Dead Eye (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete campaign information. Spelling needs fixing here and there.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Dead Eye
Duilius, Human Dead Eye
Rating: 20 out of 20
Power: 5 out of 5 by 1 user
Wording: 5 out of 5 by 1 user
Formatting: 5 out of 5 by 1 user
Flavor: 5 out of 5 by 1 user
(Rate this class)
Status: Mostly Complete, Playable
Editing: Constructive edits welcome

Dead Eye[edit]

Dead eyes are a far-range combat and expert class.

Making a Dead Eye[edit]

In combat, the dead eye is a sniper, plain and simple. Out of combat, He is an expert, the eyes and ears, as well as the diplomat of the party. In close range combat, a dead eye is all but useless.

Abilities: Charisma determines how powerful a spell a dead eye can cast, how many spells he can cast per day, and how hard those spells are to resist. Dex and Wis are involved in much of the damage a dead eye will be doing, along with many class skills. Intelligence determines skill points, and is involved in a few class skills.

Races: Humans, Drow, and Half-Elves are the most likely to become dead eyes.

Alignment: Any.

Starting Gold: 5d4x10 (125).

Starting Age: Simple.


Table: The Dead Eye

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +0 +0 +2 +0 Bullseye, Weapon Finesse 0
2nd +1 +0 +3 +0 0
3rd +2 +1 +3 +1 Trap finding 1
4th +3 +1 +4 +1 2 0
5th +3 +1 +4 +1 Sharp Senses: +2 3 1
6th +4 +2 +5 +2 3 2
7th +5 +2 +5 +2 Induced Critical 3 2 0
8th +6/+1 +2 +6 +2 3 3 1
9th +6/+1 +3 +6 +3 3 3 2
10th +7/+2 +3 +7 +3 Sharp Senses: +4 4 3 2 0
11th +8/+3 +3 +7 +3 4 3 3 1
12th +9/+4 +4 +8 +4 4 3 3 2
13th +9/+4 +4 +8 +4 Darkvision 4 4 3 2
14th +10/+5 +4 +9 +4 5 4 3 3
15th +11/+6/+1 +5 +9 +5 Sharp Senses: +8 5 4 4 3 0
16th +12/+7/+2 +5 +10 +5 5 4 4 3 1
17th +12/+7/+2 +5 +10 +5 6 4 4 4 2
18th +13/+8/+3 +6 +11 +6 True Seeing 6 5 4 4 3
19th +14/+9/+4 +6 +11 +6 6 5 5 4 4
20th +15/+10/+5 +6 +12 +6 Sharp Senses: +16 6 5 5 5 5

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis),Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the dead eye.

Weapon and Armor Proficiency: Dead Eyes are proficient with all simple weapons, all martial weapons that are ranged or are compatible with Weapon Finesse, and 5 chosen exotic weapons that are either ranged or are compatible with Weapon Finesse. They are Proficient with light armor, but not shields.

Spells: A dead eye cast arcane spells drawn from the dead eye spell list. He does not prepare his spells ahead of time, the way a wizard or cleric must. To cast a spell, a dead eye must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dead eye's spell is 10 + the spell level + the dead eye charisma modifier. Like other spell casters, a dead eye can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dead Eye. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Dead Eye indicates that the dead eye gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Dead Eyes choose their spells from the following list:

1st—Alarm, Cure Light Wounds, Endure Elements, Silent Image

2nd—Cure Moderate Wounds, Disguise Self, Mirror Image, See Invisibility

3rd—Cure Serious Wounds, Detect Thoughts, Minor Image, Invisibility

4th—Cure Critical Wounds, Fly, Greater Invisibility, Telepathic Bond

5th—Glibness, Major Image, Overland Flight, Dimension Door

Bullseye (Ex): A dead eye may choose to study an opponent for one round, and then immediately attack with a ranged weapon, to add his wisdom modifier and dead eye level to damage, and his wisdom modifier to hit. The dead eye must not be threatened while studying the target.

Weapon Finesse: At 1st level a dead eye gains Weapon Finesse as a bonus feat. Even if he does not meet the requirements.

Trap finding: At 3rd level a dead eye may locate and disable traps as a rouge does.

Sharp Senses: At 5th level a dead eye gains a +2 competence bonus on listen, search, sense motive and spot checks. this bonus doubles at levels 10, 15, and 20.

Induced Critical: At level 7, a dead eye gains the ability to spend an extra turn studying the target of his bullseye ability to double his critical hit chance. The dead eye must not be threatened while studying the target.

Dark Vision (Ex): A dead eye of 13th level and higher has Dark vision of 60 feet. If the dead eye already has dark vision, it increases by 60 feet.

True seeing (Sp): At level 17, a dead eye gains a permanent true seeing effect, as a caster level equal to his dead eye level.

Epic Dead Eye[edit]

Table: The Epic Dead Eye

Hit Die: d6

Level Special
21st
22nd
23rd Death shot
24th
25th Sharp Senses: +25
26th Sharp Senses: +26
27th Sharp Senses: +27
28th Sharp Senses: +28
29th Sharp Senses: +29
30th Sharp Senses: +30

8 + Int modifier skill points per level.

Sharp Senses: At Level 25, and every level after, the dead eye's bonus is equal to his dead eye level.

Death Shot (Su): At 23rd level, a dead eye may study an opponent for 3 successive rounds in order to deal a death shot with a ranged weapon the round after he finished. A creature subject to a death shot is entitled to a fortitude save (DC=10+Dead Eye level) to resist dying. On a successful fortitude save, the death shot acts as a normal attack augmented with Bullseye and Induced Critical. Only creatures susceptible to critical hits may be affected by the death shot; do not treat it as a death effect. The dead eye must not be threatened while studying the target.

Human Dead Eye Starting Package[edit]

Weapons: Short Sword, Light Crossbow.

Armor: Leather.

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Hide 4 Dex 0
Move Silently 4 Dex 0
Disable Device 4 Int
Open Lock 4 Dex
Use Magic Device 4 Cha
Sleight of Hand 4 Dex 0
Bluff 4 Cha
Intimidate 4 Cha
Climb 4 Str 0
Decipher Script 4 Int
Spot 4 Wis
Search 4 Wis
Listen 4 Wis

Feat: Improved Initiative.

Bonus Feats: Jack of All Trades.

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Thieves’ tools. Hooded lantern and three pints of oil. Case with 10 crossbow bolts.

Gold: 4d4 GP.

Campaign Information[edit]

Playing a Dead Eye[edit]

Religion: Although Olidammara is the most commonly chosen deity for dead eyes, they are so diverse that many others or, none, are common as well.

Other Classes: Dead Eyes do best in combat whilst hiding behind an ally or two, and out of combat, does best when he can scout ahead alone.

Combat: In combat dead eyes are archers, using melee only as a last resort.

Advancement: Several prestige classes available to rogues are available to dead eyes as well.

Dead Eyes in the World[edit]

You see that fly pinned to the tree? Did that at 20 yards.
—Duilius, Human Dead Eye

The dead eye fills a niche similar to a rogue or bard; they make good thieves and assassins, and have some healing ability.

Daily Life: The a sizable amount of the dead eyes free time is spent in target practice.

Notables: Duilius (Last name unknown) is renowned for his habit of shooting flies whenever he sees them, no matter how far away it is or how much ammunition he loses in the proses. He always wears at least one eye patch, not always on the same eye, and claims that he does so to hide his eye that was mutilated when he was a child. Both of his eyes are perfectly fine, and the real reason he wears a patch is that he thinks it looks cool.

Organizations: Dead Eyes will often be part of a guild of thieves or assassins, where they can put their skills and talents to use.

NPC Reactions: Like many skilled classes, dead eyes are often (though not always) regarded with suspicion.

Dead Eye Lore[edit]

Characters with ranks in Knowledge (History) or Knowledge (Local) can research dead eyes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History) or Knowledge (Local)
DC Result
1 "Dead Eye" Is a mean thing to call someone with an eye patch.
5 Dead Eyes are accurate shots.
10 Dead Eyes have very Sharp Senses.
15 Some Dead Eyes can see straight through illusions .
20 The names and locations of certain dead eyes.

Dead Eyes in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors