Wetboy (3.5e Prestige Class)

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If Assassins are the Hitmen of the world then the Wetboy is the Harbinger of Death. Assassins have targets, therefore they can miss, a Wetboy on the other hand has "deaders". Never screw over a Wetboy or you will wake up in the night only to see him grin as he slides a blade across your throat.

Becoming a Wetboy[edit]

Wetboys employ stealth and the art of Illusion to deal with their victims. Thus they do not keep themselves in prolonged combat but they can hold their own. With their innate magical abilities called Talent, they are a force not to be taken lightly.

Abilities: Dexterity and Charisma are a Wetboys friends. Dexterity allows a Wetboy to avoid and dodge attacks while his Charisma affects his Talent and how well it works.

Entry Requirements
Skills: Swim 6 ranks, Hide 4 ranks, Disguise 5 ranks, Balance 6 ranks.
Feats: Mobility.
Special: Must defeat Water Elemental without taking damage.
Special: sneak attack +3d6.

Table: The Wetboy

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 0 and 1st level Talents, dodge, quick draw, Novice Poison Maker, Sneak Attack 1d6.
2nd +1 +0 +3 +0 hide weapons.
3rd +2 +1 +3 +1 shadowmeld 1/day, Sneak Attack 2d6, weapon path, Alchemist.
4th +3 +1 +4 +1 2nd level Talents, Journeymen Poison Maker.
5th +3 +1 +4 +1 Master of disguise, Silver Tongue, Sneak Attack 3d6.
6th +4 +2 +5 +2 shadowmeld 2/day, 3rd level Talents
7th +5 +2 +5 +2 Talent boost, 4th level Talents, Sneak Attack 4d6.
8th +6/+1 +2 +6 +2 Master Poison Maker.
9th +6/+1 +3 +6 +3 Sneak Attack 5d6, shadowmeld 3/day.
10th +7/+2 +3 +7 +3 5th and 6th level Talents, shadowmeld 4/day, Grandmaster Poison Maker, weaponsmaster, Legend.

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

Class Features[edit]

In order for Wetboys to complete their mission they must have a special set of skills to help with the job. All of the following are class features of the Wetboy.

Weapon and Armor Proficiency: Wetboys are proficient with all simple and martial weapons, light shields, and non-metal armors.

Talents: A wetboy has the ability to use magic through the manifestation of power in his own body called Talent. His talent is equal to 1d20 plus his Cha modifier each level. The Talents the Wetboy can use are pulled from the Sorceror/Wizard spell list, the point cost will follow the Talent name.

0 level- Detect Poison(2 TP), Detect Magic(2 TP), Read Magic(2 TP), Daze(2 TP), Flare(2 TP), Ghost Sound(2 TP), Sleep(2 TP).

1st level- Color Spray(3 TP), Magic Aura(3 TP), Ventriloquism(3 TP).

2nd level- Obscure Object(4 TP), Glitterdust(4 TP), Invisibility(4 TP), Mirror Image(4 TP), Misdirection(4 TP), Phantom Trap(4 TP), Bear's Endurance(4 TP), Bull's Strength(4 TP), Cat's Grace(4 TP), Eagle's Splendor(4 TP), Fox's Cunning(4 TP), Owl's Wisdom(4 TP), Spider Climb(4 TP).

3rd level- Dispel Magic(5 TP), Nondetection(5 TP), Displacement(5 TP), Illusory Script(5 TP), Major Image(5 TP), Haste(5 TP).

4th level- Greater Invisibility(6 TP).

5th level- False Vision(7 TP), Persistant Image(7 TP).

6th level- Mislead(8 TP), Shadow Walk(8 TP).

Dodge: A Wetboy automaticaly gains the feat Dodge even without meeting the prerequisites.

Quick Draw: A Wetboy automaticaly gains the feat Quick Draw even without meeting the prerequisites.

Poison Making: A Wetboy is proficient in poison making. As he progresses in level his skill increases, decreasing the DC. The levels and DC are as follows:

Novice(DC 18+Cha modifier),

Alchemist(DC 20),

Journeyman (DC 15+Cha modifier),

Master (DC 12+Cha modifier),

Grandmaster (DC 10+Cha modifier).

Sneak Attack: As long as the Wetboy catches his target flat-footed and the target does not spot or suspect him, the Wetboy gets a sneak attack on the target for his first attack before Initiative is rolled or even during battle as long as the Wetboy is flanking the target.

Mobility: The Wetboy attains this feat without meeting the prerequisites.

Shadowmeld: A Wetboy has the innate ability to become one with the shadow a certain number of times a day. When in this form the Wetboy can move inside any shadow that he's melded to but cannot attack, cast Talents or any other action other than moving and speaking otherwise he is immediately revealed.

Weapons Path: The Wetboy chooses which weapons he is most proficient in and gains 2 bonus feats depending on his path: One weapon(Weapon Focus, Weapon Spec in chosen weapon), Sword and shield(Shield Bash, Imp Shield Bash), 2 Weapons(Dual Weapon Fighting, Imp Dual Weapon Fighting), or Ranged(Point Blank Shot, Far Shot). When using a weapon outside of his path, the Wetboy gets a -4 penalty to attack and a -2 penalty to damage. Daggers, Shuriken, and Darts are the only exception to this rule.

Speed Boost: The Wetboy has improved his skill in Talent and if he spends 15TP he can increase his speed by 20ft. This effect lasts for a day at which point it must me re-casted.

Hide Weapons: The Wetboy is proficient in hiding his weapons. Any weapon the Wetboy has that is Small or smaller can be hidden anywhere on his person and is hard to find when being searched.

Master of Disguise: The Wetboy is proficient in manipulating his Talent to make himself look like someone else. If he so chooses the Wetboy can spend 20TP to change his appearance for a duration of a month, though it can be cut short if the Wetboy wills.

Silver Tongue: The Wetboy can talk his way into or out of any situation and thus receives a +5 to all Bluff, Diplomacy, Intimidate, Gather Information, and Sense Motive checks.

Talent Boost: The Wetboy gains a boosted Talent gain from here on adding 1.5 his Cha modifier when rolling his talent gain for levels.

Weapon Master: The Wetboy is proficient in weaponry that he no longer gets a penalty from using weapons outside his path but if he still chooses to use weapons in his weapons path they are treated as +3 weapons along with any other enchantments they had on them.

Legend: The Wetboy has become legendary and again gains a +5 to all Bluff, Diplomacy, Intimidate, Gather Information, and Sense Motive checks. The Wetboy's reputation proceeds him wherever he goes and he must constantly change his appearance to keep from being assassinated by a rival Wetboy.

Epic Wetboy[edit]

Table: The Epic Wetboy

Hit Die: d8

Level Special
11st Sneak Attack 6d6
12nd Improved Weapon Master, shadowmeld 4/day.
13rd Sneak Attack 7d6
15th Sneak Attack 8d6, shadowmeld 5/day.
17th Sneak Attack 9d6
18th Improved Talent Boost, shadowmeld 6/day.
19th Sneak Attack 10d6

4 + Int modifier skill points per level.

Shadowmeld: Increase in uses per day.

Sneak Attack: Damage increase.

Improved Weapon Master: Wet Boy's weapons are treated as +6 weapons along with any other enchantments they had on them.

Improved Talent Boost: The Wetboy gains a boosted Talent gain from here on adding 3 his Cha modifier when rolling his talent gain for levels.

Campaign Information[edit]

Playing a Wetboy[edit]

Religion: Generally Wetboys do not practice religion though some find succor in their beliefs. If a Wetboy were to choose a Deity it would definately be a racial or Neutral Deity.

Other Classes: Wetboys get along best with Rangers, Rogues, and Sorcerors as these classes share traits with them. They despise Paladins due to their pull towards good choices and Monks because they are always Lawful.

Combat: The Wetboy uses his Talent to allow him to get sneak attacks and dispatch his targets quicker.

Advancement: Most Wetboys never venture out of their class but some decide to take on the Assassin prestige class to further hone their deadly abilities.

Wetboys in the World[edit]

Assasins have targets because assasins might miss. Wetboys have deaders because when a wetboy takes a contract the rest of the deader's life is just a formality.
—Durzo Blint, Human Wetboy

Wetboys are found in every major city in the world and there are several that stay in the same city.

Daily Life: Wetboys live everyday like it's their last and are always looking over their shoulder, triple-trapping their doors and sleeping fully armed and armored because they know any other Wetboy could slip in and kill them. Wetboys live in constant rivalry with each other but sometimes they work together and a few even look out for each other.

Notables: Durzo Blint, Kylar Stern, Scarred Wrable, Hu Gibbet

Organizations: The infamous Sa'Kage run the Wetboy's life, giving him his contracts and even acting as a court if a Wetboy were to violate the laws. Other than the Sa'Kage the Wetboy has no allegiances.

NPC Reactions: Most commonfolk of the world don't even know what a Wetboy exactly is and those who do pretend they don't exist. The few people who converse with Wetboys are working for them. The outlook on Wetboys is mixed.

Wetboy Lore[edit]

Characters with ranks in Knowledge(local) can research Wetboys 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 Wetboys are consider a urban myth there has never been any real proof they exist.
10 The Sa'Kage control organized crime as well as the Wetboys so it is said
15 Wetboys are masters of illusions and adept with their chosen weapons.
20 Wetboys are hitmen for the Sa'Kage, They are masters of disguise and expert poison makers. They have no equal in the area of combat and their magical abilities make them nearly invisible in the night and shadows.

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