New PC class in my campaign:
Dwarven Slayer (Dwarf 0, Fighter 2, Thief 2, HD 1) – d6 HD – STR,DEX
(5 thief proficiencies, 1 custom power from trade off (fighting w/shield))
Some dwarves serve their clan by taking out their political foes through guile and ambush. Although generally looked down upon by most dwarven society, clan leaders will often turn to a Slayer to do the jobs no one else will. Others take the skills they have learned and use them for hire in the world of men.
Dwarven Slayers are expert combatants, though lacking somewhat in toughness (hit points). At first level, assassins hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. Assassins increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level.
Dwarven Slayers may use any weapon without limitation. Although assassins generally prefer fast, concealable, or quiet weapons, killing can occur under many circumstances. They may fight using a weapon two-handed or a weapon in each hand. As they often make quick escapes through narrow passages in their underground vaults, they shun the use of shields.
Dwarven Slayers can open locks and remove traps as their targets are often behind locked doors and protected by elaborate traps in their vaults. Working their way through the underground requires them to be able become skilled at climbing walls as well. Although they are not as stealthy as their human and elven counterparts, they are naturally stealthy and when wearing chainmail armor or lighter their opponents receive a -1 to surprise rolls.
Dwarven Slayers are known for their perseverance, patiently hiding in shadows (if wearing leather or lighter armor) and waiting for their target. Their patience pays off when they backstab from surprise.
Sensitivity to Rock: All dwarves gain a +1 bonus to surprise rolls when underground. Dwarf Tongues: All dwarves speak four bonus languages: Dwarf, Gnome, Goblin, and Eldritch. Detect Traps: Because of their experience underground, all dwarves may detect traps, false walls, hidden construction, and notice if passages are sloped with a proficiency throw of 14+ on 1d20. Hardy People: All dwarves gain a +3 bonus on saving throws versus Blast and Breath and a +4 bonus on all other saving throws.
Upon reaching 9th level (Slayer), an assassin may construct a hideout. When a slayer builds a hideout, he will gain 2d6 1st level apprentices, come to learn under a master. If hired, they must be paid standard rates for ruffians. These thugs will serve the character with some loyalty, though at least one will be an infiltrator working for a rival clan, sent to keep an eye on the character.
Dwarven Slayers save and gain proficiencies as Dwarven Vaultguards.
Class Proficiencies: Acrobatics, Alchemy, Alertness, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Caving, Contortionism, Disguise, Dwarven Brewing, Eavesdropping, Engineering, Fighting Style, Gambling, Goblin Slaying, Illusion Resistance, Intimidation, Mimicry, Precise Shooting, Skirmishing, Skulking, Sniping, Swashbuckling, Tracking, Trap Finding, Weapon Finesse, Weapon Focus
Experience |
Title |
Lvl |
Hit Dice |
BTH |
+ dam |
0 |
Ruffian |
1 |
1d6 (6) |
+0 |
+1 |
2250 |
Thug |
2 |
2d6 (9) |
+1 |
+1 |
4500 |
Tough |
3 |
3d6 (12) |
+1 |
+2 |
9000 |
Enforcer |
4 |
4d6 (15) |
+2 |
+2 |
18000 |
Killer |
5 |
5d6 (18) |
+3 |
+2 |
36000 |
Butcher |
6 |
6d6 (21) |
+3 |
+3 |
70000 |
Executioner |
7 |
7d6 (24) |
+4 |
+3 |
140000 |
Exterminator |
8 |
8d6 (27) |
+5 |
+3 |
270000 |
Slayer |
9 |
9d6 (30) |
+5 |
+4 |
400000 |
Guildmaster Slayer |
10 |
9d6+2 (32) |
+6 |
+4 |
530000 |
Guildmaster Slayer 11th level |
11 |
9d6+4 (34) |
+7 |
+4 |
660000 |
Guildmaster Slayer 12th level |
12 |
9d6+6 |
+7 |
+5 |
790000 |
Chosen |
13 |
9d6+8 |
+8 |
+5 |