PoS:Halfling Clanwarden

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL

Halfling Clanwarden[edit]

Entry Requirements
Race: Halfling.
Skills: Must have at least 24 total ranks distributed between Climb, Jump, Hide, Listen, and Move Silently, with at least 8 ranks each in two of those skills.

Table: The Acolyte of Chance

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Sneak attack +1d6, move with ease
2nd +1 +3 +3 +0 Uncanny dodge (Dex bonus to AC)
3rd +2 +3 +3 +1 Sneak attack +2d6, knockout attack (-4)
4th +3 +4 +4 +1 Knock out attack (-3)
5th +3 +4 +4 +1 Sneak attack +3d6, uncanny dodge (can't be flanked)
6th +4 +5 +5 +2 Knockout attack (-2)
7th +5 +5 +5 +2 Sneak attack +4d6
8th +6 +6 +6 +2 Knockout attack (-1)
9th +6 +6 +6 +3 Sneak attack +5d6
10th +7 +7 +7 +3 Uncanny Dodge (+1 vs. traps), knockout attack (+0)

Class Skills (4 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: A clanwarden is proficient with all simple weapons. He is proficient with light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment, or loot carried.

Sneak Attack: Any time the clanwarden’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the clanwarden flanks the target, the clanwarden’s attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the clanwarden score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. The clanwarden can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, the clanwarden can make a sneak attack that deals subdual damage instead of normal dam- age. Before 3rd level, the clanwarden cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty.

A clanwarden can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The clanwarden must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The clanwarden cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. If a clan- warden gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Move with Ease (Ex): A Clanwarden gains a +8 competence bonus on all Climb and Jump checks and can use either his Strength or Dexterity modifier on these checks, whichever is better. A clanwarden can always choose to take 10 on a Climb or Jump check, even if rushed or threatened. His gains a base climb speed of 20 ft., and the distance he can jump is not constrained by his height. At 5th level, a clanwarden is able to move up to his base speed and make a Hide or Move Silently check without suffering the –5 penalty for moving more than one-half his base speed.

Uncanny Dodge (Ex): Starting at 2nd level, the clanwarden gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.) At 5th level, the clanwarden can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the clanwarden. The exception to this defense is that a rogue at least four levels higher than the clanwarden can flank him (and thus sneak attack him). At 10th level, the clanwarden gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. If the clanwarden has another class that grants the uncanny dodge ability, add together all the class levels to determine the character’s uncanny dodge ability.

Knockout Attack (Ex): At 3rd level, a clanwarden can use a melee weapon to make a sneak attack that inflicts subdual damage. He still incurs the –4 penalty to attack rolls for using a melee weapon to inflict subdual damage, but the penalty is reduced by one at 4th level and by another one for every two levels earned as a clanwarden thereafter. Thus, a 10th level halfling clanwarden suffers no penalty on attack rolls using a melee weapon to inflict subdual damage.


Back to Main PagePublication ListPublishersPath of Shadow

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors