Brotherhood Initiate (3.5e Class)
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- 1 <-Brotherhood Initiate->
- 1.1 Making a <-Brotherhood Initiate->
- 1.2 Campaign Information
<-Long ago there was a group of assassins that banded together forming a sort of guild, they believed in wealth by all means, they started recruiting members and found that many fallowed the same belief, though being very particular about who they invited and very secretive they expanded remarkably fast and begin setting up businesses in many of the largest cities, slowly they begin building up a network of contacts and now they have a huge influence in many places, to keep from being discovered they have slowed down recruiting and only take those they see great potential in, in a campain including Brotherhood Initiates mostly major cities would have at least 1 special shops set up that will buy and sell items without question, useful for getting rid of stolen items or getting illegal supplies, though from the ground it looks like a normal shops, close exampination would reveal the mark of a fang somewhere on the building, a building with this mark has a secret door on the roof that leads to a section of the building underground inaccessible from the shop itself and is therefor hidden except to those who know what its there to find, in these such towns a initiate may or may not be contacted via secret messenger to go to these places to receive tasks and order->.
Making a <-Brotherhood Initiate->
<-extremely effective at hiding and striking from like that, more of a loner class, a brotherhood initiate however accepts that in many places his talents are not enough and will generally work with members from most classes->.
Abilities: <-Dexterity affects many Brotherhood Initiates skill and provides them with extra protection, intelligence is important for many of its skills, and also gives them extra skill points->.
Races: <-generally halflings make the best brotherhood initiates however most races can become one->.
Starting Gold: <-1d8->×10 gp (<-45-> gp).
|1st||+0||+1||+2||+0||<-Sneak attack +1d6, Pact->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|2nd||+1||+2||+3||+0||<-Darkvision 30 ft->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|3rd||+2||+2||+3||+1||<-Sneak attack +2d6, Talent->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|5th||+3||+3||+4||+1||<-Sneak attack +3d6, Sneak attack undead->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|7th||+5||+4||+5||+2||<-Sneak attack +4d6->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|9th||+||+||+||+||<-Sneak attack +5d6, Talent->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||+||+||+||+||<-Sneak attack constructs->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|11th||+||+||+||+||<-Sneak attack +6d6->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|12th||+||+||+||+||<-Talent, delay poison effect->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|13th||+||+||+||+||<-Sneak attack +7d6->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|15th||+||+||+||+||<-Sneak attack +8d6, Sneak attack oozes, talent->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|16th||+||+||+||+||<-Darkvision 60 ft->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|17th||+||+||+||+||<-Sneak attack +9d6->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|19th||+||+||+||+||<-Sneak attack +10d6->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||+||+||+||+||<-Sneak attack master, Talent->||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills (<-10-> + Int modifier per level, ×4 at 1st level)
All of the following are class features of the <-Brotherhood Initiate->.
Weapon and Armor Proficiency: <-a brotherhood initiate is proficient with all simple weapons, and light armor, but no shields->.
<-Sneak attack->: <-identical to the rogues sneak attack->
<-Pact->: <-a first level brotherhood initiate enters a pact with the brotherhood, they receive training and aid from them, in exchange they are asked to complete certain tasks, a brotherhood initiate may choose not to acccept a task, but they may only do so once a month, if they already have not accepted a task and they attempt to turn down another within the same month they face the same effect as if they had cross-classed into a forbidden class (see below)->
<-Talent->: <-A number of times per day equal to the number of talents they have recieved from their levels plus their intelligence modifier can use 1 of more of the fallowing effects. (using a talent is a free action) Hide in plain sight-as a assassin however only functions for 1 round Expert Shadow meld-can take 20 on 1 hide or move silently check (however not both in the same round) Darkness-as the spell with a caster level equal to the initiates class level, in addition the brotherhood initiate can see threw their own darkness, lasts 1d4+1 rounds. Shadow Jump-a brotherhood initiate can use the shadow jump talent to step threw 1 shadow and out another up to twice its move distance, as if dimension door in place of its normal move action.->
<-Sneak attack undead->: <-at 5th level a brotherhood initiate can sneak attack undead, however the sneak attack damage is halved->
<-sneak attack constructs->: <-at 10th level a brotherhood initiate can sneak attack constructs, however the sneak attack damage is halved->
<-sneak attack oozes->: <-at 15th level a brotherhood initiate can sneak attack oozes, however the sneak attack damage is halved->
<-sneak attack master->: <-at 20th level a brotherhood initiate can sneak attack any monster normally immune to sneak attacks, and does the full sneak attack damage to them->
<-Poison use->: <-a botherhood initiate never risks poisoning themselves when handling or applying poisons->
<-Death attack->: <-identical to the assassins, with the DC using the initiates class leve.->
<-Delay poison effect->: <-a brotherhood initate is adept and using poisons, a 12th level bother initiate can make any poison he uses delay up to 10 rounds at his chioce before taking effect.->
As a special use of the disguise skill, a brotherhood initiate can take a -10 penatly to make a tiny or smaller dagger appear to be a ordinart time, the check is VS a spot check to see the disguise
<-Brotherhood initiates can no cross class into anything but rogues, spell-thieves, or scouts, or ninjas, if they do they can no longer gain levels in it until they complete a specific task or tasks set forth by the brotherhood, usually more difficult to prove hteir dedication to the cause, they do not however lose any of the abilities they have already gained.->.
<-halfling-> <-Brotherhood Initiate-> Starting Package
Weapons: <-Dagger, Short bow with quiver and 20 arrows.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Hide->||<-4 for class skills and 2 for cross-class skills->||<-Dex->||<-"—"->|
|<-Move Silently->||<-4 for class skills and 2 for cross-class skills->||<-Dex->||<-"—"->|
|<-Disguise->||<-4 for class skills and 2 for cross-class skills->||<-Cha->||<-"—"->|
|<-Open lock->||<-4 for class skills and 2 for cross-class skills->||<-Dex->||<-"—"->|
Gear: <-Padded armor, lantern, hooded, Tent, 3 days trail rations, flint and steal->.
Gold: <-1d8 X 2.->.
Playing a <-Brotherhood Initiate->
Religion: <-Most brotherhood initiates dont warship any particulare god, if they do it is usually nerull, god of death or Olibammara, god of rogues->.
Other Classes: <-though generally indifferent of most classes and brotherhood initiate takes great interest in paladins, they have a distaste for their goals but admire the devotion they show->.
Combat: <-the brotherhood initiate tends to circle around their foes striking from the shadows, often taking advantage of team mates or party members as a destraction so he/she can strike more effectively->.
Advancement: <-most brotherhood initiates choose to advance in the brotherhood member, and later the brotherhood master prestige class, if they crossclass it is generally into a rogue or spell-thief (Complete adventurer)->.
<-Brotherhood Initiates-> in the World
|“||<-Wealth by all means, secrecy above all->||”|
|—<-Tariss->, <-halfling-> <-Brotherhood Initiate->|
<-this class usually takes the place of a rogue, as far as stealth and damage, however are not as effective for traps similer things->
Daily Life: <-most of the time they are out compleating tasks given to them by the brotherhood but often they will go adventuring if their is a good chance there will be a wealthy reward->.
Organizations: <-rarely do members of this class gather together, mostly to keep their orginization secret, however the brotherhood usually has designated contacts that they will send out to secretly meet with initiates, members, and masters if they have a need to communicate with tehm->.
NPC Reactions: <-most NPCs simply are indifferent to members of this class unless they do somethign suspicious, if they happen to learn of their origins it is unlikely they would recognize it as anything significant->.
<-Brotherhood initiates-> Lore
Characters with ranks in <-Local-> can research <-Brotherhood Inintiates-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||<-Generally steathy characters who seam to have a love for wealth->.|
|10||<-Have the reputation for getting what they want by whatever means->.|
|15||<-often opperate outside the law, and will bend the rules wherever they see fit->.|
|20||<-Belong to a secret guild that has influence over a great area and send out members on tasks->.|