Exterminator (3.5e Prestige Class)
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|Editing:||Constructive edits welcome|
- 1 Exterminator
- 1.1 Prerequisites
- 1.2 Class Features
- 1.2.1 Weapon and Armor Proficiency
- 1.2.2 Ancient Foe (Ex)
- 1.2.3 Skirmish (Ex)
- 1.2.4 Uncanny Dodge (Ex)
- 1.2.5 Trackless Step (Ex)
- 1.2.6 No Light Sensitivity (Ex)
- 1.2.7 Camouflage (Ex)
- 1.2.8 Improved Darkvision (Ex)
- 1.2.9 Fast Movement (Ex)
- 1.2.10 Improved Uncanny Dodge (Ex)
- 1.2.11 Hide in Plain Sight (Ex)
Elves have hunted down and massacred orcs since the days before humans walked the land. Practically invisible, programmed to kill, no one can hide from these cursed elven stalkers. What hope has anyone against them?
Enter the Exterminator. Trained from birth in anti-stalker warfare, he lies in wait for these murderers, avoiding detection until they come within range, striking with deadly swiftness, and then vanishing before other vermin have a chance to retaliate.
Any resemblance to a previously published prestige class is purely intentional.
- Base Attack Bonus
- The Swift & Silent feat can be found in Player's Guide to Faerun, p. 45.
Sneak Attack or Skirmish class ability.
|1st||+1||+2||+2||+0||Ancient Foe +2|
|2nd||+2||+3||+3||+0||Skirmish (+1d6 damage)|
|3rd||+3||+3||+3||+1||Uncanny Dodge, Trackless Step|
|4th||+4||+4||+4||+1||Skirmish (+1d6 damage, +1 AC), No Light Sensitivity|
|5th||+5||+4||+4||+1||Ancient Foe +4|
|6th||+6||+5||+5||+2||Skirmish (+2d6 damage, +1 AC)|
|7th||+7||+5||+5||+2||Camouflage, Improved Darkvision +30 ft.|
|8th||+8||+6||+6||+2||Skirmish (+2d6 damage, +2 AC), Fast Movement +10|
|9th||+9||+6||+6||+3||Ancient Foe +6, Improved Uncanny Dodge|
|10th||+10||+7||+2||+3||Skirmish (+3d6 damage, +2 AC), Hide in Plain Sight|
|Class Skills (4 + Int modifier per level)|
An exterminator loses all benefits from special class features when wearing medium or heavy armor or carrying a medium or heavy load.
All of the following are class features of the exterminator:
Weapon and Armor Proficiency
An exterminator does not gain any additional proficiencies with weapons or armor.
Due to his extensive study of elves and training in the proper techniques for defeating them, an exterminator gains a +2 bonus on Hide, Listen, Move Silently, and Spot checks when using these skills against elves. He gets the same bonus on weapon damage rolls against elves, including with ranged weapons at a range of up to 30 feet. The bonus goes up by +2 at the indicated levels.
This bonus stacks with any favored enemy bonus acquired from other classes.
An exterminator relies on mobility to deal extra damage and improve his defense. At specified levels, he deals an extra 1d6 damage on all attacks during any round in which he moves at least 10 feet. This extra damage applies only to attacks taken during his turn. Creatures that are immune to critical hits are not vulnerable to this damage. The exterminator must be able to see the target well enough to pick out a vital spot, and must be able to reach such a spot. The extra damage applies to ranged attacks only if the target is within 30 feet.
In addition, at specified levels an exterminator gains a +1 competence bonus to armor class during any round in which he moves at least 10 feet. The bonus applies as soon as he has moved 10 feet, and lasts until the start of his next turn.
Starting at 3rd level, an exterminator can react to danger before him senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If an exterminator already has Uncanny Dodge from another class, he gains Improved Uncanny Dodge instead.
Beginning at 3rd level, an exterminator leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
If the exterminator already has Trackless Step from another class, he instead gains Flawless Stride. He can move through any sort of terrain that slows movement (such as undergrowth and rubble) at his normal speed, without taking damage or suffering any other impairment. This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
If the exterminator already has Trackless Step and Flawless Stride from another class(es), he instead gains Fast Movement +10. This ability stacks with any other movement bonuses.
An exterminator of 7th level or higher can use the Hide skill in any setting, even if the terrain doesn’t grant cover or concealment.
If the exterminator already has Camouflage from another class, he instead gains Hide in Plain Sight.
At 7th level, an exterminator's darkvision range increases by 30 feet.
At 8th level, an exterminator's base land speed increases by +10 feet.
Starting at 9th level, an exterminator can no longer be flanked. This defense denies an opponent the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has exterminator levels. Levels from classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.
A 10th level exterminator can use the Hide skill even while being observed.
If the exterminator already has Hide in Plain Sight, he has way too many abilities.