Specialist (3.5e Prestige Class)

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Specialist[edit]

If at this point, your target isn't dead, it means one of two things - either you haven't followed the directions above, or you should run.
—Sir Edmund, Human Paladin/Specialist, The Cavalier's Handbook

Specialists are dedicated to one fighting style. (note to self - finish fluff)

Becoming a Specialist[edit]

A Specialist is almost identical to a regular fighter (or other similar martial class). The main difference is that rather than choose what abilities they get, they get many (normally unattainable) bonuses in their specialty.

Entry Requirements
Base Attack Bonus: +6.
Feats: Varies based on specialization.

Table: The Specialist

Hit Die: d

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Combat Style
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6 +5 +2 +2
7th +7 +5 +2 +2
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3

Class Skills ( + Int modifier per level)
.

Class Features[edit]

. All of the following are class features of the .

Combat Style (Ex): At 1st level, a specialist must select one of four combat styles to pursue. This choice may have a prerequisite, but otherwise does not affect the character’s selection of feats or special abilities in any way. At 4th, 7th and 10th level, they gain an additional ability.

Charging (Ex): A specialist who chooses this combat style focuses on dealing incredible damage with charging attacks. Prerequisite: Power Attack.

  • At first level, a Charger gains a bonus feat, even if he does not have the normal prerequisites, which can be Spirited Charge, Headlong Rush, or Leap Attack. If he has all three feats described, he may choose a feat for which he does meet the prerequisites.
  • At fourth level, a Charger gains Pounce.
  • At seventh level, a Charger gains an additional bonus ability. If he chose Spirited Charge, his damage multiplier increases by one. If he chose Headlong Rush, he gains Robilar's Gambit as a bonus feat. If he chose Leap Attack, he gains Battle Jump as a bonus feat. If he already has a bonus feat he would receive, he may choose a feat for which he meets the prerequisites.
  • At tenth level, a Charger gains an additional bonus ability. If he chose Spirited Charge, he no longer takes attacks of opportunity while charging. If he chose Headlong Rush, he may create an effect identical to Vampiric Blade at will, with a duration of 1 minute, as a supernatural ability. If he chose Leap Attack, once every ten minutes in a leap attack, he may deal +10d6 damage with his attack and stun the target for 1 round (DC equal to jump check).

Tripping (Ex): A specialist who chooses this combat style focuses on containing a large area through tripping and a spiked chain. Prerequisite: Weapon Proficiency (Spiked Chain), Improved Trip, Combat Reflexes.

  • At first level, a Tripper gains Stand-Still as a bonus feat.
  • At fourth level, a Tripper gains Knock-down as a bonus feat. If he already has this feat, he may choose a feat for which he meets the prerequisites.
  • At seventh level, a Tripper's reach for purposes of attacks of opportunity increases as if he gained a size category.
  • At tenth level, a Tripper may create an effect identical to Expansion at will, augmented to increase size two categories with a duration of 10 rounds, as a supernatural ability.

Flurry (Ex): A specialist who chooses this combat style focuses on getting as many attacks as possible, increasing damage in one way or another. Prerequisite: Improved Two Weapon Fighting or Rapidstrike.

  • At first level, a Flurry specialist gains a bonus ability. He can gain Improved Critical with a chosen weapon, +1d6 sneak attack, Improved Natural Attack, or a feat for which he has the prerequisites for.
  • At fourth level, a Flurry specialist is considered continuously under the Dancing Mongoose stance. This improves to Raging Mongoose at 10th level.
  • At seventh level, a Flurry specialist gains another bonus ability. He can gain +3d6 sneak attack, Improved Rapidstrike, or Lightning Mace (with a chosen weapon), or a feat for which he has the prerequisites for.
  • At tenth level, a Flurry specialist can create an effect identical to one spell or power from the following list: Sakkratar's Triple Strike (Self only, quickened, CL 10th), Hunter's Eye (CL 15th), Form of Doom (CL 10th).

Grappling (Ex): A specialist who chooses this combat style focuses on grappling, and being amazing at it. Prerequisite: Improved Grapple.

  • At first level, a Grappler gains Scorpion's Grasp as a bonus feat. If he has this feat, he may choose a feat for which he does meet the prerequisites.
  • At fourth level, a Grappler is treated as being under a continuous Balor's Nimbus.
  • At seventh level, a Grappler can make an additional grapple check with his normal grapple check to deal damage per 5 base attack bonus he has, each with -5 to attack.
  • At tenth level, a Grappler may create an effect identical to Expansion at will, augmented to increase size two categories with a duration of 10 rounds, as a supernatural ability.

Volley Archery (Ex): A specialist who chooses this combat style is similar to a Flurry specialist, but using ranged attacks rather than melee attacks. Prerequisite: Rapid Shot.

  • At first level, a Volley Archer gains Woodland Archer as a bonus feat. If she has this feat, he may choose a feat for which she does meet the prerequisites.
  • At fourth level, a Volley Archer gains the ability to make Power Shots. This allows her to subtract up to one-half her BAB from her attack roll and add twice that to her damage.
  • At seventh level, a Volley Archer gains the benefits of a continuous, extraordinary Haste effect.
  • At tenth level, a Volley Archer can cast Arrowsplit at will.

Sniping (Ex): A specialist who chooses this combat style learns to make extremely accurate, damaging shots with a crossbow from obscene distances. Prerequisite: Far Shot.

  • At first level, a Sniper only takes half penalties from distance for spot checks and attack rolls.
  • At fourth level, a Sniper gains a permanent Arcane Eye that can travel anywhere that the sniper can reach with her bow. Additionally, if she shoots at a target that the Arcane Eye is adjacent to, her arrows pass through any and all barriers except force effects.
  • At seventh level, a Sniper can cast Hunter's Mercy at will.
  • At tenth level, a Sniper doubles all of her range increments.

Sneaking (Ex): A specialist who chooses this combat style learns to hide and attack effectively while hiding. Prequisite: Hide 9 ranks, Sneak Attack +2d6.

  • At first level, a Sneaker gains Darkstalker as a bonus feat.
  • At fourth level, a Sneaker can Hide while being observed, without cover or concealment.
  • At seventh level, a Sneaker halves the penalty for attacking while hidden.
  • At tenth level, a Sneaker can cast Hunter's Eye (CL 15th) at will.

Ex-Specialists[edit]

Campaign Information[edit]

Playing a Specialist[edit]

Combat:

Advancement:

Resources:

Specialists in the World[edit]


NPC Reactions:

Specialist Lore[edit]

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
11 .
16 .
21 .
26 .

Specialists in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


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