Daunting Assailant (3.5e Class)

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Daunting Assailant


Making a Daunting Assailant


Abilities: .

Races: .

Alignment: Any.

Starting Gold: ×10 gp ( gp).

Starting Age: .

Table: The Daunting Assailant

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special AC Bonus
Fort Ref Will
1st +1 +2 +2 +2 trapfinding, unarmed strike, improvised weapon proficiency, daunt (-5 per extra target), dire attack 1 die +0
2nd +2 +3 +3 +3 special ability, unhampered blow +0
3rd +3 +3 +3 +3 daunt (move action), dire attack 2 dice +0
4th +4 +4 +4 +4 stand tough 1/encounter +0
5th +5 +4 +4 +4 special ability, daunt (-4 per extra target), improved reaction +1 +1
6th +6/+1 +5 +5 +5 dire attack 3 dice +1
7th +7/+2 +5 +5 +5 stand tough 2/encounter +1
8th +8/+3 +6 +6 +6 special ability +1
9th +9/+4 +6 +6 +6 daunt (-3 per extra target, swift action), dire attack 4 dice +1
10th +10/+5 +7 +7 +7 improved reaction +2, stand tough 3/encounter +2
11th +11/+6/+1 +7 +7 +7 special ability +2
12th +12/+7/+2 +8 +8 +8 dire attack 5 dice +2
13th +13/+8/+3 +8 +8 +8 daunt (-2 per extra target), stand tough 4/encounter +2
14th +14/+9/+4 +9 +9 +9 special ability +2
15th +15/+10/+5 +9 +9 +9 daunt (immediate action), improved reaction +3, dire attack 6 dice +3
16th +16/+11/+6/+1 +10 +10 +10 stand tough 5/encounter +3
17th +17/+12/+7/+2 +10 +10 +10 special ability, daunt (-1 per extra target) +3
18th +18/+13/+8/+3 +11 +11 +11 dire attack 7 dice +3
19th +19/+14/+9/+4 +11 +11 +11 stand tough 6/encounter +3
20th +20/+15/+10/+5 +12 +12 +12 special ability, daunt (no extra target penalty), improved reaction +4 +4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

. All of the following are class features of the daunting assailant.

Weapon and Armor Proficiency: The daunting assailant is proficient with all simple weapons and one martial weapon, and with light armor.

AC Bonus (Ex): A daunting assailant adds his intelligence bonus (if any) as a dodge bonus to AC. In addition, a daunting assailant gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five daunting assailant levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). The daunting assailant only gains this bonus in light or no armor.

Trapfinding (Ex): Daunting assailants can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Daunting assailants can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A daunting assailant who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Unarmed Strike (Ex): At 1st level, a daunting assailant gains Improved Unarmed Strike as a bonus feat. A daunting assailant’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a daunting assailant may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a daunting assailant striking unarmed. A daunting assailant may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a daunting assailant’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A daunting assailant’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (except item creation feats).

A daunting assailant also deals more damage with his unarmed strikes than a normal person would, as shown on the table below.

Table: Daunting Assailant Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Improvised Weapon Proficiency (Ex): A daunting assailant does not receive the normal -4 to attack rolls when fighting with an improvised weapon. A daunting assailant's improvised weapon deals twice as much base damage as his unarmed strike. Weapon enhancements added to gloves or gauntlets worn by the daunting assailant apply to his improvised weapons. Generally, an improvised weapon is a light weapon and deals bludgeoning damage. If thrown, an improvised weapon has a range increment of 10 feet. Projectile weapons may not be improvised. Ammunition may be improvised, but it deals normal damage for the weapon. Depending on the item being used as a weapon, any of the following may apply (at the DM's discretion):

  • The weapon may be one-handed or two-handed.
  • The weapon may be a double weapon.
  • The weapon may be treated as a reach weapon, and may or may not be able to threaten adjacent squares.
  • The weapon may be compatible with Weapon Finesse, regardless of whether it is one-handed or two-handed.
  • The weapon may deal piercing and/or slashing damage.
  • Any other abilities or bonuses appropriate to a mundane weapon may be added.

Daunt (Ex): As a standard action, a daunting assailant may use the intimidate skill to demoralize an opponent up to 30 ft. away. Additionally, he may target any number of creatures with the same intimidate check, but he takes a -5 penalty to the check for each target beyond the first. At fifth level, this penalty lowers to -4 for each additional target. It lowers to -3 per extra target at ninth level, -2 per extra target at thirteenth level, and -1 per extra target at seventeenth level. This penalty disappears completely at twentieth level; the daunting assailant may demoralize any number of opponents within 30 ft. at no penalty. Instead of 1 round, a daunting assailant's demoralization lasts for 1d4 rounds. If any target wins the opposed check, that target is immune to that daunting assailant's daunt ability for 1d4 rounds (this does not, however, negate any previous effects of daunt on that target). A daunting assailant may still target an opponent that is thus immune with a normal intimidate check, but this check does not gain any of the benefits of daunt.

At third level, a daunting assailant may use this ability as a move action. At ninth level, it may be used as a swift action, and at fifteenth level it may be used as an immediate action.

Special Ability (Ex): At second level and every three levels thereafter, a daunting assailant can choose a special ability from the following list.

Undeniable Daunt (Ex): By using body language, the daunting assailant may demoralize mindless creatures at a -2 penalty. This ability may be taken a second time, allowing the daunting assailant to demoralize creatures immune to fear at a -5 penalty, ignoring the immunity. If both of these penalties apply, they are not cumulative; the penalty is -5, not -7.

Acrobatic Charge (Ex): The daunting assailant gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain. This ability may be taken a second time, granting the daunting assailant the ability to charge in any direction; it need not be a straight line, but the daunting assailant still must move at least 10 feet. However, during the charge he may not exit a square and then immediately re-enter it with his next square of movement.

Resolve (Ex): If the daunting assailant makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Will partial), he instead completely negates the effect. An unconscious or sleeping daunting assailant does not gain the benefit of resolve.

Stamina (Ex): If the daunting assailant makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping daunting assailant does not gain the benefit of stamina.

Evasion (Ex): The daunting assailant can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the daunting assailant is wearing light armor or no armor. A helpless daunting assailant does not gain the benefit of evasion. This ability may be taken a second time, granting improved evasion; while the daunting assailant still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save.

Uncanny Dodge (Ex): The daunting assailant can react to danger before his 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 the daunting assailant already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. This ability may be taken a second time, granting improved uncanny dodge: The daunting assailant may no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has daunting assailant levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Unhampered Blow (Ex): A second level daunting assailant's weapon attacks ignore a number of points of damage reduction equal to half his class level, and a number of points of hardness equal to his class level + 5.

Dire Attack (Ex): A daunting assailant's attack deals extra damage against shaken, frightened, or panicked targets. This extra damage is a number of dice as indicated on Table: The Daunting Assailant. Against a shaken opponent, the dice are d4s. Against a frightened opponent, the dice are d6s. Against a panicked opponent, the dice are d8s. Should the daunting assailant score a critical hit with a dire attack, this extra damage is not multiplied.

Ranged attacks can count as dire attacks only if the target is within a certain distance: 30 feet if the target is shaken, 60 feet if the target is frightened, and 90 feet if the target is panicked.

A daunting assailant can use a weapon that deals lethal damage to deal nonlethal damage (and vice versa) in a dire attack, with the usual –4 penalty.

A daunting assailant can dire attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to dire attacks. The daunting assailant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A daunting assailant cannot dire attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Stand Tough (Ex): When a daunting assailant would be damaged in combat (from a weapon or some other blow, but not from a spell or special ability), he can attempt to shake off the damage. To do this, he must attempt a Fortitude saving throw against a DC equal to the number of points of damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. If the save fails, he takes damage normally. A daunting assailant need not be aware of the impending attack to use this ability. A daunting assailant may use this ability once per encounter at fourth level, and one additional time per encounter every three levels thereafter.

Improved Reaction (Ex): At 5th level, a +1 bonus to initiative checks. This bonus increases by 1 every five levels thereafter.


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Ex-Daunting Assailants


Epic Daunting Assailant

Table: The Epic

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Daunting Assailant Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information

Playing a Daunting Assailant

Religion: .

Other Classes: .

Combat: .

Advancement: .

Daunting Assailants in the World


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Daunting Assailant Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Daunting Assailants in the Game

Adaptation: .

Sample Encounter: .

EL whatever: .

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