Knife Augmentor (3.5e Class)
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- 1 Knife Augmentor
- 1.1 Making a Knife Augmentor
- 1.2 1 - Level Augmentations:
- 1.3 2 - Level Augmentations:
- 1.4 4 - Level Augmentations:
- 1.5 6 - Level Augmentations:
- 1.6 8 - Level Augmentations:
- 1.7 Campaign Information
The Knife Augmentor is very similar to the Rogue class. The style of the class is meant to be stealthy with various damage types. The main difference is the Knife Augmentor's ability to augment a weapon of his creation with special magical properties. The Knife Augmentor has a focus on Smithing and Augmentation for the purposes of their weapon. The Knife Augmentor at higher levels will have various different augmentations on their weapon, but can only use one specific augmentation at a time. The Knife Augmentor cannot augment any weapon they have. The Knife Augmentor must specially craft the weapon themselves, which is what gives them the ability to attach magical augmentations to said weapon. When adding a new augmentation to their weapon, they must do so at a forge or have the proper tools to forge a weapon (Takes 3 hours).
Making a Knife Augmentor
The Knife Augmentor relies on attacking his enemies from the shadows with various different magical boosts on their weapon.
Abilities: The Knife Augmentor should focus on Dex and Intelligence. The Dex is for the stealth aspect, where as the Intelligence gives the Knife Augmentor the ability to crafty better weapons with stronger augmentations.
Races: Any Dex/Int based Race.
Alignment: None Specific to the Knife Augmentor.
Augmentations: Knife Augmentors have access to all Augmentations they have the proper level for, but they can only apply a certain amount of augmentations to each weapon, based on level.
Starting Weapon: The Knife Augmentor can start off with a simple weapon of their choice that already has a level 1 Augmentation(of their choice) on it. For RP purposes, the weapon was crafted by the player, and should be mentioned in backstory.
Starting Gold: 3d8 × 10 (150 gp).
Starting Age: Moderate.
|1st||+0||+0||+2||+1||Sneak Attack +1d6, Craft (Weaponsmith), Weapon Augmentation, Magical Blade, 1 Augmentation per weapon|
|2nd||+1||+0||+3||+1||2nd Augmentation, Evasion|
|4th||+3||+1||+4||+2||Sneak Attack +2d6, 3rd Augmentation, Uncanny Dodge|
|6th||+4||+2||+5||+3||Sneak Attack +3d6, 4th Augmentation|
|8th||+6/+1||+2||+6||+3||Sneak Attack +4d6, 5th Augmentation, Improved Uncanny Dodge|
|10th||+7/+2||+3||+7||+4||Sneak Attack +5d6, 6th Augmentation|
|12th||+9/+4||+4||+8||+5||Sneak Attack +6d6, 7th Augmentation|
|14th||+10/+5||+4||+9||+5||Sneak Attack +7d6, 8th Augmentation|
|16th||+12/+7/+2||+5||+10||+6||Sneak Attack +8d6, 9th Augmentation|
|18th||+13/+8/+3||+6||+11||+7||Sneak Attack +9d6, 10th Augmentation|
|20th||+15/+10/+5||+6||+12||+7||Sneak Attack +10d6, 11th Augmentation|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Knife Augmentor.
Weapon and Armor Proficiency: Knife Augmentors are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Knife Augmentors are proficient with light armor, but not with shields.
Sneak Attack: If a Knife Augmentor can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The Knife Augmentor’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Knife Augmentor flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the Knife Augmentor score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Knife Augmentor can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Knife Augmentor can sneak 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 sneak attacks. The Knife Augmentor 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 Knife Augmentor cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Craft (Weaponsmith): Enables the player to craft weapons from various metals.
Evasion (Ex): At 2nd level and higher, a Knife Augmentor 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 Knife Augmentor is wearing light armor or no armor. A helpless Knife Augmentor does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a Knife Augmentor 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.
Improved Uncanny Dodge (Ex): A Knife Augmentor of 8th level or higher can no longer be flanked.
This defense denies another Knife Augmentor Or Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Knife Augmentor or Rogue levels than the targets Knife Augmentor level.
If a character already has uncanny dodge (see above) 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 Knife Augmentor level required to flank the character.
Knife Augmentor Feats
Prerequisite: 10 Int, Craft(Weapon Smith)
Benefit: Enables the character to craft a weapon that can be embued with magical augmentations.
Prerequisite: 10 Int, Weapon Augmentation
Benefit: Allows a player to use their Intelligence modifier instead of their Strength modifier on attack rolls.
Player must select the augmentation they would like while they are forging the weapon. Player must have a intelligence level of 10 + the level of the Augmentation, and their Knife Augmentor level must match the Augmentation level. Player will pay 50% of the weapon's (without augmentation) price to forge the weapon without augmentation. There is a charge of 500 GP to apply an Augmentation to the forged weapon, and an addition 100 GP per augmentation (so long as the Knife Augmentor is high enough). To apply augmentations, the player must be at a forge or must have the proper tools to forge a weapon (takes 3 hours per augmentation). If the player doesn't have enough GP or time, the player can always add augmentations at a later time.
1 - Level Augmentations:
'Dazzle Blade: Has a chance to dazzle the target. Roll a d20 against their AC. The effect lasts for 1 turn.
'Chill Blade: Deals bonus frost damage. Roll 1d4 for bonus damage.
'Heat Blade: Deats bonus fire damage. Roll 1d4 for bonus damage.
2 - Level Augmentations:
'Spark Blade: Deals bonus lightning damage. Roll 1d6 for bonus damage.
'Confuse Blade: Has a chance to confuse the target. Roll a d20 against their AC. The effect lasts for 2 turns.
'Slowing Blade: Has a chance to slow the targets base movement speed by 50%. Roll a d20 against their AC. The effect lasts for 2 turns.
4 - Level Augmentations:
'Dazed Blade: Has a chance to daze the target. Roll a d20 against their AC. The effect lasts for 1 turn.
'Fire Blade: Deal bonus fire damage. Roll 1d8 for bonus damage.
'Frost Blade: Deals bonus frost damage. Roll 1d8 for bonus damage.
6 - Level Augmentations:
'Blinding Blade: Has a chance to blind the target. Roll a d20 against their AC. Lasts for 3 turns.
'Poison Blade: Has a chance to poison the target. Roll a d20 against their AC. Lasts for 3 turns. Poison deals 1d6 at the end of each turn.
'Shock Blade: Deals bonus lightning damage. Roll a 1d8 for bonus damage.
8 - Level Augmentations:
'Scorching Blade: Deals bonus fire damage(Roll a 1d10 for bonus damage) or has a chance to cause a burning effect(Burning does 1d6 at the end of each turn). Roll a d20 against their AC. Lasts for 3 turns.
'Blizzard Blade: Deals bonus frost damage(Roll a 1d10 for bonus damage) or has a chance to cause a blistering effect(Burning does 1d6 at the end of each turn). Roll a d20 against their AC. Lasts for 3 turns.
'Lightning Blade: Deals bonus lightning damage(Roll a 1d10 for bonus damage) or has a chance to cause a prolonged shock effect(Burning does 1d6 at the end of each turn). Roll a d20 against their AC. Lasts for 3 turns.
'Toxic Blade: Has a chance to infect the target with toxins. Roll a d20 against their AC. Lasts for 3 turns. Toxic deals 1d8 at the end of each turn.
Extraordinary or (Ex)
Extraordinary abilities, though they may break the laws of physics, are nonmagical, don’t become ineffective in an antimagic field, are not subject to any effect that disrupts magic, and they generally do not provoke attacks of opportunity. They are, however, not something that just anyone can do or even learn to do without extensive training. Using an extraordinary ability is a free action unless otherwise noted.
Knife Augmentor Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Knife Augmentor
Other Classes: .
Knife Augmentors in the World
Daily Life: .
NPC Reactions: .
Knife Augmentor 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.
Knife Augmentors in the Game
Sample Encounter: .
EL : .