Smallist (3.5e Prestige Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
|“||<-Looking up from my back that little Gnome didn't look so nimble->||”|
|—<-Miffkill->, <-Dwarf-> <-Low Level Bully->|
A Smallist is an elitist of minor stature. They are perfectionist which exploit mistakes, including the mistake of not giving a Smallist respect. Size is not a weakness but an advantage and over time and levels a Smallist works to negate the disadvantages of being smaller while exploiting the benefits.
Becoming a Smallist
They have a chip on their shoulder, and are definitely out to prove something to the rest of the world. Sometimes surviving a couple encounter with larger races is enough but a Smallist more likely has endured a long suffrage, being bullied or growing up in close proximity to aggressive larges. They can be noble defenders of their homeland or active forces of revenge. The skills are intrinsically developed by small races which notice the slowness of larger races, once this knack is developed it become easier and easier to avoid attacks and deliver whallops from the blindside of opponents.
|Skills:||Hide 10 Rank|
|Special||Must have undergone ritual Condence and must have a strength of 10 or lower|
|1st||+1||+2||+2||+2||Smallpremacy, Peekaboo Attack, Lucky, Sneak Attack +1 d6|
|2nd||+2||+3||+3||+3||Increased Move +20, Improved Mobility|
|3rd||+3||+3||+3||+3||Wallop, Sneak Attack +1 d6|
|4th||+4||+4||+4||+4||Harder They Fall|
|5th||+5||+4||+4||+4||1000 Cuts, Sneak Attack +1 d6|
Class Skills (10 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Swim (Str), Swim (Str), Tumble (Dex). <-->.
A Smallist is good at avoiding damage, using their stature as a defense and a weapon. Smallist strike at your blind, using everything including the targets own body for cover, disappearing from sight. All of the following are class features of the Smallist.
Condense: A Smallist is Condensed to the next size category down, permanently, and is by no means an effect of the reduce spell and therefore cannot be dispelled. Also the Smallist does not take any penalties (Str, speed, or unarmed damage) due to the Smallist new size, but still gains all other effects due to the new size. Also the Smallist can use weapons 1 size category larger with no penalty. This gift is given to those through concentrtion and meditation. You must repeat the word smaller in your race language for 24 hours straight without stopping. These size effects stack with Smallpremacy
Smallpremacy: The Smallist is good at using his size to his advantage. A Smallist gains +1 to hit and +2 to Dexterity and all Dexterity based skills. Additionally, Smallists gain +1 to Armor Class for every size category smaller then opponent. He loses this AC bonuses when he is immobilized, helpless or in armor that reduces movement. Lastly a Smallist gains +1 per 2 Smallist's class levels to rolls that are adversely effected by a small size, such as disarm, grapple, overrun, ect (This benefit can reduce a penalty, never give a Smallist a bonus to a roll.) These effects stack with Condence.
Lucky: You are unbelievable lucky. You gain the benefit of the fighter feat Avoidance. Why, because your the Smallist. If you are not the smallist in your group you do not gain this benefit.
Peekaboo Attack:At 1st level a Smallist gains the ability to disappear from sight after damaging a target. As a Swift Action a Smallist may make a hide attempt after damaging an opponent larger than the Smallist. In addition, a Smallist can move 5 feet without provoking an attack of opportunity. The Smallist is only hidden from the target or targets they damage. The target attacked by a Peekaboo Attack may make an attempt to spot a Smallist on their turn as move action.
Increased Move: At 2nd level a Smallist gains +20 to his move. This bonus is lost if in armor that reduces movement. At 5th level a Smallist gains an additional +10 for a total of +30 movement.
Improved Mobility:At 2nd level once per round a Smallist may negate an Attack of Opportunity.
Wallop:A Smallist can Wallop an opponent, dealing maximum damage on a hit, and is automatically considered a critical hit if the Smallist confirms the critical. At 3rd level a Smallist can Wallop at Smallist level /day. This ability can be determined after a hit is scored.
Harder They Fall: A Smallist brings down those bigger than them all the time. At 4th level a Smallist gains attack of opportunity trip attack if an opponent misses three consecutive melee attacks in a row. These attack do not need to be in the same round, only three consecutive attacks in a row. The Trip Attack is made as if the Smallist had the Improved Trip feat. Additionally, the opponent must use dexterity to determine the results of the trip. This ability only works if the attacker is larger than the Smallist. Additionally, any target tripped by a Smallist takes 1d6 per size category larger than the Smallist + level of the Smallist.
A Smallist doesn't hit hard but they hit often. When a Smallist's attack does minimum weapon damage they gain an additional attack against the target they damaged.
The ability is not an attack of opportunity.
Playing a Smallist
Smallist have a bit of chip on their shoulder for the bigger races. The are quick and know it playing it to their advantage. Sometimes they play with larger opponents, but at the core they have a bigger agenda. Smallist if anything are driven.
Combat: Smallist are front line combatants, using their crafty defense confounding opponents. Hitting harder than it would appear, and dropping opponents repeatedly.
Advancement: Smallists are melee oriented, any class that combines features like the ability to hit and damage is going to square nicely. Rogues and Rangers fit the style slightly better than Fighters and Barbarians due to focus on dexterity over strength. While Monks might be drawn, and stack nicely with additional armor class benefits, the sentiment rarely gels.
Resources: While there is no official group of Smallist, the style of combat comes from Fariekind and was gifted to Gnomes and Halflings by the Queen of the Fey.
Smallists in the World
They don't pack together unless they are a united pair that keeps safe a hill or parcel of land. Smallists on the move are oddities and see themselves as representing undersized life forms everywhere.
|This section is not complete, and needs to be finished. Edit this Page|
|“||<-Some quote from a character of this class->||”|
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
Smallist are melee classes, their abilities unite them, most of their rank come from gnome and halfling but .
Characters with ranks in knowledge (faries) can research Smallists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Smallist strike and move, but can be spotted by noncombatants easily. Its not a smart move to assume you can strike one, and power attack is an ill advised move.|
|16||Smallist weakness is from creatures their own size and smaller, or by using magic that increases their size.|
|26||Smallist were gifted their abilities by the queen of the fey|
Smallist in the Game
|This section is not complete, and needs to be finished. Edit this Page|
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-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->