantasmist ===<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are, by far, the most crucial abilities for a phantasmist. You rely entirely upon your cunning and your wits in order to deceive others with your wonderful illusions. [[Dexterity]] is also an important ability, as you will often need to rely on more traditional and mundane forms of misdirection and trickery in order to accomplish your goals.<br />
<br />
'''Races:''' Gnomes and humans are, by far, the most common races to take up the mantle of a phantasmist. It is not, however, uncommon for other races to do the same, with elves and halflings being the more likely to do so compared to dwarves or half-orcs; the latter prefer more aggressive forms of magic over the subtle nuances that a phantasmist relies upon.<br />
<br />
'''Alignment:''' Phantasmists can be of any alignment, though many tend to be chaotic by their very nature. It is a rare day when you encounter a lawful phantasmist, but it is not unheard of, either. Likewise, they show no real preferences between good and evil, at least no more than anyone else. Good phantasmists tend to use their powers to protect their homes and their people, while evil phantasmists prefer to use theirs to exploit those who are weak of will.<br />
<br />
===Becoming a Phantasmist===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Knowledge]] (Arcana) 12 ranks, [[Spellcraft]] 12 ranks.<br />
|-<br />
! Feats:<br />
| [[Greater Spell Focus]] (Illusion), [[Heighten Spell]].<br />
|-<br />
! Spells:<br />
| Able to cast at least three illusion spells, including at least one phantasm spell of 4th level or higher.<br />
|-<br />
! Special:<br />
| Must either be a specialist in illusions, or possess the Surprise Casting class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Phantasmist}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spells Per Day<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +0 || +2 <br />
| align="left" | Cloak of Illusions, Smoke and Mirrors<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +0 || +3<br />
| align="left" | Tricks of the Trade<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +1<br />
| +1 || +1 || +3 <br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Subschool Specialization<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +2<br />
| +1 || +1 || +4<br />
| align="left" | Shadow Steed<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +3<br />
| +2 || +2 || +5<br />
| align="left" | Mastery of Illusions<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +4<br />
| +2 || +2 || +6 <br />
| align="left" | Shrouded in Realism<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +4<br />
| +3 || +3 || +6<br />
| align="left" | Bonus Feat<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +5<br />
| +3 || +3 || +7 <br />
| align="left" | Distort Reality<br />
| align="left" | +1 level in an arcane spellcasting class<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[Autohypnosis]] (Wis), [[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Decipher Script]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Escape Artist]] (Dex), [[Forgery]] (Int),<br />[[Gather Information]] (Cha), [[Hide]] (Dex), [[Knowledge]] (any, taken individually) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Ride]] (Dex),<br />[[Search]] (Int), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Speak Language]] (Int), [[Spellcraft]] (Int), and [[Spot]] (Wis)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the phantasmist<br />
<br />
'''Weapon and Armor Proficiency:''' You do not gain any additional proficiency with weapons or armor beyond those you already possess.<br />
<br />
'''Spells Per Day:''' At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a phantasmist, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<br />
<br />
'''Cloak of Illusions (Su):''' As a master of phantasms and glamers, you can cloak your form in shifting shadows and other minor illusions. This ability provides you with a variable amount of [[concealment]] depending on your level. While your cloak of illusions is active, attacks against you have a miss chance equal to 15% + 5% per class level. Darkvision and low-light vision offer no help in piercing the cloak of illusions, although any creature using ''[[true seeing]]'' can ignore the miss chance on a successful Will (disbelief) check (DC equals 20 + class level). You can dismiss or resume this effect as a [[free action]]. While your cloak of illusions is active, you can make [[Hide]] checks as if you had the [[Hide in Plain Sight]] ability.<br />
<br />
If you gain a similar ability from another source, including spells such as ''[[blur]]'' or ''[[displacement]]'', they do not stack. You use the highest miss chance of the different effects unless the additional effects explicitly states otherwise. The secondary effects of your cloak of illusions continue to benefit you, however.<br />
<br />
'''Smoke and Mirrors (Ex):''' Once per round as a [[swift action]], you can make a [[Bluff]] check to feint, or a [[Sleight of Hand]] check.<br />
<br />
'''Tricks of the Trade (Sp):''' You can use the 0-level spells ''[[dancing lights]]'', ''[[ghost sound]]'', and ''[[shadowplay]]'' at will as spell-like abilities. You use the same spellcasting ability score as your arcane spellcasting class.<br />
<br />
'''Bonus Feat:''' You may select any of the following feats as a bonus feat: [[Extraordinary Concentration]], [[Extraordinary Spell Aim]], [[Greater Spell Penetration]], [[Metamagic School Focus]] (Illusion), [[Spell Penetration]], or any [[metamagic]] feat you qualify for.<br />
<br />
'''Subschool Specialization (Su):''' You may spontaneously convert any of your prepared spells into a glamer or phantasm spell you know. If you do not normally prepare spells, you gain no benefit from this class feature.<br />
<br />
'''Shadow Steed (Su):''' You may use the spell ''[[phantom stag]]'' at will as a supernatural ability. This supernatural ability is treated as an Illusion (Shadow) spell rather than a Conjuration (Creation) spell, and you have full control over the appearance of your mount. It could resemble a stag, a horse, a riding dog, a griffon, a pegasus, a hatchling dragon, or any other appropriately sized steed for your size that you can imagine, within reason. You may create only one ''shadow steed'' per two class levels (round down); attempting to create more than that causes all existing steed to pop out of existence.<br />
<br />
'''Mastery of Illusions (Ex):''' Your ability to cast illusion spells improves dramatically. Any illusion spell you cast is treated as if they were prepared with the [[Still Spell]] and [[Eschew Materials]] feats. In addition, you can spontaneously apply any metamagic feats you know to your illusion spells without increasing their casting time. If this is a ''[[shadow evocation]]'' or ''[[SRD: Shadow Conjuration|shadow conjuration]]'' type of spell, the metamagic feat carries over into the simulated spell effect.<br />
<br />
Additionally, when using the feat [[Heighten Spell]], if you cast an illusion spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the illusion spell is treated as three levels higher and your effective caster level is increased by two, and so on.<br />
<br />
'''Shrouded in Realism (Su):''' Your illusions are so exceptional that even creatures normally immune to illusions or mind-affecting effects may still believe them as real. Such opponents gain a standard Will (disbelief) saving throw upon first encountering them, as well as when they first interact with them (at which point they gain a +5 circumstance bonus to their saving throw). This also applies to abilities that can normally see through illusions, such as ''[[true seeing]]'' or ''[[arcane sight]]'' spells.<br />
<br />
'''Distort Reality (Su):''' Your understanding of illusions has become so profound that you can actually attempt to "disbelieve" reality itself, and even exert control over it!<br />
<br />
Once per day per Wisdom modifier (minimum 1), you can attempt to disbelieve a non-animated object, effectively turning it into a figment of your imagination. This effect lasts as long as you are able to maintain concentration. The object effectively becomes ethereal and gains a slightly translucent appearance to it for the duration of the effect. The maximum size of such an object cannot exceed [[Huge]], or [[Gargantuan]] if you are a gnome due to your natural affinity for such things.<br />
<br />
Alternatively, you can treat the object as an [[SRD: Animated Object|animated object]], as per the spell ''[[SRD: Animate Object|animate object]]''. This effect, like the previous one, lasts only as long as you maintain concentration.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=File:Phantasmist.jpg&diff=668970File:Phantasmist.jpg2014-07-10T00:21:09Z<p>A Clockwork Lime: </p>
<hr />
<div></div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hallowed_Vessel_(3.5e_Prestige_Class)&diff=668044Hallowed Vessel (3.5e Prestige Class)2014-06-26T01:36:48Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Hallowed_Vessel.jpg<br />
|imgsize=260px<br />
|rating_power=5<br />
|raters_power=4<br />
|rating_wording=3.5<br />
|raters_wording=4<br />
|rating_formatting=4.5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Coming along nicely...<br />
|type=Pact-Making, Skilled<br />
|desc=A hallowed vessel is a binder who takes their pacts to a whole new level, tattooing the sigils of their favored vestiges onto their flesh.<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
A hallowed vessel is a priest dedicated to the occult who consecrates his body with the symbolism of vestigial powers. By doing so, he transforms himself into the perfect conduit for their otherworldly power courtesy of pact magic. The strength of these pacts work both ways; the vestiges get to experience the world of the living more vividly than they do through other binders, and thus are more eager to accept the vessels pacts. This deeper intimacy is the key to the hallowed vessels abilities.<br />
<br />
While tattooing is the art used by more civilized hallowed vessels, other forms of body modification are certainly possible. The scarification favored by barbarian berserkers and the many piercings of the masochistic tribesmen of the jungle lands are but two examples. Feel free to work with your [[Dungeon Master]] in order to invent an interesting cultural background for your hallowed vessel.<br />
<br />
<br />
===Becoming a Hallowed Vessel===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Craft]] (Alchemy) 5 ranks, Knowledge (Religion) 8 ranks<br />
|-<br />
! Feats:<br />
| Improved Binding.<br />
|-<br />
! Special:<br />
| You must possess the Soul Guardian class feature and be able to cast 2nd level divine spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hallowed Vessel}}</div><br />
<p>Hit Die: [[Hit Dice|d6]]</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spellcasting<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Soul Binding, Tattoo Sigil<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Soul Guardian<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | Potent Sigils, Vestige Expulsion<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | --<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" | Fast Ability, Perfect Pact<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills:''' [[Autohypnosis]], [[Bluff]], [[Concentration]], [[Craft]], [[Diplomacy]], [[Forgery]], [[Gather Information]], [[Intimidate]], [[SRD:Knowledge Skill|Knowledge]] (any, taken individually),<br /> [[Listen]], [[Perform]], [[Profession]], [[Ride]], [[Search]], [[Sense Motive|Sense]] [[Sense Motive|Motive]], [[Speak Language]], [[Spot]], and [[Use Magic Device]]<br /><br />
'''Skill Points per Level:''' 6 + [[Int]] modifier per level<br />
|}<br />
<br />
====Class Features====<br />
<br />
'''{{#anc:Weapon and Armor Proficiencies}}:''' You gain proficiency with all simple weapons and with light and medium armor, but not with shields.<br />
<br />
'''Spellcasting:''' When a new hallowed vessel level is gained, you gain new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class you possessed before he added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class in which you could cast spells before you became a hallowed vessel, you must decide to which class you add each level of hallowed vessel for the purpose of determining spells per day, spells known, and caster level.<br />
<br />
'''Soul Binding:''' At each hallowed vessel level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your hallowed vessel levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained, such as bonus feats of pact augmentations.<br />
<br />
'''Tattoo Sigil (Ex):''' For each hallowed vessel level you gain, choose one vestige you can currently make a pact with. Using your skill in alchemy, you create a special ink (costing 100gp per level of the vestige) that you can use to tattoo the vestige's sigil into your flesh. The process takes approximately one hour per level of the vestige. At the end of this time, make a binding check (you may take 10 or 20 on this check, though it increases the time it takes to tattoo the sigil as per the standard rules) using a DC equal to the vestige's standard DC +10. If successful, from that point forward you can bind that vestige as a move-equivalent action without needing to draw their sigil. This increases to a swift action if you have the Rapid Pactmaking feat. Each tattoo you possess also grants you a +1 bonus on any future binding tests you make regardless of vestige.<br />
<br />
Only a [[limited wish]] or [[wish]] spell can erase a tattoo once it has been successfully scribed. If such measures are taken, you may choose to tattoo another sigil in its place using the same process detailed above.<br />
<br />
'''Soul Guardian (Su):''' As a hallowed vessel, the pacts you make create a strong bond with your vestiges, allowing you to become even more resistant to outside influence. Add your effective binder level together with your hallowed class levels to determine the strength of your soul guardian class feature. This increased effectiveness only applies when you are bound to at least one vestige with which you have had their sigil tattooed. When not bound to such a vestige, your soul guardian class feature is based solely on your binder class levels.<br />
<br />
'''Potent Sigils (Su):''' For every tattooed sigil you possess, you gain a +1 bonus to the DC of any supernatural abilities granted by your vestiges.<br />
<br />
'''Vestige Expulsion (Ex):''' Once per day per hallowed vessel level, you may freely expel any vestige you possess as long as it is not one for which you have tattooed their sigil. This requires an immediate action and a standard binding check. If you fail, the attempt counts against your normal daily limit and may not attempt to expel another vestige for 5 rounds. The strength of their bond to the hallowed vessel makes tattooed vestiges immune to this ability (but not the Expel Vestige feat).<br />
<br />
Failure to expel a vestige in this manner results in 1d6 points of non-lethal damage per level of the vestige, and the hallowed vessel must make a Fortitude save (DC equal to the vestige's binding DC) or be shaken for 1d4 round.<br />
<br />
'''Fast Ability (Su):''' While bound to any vestige who's sigil you have been tattooed with, you wait one round less between uses of their granted abilities.<br />
<br />
'''Perfect Pact (Su):''' When binding a vestige who's sigil you have been tattooed with, it is always considered a good pact for all purposes except influence. A binding check is still required, however, with a successful check protecting you from their influence. Additionally, an illusion of the vestige no longer appears unless you desire it, and you are not forced to bargain with it in order to forge a bond.<br />
<br />
Finally, you may bind one additional vestige above your normal limit, but at least one of your vestiges must be one with whom you have a sigil tattooed. If you attempt to expel such a vestige while over your normal limit and you are not bound to any other tattooed vestige, you must make an immediate Fortitude check with a DC equal to the most powerful vestige you are currently bound to. Failure indicates that you suffer 1d6 points of non-lethal damage per level of the vestige expelled and are dazed for 1d4 rounds.<br />
<br />
<br />
<br />
====Class-Specific Feats====<br />
<br />
'''Extra Tattooed Sigil [General]'''<br /><br />
You may tattoo an additional sigil onto your flesh with which to bind vestiges.<br /><br />
'''Prerequisite:''' Tattoo Sigil class feature.<br /><br />
'''Benefit:''' Using the same process you use to tattoo sigils onto yourself, you may tattoo one additional sigil for any vestige you can bind upon taking this feat.<br /><br />
'''Normal:''' You are limited to a number of tattooed sigils equal to your class level as a hallowed vessel.<br /><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Pact-Making]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hallowed_Vessel_(3.5e_Prestige_Class)&diff=668043Hallowed Vessel (3.5e Prestige Class)2014-06-26T01:35:00Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Hallowed_Vessel.jpg<br />
|imgsize=260px<br />
|rating_power=5<br />
|raters_power=4<br />
|rating_wording=3.5<br />
|raters_wording=4<br />
|rating_formatting=4.5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Coming along nicely...<br />
|type=Pact-Making, Skilled<br />
|desc=A hallowed vessel is a binder who takes their pacts to a whole new level, tattooing the sigils of their favored vestiges onto their flesh.<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
A hallowed vessel is a priest dedicated to the occult who consecrates his body with the symbolism of vestigial powers. By doing so, he transforms himself into the perfect conduit for their otherworldly power courtesy of pact magic. The strength of these pacts work both ways; the vestiges get to experience the world of the living more vividly than they do through other binders, and thus are more eager to accept the vessels pacts. This deeper intimacy is the key to the hallowed vessels abilities.<br />
<br />
While tattooing is the art used by more civilized hallowed vessels, other forms of body modification are certainly possible. The scarification favored by barbarian berserkers and the many piercings of the masochistic tribesmen of the jungle lands are but two examples. Feel free to work with your [[Dungeon Master]] in order to invent an interesting cultural background for your hallowed vessel.<br />
<br />
<br />
===Becoming a Hallowed Vessel===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[Craft]] (Alchemy) 5 ranks<br />
|-<br />
! Feats:<br />
| Improved Binding.<br />
|-<br />
! Special:<br />
| You must possess the Soul Guardian class feature and be able to use pact magic.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hallowed Vessel}}</div><br />
<p>Hit Die: [[Hit Dice|d6]]</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Spellcasting<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Soul Binding, Tattoo Sigil<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Soul Guardian<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | Potent Sigils, Vestige Expulsion<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | --<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" | Fast Ability, Perfect Pact<br />
| class="left" | +1 level in existing divine spellcasting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills:''' [[Autohypnosis]], [[Bluff]], [[Concentration]], [[Craft]], [[Diplomacy]], [[Forgery]], [[Gather Information]], [[Intimidate]], [[SRD:Knowledge Skill|Knowledge]] (any, taken individually),<br /> [[Listen]], [[Perform]], [[Profession]], [[Ride]], [[Search]], [[Sense Motive|Sense]] [[Sense Motive|Motive]], [[Speak Language]], [[Spot]], and [[Use Magic Device]]<br /><br />
'''Skill Points per Level:''' 6 + [[Int]] modifier per level<br />
|}<br />
<br />
====Class Features====<br />
<br />
'''{{#anc:Weapon and Armor Proficiencies}}:''' You gain proficiency with all simple weapons and with light and medium armor, but not with shields.<br />
<br />
'''Spellcasting:''' When a new hallowed vessel level is gained, you gain new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class you possessed before he added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class in which you could cast spells before you became a hallowed vessel, you must decide to which class you add each level of hallowed vessel for the purpose of determining spells per day, spells known, and caster level.<br />
<br />
'''Soul Binding:''' At each hallowed vessel level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your hallowed vessel levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained, such as bonus feats of pact augmentations.<br />
<br />
'''Tattoo Sigil (Ex):''' For each hallowed vessel level you gain, choose one vestige you can currently make a pact with. Using your skill in alchemy, you create a special ink (costing 100gp per level of the vestige) that you can use to tattoo the vestige's sigil into your flesh. The process takes approximately one hour per level of the vestige. At the end of this time, make a binding check (you may take 10 or 20 on this check, though it increases the time it takes to tattoo the sigil as per the standard rules) using a DC equal to the vestige's standard DC +10. If successful, from that point forward you can bind that vestige as a move-equivalent action without needing to draw their sigil. This increases to a swift action if you have the Rapid Pactmaking feat. Each tattoo you possess also grants you a +1 bonus on any future binding tests you make regardless of vestige.<br />
<br />
Only a [[limited wish]] or [[wish]] spell can erase a tattoo once it has been successfully scribed. If such measures are taken, you may choose to tattoo another sigil in its place using the same process detailed above.<br />
<br />
'''Soul Guardian (Su):''' As a hallowed vessel, the pacts you make create a strong bond with your vestiges, allowing you to become even more resistant to outside influence. Add your effective binder level together with your hallowed class levels to determine the strength of your soul guardian class feature. This increased effectiveness only applies when you are bound to at least one vestige with which you have had their sigil tattooed. When not bound to such a vestige, your soul guardian class feature is based solely on your binder class levels.<br />
<br />
'''Potent Sigils (Su):''' For every tattooed sigil you possess, you gain a +1 bonus to the DC of any supernatural abilities granted by your vestiges.<br />
<br />
'''Vestige Expulsion (Ex):''' Once per day per hallowed vessel level, you may freely expel any vestige you possess as long as it is not one for which you have tattooed their sigil. This requires an immediate action and a standard binding check. If you fail, the attempt counts against your normal daily limit and may not attempt to expel another vestige for 5 rounds. The strength of their bond to the hallowed vessel makes tattooed vestiges immune to this ability (but not the Expel Vestige feat).<br />
<br />
Failure to expel a vestige in this manner results in 1d6 points of non-lethal damage per level of the vestige, and the hallowed vessel must make a Fortitude save (DC equal to the vestige's binding DC) or be shaken for 1d4 round.<br />
<br />
'''Fast Ability (Su):''' While bound to any vestige who's sigil you have been tattooed with, you wait one round less between uses of their granted abilities.<br />
<br />
'''Perfect Pact (Su):''' When binding a vestige who's sigil you have been tattooed with, it is always considered a good pact for all purposes except influence. A binding check is still required, however, with a successful check protecting you from their influence. Additionally, an illusion of the vestige no longer appears unless you desire it, and you are not forced to bargain with it in order to forge a bond.<br />
<br />
Finally, you may bind one additional vestige above your normal limit, but at least one of your vestiges must be one with whom you have a sigil tattooed. If you attempt to expel such a vestige while over your normal limit and you are not bound to any other tattooed vestige, you must make an immediate Fortitude check with a DC equal to the most powerful vestige you are currently bound to. Failure indicates that you suffer 1d6 points of non-lethal damage per level of the vestige expelled and are dazed for 1d4 rounds.<br />
<br />
<br />
<br />
====Class-Specific Feats====<br />
<br />
'''Extra Tattooed Sigil [General]'''<br /><br />
You may tattoo an additional sigil onto your flesh with which to bind vestiges.<br /><br />
'''Prerequisite:''' Tattoo Sigil class feature.<br /><br />
'''Benefit:''' Using the same process you use to tattoo sigils onto yourself, you may tattoo one additional sigil for any vestige you can bind upon taking this feat.<br /><br />
'''Normal:''' You are limited to a number of tattooed sigils equal to your class level as a hallowed vessel.<br /><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Pact-Making]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Corellon%27s_Mysteries_(3.5e_Feat)&diff=666906Corellon's Mysteries (3.5e Feat)2014-06-13T10:27:25Z<p>A Clockwork Lime: Created page with "{{3.5e Feat |name=Corellon's Mysteries |types=General |summary=You've been trained in the combat style of the Fellowship of the Forgotten Flower, elven knights and warriors wh..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Corellon's Mysteries<br />
|types=General<br />
|summary=You've been trained in the combat style of the Fellowship of the Forgotten Flower, elven knights and warriors who were dedicated to Corellon Larethian and the recovery of the lost relics of the Tel'Quessir.<br />
|prereqs=&nbsp;base attack bonus +1<br />
|race=Elf<br />
|prereq_feat1=Combat Expertise<br />
|benefit=When fighting with a longsword, longspear, or shortsword, or with any finesse weapon associated with the elven people such as the thinblade, you may use your [[Dexterity]] modifier instead of your [[Strength]] modifier on attack rolls, and your Dexterity modifier in addition to your Strength modifier for damage rolls.<br />
If you use a shield, its armor check penalty applies to your attack and damage rolls.<br /><br />
'''Region:''' Cormanthor, Elf, Evermeet<br />
|normal=When fighting with melee weapons, you use your Strength modifier for attack rolls and damage rolls.<br />
|special=This feat can be used in place of [[Weapon Finesse]] to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to the weapons mentioned in this feat's description.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
--></div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Battle_Scholar_(3.5e_Class)&diff=666462Battle Scholar (3.5e Class)2014-06-06T23:49:20Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Battle_Scholar_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Andraos the Seeker, a battle scholar and resplendent master of the Desert Wind''<br />
|rating_power=4.5<br />
|raters_power=2<br />
|rating_wording=4<br />
|raters_wording=2<br />
|rating_formatting=4.5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A martial class that prepares and learns maneuvers like a wizard.<br />
}}<br />
<br />
=== Making a Battle Scholar ===<br />
<br />
'''Abilities:''' [[Intelligence]] is by far the most crucial to a battle scholar. While he begins his career little different from a traditional warrior, as a battle scholar progresses, they begin to rely more and more on their intuition and tactical awareness rather than their physical strength. It begins with their [[Armor Class]] and attack rolls, and eventually grows to cover nearly every aspect of their combat prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Dexterity]] and [[Wisdom]] bonus can be helpful with many of their skills and their saving throws.<br />
<br />
'''Races:''' Humans and elves are, by far, the most common races to take up the ways of the battle scholar. It is not, however, uncommon for other races to do the same, though halflings rarely do due to their lack of focus and dedication to the rigors required of those who master the Sublime Ways.<br />
<br />
'''Alignment:''' A battle scholar can be of any alignment. The study of the Sublime Way is its own end, and whether any particular student chooses to employ what he has learned in the service of good, evil, law, or chaos is not considered significant by most who follow this path. Good battle scholars tend to be errant champions of the weak and downtrodden. The less commonplace evil battle scholars believe that their martial mastery has made them superior to everyone around them.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As wizard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Scholar}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Prepared]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Prepared]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +2 || +2 || +2<br />
| class="left" | [[#Favored Discipline|Favored Discipline]], [[#Scribe Martial Script|Scribe Martial Script]]<br />
|4<br />
|2<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
|5<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +3 || +3 || +3<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (attack and AC)<br />
|6<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Weapon Bond|Weapon Bond]]<br />
|6<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|7<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +5 || +5 || +5<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (damage and initiative)<br />
|8<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +5 || +5 || +5<br />
| class="left" | [[#Mettle|Mettle]]<br />
|9<br />
|5<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +6|| +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +6 || +6 || +6<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (AoOs and combat skills)<br />
|10<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +7 || +7 || +7<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|11<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|12<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (Reflex and threat)<br />
|12<br />
|6<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | &mdash;<br />
|13<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +9 || +9 || +9<br />
| class="left" | &mdash;<br />
|14<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Intuitive Combat|Intuitive Combat]] (confirmation)<br />
|15<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|15<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|16<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +11 || +11 || +11<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (iterative attacks)<br />
|17<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +11 || +11 || +11<br />
| class="left" | &mdash;<br />
|18<br />
|9<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Sublime Riposte|Sublime Riposte]]<br />
|18<br />
|9<br />
|6<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Autohypnosis]] (Int), [[Balance]] ([[Dexterity|Dex]]), [[Bluff]] ([[Charisma|Cha]]), [[Climb]] ([[Strength|Str]]), [[Concentration]] ([[Constitution|Con]]), [[Craft]] (weaponsmithing) (Int), [[Decipher Script]] (Int),<br />[[Diplomacy]] (Cha), [[Escape Artist]] (Dex), [[Heal]] ([[Wisdom|Wis]]), Iaijutsu Focus (Int), [[Intimidate]] (Cha), [[Jump]] (Str), [[Knowledge]] (any, taken<br />individually) (Int), [[Listen]] (Wis), Martial Lore (Int), [[Move Silently]] (Dex), [[Perform]] (dancing or weapon drill) (Cha), [[Ride]] (Dex), [[Search]]<br />(Int), [[Sense Motive]] (Wis), [[Spot]] (Wis), [[Survival]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Battle Scholar.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple melee weapons and with all light and medium armors and shields. In addition, you gain full proficiency with every weapon associated with any martial discipline from which you know at least one maneuver or stance, including exotic weapons such as the double-sword, as well as the benefits of the [[Improved Unarmed Strike]] feat.<br />
<br />
'''Maneuvers Known:''' Unlike other martial classes, you are free to learn and develop maneuvers and stances from ''any'' discipline. You do so in a fashion similar to a [[wizard]], except you use the [[Martial Lore]] skill in place of [[Spellcraft]] or [[Knowledge|Knowledge: Arcana]] checks.<br />
<br />
Once you know a maneuver, you must prepare and ready it before you can use it (see Maneuvers Prepared and Maneuvers Readied, below). A maneuver usable by battle scholars is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
At 1st level you begin play with a free combat manual (which has the same costs and weight of a spellbook) containing any 4 + your [[Intelligence|Int modifier]] maneuvers and two stances available to you. Every odd level thereafter, you may select two additional maneuvers to add to your combat manual. You can also learn additional maneuvers or stances from other martial practioners, combat manuals, or martial scripts, all in exactly the same way a wizard can learn additional spells for their spellbook. The costs and time requirements are all identical.<br />
<br />
'''Maneuvers Prepared:''' Each day, you can prepare the listed number of maneuvers just as a wizard prepares spells. Until such time that you change your prepared maneuvers, those maneuvers are the ''only'' maneuvers you can ready and initiate for the rest of the day.<br />
<br />
'''Maneuvers Readied:''' You can ready the listed number of maneuvers. Doing so requires meditating, exercising, or contemplating for 5 minutes. The maneuvers you choose remain readied until you decide to change them by spending another 5 minutes doing so. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.<br />
<br />
You can recover an expended maneuver by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.<br />
<br />
''Stances Prepared:''' Unlike maneuvers, stances are not expended, and you do not have to ready them, though you do need to prepare them each day in the same way you prepare your maneuvers. All the stances you prepare are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
'''{{#anc:Favored Discipline}}:''' Select one of the nine disciplines of the Sublime Way. You gain the [[Weapon Focus]] feat as a bonus feat with all weapons associated with that discipline, and you gain an insight bonus equal to your Intelligence modifier with your favored discipline's associated skill.<br />
<br />
In addition, you treat the associated weapons of your favored discipline as associated weapons for all nine disciplines. This allows you to use your favored weapons with specific maneuvers, feats, or abilities that are otherwise limited by a discipline's list of associated weapons.<br />
<br />
'''{{#anc:Scribe Martial Script}}:''' You gain Scribe Martial Script as a bonus feat.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are [[helpless]], you do not gain the benefit of evasion. <br />
<br />
'''{{#anc:Intuitive Combat}}:''' As you progress as a battle scholar, you begin relying more and more on your intellect.<br />
<br />
: At 3rd level, you may choose to use your Intelligence modifier in place of your Strength or Dexterity modifier when making attack rolls. Additionally, when you are wearing light armor or no armor, you may add your Intelligence bonus (if any) to your AC. This bonus applies even against [[touch attacks]] or when you are [[flat-footed]]. You lose this bonus when you are immobilized or helpless, when you carry a shield, or when you carry a medium or heavy load.<br />
<br />
: At 6th level, you may add your Intelligence modifier to initiative checks, and to all melee damage rolls made with your bound weapon (see below).<br />
<br />
: At 9th level, you may add your Intelligence modifier a second time to the damage roll of any [[attack of opportunity|attacks of opportunity]] made with a weapon with which you have forged a bond. You may also add your Intelligence modifier to any opposed rolls made to [[disarm]], [[sunder]], or [[trip]] with your bound weapon, as well as [[Bluff]] checks made to feint, [[Intimidate]] checks to demoralize, or [[Sense Motive]] checks to counter feints in combat.<br />
<br />
: At 12th level, you add your Intelligence modifier as an insight bonus to your [[Reflex]] saving throws. You also increase the threat range of your bound weapon by your Intelligence modifier. This increase to the threat range is not multiplied by things such as [[Improved Critical]] or ''[[keen edge]]'', applying this bonus after multiplying the base range. For example, if your bound weapon is a ''+2 keen battleaxe'' and you have an Intelligence of 17, your critical threat range would normally be 18-20, but with this ability it would improve by your Intelligence modifier (+3) to 15-20.<br />
<br />
: At 15th level, you add your Intelligence modifier to the roll made to confirm any critical hits you make with your bound weapon.<br />
<br />
: At 18th level, you lower the penalty for each additional iterative attack you make with your bound weapon during a full-attack action by your Intelligence modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Intelligence of 17 (+3), your BAB would instead be +14/+12/+10. In addition, you no longer suffer the normal -2 penalty when making additional attacks with feats such as [[Two-Weapon Fighting]] or [[Snap Kick]].<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Weapon Bond}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Choose a specific weapon of a type associated with your favored discipline that is of at least masterwork quality. Using this ability, you forge a mystical bond with that weapon by imbuing it with a small portion of your very essence.<br />
<br />
Once the bond is complete, you gain the equivalence of the following feats, but ''only'' when wielding that specific weapon, even if you don't normally meet the prerequisites: [[Combat Expertise]], [[Combat Reflexes]], [[Power Attack]], [[Quick Draw]], and [[Weapon Specialization]]. These quasi-feats can be used to fulfill the prerequisites of other feats, but those feats become similarly linked to your bound weapon unless you have also selected them as standard feats.<br />
<br />
Additionally, you can sense the general direction and distance of your bound weapon if separated from it, and can call it to your hand as a [[move action|move-equivalent action]] if it is within 30 feet of you and you have direct line of sight. If the weapon is in the possession of another, they can attempt a [[Will]] saving throw (DC 10 + your Intelligence modifier + &frac12; your class level) in order to retain possession of it. If they succeed at the Will save, you cannot attempt to call the weapon from them again for 24 hours. At 20th level, you may call your weapon to you regardless of distance as long as you and your bound weapon are on the same plane.<br />
<br />
Forging a bond requires a DC 25 Martial Lore check and one hour of quiet contemplation. You may not [[SRD:Using_Skills#Taking_10|take 10]] on this check, but you may [[SRD:Using_Skills#Taking_20|take 20]] if you spend the requisite amount of time meditating.<br />
<br />
You may only forge a bond with a single weapon at any given time unless you possess the [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]] feat. If you attempt to forge a bond with another weapon while currently bound to another one, the bond is instantly broken and you take 1d4 points of non-lethal damage for each initiator level you possess. You retain your bond even if your weapon is lost or sundered, though an ''[[antimagic field]]'' or similar magic can temporarily suppress the link. In such cases you do not suffer damage, but instead lose all benefits of the bond. Only a ''[[limited wish]]'', ''[[mage's disjunction]]'', or ''[[wish]]'' spell can truly break your link, causing you to suffer damage just as if you had voluntarily broken your bond.<br />
<br />
Additionally, your bound weapon is always treated as a two-handed weapon if doing so is beneficial to you. This includes determining how much bonus damage you do based on your [[Strength]] (or, later, [[Intelligence]]) modifier, uses of the [[Power Attack]] feat, defending against a [[disarm] attempt, and other similar actions.<br />
<br />
'''{{#anc:Bonus Feat}}:''' You gain a bonus feat from the list of [Fighter] or [Tactical] feats, as well as from the following list: Blade Meditation, Desert Wind, Desert Wind Dodge, Devoted Bulwark, Evasive Reflexes, Extra Readied Maneuver, Falling Sun Attack, Ironheart Aura, Rapid Assault, [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]], Shadow Blade, Snap Kick, Stone Power, Sudden Recovery, Superior Unarmed Strike, Unnerving Calm, Vital Recovery, and White Raven Defense.<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked. This defense denies a rogue the ability to sneak attack you through flanking, unless the attacker has at least four more rogue levels than you have class levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. <br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Sublime Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker as long as it is from the same discipline as the counterstrike. Doing so does not take an action; it is treated as part of the counterstrike.<br />
<br />
<br />
==== Class Adaptations ====<br />
<br />
'''Battle Monk:''' Battle monks use their Wisdom score in place of their Intelligence score for all of their Intuitive Combat abilities, and they lose all armor and shield proficiencies. Instead of bonus feats, they gain a monk's combat style and fast movement, and instead of Favored Weapon and Weapon Bond, they gain a monk's unarmed damage progression and Flurry of Blows with unarmed strikes or weapons from a single discipline of choice. They treat their unarmed strikes as a bound weapon for those abilities that require such, but do not gain the benefits associated with the Weapon Bond class feature.<br />
<br />
'''Sublime Specialist:''' Similar to specialist wizards, sublime specialists choose one discipline of the Sublime Way with which they focus most of their attention. Select one discipline. You can prepare and ready one extra maneuver from that discipline each day for every four class levels you possess, and your initiator level is treated as if it were one level higher for purposes of saving throw DCs and initiator checks. Additionally, you gain a +2 bonus to checks made with the associated skill of that discipline.<br />
<br />
In exchange, you must select that discipline as your Favored Discipline, and you must choose two other disciplines with which you can never learn maneuvers from, nor initiate through martial scripts or similar magic items. You also lose proficiency with any weapons from those disciplines unless they can be found in a discipline you are not prohibited from, or you obtain them through some other means such as multiclassing or feat selection. Additionally, the skills associated with your prohibited disciplines are no longer class skills for you.<br />
<br />
<br />
==== Epic Progression ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table:&nbsp;Epic&nbsp;Battle&nbsp;Scholar}}</div><br />
|-<br />
! | Level<br />
! | Special<br />
|-<br />
|21st<br />
|&mdash;<br />
|-<br />
|22nd<br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bonus&nbsp;Feat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
|-<br />
|23rd<br />
|&mdash;<br />
|-<br />
|24th<br />
|Bonus Feat<br />
|-<br />
|25th<br />
|&mdash;<br />
|-<br />
|26th<br />
|Bonus Feat<br />
|-<br />
|27th<br />
|&mdash;<br />
|-<br />
|28th<br />
|Bonus Feat<br />
|-<br />
|29th<br />
|&mdash;<br />
|-<br />
|30th<br />
|Bonus Feat<br />
|-<br />
|}<br />
<br />
'''Hit Dice:''' d6<br />
<br />
'''Skill Points at Each Additional Level:''' 4 + Int modifier<br />
<br />
'''Bonus Feats:''' The epic battle scholar gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th. <br />
<br />
'''Epic Battle Scholar Bonus Feat List:''' [[Armor Skin]], [[Damage Reduction]], [[Devastating Critical]], [[Dire Charge]], [[Distant Shot]], [[Epic Endurance]], [[Epic Leadership]], [[Epic Prowess]], [[Energy Resistance]], [[Epic Maneuvers]], [[Epic Toughness]], [[Epic Weapon Focus]], [[Epic Weapon Specialization]], [[Exceptional Deflection]], [[Improved Combat Reflexes]], [[Improved Stunning Fist]], [[Improved Whirlwind Attack]], [[Infinite Deflection]], [[Legendary Commander]], [[Legendary Rider]], [[Legendary Wrestler]], [[Overwhelming Critical]], [[Penetrate Damage Reduction]], [[Perfect Two-Weapon Fighting]], [[Reflect Arrows]], [[Spellcasting Harrier]], [[Superior Initiative]], [[Two-Weapon Rend]], and [[Uncanny Accuracy]]. In addition to the feats on this list, the epic battle scholar may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.<br />
<br />
<br />
==== Epic Maneuvers (Epic Feat) ====<br />
<br />
'''Prerequisites:''' [[Martial Lore]] 24 ranks, ability to initiate 9th-level maneuvers.<br />
<br />
'''Benefit:''' You may develop and initiate epic maneuvers. These are designed and used much the same way as epic spells are for a Wizard, except they must be martial in nature. You may initiate a number of epic maneuvers per day equal to your ranks in [[Martial Lore]] divided by 10, and doing so does not count against your normal number of readied maneuvers.<br />
<br />
In addition, you may also develop one epic stance equal to your ranks in [[Martial Lore]] divided by 20. Using an epic stance is identical to using a normal stance in all ways (you may normally only assume one stance at a time, and this is true whether the stance is normal or epic).<br />
<br />
'''Special:''' Normally this feat is only available to epic battle scholars. However, if your DM allows it, other martial classes can learn this feat as described. In the case of epic warblades, they may only assume one epic stance at a time but may also assume a normal stance as per their ''Stance Mastery'' class feature.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Battle_Scholar_(3.5e_Class)&diff=666457Battle Scholar (3.5e Class)2014-06-06T22:03:08Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Battle_Scholar_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Andraos the Seeker, a battle scholar and resplendent master of the Desert Wind''<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A martial class that prepares and learns maneuvers like a wizard.<br />
}}<br />
<br />
=== Making a Battle Scholar ===<br />
<br />
'''Abilities:''' [[Intelligence]] is by far the most crucial to a battle scholar. While he begins his career little different from a traditional warrior, as a battle scholar progresses, they begin to rely more and more on their intuition and tactical awareness rather than their physical strength. It begins with their [[Armor Class]] and attack rolls, and eventually grows to cover nearly every aspect of their combat prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Dexterity]] and [[Wisdom]] bonus can be helpful with many of their skills and their saving throws.<br />
<br />
'''Races:''' Humans and elves are, by far, the most common races to take up the ways of the battle scholar. It is not, however, uncommon for other races to do the same, though halflings rarely do due to their lack of focus and dedication to the rigors required of those who master the Sublime Ways.<br />
<br />
'''Alignment:''' A battle scholar can be of any alignment. The study of the Sublime Way is its own end, and whether any particular student chooses to employ what he has learned in the service of good, evil, law, or chaos is not considered significant by most who follow this path. Good battle scholars tend to be errant champions of the weak and downtrodden. The less commonplace evil battle scholars believe that their martial mastery has made them superior to everyone around them.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As wizard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Scholar}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Prepared]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Prepared]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +2 || +2 || +2<br />
| class="left" | [[#Favored Discipline|Favored Discipline]], [[#Scribe Martial Script|Scribe Martial Script]]<br />
|4<br />
|2<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
|5<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +3 || +3 || +3<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (attack and AC)<br />
|6<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Weapon Bond|Weapon Bond]]<br />
|6<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|7<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +5 || +5 || +5<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (damage and initiative)<br />
|8<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +5 || +5 || +5<br />
| class="left" | [[#Mettle|Mettle]]<br />
|9<br />
|5<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +6|| +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +6 || +6 || +6<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (AoOs and combat skills)<br />
|10<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +7 || +7 || +7<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|11<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|12<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (Reflex and threat)<br />
|12<br />
|6<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | &mdash;<br />
|13<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +9 || +9 || +9<br />
| class="left" | &mdash;<br />
|14<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Intuitive Combat|Intuitive Combat]] (confirmation)<br />
|15<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|15<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|16<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +11 || +11 || +11<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (iterative attacks)<br />
|17<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +11 || +11 || +11<br />
| class="left" | &mdash;<br />
|18<br />
|9<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Sublime Riposte|Sublime Riposte]]<br />
|18<br />
|9<br />
|6<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Autohypnosis]] (Int), [[Balance]] ([[Dexterity|Dex]]), [[Bluff]] ([[Charisma|Cha]]), [[Climb]] ([[Strength|Str]]), [[Concentration]] ([[Constitution|Con]]), [[Craft]] (weaponsmithing) (Int), [[Decipher Script]] (Int),<br />[[Diplomacy]] (Cha), [[Escape Artist]] (Dex), [[Heal]] ([[Wisdom|Wis]]), Iaijutsu Focus (Int), [[Intimidate]] (Cha), [[Jump]] (Str), [[Knowledge]] (any, taken<br />individually) (Int), [[Listen]] (Wis), Martial Lore (Int), [[Move Silently]] (Dex), [[Perform]] (dancing or weapon drill) (Cha), [[Ride]] (Dex), [[Search]]<br />(Int), [[Sense Motive]] (Wis), [[Spot]] (Wis), [[Survival]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Battle Scholar.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple melee weapons and with all light and medium armors and shields. In addition, you gain full proficiency with every weapon associated with any martial discipline from which you know at least one maneuver or stance, including exotic weapons such as the double-sword, as well as the benefits of the [[Improved Unarmed Strike]] feat.<br />
<br />
'''Maneuvers Known:''' Unlike other martial classes, you are free to learn and develop maneuvers and stances from ''any'' discipline. You do so in a fashion similar to a [[wizard]], except you use the [[Martial Lore]] skill in place of [[Spellcraft]] or [[Knowledge|Knowledge: Arcana]] checks.<br />
<br />
Once you know a maneuver, you must prepare and ready it before you can use it (see Maneuvers Prepared and Maneuvers Readied, below). A maneuver usable by battle scholars is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
At 1st level you begin play with a free combat manual (which has the same costs and weight of a spellbook) containing any 4 + your [[Intelligence|Int modifier]] maneuvers and two stances available to you. Every odd level thereafter, you may select two additional maneuvers to add to your combat manual. You can also learn additional maneuvers or stances from other martial practioners, combat manuals, or martial scripts, all in exactly the same way a wizard can learn additional spells for their spellbook. The costs and time requirements are all identical.<br />
<br />
'''Maneuvers Prepared:''' Each day, you can prepare the listed number of maneuvers just as a wizard prepares spells. Until such time that you change your prepared maneuvers, those maneuvers are the ''only'' maneuvers you can ready and initiate for the rest of the day.<br />
<br />
'''Maneuvers Readied:''' You can ready the listed number of maneuvers. Doing so requires meditating, exercising, or contemplating for 5 minutes. The maneuvers you choose remain readied until you decide to change them by spending another 5 minutes doing so. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.<br />
<br />
You can recover an expended maneuver by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.<br />
<br />
''Stances Prepared:''' Unlike maneuvers, stances are not expended, and you do not have to ready them, though you do need to prepare them each day in the same way you prepare your maneuvers. All the stances you prepare are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
'''{{#anc:Favored Discipline}}:''' Select one of the nine disciplines of the Sublime Way. You gain the [[Weapon Focus]] feat as a bonus feat with all weapons associated with that discipline, and you gain an insight bonus equal to your Intelligence modifier with your favored discipline's associated skill.<br />
<br />
In addition, you treat the associated weapons of your favored discipline as associated weapons for all nine disciplines. This allows you to use your favored weapons with specific maneuvers, feats, or abilities that are otherwise limited by a discipline's list of associated weapons.<br />
<br />
'''{{#anc:Scribe Martial Script}}:''' You gain Scribe Martial Script as a bonus feat.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are [[helpless]], you do not gain the benefit of evasion. <br />
<br />
'''{{#anc:Intuitive Combat}}:''' As you progress as a battle scholar, you begin relying more and more on your intellect.<br />
<br />
: At 3rd level, you may choose to use your Intelligence modifier in place of your Strength or Dexterity modifier when making attack rolls. Additionally, when you are wearing light armor or no armor, you may add your Intelligence bonus (if any) to your AC. This bonus applies even against [[touch attacks]] or when you are [[flat-footed]]. You lose this bonus when you are immobilized or helpless, when you carry a shield, or when you carry a medium or heavy load.<br />
<br />
: At 6th level, you may add your Intelligence modifier to initiative checks, and to all melee damage rolls made with your bound weapon (see below).<br />
<br />
: At 9th level, you may add your Intelligence modifier a second time to the damage roll of any [[attack of opportunity|attacks of opportunity]] made with a weapon with which you have forged a bond. You may also add your Intelligence modifier to any opposed rolls made to [[disarm]], [[sunder]], or [[trip]] with your bound weapon, as well as [[Bluff]] checks made to feint, [[Intimidate]] checks to demoralize, or [[Sense Motive]] checks to counter feints in combat.<br />
<br />
: At 12th level, you add your Intelligence modifier as an insight bonus to your [[Reflex]] saving throws. You also increase the threat range of your bound weapon by your Intelligence modifier. This increase to the threat range is not multiplied by things such as [[Improved Critical]] or ''[[keen edge]]'', applying this bonus after multiplying the base range. For example, if your bound weapon is a ''+2 keen battleaxe'' and you have an Intelligence of 17, your critical threat range would normally be 18-20, but with this ability it would improve by your Intelligence modifier (+3) to 15-20.<br />
<br />
: At 15th level, you add your Intelligence modifier to the roll made to confirm any critical hits you make with your bound weapon.<br />
<br />
: At 18th level, you lower the penalty for each additional iterative attack you make with your bound weapon during a full-attack action by your Intelligence modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Intelligence of 17 (+3), your BAB would instead be +14/+12/+10. In addition, you no longer suffer the normal -2 penalty when making additional attacks with feats such as [[Two-Weapon Fighting]] or [[Snap Kick]].<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Weapon Bond}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Choose a specific weapon of a type associated with your favored discipline that is of at least masterwork quality. Using this ability, you forge a mystical bond with that weapon by imbuing it with a small portion of your very essence.<br />
<br />
Once the bond is complete, you gain the equivalence of the following feats, but ''only'' when wielding that specific weapon, even if you don't normally meet the prerequisites: [[Combat Expertise]], [[Combat Reflexes]], [[Power Attack]], [[Quick Draw]], and [[Weapon Specialization]]. These quasi-feats can be used to fulfill the prerequisites of other feats, but those feats become similarly linked to your bound weapon unless you have also selected them as standard feats.<br />
<br />
Additionally, you can sense the general direction and distance of your bound weapon if separated from it, and can call it to your hand as a [[move action|move-equivalent action]] if it is within 30 feet of you and you have direct line of sight. If the weapon is in the possession of another, they can attempt a [[Will]] saving throw (DC 10 + your Intelligence modifier + &frac12; your class level) in order to retain possession of it. If they succeed at the Will save, you cannot attempt to call the weapon from them again for 24 hours. At 20th level, you may call your weapon to you regardless of distance as long as you and your bound weapon are on the same plane.<br />
<br />
Forging a bond requires a DC 25 Martial Lore check and one hour of quiet contemplation. You may not [[SRD:Using_Skills#Taking_10|take 10]] on this check, but you may [[SRD:Using_Skills#Taking_20|take 20]] if you spend the requisite amount of time meditating.<br />
<br />
You may only forge a bond with a single weapon at any given time unless you possess the [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]] feat. If you attempt to forge a bond with another weapon while currently bound to another one, the bond is instantly broken and you take 1d4 points of non-lethal damage for each initiator level you possess. You retain your bond even if your weapon is lost or sundered, though an ''[[antimagic field]]'' or similar magic can temporarily suppress the link. In such cases you do not suffer damage, but instead lose all benefits of the bond. Only a ''[[limited wish]]'', ''[[mage's disjunction]]'', or ''[[wish]]'' spell can truly break your link, causing you to suffer damage just as if you had voluntarily broken your bond.<br />
<br />
Additionally, your bound weapon is always treated as a two-handed weapon if doing so is beneficial to you. This includes determining how much bonus damage you do based on your [[Strength]] (or, later, [[Intelligence]]) modifier, uses of the [[Power Attack]] feat, defending against a [[disarm] attempt, and other similar actions.<br />
<br />
'''{{#anc:Bonus Feat}}:''' You gain a bonus feat from the list of [Fighter] or [Tactical] feats, as well as from the following list: Blade Meditation, Desert Wind, Desert Wind Dodge, Devoted Bulwark, Evasive Reflexes, Extra Readied Maneuver, Falling Sun Attack, Ironheart Aura, Rapid Assault, [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]], Shadow Blade, Snap Kick, Stone Power, Sudden Recovery, Superior Unarmed Strike, Unnerving Calm, Vital Recovery, and White Raven Defense.<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked. This defense denies a rogue the ability to sneak attack you through flanking, unless the attacker has at least four more rogue levels than you have class levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. <br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Sublime Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker as long as it is from the same discipline as the counterstrike. Doing so does not take an action; it is treated as part of the counterstrike.<br />
<br />
<br />
==== Class Adaptations ====<br />
<br />
'''Battle Monk:''' Battle monks use their Wisdom score in place of their Intelligence score for all of their Intuitive Combat abilities, and they lose all armor and shield proficiencies. Instead of bonus feats, they gain a monk's combat style and fast movement, and instead of Favored Weapon and Weapon Bond, they gain a monk's unarmed damage progression and Flurry of Blows with unarmed strikes or weapons from a single discipline of choice. They treat their unarmed strikes as a bound weapon for those abilities that require such, but do not gain the benefits associated with the Weapon Bond class feature.<br />
<br />
'''Sublime Specialist:''' Similar to specialist wizards, sublime specialists choose one discipline of the Sublime Way with which they focus most of their attention. Select one discipline. You can prepare and ready one extra maneuver from that discipline each day for every four class levels you possess, and your initiator level is treated as if it were one level higher for purposes of saving throw DCs and initiator checks. Additionally, you gain a +2 bonus to checks made with the associated skill of that discipline.<br />
<br />
In exchange, you must select that discipline as your Favored Discipline, and you must choose two other disciplines with which you can never learn maneuvers from, nor initiate through martial scripts or similar magic items. You also lose proficiency with any weapons from those disciplines unless they can be found in a discipline you are not prohibited from, or you obtain them through some other means such as multiclassing or feat selection. Additionally, the skills associated with your prohibited disciplines are no longer class skills for you.<br />
<br />
<br />
==== Epic Progression ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table:&nbsp;Epic&nbsp;Battle&nbsp;Scholar}}</div><br />
|-<br />
! | Level<br />
! | Special<br />
|-<br />
|21st<br />
|&mdash;<br />
|-<br />
|22nd<br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bonus&nbsp;Feat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
|-<br />
|23rd<br />
|&mdash;<br />
|-<br />
|24th<br />
|Bonus Feat<br />
|-<br />
|25th<br />
|&mdash;<br />
|-<br />
|26th<br />
|Bonus Feat<br />
|-<br />
|27th<br />
|&mdash;<br />
|-<br />
|28th<br />
|Bonus Feat<br />
|-<br />
|29th<br />
|&mdash;<br />
|-<br />
|30th<br />
|Bonus Feat<br />
|-<br />
|}<br />
<br />
'''Hit Dice:''' d6<br />
<br />
'''Skill Points at Each Additional Level:''' 4 + Int modifier<br />
<br />
'''Bonus Feats:''' The epic battle scholar gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th. <br />
<br />
'''Epic Battle Scholar Bonus Feat List:''' [[Armor Skin]], [[Damage Reduction]], [[Devastating Critical]], [[Dire Charge]], [[Distant Shot]], [[Epic Endurance]], [[Epic Leadership]], [[Epic Prowess]], [[Energy Resistance]], [[Epic Maneuvers]], [[Epic Toughness]], [[Epic Weapon Focus]], [[Epic Weapon Specialization]], [[Exceptional Deflection]], [[Improved Combat Reflexes]], [[Improved Stunning Fist]], [[Improved Whirlwind Attack]], [[Infinite Deflection]], [[Legendary Commander]], [[Legendary Rider]], [[Legendary Wrestler]], [[Overwhelming Critical]], [[Penetrate Damage Reduction]], [[Perfect Two-Weapon Fighting]], [[Reflect Arrows]], [[Spellcasting Harrier]], [[Superior Initiative]], [[Two-Weapon Rend]], and [[Uncanny Accuracy]]. In addition to the feats on this list, the epic battle scholar may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.<br />
<br />
<br />
==== Epic Maneuvers (Epic Feat) ====<br />
<br />
'''Prerequisites:''' [[Martial Lore]] 24 ranks, ability to initiate 9th-level maneuvers.<br />
<br />
'''Benefit:''' You may develop and initiate epic maneuvers. These are designed and used much the same way as epic spells are for a Wizard, except they must be martial in nature. You may initiate a number of epic maneuvers per day equal to your ranks in [[Martial Lore]] divided by 10, and doing so does not count against your normal number of readied maneuvers.<br />
<br />
In addition, you may also develop one epic stance equal to your ranks in [[Martial Lore]] divided by 20. Using an epic stance is identical to using a normal stance in all ways (you may normally only assume one stance at a time, and this is true whether the stance is normal or epic).<br />
<br />
'''Special:''' Normally this feat is only available to epic battle scholars. However, if your DM allows it, other martial classes can learn this feat as described. In the case of epic warblades, they may only assume one epic stance at a time but may also assume a normal stance as per their ''Stance Mastery'' class feature.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Battle_Scholar_(3.5e_Class)&diff=666456Battle Scholar (3.5e Class)2014-06-06T21:53:23Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Battle_Scholar_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Andraos the Seeker, a battle scholar and resplendent master of the Desert Wind''<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Incomplete (Playtesting)<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
=== Making a Battle Scholar ===<br />
<br />
<-Strong points and weak points, and effectiveness with party members.->.<br />
<br />
'''Abilities:''' [[Intelligence]] is by far the most crucial to a battle scholar. While he begins his career little different from a traditional warrior, as a battle scholar progresses, they begin to rely more and more on their intuition and tactical awareness rather than their physical strength. It begins with their [[Armor Class]] and attack rolls, and eventually grows to cover nearly every aspect of their combat prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Dexterity]] and [[Wisdom]] bonus can be helpful with many of their skills and their saving throws.<br />
<br />
'''Races:''' Humans and elves are, by far, the most common races to take up the ways of the battle scholar. It is not, however, uncommon for other races to do the same, though halflings rarely do due to their lack of focus and dedication to the rigors required of those who master the Sublime Ways.<br />
<br />
'''Alignment:''' A battle scholar can be of any alignment. The study of the Sublime Way is its own end, and whether any particular student chooses to employ what he has learned in the service of good, evil, law, or chaos is not considered significant by most who follow this path. Good battle scholars tend to be errant champions of the weak and downtrodden. The less commonplace evil battle scholars believe that their martial mastery has made them superior to everyone around them.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As wizard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Scholar}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Prepared]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Prepared]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +2 || +2 || +2<br />
| class="left" | [[#Favored Discipline|Favored Discipline]], [[#Scribe Martial Script|Scribe Martial Script]]<br />
|4<br />
|2<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +3 || +3 || +3<br />
| class="left" | [[#Evasion|Evasion]]<br />
|5<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +3 || +3 || +3<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (attack and AC)<br />
|6<br />
|3<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Weapon Bond|Weapon Bond]]<br />
|6<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +4 || +4 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|7<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +5 || +5 || +5<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (damage and initiative)<br />
|8<br />
|4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +5 || +5 || +5<br />
| class="left" | [[#Mettle|Mettle]]<br />
|9<br />
|5<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +6|| +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +6 || +6 || +6<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (AoOs and combat skills)<br />
|10<br />
|5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +7 || +7 || +7<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|11<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +7 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|12<br />
|6<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (Reflex and threat)<br />
|12<br />
|6<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +8 || +8 || +8<br />
| class="left" | &mdash;<br />
|13<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +9 || +9 || +9<br />
| class="left" | &mdash;<br />
|14<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +9 || +9 || +9<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Intuitive Combat|Intuitive Combat]] (confirmation)<br />
|15<br />
|7<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|15<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +10 || +10 || +10<br />
| class="left" | &mdash;<br />
|16<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +11 || +11 || +11<br />
| class="left" | [[#Intuitive Combat|Intuitive Combat]] (iterative attacks)<br />
|17<br />
|8<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +11 || +11 || +11<br />
| class="left" | &mdash;<br />
|18<br />
|9<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +12 || +12 || +12<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Sublime Riposte|Sublime Riposte]]<br />
|18<br />
|9<br />
|6<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Autohypnosis]] (Int), [[Balance]] ([[Dexterity|Dex]]), [[Bluff]] ([[Charisma|Cha]]), [[Climb]] ([[Strength|Str]]), [[Concentration]] ([[Constitution|Con]]), [[Craft]] (weaponsmithing) (Int), [[Decipher Script]] (Int),<br />[[Diplomacy]] (Cha), [[Escape Artist]] (Dex), [[Heal]] ([[Wisdom|Wis]]), Iaijutsu Focus (Int), [[Intimidate]] (Cha), [[Jump]] (Str), [[Knowledge]] (any, taken<br />individually) (Int), [[Listen]] (Wis), Martial Lore (Int), [[Move Silently]] (Dex), [[Perform]] (dancing or weapon drill) (Cha), [[Ride]] (Dex), [[Search]]<br />(Int), [[Sense Motive]] (Wis), [[Spot]] (Wis), [[Survival]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Battle Scholar.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple melee weapons and with all light and medium armors and shields. In addition, you gain full proficiency with every weapon associated with any martial discipline from which you know at least one maneuver or stance, including exotic weapons such as the double-sword, as well as the benefits of the [[Improved Unarmed Strike]] feat.<br />
<br />
'''Maneuvers Known:''' Unlike other martial classes, you are free to learn and develop maneuvers and stances from ''any'' discipline. You do so in a fashion similar to a [[wizard]], except you use the [[Martial Lore]] skill in place of [[Spellcraft]] or [[Knowledge: Arcana]] checks.<br />
<br />
Once you know a maneuver, you must prepare and ready it before you can use it (see Maneuvers Prepared and Maneuvers Readied, below). A maneuver usable by battle scholars is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
At 1st level you begin play with a free combat manual (which has the same costs and weight of a spellbook) containing any 3 + your [[Intelligence|Int modifier]] maneuvers and two stances available to you. Every odd level thereafter, you may select two additional maneuvers to add to your combat manual. You can also learn additional maneuvers or stances from other martial practioners, combat manuals, or martial scripts, all in exactly the same way a wizard can learn additional spells for their spellbook. The costs and time requirements are all identical.<br />
<br />
'''Maneuvers Prepared:''' Each day, you can prepare the listed number of maneuvers just as a wizard prepares spells. Until such time that you change your prepared maneuvers, those maneuvers are the ''only'' maneuvers you can ready and initiate for the rest of the day.<br />
<br />
'''Maneuvers Readied:''' You can ready the listed number of maneuvers. Doing so requires meditating, exercising, or contemplating for 5 minutes. The maneuvers you choose remain readied until you decide to change them by spending another 5 minutes doing so. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.<br />
<br />
You can recover an expended maneuver by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.<br />
<br />
''Stances Prepared:''' Unlike maneuvers, stances are not expended, and you do not have to ready them, though you do need to prepare them each day in the same way you prepare your maneuvers. All the stances you prepare are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
'''{{#anc:Favored Discipline}}:''' Select one of the nine disciplines of the Sublime Way. You gain the [[Weapon Focus]] feat as a bonus feat with all weapons associated with that discipline, and you gain an insight bonus equal to your Intelligence modifier with your favored discipline's associated skill.<br />
<br />
In addition, you treat the associated weapons of your favored discipline as associated weapons for all nine disciplines. This allows you to use your favored weapons with specific maneuvers, feats, or abilities that are otherwise limited by a discipline's list of associated weapons.<br />
<br />
'''{{#anc:Scribe Martial Script}}:''' You gain Scribe Martial Script as a bonus feat.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are [[helpless]], you do not gain the benefit of evasion. <br />
<br />
'''{{#anc:Intuitive Combat}}:''' As you progress as a battle scholar, you begin relying more and more on your intellect.<br />
<br />
: At 3rd level, you may choose to use your Intelligence modifier in place of your Strength or Dexterity modifier when making attack rolls. Additionally, when you are wearing light armor or no armor, you may add your Intelligence bonus (if any) to your AC. This bonus applies even against [[touch attacks]] or when you are [[flat-footed]]. You lose this bonus when you are immobilized or helpless, when you carry a shield, or when you carry a medium or heavy load.<br />
<br />
: At 6th level, you may add your Intelligence modifier to initiative checks, and to all melee damage rolls made with your bound weapon.<br />
<br />
: At 9th level, you may add your Intelligence modifier a second time to the damage roll of any [[attack of opportunity|attacks of opportunity]] made with a weapon with which you have forged a bond. You may also add your Intelligence modifier to any opposed rolls made to [[disarm]], [[sunder]], or [[trip]] with your bound weapon, as well as [[Bluff]] checks made to feint, [[Intimidate]] checks to demoralize, or [[Sense Motive]] checks to counter feints in combat.<br />
<br />
: At 12th level, you add your Intelligence modifier as an insight bonus to your [[Reflex]] saving throws. You also increase the threat range of your bound weapon by your Intelligence modifier. This increase to the threat range is not multiplied by things such as [[Improved Critical]] or ''[[keen edge]]'', applying this bonus after multiplying the base range. For example, if your bound weapon is a ''+2 keen battleaxe'' and you have an Intelligence of 17, your critical threat range would normally be 18-20, but with this ability it would improve by your Intelligence modifier (+3) to 15-20.<br />
<br />
: At 15th level, you add your Intelligence modifier to the roll made to confirm any critical hits you make with your bound weapon.<br />
<br />
: At 18th level, you lower the penalty for each additional iterative attack you make with your bound weapon during a full-attack action by your Intelligence modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Intelligence of 17 (+3), your BAB would instead be +14/+12/+10.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Weapon Bond}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Choose a specific weapon of a type associated with your favored discipline that is of at least masterwork quality. Using this ability, you forge a mystical bond with that weapon by imbuing it with a small portion of your very essence.<br />
<br />
Once the bond is complete, you gain the equivalence of the following feats, but ''only'' when wielding that specific weapon, even if you don't normally meet the prerequisites: [[Combat Expertise]], [[Combat Reflexes]], [[Power Attack]], [[Quick Draw]], and [[Weapon Specialization]]. These quasi-feats can be used to fulfill the prerequisites of other feats, but those feats become similarly linked to your bound weapon unless you have also selected them as standard feats.<br />
<br />
Additionally, you can sense the general direction and distance of your bound weapon if separated from it, and can call it to your hand as a [[move action|move-equivalent action]] if it is within 30 feet of you and you have direct line of sight. If the weapon is in the possession of another, they can attempt a [[Will]] saving throw (DC 10 + your Intelligence modifier + &frac12; your class level) in order to retain possession of it. If they succeed at the Will save, you cannot attempt to call the weapon from them again for 24 hours.<br />
<br />
Forging a bond requires a DC 30 Martial Lore check and one hour of quiet contemplation. You may not [[SRD:Using_Skills#Taking_10|take 10]] on this check, but you may [[SRD:Using_Skills#Taking_20|take 20]] if you spend the requisite amount of time meditating.<br />
<br />
You may only forge a bond with a single weapon at any given time unless you possess the [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]] feat. If you attempt to forge a bond with another weapon while currently bound to another one, the bond is instantly broken and you take 1d4 points of non-lethal damage for each initiator level you possess. You retain your bond even if your weapon is lost or sundered, though an ''[[antimagic field]]'' or similar magic can temporarily suppress the link. In such cases you do not suffer damage, but instead lose all benefits of the bond. Only a ''[[limited wish]]'', ''[[mage's disjunction]]'', or ''[[wish]]'' spell can truly break your link, causing you to suffer damage just as if you had voluntarily broken your bond.<br />
<br />
'''{{#anc:Bonus Feat}}:''' You gain a bonus feat from the list of [Fighter] or [Tactical] feats, as well as from the following list: Blade Meditation, Desert Wind, Desert Wind Dodge, Devoted Bulwark, Evasive Reflexes, Extra Readied Maneuver, Falling Sun Attack, Ironheart Aura, Rapid Assault, [[Second Weapon Bond (3.5e Feat)|Second Weapon Bond]], Shadow Blade, Snap Kick, Stone Power, Sudden Recovery, Superior Unarmed Strike, Unnerving Calm, Vital Recovery, and White Raven Defense.<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked. This defense denies a rogue the ability to sneak attack you through flanking, unless the attacker has at least four more rogue levels than you have class levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. <br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Sublime Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker as long as it is from the same discipline as the counterstrike. Doing so does not take an action; it is treated as part of the counterstrike.<br />
<br />
<br />
==== Class Adaptations ====<br />
<br />
'''Battle Monk:''' Battle monks use their Wisdom score in place of their Intelligence score for all of their Intuitive Combat abilities, and they lose all armor and shield proficiencies. Instead of bonus feats, they gain a monk's combat style and fast movement, and instead of Favored Weapon and Weapon Bond, they gain a monk's unarmed damage progression and Flurry of Blows with unarmed strikes or weapons from a single discipline of choice. They treat their unarmed strikes as a bound weapon for those abilities that require such, but do not gain the benefits associated with the Weapon Bond class feature.<br />
<br />
'''Sublime Specialist:''' Similar to specialist wizards, sublime specialists choose one discipline of the Sublime Way with which they focus most of their attention. Select one discipline. You can prepare and ready one extra maneuver from that discipline each day for every four class levels you possess, and your initiator level is treated as if it were one level higher for purposes of saving throw DCs and initiator checks. Additionally, you gain a +2 bonus to checks made with the associated skill of that discipline.<br />
<br />
In exchange, you must select that discipline as your Favored Discipline, and you must choose two other disciplines with which you can never learn maneuvers from, nor initiate through martial scripts or similar magic items. You also lose proficiency with any weapons from those disciplines unless they can be found in a discipline you are not prohibited from, or you obtain them through some other means such as multiclassing or feat selection. Additionally, the skills associated with your prohibited disciplines are no longer class skills for you.<br />
<br />
<br />
==== Epic Progression ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table:&nbsp;Epic&nbsp;Battle&nbsp;Scholar}}</div><br />
|-<br />
! | Level<br />
! | Special<br />
|-<br />
|21st<br />
|&mdash;<br />
|-<br />
|22nd<br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bonus&nbsp;Feat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
|-<br />
|23rd<br />
|&mdash;<br />
|-<br />
|24th<br />
|Bonus Feat<br />
|-<br />
|25th<br />
|&mdash;<br />
|-<br />
|26th<br />
|Bonus Feat<br />
|-<br />
|27th<br />
|&mdash;<br />
|-<br />
|28th<br />
|Bonus Feat<br />
|-<br />
|29th<br />
|&mdash;<br />
|-<br />
|30th<br />
|Bonus Feat<br />
|-<br />
|}<br />
<br />
'''Hit Dice:''' d6<br />
<br />
'''Skill Points at Each Additional Level:''' 4 + Int modifier<br />
<br />
'''Bonus Feats:''' The epic battle scholar gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th. <br />
<br />
'''Epic Battle Scholar Bonus Feat List:''' [[Armor Skin]], [[Damage Reduction]], [[Devastating Critical]], [[Dire Charge]], [[Distant Shot]], [[Epic Endurance]], [[Epic Leadership]], [[Epic Prowess]], [[Energy Resistance]], [[Epic Maneuvers]], [[Epic Toughness]], [[Epic Weapon Focus]], [[Epic Weapon Specialization]], [[Exceptional Deflection]], [[Improved Combat Reflexes]], [[Improved Stunning Fist]], [[Improved Whirlwind Attack]], [[Infinite Deflection]], [[Legendary Commander]], [[Legendary Rider]], [[Legendary Wrestler]], [[Overwhelming Critical]], [[Penetrate Damage Reduction]], [[Perfect Two-Weapon Fighting]], [[Reflect Arrows]], [[Spellcasting Harrier]], [[Superior Initiative]], [[Two-Weapon Rend]], and [[Uncanny Accuracy]]. In addition to the feats on this list, the epic battle scholar may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.<br />
<br />
<br />
==== Epic Maneuvers (Epic Feat) ====<br />
<br />
'''Prerequisites:''' [[Martial Lore]] 24 ranks, ability to initiate 9th-level maneuvers.<br />
<br />
'''Benefit:''' You may develop and initiate epic maneuvers. These are designed and used much the same way as epic spells are for a Wizard, except they must be martial in nature. You may initiate a number of epic maneuvers per day equal to your ranks in [[Martial Lore]] divided by 10, and doing so does not count against your normal number of readied maneuvers.<br />
<br />
In addition, you may also develop one epic stance equal to your ranks in [[Martial Lore]] divided by 20. Using an epic stance is identical to using a normal stance in all ways (you may normally only assume one stance at a time, and this is true whether the stance is normal or epic).<br />
<br />
'''Special:''' Normally this feat is only available to epic battle scholars. However, if your DM allows it, other martial classes can learn this feat as described. In the case of epic warblades, they may only assume one epic stance at a time but may also assume a normal stance as per their ''Stance Mastery'' class feature.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662742Hoodwink (3.5e Class)2014-04-21T13:23:52Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elfish hoodwink on the prowl...''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very unfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, lightblade, quickrazor, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662741Hoodwink (3.5e Class)2014-04-21T13:22:44Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elfish hoodwink on the prowl...''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, lightblade, quickrazor, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662739Hoodwink (3.5e Class)2014-04-21T13:21:44Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elfish hoodwink of the prowl''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662738Hoodwink (3.5e Class)2014-04-21T13:21:22Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''McTavish, an elven hoodwink of the prowl''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662737Hoodwink (3.5e Class)2014-04-21T13:20:47Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, mischief, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662735Hoodwink (3.5e Class)2014-04-21T13:20:26Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do the gods of luck, theft, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662618Hoodwink (3.5e Class)2014-04-20T20:38:05Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do good gods of luck, theft, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. <br />
<br />
Odd as it may seem to outsiders who are familiar with the more traditional roguish type of thief, neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662617Hoodwink (3.5e Class)2014-04-20T20:36:09Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do good gods of luck, theft, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed. Neutral hoodwinks are perhaps the most rare of all, as their talents and outlook on life doesn't lend itself to a selfish or neutral way of life at all, strange as that may seem to outsiders who are familiar with the more traditional roguish type of thief.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662616Hoodwink (3.5e Class)2014-04-20T20:33:17Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves). Oh, do they ever do good gods of luck, theft, and whimsy proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662615Hoodwink (3.5e Class)2014-04-20T20:32:24Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves)! Oh, do they ever do Lady Luck proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be kindred spirits. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the so-called Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knights of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662611Hoodwink (3.5e Class)2014-04-20T19:46:21Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves)! Oh, do they ever do Lady Luck proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be of a kindred spirit to himself. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knight errants of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any non-lawful alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662610Hoodwink (3.5e Class)2014-04-20T19:44:47Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves)! Oh, do they ever do Lady Luck proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be of a kindred spirit to himself. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knight errants of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble! Sure, it's often trouble they themselves created, but let's not get bogged down in details...<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662609Hoodwink (3.5e Class)2014-04-20T19:42:29Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves)! Oh, do they ever do Lady Luck proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be of a kindred spirit to himself. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knight errants of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble!<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662608Hoodwink (3.5e Class)2014-04-20T19:42:05Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
Hoodwinks are mischievous thieves, bandits, and burglars who skulk about in the shadows so that they can redistribute the wealth of the world for the benefit of all (but mostly themselves)! Oh, do they ever do Lady Luck proud!<br />
<br />
Some centuries ago, one of their numbers stumbled upon a monastery of the Sublime Way, where they remained hidden and observed the strange warriors practicing their mysterious fighting styles. Of particular interest to this hoodwink was the monks of so-called Shadow Hand, who seemed to be of a kindred spirit to himself. Studying their ways by day, and practicing what he learned at night alone at his campsite away from the monastery, he eventually came to master thier unusual martial art. Eventually, he began teaching these methods to other hoodwinks, and they to others still, until finally it spread like wildfire across the known world.<br />
<br />
Today, every hoodwink practices a hodgepodge of the Sublime Ways, but all are treated as a sort of ''specialist'' in the way of the Shadow Hand. This, of course, has not slowed them down from their true path as knight errants of the cross trade, but at least they're able to hold their own on those rare situations when they find themselves cornered and unable to get out of trouble!<br />
<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662606Hoodwink (3.5e Class)2014-04-20T19:32:04Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical prowess. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most common personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662551Hoodwink (3.5e Class)2014-04-20T14:25:32Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical strength. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most commonly found personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d4&times;10gp (125gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662549Hoodwink (3.5e Class)2014-04-20T14:24:08Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=3.75<br />
|raters_power=4<br />
|rating_wording=4.5<br />
|raters_wording=4<br />
|rating_formatting=5<br />
|raters_formatting=4<br />
|rating_flavor=5<br />
|raters_flavor=4<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical strength. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most commonly found personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662541Hoodwink (3.5e Class)2014-04-20T11:31:28Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=4<br />
|raters_power=2<br />
|rating_wording=4.5<br />
|raters_wording=2<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical strength. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most commonly found type of personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get to roll 2d20 whenever making any of these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662495Hoodwink (3.5e Class)2014-04-19T16:19:10Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=4<br />
|raters_power=2<br />
|rating_wording=4.5<br />
|raters_wording=2<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical strength. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most commonly found type of personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get roll 2d20 whenever making these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662494Hoodwink (3.5e Class)2014-04-19T16:18:46Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=4<br />
|raters_power=2<br />
|rating_wording=4.5<br />
|raters_wording=2<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical strength. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most commonly found type of personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana and psionics), [[Psicraft]], and [[Spellcraft]].<br />They are a diverse and crafty lot.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get roll 2d20 whenever making these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Limehttps://www.dandwiki.com/w/index.php?title=Hoodwink_(3.5e_Class)&diff=662493Hoodwink (3.5e Class)2014-04-19T16:17:29Z<p>A Clockwork Lime: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Hoodwink_base_class.jpg<br />
|imgsize=250px<br />
|imgcaption=''Tavish, an elf hoodwink of the Shadow Hand''<br />
|rating_power=4<br />
|raters_power=2<br />
|rating_wording=4.5<br />
|raters_wording=2<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=Playtesting<br />
|editing=Creator Only<br />
|type=Combat-Focused, Skilled<br />
|desc=A whimsically roguish martial class for use with the Tome of Battle.<br />
}}<br />
<br />
=== Making a Hoodwink ===<br />
<br />
'''Abilities:''' [[Dexterity]] and [[Charisma]] are by far the most crucial abilities for a hoodwink. While they begin their career little different from a traditional thief, as a hoodwink progresses, they begin to rely more and more on their charm, wit, and dumb luck rather than their physical strength. That said, a high [[Constitution]] is helpful due to their relatively low [[Hit Dice]] compared to other martial characters, and a good [[Intelligence]] and [[Wisdom]] bonus can be helpful with many of their skills and saving throws.<br />
<br />
'''Races:''' Elves, gnomes, and halflings are, by far, the most common races to take up the mantle of the hoodwink. It is not, however, uncommon for other races to do the same, though dwarves and half-orcs rarely do so due to their lack of a sparkling personality, let alone a willingness to rely on Lady Luck to help them get out of trouble.<br />
<br />
'''Alignment:''' A hoodwink can be of any alignment, but chaotic good is easily the most commonly found type of personality trait amongst them, as hoodwinks have a natural tendency to be errant champions of the weak and downtrodden. The much less commonplace evil hoodwink has the misguided belief that the world somehow owes them something, and that whatever they can take, they ''deserve'' to take. A very misfortunate view, indeed.<br />
<br />
'''Starting Gold:''' 5d6&times;10gp (175gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As a rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hoodwink}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Known]]<br />
! rowspan="2" | [[#Maneuvers|Maneuvers<br/>Readied]]<br />
! rowspan="2" | [[#Stances|Stances<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
| +0<br />
| +0 || +2 || +2<br />
| class="left" | [[#Hoodwinking|Hoodwinking]], [[#Trapfinding|Trapfinding]], [[#Underhanded Attack|Underhanded Attack]]<br />
|4+2<br />
|2+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
| +1<br />
| +0 || +3 || +3<br />
| class="left" | [[#Cunning Ruse|Cunning Ruse]], [[#Evasion|Evasion]]<br />
|5+2<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
| +2<br />
| +1 || +3 || +3<br />
| class="left" | [[#Fortune Favors the Bold|Fortune Favors the Bold]]<br />
|6+3<br />
|3+1<br />
|1+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|6+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
| +3<br />
| +1 || +4 || +4<br />
| class="left" | [[#Skillful Thief|Skillful Thief]]<br />
|7+3<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
| +4<br />
| +2 || +5 || +5<br />
| class="left" | [[#Bamboozle|Bamboozle]]<br />
|8+4<br />
|4+1<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
| +5<br />
| +2 || +5 || +5<br />
| class="left" | [[#Clever Trick|Clever Trick]]<br />
|9+4<br />
|5+2<br />
|2+1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
| +6/+1<br />
| +2 || +6 || +6<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]<br />
|9+4<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
| +6/+1<br />
| +3 || +6 || +6<br />
| class="left" | &mdash;<br />
|10+5<br />
|5+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
| +7/+2<br />
| +3 || +7 || +7<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|11+5<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
| +8/+3<br />
| +3 || +7 || +7<br />
| class="left" | &mdash;<br />
|12+6<br />
|6+2<br />
|3+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | [[#Slippery Mind|Slippery Mind]]<br />
|12+6<br />
|6+2<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
| +9/+4<br />
| +4 || +8 || +8<br />
| class="left" | &mdash;<br />
|13+6<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
| +10/+5<br />
| +4 || +9 || +9<br />
| class="left" | [[#Mettle|Mettle]]<br />
|14+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
| +11/+6/+1<br />
| +5 || +9 || +9<br />
| class="left" | &mdash;<br />
|15+7<br />
|7+3<br />
|4+2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | [[#Sly Strike|Sly Strike]]<br />
|15+7<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
| +12/+7/+2<br />
| +5 || +10 || +10<br />
| class="left" | &mdash;<br />
|16+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
| +13/+8/+3<br />
| +6 || +11 || +11<br />
| class="left" | [[#Flourish of Blades|Flourish of Blades]]<br />
|17+8<br />
|8+3<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
| +14/+9/+4<br />
| +6 || +11 || +11<br />
| class="left" | &mdash;<br />
|18+9<br />
|9+4<br />
|5+3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
| +15/+10/+5<br />
| +6 || +12 || +12<br />
| class="left" | [[#Crafty Riposte|Crafty Riposte]]<br />
|18+9<br />
|9+4<br />
|6+3<br />
<br />
|-<br />
| colspan="9" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
All skills except the following are class skills for the hoodwink: [[Knowledge]] (arcana), [[Psicraft]], and [[Spellcraft]]. They are a diverse and crafty lot.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the hoodwink.<br />
<br />
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons, plus the blade boot, hand crossbow, kukri, rapier, sap, shortbow, short sword, thinblade, and whip. You are also proficient with light armor and with light shields and bucklers.<br />
<br />
'''{{#anc:Maneuvers}}:''' You begin your career with knowledge of only four general martial maneuvers, plus two from the Shadow Hand discipline. The disciplines available to you are [http://www.giantitp.com/forums/showthread.php?75548-Feeling-Lucky-Punk-Discipline Coin's Edge], Desert Wind, Diamond Mind, [http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline Falling Star], [http://community.wizards.com/forum/previous-editions-general/threads/1149926 Fortunate Assailant], Iron Heart, Shadow Hand, [http://www.giantitp.com/forums/showthread.php?176501-3-5-Thrashing-Dragon-a-two-weapon-fighting-discipline-LoB-ToB-Discipline Thrashing Dragon], and Tiger Claw. Unlike other martial classes, hoodwinks are not bound by the Sublime Ways, and are free to mix and match weapon styles with the various disciplines (as long as they are physically able to do so; trying to use a blade boot with a ranged attack from the Falling Star discipline is a fool's errand, for example).<br />
<br />
Differing from most martial practitioners, however, hoodwinks are ''specialists'' in the Shadow Hand discipline. This means that they must ''always'' have a certain number of maneuvers and stances (indicated by the number listed after the plus sign in the above table) known and chosen as their readied maneuvers from that discipline, as detailed below. As a specialist, you gain the Weapon Finesse and Shadow Blade feats as bonus feats.<br />
<br />
Once you know a maneuver, you must ready it before you can use it. A maneuver usable by hoodwinks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.<br />
<br />
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver's prerequisite to learn it. The highest level maneuver you can learn is equal to one-half your initiator level, rounded up. Thus a 9th level hoodwink can learn up to 5th-level maneuvers.<br />
<br />
Upon reaching 2th level, and at every level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level, however. You must always retain the listed number of maneuvers and stances from the Shadow Hand discipline.<br />
<br />
'''Maneuvers Readied:''' You can ready two maneuvers known plus one maneuver from the Shadow Hand discipline at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Unlike other martial characters, you spend five minutes flipping a coin, drinking some ale, telling a joke, or otherwise just goofing off and impressing lady luck with your wily ways for a good 5 minutes. At the end of that time, you find that you have a handful of tricks ready and rearing to go for when next you find yourself in trouble! You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes goofing around, you can change your readied maneuvers.<br />
<br />
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<br />
<br />
You can recover all of your expended maneuvers with a single [[swift action]], which must be immediately followed in the same round with either an [[#underhanded attack|underhanded attack]] or a [[#hoodwinking|hoodwinking]] attempt to disappear for one round. Regardless of success of failure, you cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<br />
<br />
'''{{#anc:Stances}}:''' You begin play with knowledge of one 1st-level stance from any discipline open to you, plus one stance selected from the Shadow Hand discipline. At the indicated levels you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.<br />
<br />
Also unlike other martial characters, you can choose to learn a stance of a higher level at any level in which you would have gained a new stance, using the same method as learning a new maneuver.<br />
<br />
'''{{#anc:Hoodwinking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The special knack for which your class is named, this ability allows you to make a [[Bluff]] check to create a diversion to [[Hide]] as a [[move action]]. At 5th level, you can do this as a [[swift action]], and at 10th level it becomes a [[free action]] that you can perform even when it's not your turn, but only once per round. At 15th level, this ability evolves to an extraordinary [[Hide In Plain Sight (DnD Hide Skill Use)|Hide in Plain Sight]] ability that you can continue to use as a free action, but you no longer require any special terrain or lighting conditions to use it; you're simply ''that'' good.<br />
<br />
In addition, while hiding, you can move at your normal land speed without suffering the normal penalties to your [[Hide]] or [[Move Silently]] checks, but only if you used your hoodwink ability to disappear. At 10th level, you can run up to &times;2 your normal speed with no penalty, or &times;3 at 15th level.<br />
<br />
'''{{#anc:Trapfinding}}:''' You can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
You can also use the [[Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, you figure out how it works and can bypass it without disarming it. <br />
<br />
'''{{#anc:Underhanded Attack}}:''' If you succeed at an opposed [[Bluff]] or [[Sleight of Hand]] check against an opponent's [[Sense Motive]] check (as a free action) while flanking them in combat, during a surprise round, or when they are flat-footed, you can perform an underhanded attack. This is similar to other types of precision damage such as a sneak attack or skirmish, dealing 1d6 points of damage per level of the highest level maneuver you know.<br />
<br />
Creatures immune to sneak attack damage or critical strikes are ''not'' immune to underhanded attacks. However, creatures with an [[Intelligence]] score of 2 or lower, or who would otherwise be unable to understand your sly, underhanded tricks to lower their guard, are. These are often the same types of creatures, however, such as oozes, mindless undead, and most animated objects, so the point is generally moot.<br />
<br />
Spells, powers, feats, and other abilities that improve, stack, or augment precision damage also improve, stack, and augment your underhanded attacks, as long as all necessary conditions are met.<br />
<br />
You cannot initiate an underhanded attack at the same time you initiate a maneuver, unless a maneuver specifically allows you to use precision damage (such as a sneak attack) as part of its attack.<br />
<br />
'''{{#anc:Cunning Ruse}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As long as you are unencumbered and not wearing heavy armor, you may add your Charisma modifier as a dodge bonus to your AC. This bonus applies even against touch attacks or when you are flat-footed, but you lose this bonus when you are immobilized or helpless. In addition, you are treated as if you have the [[Dodge]] and [[Combat Expertise]] feats for the purposes of prerequisites, but only as long as you remain unencumbered. You do not, however, actually gain the benefits of these feats.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If you make a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You only gain this ability if you are unencumbered.<br />
<br />
'''{{#anc:Fortune Favors the Bold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Someone up above is definitely keeping an eye on you. Starting at this level, you gain your [[Charisma]] modifier as a bonus to your saving throws. In addition, you may make a number of [[attacks of opportunity]] each round equal to your Charisma modifier. This does ''not'' stack with [[Combat Reflexes]], but it does count as that feat for the purposes of meeting any prerequisites if need be.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You retain your [[Dexterity]] bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead. <br />
<br />
'''{{#anc:Skillful Thief}}:''' As a professional thief, you have mastered the art of burglary. You may use your [[Dexterity]] modifier in place of [[Strength]] when making [[Climb]] or [[Jump]] checks, your [[Charisma]] modifier in place of [[Wisdom]] when making [[Listen]], [[Sense Motive]], or [[Spot]] checks, and you may add your [[Charisma]] modifier as a luck bonus to [[Disable Device]], [[Open Lock|Open Locks]], and [[Search]] checks. In addition, you may [[SRD:Using_Skills#Taking_10|take 10]] even under pressure when perform any of these actions while in the line of thievery (as determined by the DM).<br />
<br />
'''{{#anc:Bamboozle}}:''' You gain your [[Charisma]] modifier as a bonus to Initiative checks, and when making underhanded attacks, you gain your Charisma modifier as a luck bonus to your attack and damage rolls.<br />
<br />
'''{{#anc:Clever Trick}}:''' You have become quite savvy in combat, anticipating your opponents tricksy maneuvers. You can apply your [[Charisma]] modifier to opposed rolls made to disarm, feint, overrun, sunder, or trip in combat, and you are always treated as if you were one size category larger, wielding a two-handed weapon, possessing four legs, and always use your Dexterity score in place of Strength for purposes of these rolls. In addition, at 12th level you get roll 2d20 whenever making these rolls, using the better of the two dice.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can no longer be flanked.<br />
<br />
This defense denies another character the ability to use precision damage against you by flanking you, unless the attacker has at least four more levels than you do.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while you still takes no damage on a successful [[Reflex]] saving throw against attacks, henceforth you takes only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. <br />
<br />
'''{{#anc:Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful [[Will]] or [[Fortitude]] save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negates the effect. If you are unconscious or sleeping, you do not gain the benefit of mettle.<br />
<br />
'''{{#anc:Sly Strike}}:''' You may add your [[Charisma]] modifier to the critical threat range of any weapon(s) you wield. This stacks with [[Improved Critical]], ''keen weapon'', and similar effects. In addition, the critical multiplier of your weapons increase by one, such as &times;3 becoming &times;4.<br />
<br />
'''{{#anc:Flourish of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You lower the penalty for each additional iterative attack you make with your weapons during a full-attack action by your [[Charisma]] modifier (to a minimum of -0). This does not change how many iterative attacks you can make, only the modifier to your base attack bonus when making them, nor does it affect the rules for fighting with two weapons or similar abilities. For example, at 19th level your BAB for iterative attacks is +14/+9/+4. With this ability, and assuming an Charisma of 17 (+3), your BAB would instead be +14/+12/+10. <br />
<br />
'''{{#anc:Crafty Riposte}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When initiating a counterstrike in response to a melee attack, you can also initiate a prepared maneuver of choice against your attacker. Doing so does not take an action; it is treated as part of the counterstrike. If both the maneuver and the counterstrike successfully land, the attack is also treated as an underhanded attack, doing additional damage even if the target is invalid or otherwise immune to such an attack.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>A Clockwork Lime