Conniver (3.5e Class)
From D&D Wiki
Making a Conniver
Strong Points: Elimination of a high priority target.
Weak Point: After elimination of the target, the Conniver can't do much else.
Abilities: Intelligence is the primary stat for this class. Strength is important for increasing your ability to do damage, and constitution is valuable here, as it is with any character. Charisma is also useful for the bonus to bluff checks, but worry about this ability last as you gain bluff with your Intelligence.
Races: Humans, and any race that gives a bonus to one of your primary stats are viable, as long as the race does not lower your intelligence.
Alignment: Any Chaotic
Starting Gold: 4D4x10 (100)
Starting Age: Moderate
|1st||+1||+0||+2||+0||Prime Target +2, Deceptive Intuition, Amateur Illusionist, Melee Afinity, Latency|
|2nd||+2||+0||+2||+0||Improved Feint, Close Gap|
|4th||+4||+1||+3||+1||Amateur Illusionist, Latency Reduction 1|
|5th||+5||+1||+4||+1||Prime Target +4, Hidden Weapon|
|9th||+9/+4||+3||+6||+3||Prime Target +6, Latency Reduction 2|
|13th||+13/+8/+3||+4||+8||+4||Prime Target +8|
|14th||+14/+9/+4||+4||+8||+4||Latency Reduction 3|
|17th||+17/+12/+7/+2||+5||+10||+5||Prime Target +10|
|19th||+19/+14/+9/+4||+6||+11||+6||Latency Reduction 4|
|20th||+20/+15/+10/+5||+6||+11||+6||Amateur Illusionist, Dark Arena|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
|}Balance (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Slight of Hand (Dex), Spot (Wis), Tumble (Dex).
Weapon and Armor Proficiency: A Conniver is proficient with light armor, simple & martial weapons.
Conniver Abilities: All Conniver abilities can be used up to Int mod times per day.
Latency: With the use of any of the Conniver's abilities he gains latency points, once his prime target has been elimnated he can no longer take any offensive actions while he has latency points. At the start of each round, the Conniver loses 1 latency point. Any ability that gives latency points is considered an offensive ability.
Prime Target: A Conniver can select a prime target and gain a bonus to hit and damage against that target equal to the prime target bonus. Bonus increases by 2 every 4 levels after 1st. The Conniver can only use his offensive class abilities on enemies who have been targeted by this class feature. Unlike the Conniver's other abilities, he can use prime target up to Int modifier times per encounter.(+2 Latency)
Deceptive Intuition: A Conniver adds his Int modifier to his bluff checks.
Amateur Illusionist: At 1st level and every 4th level a Conniver gains 1 Illusion spell as a spell like ability. These abilities can be used Int Mod times/ day
1st: Mirror Image (+1 Latency)
4th: Invisibility This ability does not require a prime target and can be used during latency.
8th: Phantasmal Killer (+4 Latency)
12th: Mislead (See Invisibility)
16th: Scintillating Pattern (+6 Latency)
20th: Weird (+10 Latency)
Melee Affinity: A Conniver cannot use any of his offensive abilities with ranged weapons
Close Gap: As a swift action a Conniver can do a short range teleport (5ft/Int Modifier + Class Level). This ability can only be used to move in the direction if the prime target (Can be used to go through walls, enemies, up cliffs, etc). He must also succeed a bluff check against the prime target or he fails to teleport. (+1 Latency)
Cut Tendon: A conniver may select one of the prime targets limbs, then make feint and an attack. He does no damage and instead cause the enemy to make a Fortitude Check (DC 10+ Damage he would have done + Int modifier). If they fail they lose the ability to use that limb. If a leg is selected the target moves at 1/2 speed. If an arm is targeted the target drops what they were using in that hand, they can still use 2 handed weapons at a -4 penalty to hit and damage (+3 Latency).
Latency Reduction: At 4th level and every 5 levels after that, A conniver may choose 1 ability or amateur illusionist spell and reduce its latency cost by 1, this ability can be saved and used at a later level if the player chooses.
Hidden Weapon: This class feature must be declared as being used before you start your round. This ability can only be used if the Conniver wields a light weapon in his offhand. The Conniver uses this ability by doing 2 feints followed by an attack with the offhand, light weapon (2 weapon fighting penalties apply). If the Conniver succeeds on all checks he automatically crits with the light, offhand weapon (+3 Latency).
Piercing Strike: The connivers attacks now ignore all forms of damage reduction.
Indiscriminate Murderer: The conniver can use any of his abilities without penalty on undead, constructs and any other creature, entity, or enemy that would otherwise be immune. This includes critical hits, fears, death effects, etc...
Ghost Blade: Before attacks are declared the conniver may decide to have his attack next round be made as if the attack is treated as a touch attack or if the enemy is treated as flat-footed (+2 Latency).
Dismember As 'Cut Tendon' but the target loses the limb instead and the DC lowers to (5+ Damage he would have done + Int modifier) . The conniver may also select the targets head, the DC drops to (Damage he would have done/2 + Int modifier) or the target is killed.
Dark Arena: A pitch black fog appears in a 100ft sphere. Everyone in this sphere, except the Conniver, take 6D10 damage per round. Everyone, except the conniver, must also succeed a will save (DC 20+ Int Mod) or be immobilized in fear. After 3 rounds, the Conniver must make a will save (DC 10+ enemies in the area+ rounds the ability has been active) or the effect ends. (Latency +6)
Human Conniver Starting Package
Weapons: Short Sword and punching dagger.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Two Weapon Fighting.
Bonus Feats: Skill Focus (Bluff).
Gear: Studded Leather, Backpack, Bedroll, Rations x7, Waterskin, Torch x4.
Gold: 2D4x10 (50).