Ambusher (3.5e Prestige Class)
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Those who excel at sneaking and hiding know that an unseen attack can be devastating. The Ambusher knows this and trains to make that first hit cripling.
The best Ambushers come from Rogues, but the Ranger, Monk, and Bard are all common. Wizards, Sorcerers, and Clerics sometimes adopt this class, and their spells help them hide better. Druids, with their many animal forms, make surprisingly good ambushers, though they rarely take up the class. Fighters and Barbarians who become ambushers are truly powerhouses to behold.
The roll of an Ambusher can be either a scout or a secondary combatant. He excels at the one hit wonder, but might require some aid in combat should he fail to drop his target on the first hit. Due to this fact, most Ambushers have enough sense when to and when not to strike, prefering to wait for the right moment.
Ambushers see Assassins as rivals and friends. Sometimes, they are part of the same guild. Other times, they are rivals, fighting for the same job.
- Skills: Move Silently 15 ranks, Hide 20 ranks
- Special: Small or Medium size, obtained Hide in Plain Sight from another class, must have killed someone while attacking from the shadows.
|1st||+1||+0||+3||+0||Sneak Attack +1d6, Ambush ,Unfettered Defense X.5, Stealth|
|2nd||+2||+1||+4||+1||Bonus Feat, Improved Stealth|
|3rd||+3||+2||+5||+2||Sneak Attack +2d6, Unfettered Defense x1, Improved Ambush|
|4th||+4||+3||+6||+3||Bonus Feat, Perfect Ambush|
|5th||+5||+3||+7||+3||Sneak Attack +3d6, Unfettered Defense X1.5||
Class Skills (8 + Int modifier per level)
Weapon and Armor Proficiency: An Ambusher is proficient with all Simple Weapons , all Martial Weapon and 1 Exotic Weapon of their choice. They are also proficient in the use of Light Armor.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, and 5th). If an Ambusher gets a sneak attack bonus from another source the bonuses on damage stack.
Ambush (Ex): Once a day, while hidden, an Ambusher can perform an Ambush as a full round attack. The target cannot know of the Ambusher's presence and the Ambusher can perform a coup de grace on the target, dealing automatic critical damage plus sneak attack damage. If using a ranged weapon you do not have to be adjacent to your target, but must be within your first range increment. If the defender survives the damage, they must make a Fortitude save (DC 10 + damage dealt) or die.
Stealth (Ex): An Ambusher may move up to two thirds his speed while hiding at no penalty to his hide or move silently check. He loses this ability while wearing medium or heavy armor, or wielding a shield.
Unfettered Defense (Ex): At 1st level, an Ambusher can add one half his Int modifier to his armor class. At 3rd level, an Ambusher can add their full Int modifier. At 5th level an Ambusher can add 1.5 times his Int modifier to his armor class. He loses this ability while wearing medium or heavy armor, or wielding a shield.
Bonus Feat: An Ambusher may take any one feat, as long as they meet the requirements.
Improved Ambush (Ex): All number values from Ambushing (base damage from the weapon plus sneak attack) are considered maximized. This doesn't maximize other effects from weapons (such as flaming) or outside effects (such as poisons). You may now coup de grace creatures that are normally immune to critical hits.
Improved Stealth (Ex): An Ambusher may move their full speed with no penalties on their hide or move silently checks. He loses this ability while wearing medium or heavy armor, or wielding a shield.
Perfect Ambush: At 5th level, all Ambushes are treated as if they were both maximized and empowered (50% added to damage). For example, if an Improved Ambush with a short sword would deal 1d6 base + 7d6 sneak attack + 6 Str, for a total of 54, a Perfect Ambush would deal 81 points of damage. (54/2)+54=81