Demon Assailant (3.5e Class)
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[edit] Demon Assailant
The Demon Assailants are a clan of experienced martial artists and psychics that have honed their fighting abilities to counter spells, damage seemingly impenetrable enemies, and even dispatch groups of vile creatures with a single attack. Their use of advanced martial arts skills make them a formidable melee fighter as well as their ability to create enchanted traps and gadgets to thin a large crowd for easy clean up. Their soul purpose is to dispatch evil, however they focus mainly on the hunting of demons and deranged Sorcerers.
[edit] Making a Demon Assailant
What a Demon Assailant lacks in hit points, they more than make up for with damage dealt. Though it can take a few turns to build up, they can dish massive damage very quickly. They get along well with all other classes but are rather secretive about their origins and past. They are very proud of their mission to abolish evil from the lands and make it well known.
Abilities: Strength and Dexterity play an important role for a Demon Assailant. These provide the base for which to dispatch their enemies with lethal strikes and precise blows. Wisdom also plays a powerful role for a Demon Assailant, for their psychic abilities and elemental-based martial arts rely on it. Lastly comes constitution, being able to withstand savage attacks from vile creatures and demons is always a plus.
Races: Humans, Elves, and Half-Elves are the most likely to be seen among the ranks of the Demon Assailants. Halflings are also reasonably common, however Dwarves are not due to their stocky builds and arrogant nature. Barbaric races such as Half-Orcs are virtually never seen within the clan.
Alignment: Any non-evil.
Starting Gold: Same as Rogue.
Starting Age: As rogue
| Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +1 | +0 | +2 | +0 | Sneak attack 1d6, trapfinding. | ||||||||||||||||||||||||||||||||||||
| 2nd | +2 | +0 | +3 | +0 | Evasion, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 3rd | +3 | +1 | +3 | +1 | Sneak attack 2d6, trap sense +1. | ||||||||||||||||||||||||||||||||||||
| 4th | +4 | +1 | +4 | +1 | Uncanny dodge, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 5th | +4 | +1 | +4 | +1 | Sneak attack 3d6. | ||||||||||||||||||||||||||||||||||||
| 6th | +5 | +2 | +5 | +2 | Trap sense +2, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 7th | +6 | +2 | +5 | +2 | Sneak attack 4d6 | ||||||||||||||||||||||||||||||||||||
| 8th | +7/+1 | +2 | +6 | +2 | Improved uncanny dodge, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 9th | +7/+1 | +3 | +6 | +3 | Sneak attack 5d6, trap sense +3 | ||||||||||||||||||||||||||||||||||||
| 10th | +8/+2 | +3 | +7 | +3 | Special ability, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 11th | +9/+3 | +3 | +7 | +3 | Sneak attack 6d6 | ||||||||||||||||||||||||||||||||||||
| 12th | +10/+4 | +4 | +8 | +4 | Trap sense +4, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 13th | +10/+4 | +4 | +8 | +4 | Sneak attack 7d6, special ability. | ||||||||||||||||||||||||||||||||||||
| 14th | +11/+5 | +4 | +9 | +4 | Bonus Feat. | ||||||||||||||||||||||||||||||||||||
| 15th | +12/+6/+1 | +5 | +9 | +5 | Sneak attack 8d6, trap sense +5. | ||||||||||||||||||||||||||||||||||||
| 16th | +13/+7/+2 | +5 | +10 | +5 | Special ability, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 17th | +13/+7/+2 | +5 | +10 | +5 | Sneak attack 9d6. | ||||||||||||||||||||||||||||||||||||
| 18th | +14/+8/+3 | +6 | +11 | +6 | Trap sense +6, bonus feat. | ||||||||||||||||||||||||||||||||||||
| 19th | +15/+9/+4 | +6 | +11 | +6 | Sneak attack 10d6, special ability. | ||||||||||||||||||||||||||||||||||||
| 20th | +16/+10/+5 | +6 | +12 | +6 | Bonus feat. | ||||||||||||||||||||||||||||||||||||
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Class Skills (6 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
Same as Rogue except the following.
Weapon and Armor Proficiency: Demon Assailants are proficient with all simple melee weapons, plus rapiers and short swords. Demon Assailants are proficient with light and medium armors and shields.
Martial Arts
Tiger Strike: +2 to attack. Each successful hit charges up to the next highest effect. When a charge is released by a regular attack or finishing move, the last charges effect occurs. All 3 charge effects for a single feat cannot stack, however the last consecutive charge CAN stack with OTHER charge-up feats.
1 Charge: +lv d6 damage.
2 Charges: +lv d8 damage.
3 Charges: +lv d10 damage.
Fists of Fire: Requires level 4. +2 to attack. Same as Tiger Strike. 1 Charge: +1/2 lv d4 fire damage. 2 Charges: +1/2 lv d6 fire damage + burn. 3 Charges: +1/2 lv d8 fire damage + burn + blaze.
Claws of Thunder: Requires Fists of Fire and level 8. +2 to attack. Same as Tiger Strike and Fists of Fire. 1 Charge: +1/2 lv d8 lightning damage, line 60ft. 2 Charges: +1/2 lv d10 lightning damage, nova 20ft. 3 Charges: +1/2 lv d12 lightning damage, nova 60 ft.
Blades of Ice: Requires Fists of Fire, Claws of Thunder, and Level 10. +2 to attack. Same as Tiger Strike, Fists of Fire, and Claws of Thunder. 1 Charge: +1/2 lv d6 cold damage. 2 Charges: +1/2 lv d8 cold damage, 20 foot radius, slow 3 Charges: +1/2 lv d10 cold damage, 20 foot radius, freeze (DC=10+wis mod)
Dragon Claw: Finisher. Attacks with two claw-class weapons at once with no penalties for two-hand fighting, and adds charges to damage. +4 to attack. Add charge effects, +1d8 damage.
Dragon Tail: Requires Dragon Claw. Finisher. Kicks the enemy with an explosive kick. 20ft. Radius, +4 to attack. +1d8 fire damage. Add charge effects.
Dragon Flight: Requires Dragon Claw, Dragon Tail, and level 15. Finisher. Teleport to a nearby enemy that is within line of sight to kick them and add charge-up moves. +4 to attack. Add charge effects, +1d10 damage.
Shadow Disciplines
Psychic Hammer: Wis vs Will. 60ft. Single target. 1D4 damage to a single enemy. Enemy is knocked back 10ft.
Mind Blast: Requires Psychic Hammer, Cloak of Shadows, and level 10. Wis vs Will. 40ft. Square within 120ft. Of caster. 1D8 damage to all enemies within square. All effected enemies become dazed until Will save. (DC=10+caster Wis mod)
Burst of Speed: Requires Claw Mastery and level 3. Duration 120 seconds (12 combat rounds). +10ft. Speed. +1 maximum attacks per turn. Burst of Speed can not stack with Fade.
Claw Mastery: +1 while using claw-like weapons (katar, hatchet hand, scissors katar, blade talons etc.). Take no attack penalties while two-hand fighting with claws. Increase Claw weapon damage by 1 die rank (IE 1d4=1d6, 1d6=1d8 etc.)
Claw-Blocking: Requires Claw Mastery and level 5. +2 AC while dual-wielding claw-like weapons.
Cloak of Shadows: Requires Psychic Hammer, and level 7. Shrouds the battle in darkness. Duration 20 seconds (2 rounds) +1 AC. Enemy AC -1. Enemy ATK -1.
Fade: Requires Claw Mastery, Burst of Speed, and Level 8. Duration 120 seconds (12 combat rounds). +1 resistance vs elemental attacks and spells. Fade can not stack with Burst of Speed.
Summon Self Shadow: Requires Claw Mastery, Claw-Blocking, and level 15. Summons a perfect duplicate of yourself up to twice per day; feats, HP, AC, abilities, skills and all. When the shadow's HP reaches 0 the shadow dissipates. The shadow can not regain HP through any means nor through resting.
[edit] Ex-Demon Assailants
A Demon Assailant may choose to leave the clan at any time if the character wishes to lead a more normal life. Those who leave the clan are not able to rejoin. Demon Assailants train every day from a very young age to destroy demons and other evil, any time spent not training is spent on missions to destroy evil. Therefore upon leaving, they choose not to train and are considdered "too weak" to continue being a member of the clan. Those who are not already Demon Assailants cannot become Demon Assailants through multi-classing, nor can a Demon Assailant choose to multi-class for it would take away from their time training or hunting.
[edit] Epic Demon Assailants
| Level | Special | ||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | |||||||||||||||||||||||||||||||||||||||||
| 22nd | Bonus feat. | ||||||||||||||||||||||||||||||||||||||||
| 23rd | |||||||||||||||||||||||||||||||||||||||||
| 24th | Bonus feat. | ||||||||||||||||||||||||||||||||||||||||
| 25th | |||||||||||||||||||||||||||||||||||||||||
| 26th | Bonus feat. | ||||||||||||||||||||||||||||||||||||||||
| 27th | |||||||||||||||||||||||||||||||||||||||||
| 28th | Bonus feat. | ||||||||||||||||||||||||||||||||||||||||
| 29th | |||||||||||||||||||||||||||||||||||||||||
| 30th | Bonus feat. | ||||||||||||||||||||||||||||||||||||||||
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6 + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
Martial Arts: Starting at the 21st level, charge effects double. Tiger Strike's charges become 2xlv for each charge, instead of lv; and Fists of Fire, Claws of Thunder, and Blades of Ice become lv instead of 1/2 lv.
Summon Self Shadow: At the 23rd level, the Shadow image of the Demon Assailant's HP becomes double your own HP when summoned, and can be summoned up to 4 times per day if needed.
Lather, rinse...
... repeat.
[edit] Sample Demon Assailant Starting Package
Weapons: Katar 1d4.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
| Skill | Ranks | Ability | Armor Check Penalty |
|---|---|---|---|
| Move Silently | 4 | Dex | 0 |
| Hide | 4 | Dex | 0 |
| Spot | 4 | Wis | — |
| Listen | 4 | Wis | — |
| Search | 4 | Int | — |
| Disable Device | 4 | Int | — |
| Open Lock | 4 | Dex | — |
| Climb | 4 | Str | 0 |
| Use Magic Device | 4 | Cha | — |
| Sleight of Hand | 4 | Dex | 0 |
| Decipher Script | 4 | Int | — |
| Bluff | 4 | Cha | — |
| Intimidate | 4 | Cha | — |
Feat: Tiger strike.
Bonus Feats: Sneak attack 1d6, trapfinding.
Gear: Leather armor, buckler, backpack with (all basics).
[edit] Campaign Information
[edit] Playing a Demon Assailant
Religion: Many Demon Assailants choose to worship Corellon Larethian, others choose to worship Heironeous. However there are those that choose to focus entirely on training rather than to look to a god for strength.
Other Classes: Demon Assailants get along well with all other classes, but they enjoy the company of a stalwart non-evil fighter or a non-evil aligned rogue. They despise the half-orc race as full-blood orcs are generally evil.
Combat: Tank, support melee.
[edit] Demon Assailants in the World
| “ | It's dark in here... (playfully)I like it... | ” |
| —Anastasia, Human, Demon Assailant | ||
| “ | May my blades be my guide and eviscerate this foul demon! | ” |
| —Anastasia, Human, Demon Assailant | ||
Demon Assailants tend to shy away from busy places and lean more towards cold dark places where they can focus on the task at hand or their drive to hone their abilities just that much more.
Daily Life: Wake up, train, eat, train, eat, train, sleep, wake up, train, get news from natalya, missed lunch so train more, eat, train, sleep, rinse, repeat.
Notables: Alextrasza is the primary leader of the Hunter clan. Natalya is a high-ranking general in the clan and is therefore the one to give orders to her fellow clanmates as to their next mission.
Organizations: Often members of non-evil oriented assassins guilds or fighters guilds, they venture and train until given further news on their next mission from Natalya. For tougher missions against catastrophic foes, Natalya may send a squad of 4 or 5 Hunters.
NPC Reactions: Often times, commoners or adventurers may be gossipy about these shadowy mistresses.
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