Weak Point Specialist (3.5e Prestige Class)
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Making a Weak Point Specialist
Abilities: All Weak Point Specialists benefit most from having a high dexterity score. Intelligence also helps the Weak Point Specialist understand the anatomy and strike upon the body more precisely.
Characteristics: The ability to end or save one's life are at the Weak Point Specialist's fingertips. Weak Point Specialists are trained with precisely honed skills of surgery and assassination alike. Weak Point Specialists able to quickly pin point their target's greatest weaknesses. They are equipped with precision based weapons and concoctions able to silence their foes.
Races: While any race can be an Weak Point Specialist, the most common Weak Point Specialists belong to races short in stature. Although it's the most agile of races that make the best Weak Point Specialists, because of their particularly keen hand-eye coordination and reflexes. Bulkier larger races tend to find the work of an Weak Point Specialist more difficult, especially when it comes to hiding in potentially small areas, and remaining unseen.
Alignment: Weak Point Specialists come in all alignments, but seeing as Weak Point Specialists are in the business of thievery, most Weak Point Specialists tend to not be lawful good.
To qualify to become an Weak Point Specialist, a character must fulfill all the following criteria.
- Alignment: Any
- Special: The character must research the anatomy of the body to the point where he understands a sufficient amount of weak points of the body.
Starting Gold: 6d6 times 10 gp (360 gp).
All of the following are class features of the Weak Point Specialist.
Weapon and Armor Proficiency: Weak Point Specialists are proficient with all simple weapons, plus their racial weapon, bolas, hand crossbow, kukri, rapier, sap, shortbow, short sword, spiked chain and whip. Weak Point Specialists are proficient with light armor, but not with shields.
Organ Attack: Through the Weak Point Specialist's background, he knows enough about living creatures with discernible anatomies that If a Weak Point Specialist can successfully strike upon an opponent, he can strike an organ important to that creature. (The DC is the rarity of the creature determined by the DM against the Weak Point Specialist's Profession(Doctor) Skill roll. Organ examples but not limited to: Brain, Trachea(throat), Lung, Heart, Liver, Stomach, Kidney, Intestines, Eyes, Ears, Reproductive organs, and Anus. Arteries: Femoral (Thigh/Leg arteries), Aorta(heart), Subclavian(Arms/Neck), Illiac(Pelvis), and Carotid(Neck)
Sneak Attack: If a Weak Point Specialist can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Weak Point Specialist'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 Weak Point Specialist flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every two Weak Point Specialist levels thereafter; and his Organ attack extra damage is 1d4 at 1st level, and it increases by 1d4 every two Weak Point Specialist levels therafter. Should the Weak Point Specialist score a critical hit with a sneak attack or organ attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 50 feet.
With a sap (blackjack) or an unarmed strike, a Weak Point Specialist 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 Weak Point Specialist can not only sneak attack living creatures with discernible anatomies but also —undead, constructs, oozes, and plants, creatures lack vital areas to attack because of their intense training in this art. Any creature that is incorporeal is still not vulnerable to sneak attacks. The Weak Point Specialist must be able to see the target well enough to pick out a place to hit and must be able to reach such a spot. A Weak Point Specialist cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. At first level a Weak Point Specialist gains Weapon Finesse as a bonus feat, even if she does not qualify for the feat.
Trapfinding: Weak Point Specialists 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. Hunters (and Weak Point Specialists) 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 Weak Point Specialist 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 her party) without disarming it.
Evasion: At 2nd level and higher, a Weak Point Specialist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Weak Point Specialist is wearing light armor or no armor. A helpless Weak Point Specialist does not gain the benefit of evasion.
Trap Sense: At 3rd level, a Weak Point Specialist gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. These bonuses rise every 4 levels by +2.
Tricks of the Trade: As a Weak Point Specialist levels they learn better ways of doing their job and learn the secrets of master Surgeons. Starting at 4th level, a Weak Point Specialist gains a +2 bonus on Profession(Doctor), Spot and Craft(Alchemy) checks. This bonus increases to +4 at 7th level, +6 at 11th level, +8 at 15th level, and +10 at 19
Uncanny Dodge: Starting at 2nd level, a Weak Point Specialist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Pocket full of Sunshine: At 5th level, a Weak Point Specialist has become adept at using her surroundings to her advantage, even in the height of a tense situation. Given the presence of a fine material such as pebbles, dust, sand, or glass shavings, she may, as a standard action, cast this material into the space in front of her as a cone with a range of 20 feet. Impacted creatures must make a reflex save with a DC of ten plus one half the Weak Point Specialist's character level. Failure results in 1d3 damage and blindness for 5 rounds. Regardless of pass or fail, impacted creatures are flat footed until the next round. This ability cannot be used again for 1d4 rounds.
Swift Stealth: Starting at 6th level a Weak Point Specialist can move stealthily even at a quick pace. He no longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he only takes a -10 penalty (instead of a -20 penalty) on Hide and Move Silently checks when running. (He still takes the normal -20 penalty when attacking or charging).
Improved Uncanny Dodge: A Weak Point Specialist of 14th level or higher can no longer be flanked.
This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels allowing precision damage than the target does.
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 level required to flank the character.
Ranged Flanking: For the purposes of flanking, when wielding a ranged weapon you count as though you have a reach equal to the distance from which you can gain bonuses to Point Blank Shot (normally 30'). Normal: You may only flank in melee.
Improved Evasion: This ability works like evasion, except that while the Weak Point Specialist still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Weak Point Specialist does not gain the benefit of improved evasion.
Power Slide: If a 12th level Weak Point Specialist takes damage from an attack, she may allow herself to be flung backwards, thereby lessening the impact. She may make a Balance check with a DC equal to the damage inflicted and if she succeeds, she suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. She is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for her to move, she suffers a d6 of damage for each square not moved. If she passes through an occupied square, the Weak Point Specialist would have to make a tumble check to avoid attacks of opportunity.
Anatomy Knowledge: At 13th level a Weak Point Specialist becomes able to better place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls ( in addition to any strength she may have) with any light weapon, as well as any weapon that can be used with Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attacks or critical hits are immune to the Weak Point Specialists Anatomy Knowledge. A Weak Point Specialist cannot use this ability when wearing medium or heavy armor.
Spot The Weak Point: As a standard action, you can attempt a Spot check to find a weakness in your opponent's defenses. The DC of this check equals the opponent's AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick.
Skill Mastery: At 16th level the Weak Point Specialist becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Weak Point Specialist may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Shadowy Figure: At 17th level the Weak Point Specialist is always considered to be taking 10 on hide and move silently even while walking around normally, unless the Weak Point Specialist wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the Weak Point Specialist presence.
Deadly Precision: At 18th level The Weak Point Specialist may add her dexterity bonus on damage made with light weapons or swords that deal no more then 1d6 of damage. (In addition with Strength Bonus). Or ranged weapon if within 60 ft. of the target.
Supreme Skill Mastery: At 20th level, a Weak Point Specialist is able to take 20 on any Appraise, Balance, Disable Device, Jump, Hide, Move Silently, and Tumble checks even in stressful or dangerous situations, and does not take twenty times as long as usual for taking 20.
Reincarnation: At 20th level, You bring back a dead creature into another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
The Weak Point Specialist gains this as an Extraordinary Ability. He is not proficient in divine spell casting, but through all of his experience with the body, an otherworldly deity grants him this ability because it pleases him to see souls come into new bodies. (The deity has the Weak Point Specialist tricked into thinking he gave him the True Resurrection spell but he just needs more practice in order to fully get it right.) Look at Reincarnation Table... ========
Epic Weak Point Specialist
|21st||Organ Attack +11d4, Assassin Eye,|
|22nd||Sneak Attack +11d6, Death Attack,|
|23rd||Organ Attack +12d4, Trap Sense 12, Tricks of the Trade 12|
|24th||Sneak Attack +12d6, Bonus Feat|
|25th||Organ Attack +13d4, Bonus Feat|
|26th||Sneak Attack +13d6, Bonus Feat,|
|27th||Organ Attack +14d4, Trap Sense 14, Tricks of the Trade 14|
|28th||Sneak Attack +14d6, Bonus Feat|
|29th||Organ Attack +15d4, Deadly Strike,|
|30th||Sneak Attack +15d6, Bonus Feat,|
8 + Int modifier skill points per level.
Assassin Eye (Ex): The assassin now lands much more terrifying blows when she land a critical. The assassin now increases the critical hit multiplier by one (x3 to x4) with all weapons she is proficient with.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Deadly Strike (Ex): Each time an assassin deals a critical hit, there is 1% chance per assassin level that the assassin kills his opponent (or disables him, assassins choice). The victim must succeed a Fortitude Save DC 10+assassin level/2 + assassin Dexterity Modifier. If the victim fails her save she dies or is disabled for 1/4 round/point of damage dealt. If the victim succeeds her save, it is just a normal critical hit.
Bonus Feats: The epic Weak Point Specialist gains a bonus feat every four levels after 20th.
Slow Fall: The epic Weak Point Specialist at 25th level gains the ability to use a nearby wall to slow her descent and fall at any distance without harm.
Tricks of the Trade: At 25th level and every 6th level thereafter an epic Weak Point Specialist gains an additional +2 competency bonus on all disable device, open locks and search checks.
The Weak Point Specialist Starting Package
Weapons: Shortsword (1d6, crit 19-20/x2),
Skill Selection: Pick a number of skills equal to 8 + Dex modifier.
|Sleight of Hand||4||Dex||—|
Feat: Nimble Fingers
Bonus Feats: Improved Initiative.
Gear: Padded Leather.
Gold: 6d6 X 10.
Playing a Weak Point Specialist
Background: Weak Point Specialists are born in a few different ways. One of them is of a doctor who found himself in an unfortunate position with a group of thugs who tried killing his wife. This doctor quickly took his skinning knife out and sliced open the aorta of the heart and the thug's body thud heavily on the ground. That day he learned of how deadly he could become.
Religion: Weak Point Specialists can follow any deities or beliefs. However many tend to go with the least hostile ideology toward killing. In fact Weak Point Specialists of good deities may find themselves accepted if they target evil characters, but most lawful deities tend to frown the illegal act of stealthy killing.
Other Classes: Weak Point Specialists get along with rogues, and can have conflict with Paladins and lawful good party members. They tend to frown upon large uses of magic except for enchanted arms and armor, for they belive it to be unnatural. Otherwise they do not tend to have conflict with other classes.
Combat: A Weak Point Specialist is a combat-surgeon-rogue first and a healer second, he fights and kills on par with a fighter or a martial adept and is able to pack a huge punch with sneak attack and organ attack. You are a decent skillmonkey, trapfinder, healer, and resurrection man... sort of. You extend your use of stealth to mainly one thing: combat.
Advancement: A Weak Point Specialist should remain a Weak Point Specialist from 1 to 20. Few classes offer him a countinuity in all of his abilities, no martial adept or roguish PrC really fits his need. Maybe dip in the middle of leveling on and into Assassin just for the Death Attack ability. Other ones to consider a dip in include Fighter for extra feats, monk if you can do lethal unarmed damage for the extra attacks, prestige class Master Assassin, or prestige class Ultimate Master.
Weak Point Specialist in the World
|“||Some kill for duties, some kill for revolutionary causes, some kill for power or fun. Some even kill for "good". No matter why you kill, the method is always the same.||”|
|—David, Human Weak Point Specialist|
Daily Life: Weak Point Specialist must know how to blank their emotions, killing people isn't easy for the good Weak Point Specialist. But really Weak Point Specialist have no fixed daily lives, a orc Weak Point Specialist will live a very different life than a human guild Weak Point Specialist.
Notables: The Righteous Plague, a mysterious female Weak Point Specialist who lived in the great metropolis of Thereleflor. She killed about a hundred crime lords and thugs during her rather short career. Shortky after killing the last big crime boss she surrendered herself to the local police and was hanged, however she still remain a legendary and beneficial figures among the common people of the city. She is a prime example of a lawful good Weak Point Specialist.
Organizations: Weak Point Specialist organization are extremely uncommon but they are each have their own requirements for alignment. Some kill for profit, other are justiciars killing criminals. Some are bloodthirsty tyrants who only became Doctors for killing purposes, and some are Doctors who learned to cope with death by serving justice to the killers of their patients. No matter the origin and purpose, thier organizations are very few and far between.
NPC Reactions: NPCs almost alway react negatively to the Weak Point Specialist, if they know she is one. In fact most people tend to think Weak Point Specialist are rogues.