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MasterDungeonMaker
29th November 2004, 11:26 AM
The Black Finger
The Black Finger is a cunning and doubly deadly assassin! He makes use of the most vile and detrimental poisons on his weapons, striking from the blackness of night to reap his victims. He is a master of deadly poisons, crafting and utilizing them, both for the siwftness and efficacy of their effects!
Like a silent shadow The Black Finger glides through the rooms of the sleeping castle, disturbing nothing. When he has arrived at the door of his sleeping and blissfully unaware victim, he bends to examine the lock, removing a slender leather pouch from inside his tunic. His deft fingers work quickly and silently opening the locked door. He eases the door open ever so slowly with the least amount of pressure to actually open it possible. Once the door is open, he glides into the chamber and slowly closes the door almost all the way. Then like Death's own herald he approaches his sleeping victim. He reaches out a hand, while the other grasps the special dagger at the small of his own back. His hand finds the victims mouth and covers it as his other hand whips the dagger to the victims throat. He makes a surgical light cut on the throat of the victim and stares into his eyes as the poison reeks it damage. He holds the victim down as his muscles contract, and spasm and the life ebbs from his veins.
Then he exits with more care than when he entered, leaving no trace of himself or his passing. When the Valet comes the next morning to wake his lord, screams reverberate throughout the castle as word of his demise spreads. A massive hunt is made through the castle all to no avail! The calling card of the assassin is a small dicolored cut on the lord's throat, and nothing more.

Hit Dice: d6

Requirements
To become a Black Finger the character must meet the following requirements;

Alignment: Any non good
Base Attack Bonus: +5
Sneak Attack: as a class feature
Skills: Move Silently 8 ranks, Hide 8 ranks, Diable Device 8 ranks, Open Locks 8 ranks, Bluff 8 ranks, Intimidate 8 ranks.
Feats: Great Fortitude, Skill Focus (Craft Apothecary), Flick of the Wrist

Class Skills
The Black Finger's class skills (and the key ability for each) are 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), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha), and Use Rope(Dex). See Chapter 4:Skills in the Palyer's Handbook for skill descriptions.
Skill points at each level: 6 + Int modifier

Class Features
Weapon and Armor Proficiency: The Black Finger's weapon choices reflect his ability to strike silently and from cover quickly,using stealth and sneak attacks. Black Finger's are proficient with the crossbow (hand, light, or heavy), dagger (any type), Dart, rapier, shortbow (normal and composite), and short sword. Black Finger's are proficient with light armors, but not shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at every even level (2nd, 4th, 6th, 8th, 10th). If a Black Finger gets a sneak attack bonus from another source (such as rogue levels), all the bonuses stack together.
Death Attack: If the Black Finger studies his victim for 3 rounds uniterrupted, and makes a sneak attack, dealing damage with a melee weapon, he may possibly paralyze or kill the target. While studying the target the Black Finger may take any actions he chooses so long as his atention stays focused on his target, and he is not detected by the target while doing so. If the target fails a Fortitude save (DC 10 + the Black Finger's class level + the Black FInger's Int modifier) against the kill effect they die. If the target fails the save against the paralysis effect, their mind and body are enervated and they are rendered helpless for 1d6 rounds plus 1 round per Black Finger level. If the target's saving throw succeeds it becomes a normal sneak attack. Once the Black Finger has completed studying the target he must make his death attack within 3 rounds. If a death attack is attempted and fails (target makes their save) or if the Black finger does not make their death attack within 3 rounds of completeing the study, 3 more rounds of study are neccessary prior ro attempting another death attack.
Poison Use: Black Finger's are skilled in the use and adminstration of poison and never run the risk of accidentaly poisoning themselves.
Venom Sting: At third level the Black Finger may make a single venom attack to slay his target using his death attack with a Fortitude save (DC 10 + the Black Finger's level + the Black Finger's Int modifier + the Black Finger's ranks in the Intimidate skill), against a kill effect, or die in horrible agony.
Uncanny Dodge: Starting at 2nd level the Black Finger begins to react before his senses would normally allow him to react to do so. He retains his Dexterity bonus to AC (if any) regardless of being caught flat footed or struck by an ivisible attacker. If the Black Finger gains Uncanny Dodge from another source such as levels in barbarian/rogue, he automatically gains Improved Uncanny Dodge (see below).
Venom Friend: At fourth level the Black Finger gains poison resistance 3.
Greater Venom: At fifth level any poison the Black Finger uses, has it's save DC raised by his Dex modifier.
Improved Uncanny Dodge: At sixth level the Black Finger canno longer be flanked, since he is able to react to opponents on opposite sides as easily as he can to a single attacker. This defense denies rogues the ability to sneak attack or to flank the Black Finger. The exception is a rogue/assassin/black finger or at least four higher levels. If the black finger gains uncanny didge from another class (such as barbarian/rogue)the character automatically gains improved uncanny dodge, and his levels from all classes stack to determine the minimum level of an opponent to flank and sneak attack him.
Greater Venom Friend: At seventh level the Black Finger gains poison resistance 5.
Hide in Plain Sight: At eigth level the Black Finger can use the hide skill even while being actively observed. As long as he is within 10 feet of some sort fo shadow, the Black Finger can hide from view in the open without the aid of anything to actually hide behind. He may not however hide in his own shadow.
Supreme Venom Friend: At ninth level the Black Finger gains poison resistance 10.
Vitriolic Master: At tenth level the Black Finger becomes immune to all poisons including supernatural and magical poisons.

Class Base AttackFortitude Reflex Will Special
Level Bonus Save Save Save
1 + 1 + 1 + 1 + 0 Poison Use, Death Attack
2 + 2 + 1 + 1 + 0 Uncanny Dodge, Sneak Attack + 1d6
3 + 3 + 2 + 2 + 1 Venom Sting
4 + 4 + 2 + 2 + 1 Venom Friend, Sneak Attack + 2d6
5 + 5 + 3 + 3 + 2 Greater Venom
6 + 6 + 3 + 3 + 2 Improved Uncanny Dodge, Sneak Attack + 3d6
7 + 7 + 4 + 4 + 3 Greater Venom Friend
8 + 8 + 4 + 4 + 3 Hide in Plain Sight, Sneak Attack + 4d6
9 + 9 + 5 + 5 + 4 Supreme Venom Friend
10 + 10 + 5 + 5 + 4 Vitriolic Master, Sneak Attack + 5d6

MasterDungeonMaker
30th November 2004, 03:03 AM
First a questions for you Acolyte. What do you consider "Core", and why is it a neccessary requirement for anything published here? Secondly, just how many books that are official from Wizards of the Coast do you own? I currently own all of them except for "The Shining South" a "Forgotten Realms" accessory book.

I am wondering why you consider it neccessary for everything to mesh with the "core rules", which by the way consist of three whole books; Player's Handbook, Dungeon Master's Guidebook, and Monster Manual. These three books give us the core operating system for the Dungeons & Dragonsİ game that we all love and enjoy. They are meant as guidelines so that all who wish to play may enjoy the game.

Also a few other questions for you. Number one, which feat is it that you think is non-core? Perhaps Flick of the Wrist? It is published in "Complete Warrior" by Wizards of the Coast, with the subtitle "A Player's Guide to Combat for All Classes"! So therefore by definition it is considered a core feat. Number two according to the prerequisites I posted, the character would have to be at the very least 5th level to qualify for all the neccessary ranks in the given skills, as well as be able to have all of those feats.

Number three is Venom Sting, it was designed as a class feature unique to this particular prestige class. It is to repersent how the black finger delivers the venom so quickly with his death attack that the victim suffers an agonizing death from the venom used.

Number four is Greater Venom, it was also designed as a class feature unigue to this prestige class. It represents that the venom, when used by the black finger, is more potent, requiring a higher DC save to resist it.

As for the BAB progression, it is designed for a killer, and therefore more martial in it's intent. The Saves likewise represent what this prestige class knows, and is good therefore they are the way that I have presented them.

Now according to what I am reading in your posts, you are someone that NEEDS to have HARD and Fast Rules in order to do anythying. I personally as a DM tend to look lightly on the rules and use them as guidelines, the way that they were intended in the "Core Rulebooks". I do not follow any Hard and FAST rules, as I find they stifle enjoyment of everyone involved in a game. From "Dungeon Master's Guide" V3.5, page 4 Second column under the heading "Final Note", "The power of creating worlds, controlling deities, and dragons, and leading entire nations is in your hands. You are the master of the game - the rules, the setting, the action, and ultimately, the fun. This is a great deal of power, and you must use it wisely. This book shows you how." Pay particular notice to the second sentence of that paragragh!

Lastly, I am interested in your thought processes concerning the fact that everything must match all of the official published products. Why? How do you think that they come up with new ideas? They do much the same thing that goes on here at Barroks-tower.net. They think of a new idea and hash it over with their coworkers. Then they go through the proccess of insuring that the new idea conforms to the ideal of "power - balance" for the game. When all of this is done they publish it. None of what has been published is wholely, solely the result of one person's opinion.

So on that note let's all try to be less of "Rules Lawyers" and more of a cooperation of gamers trying to make more enjoyable things for the game.

Knight of Roses
30th November 2004, 03:44 AM
The reason that ~A asks for it to conform to the Core Rules is simple, the only books you are allowed to quote from are the Core Rules and books published under the OGL and d20 licenses.

Feat/spells/whatever in books like the Complete Warrior are not allowed, by WotC to be used by anyone except WotC in published products. For your own campaign, no problem, but for things you might wish to publish, you cannot use them.

LadyCatreece
30th November 2004, 04:07 AM
I have a quick question. Now, I know that this may sound strange, however, here goes: does the person really have to be "any non-good alignment" to be this PrCC?

"It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets."
Voltaire
French author, humanist, rationalist, & satirist (1694 - 1778)

So, could a person be this who simply thinks of being a Black Finger as a job and nothing more?

Also, why have "intimidating 8 ranks"? If they are to be completely silent and not be seen, who are they going to indimidate? Each other?

MasterDungeonMaker
30th November 2004, 05:27 AM
Point taken Acolyte and all others that have posted replies to this thread. I do humbly wish to apologize then for my untoward arrogance and forthrightness. You Acolyte are correct in stating that I had no reason to quote from the DMG to you and for that I personally apologize to just you. It is not my intent to become a festering hate boil, I am instead trying to make better contributions. I am still recovering from a head injury a few years ago and unfortunately it has shortened my already short temper. Enough of my excuses though I will endeavor to fix up the errors that all of you have so kindly showed me in my PrC's and see if I can't get them right and post them again. Again my apologies to all those I have offended, directly or indirectly.

MasterDungeonMaker
30th November 2004, 06:43 AM
Well I don't think it is too radically altered but here it is now, hopefully more compatible for everyone.

The Black Finger
The Black Finger is a cunning and doubly deadly assassin! He makes use of the most vile and detrimental poisons on his weapons, striking from the blackness of night to reap his victims. He is a master of deadly poisons, crafting and utilizing them, both for the siwftness and efficacy of their effects!
Like a silent shadow The Black Finger glides through the rooms of the sleeping castle, disturbing nothing. When he has arrived at the door of his sleeping and blissfully unaware victim, he bends to examine the lock, removing a slender leather pouch from inside his tunic. His deft fingers work quickly and silently opening the locked door. He eases the door open ever so slowly with the least amount of pressure to actually open it possible. Once the door is open, he glides into the chamber and slowly closes the door almost all the way. Then like Death's own herald he approaches his sleeping victim. He reaches out a hand, while the other grasps the special dagger at the small of his own back. His hand finds the victims mouth and covers it as his other hand whips the dagger to the victims throat. He makes a surgical light cut on the throat of the victim and stares into his eyes as the poison reeks it damage. He holds the victim down as his muscles contract, and spasm and the life ebbs from his veins.
Then he exits with more care than when he entered, leaving no trace of himself or his passing. When the Valet comes the next morning to wake his lord, screams reverberate throughout the castle as word of his demise spreads. A massive hunt is made through the castle all to no avail! The calling card of the assassin is a small dicolored cut on the lord's throat, and nothing more.

Hit Dice: d6

Requirements
To become a Black Finger the character must meet the following requirements;

Alignment: Any non good
Base Attack Bonus: +8
Sneak Attack: as a class feature
Skills: Move Silently 10 ranks, Hide 10 ranks, Disable Device 10 ranks, Open Locks 10 ranks, Bluff 10 ranks, Sleight of Hand 10 ranks.
Feats: Great Fortitude, Skill Focus (Any), Deft Hands.

Class Skills
The Black Finger's class skills (and the key ability for each) are 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), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha), and Use Rope(Dex). See Chapter 4:Skills in the Palyer's Handbook for skill descriptions.
Skill points at each level: 6 + Int modifier

Class Features
Weapon and Armor Proficiency: The Black Finger's weapon choices reflect his ability to strike silently and from cover quickly,using stealth and sneak attacks. Black Finger's are proficient with the crossbow (hand, light, or heavy), dagger (any type), Dart, rapier, shortbow (normal and composite), and short sword. Black Finger's are proficient with light armors, but not shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at every even level (2nd, 4th, 6th, 8th, 10th). If a Black Finger gets a sneak attack bonus from another source (such as rogue levels), all the bonuses stack together.
Death Attack: If the Black Finger studies his victim for 3 rounds uniterrupted, and makes a sneak attack, dealing damage with a melee weapon, he may possibly paralyze or kill the target. While studying the target the Black Finger may take any actions he chooses so long as his atention stays focused on his target, and he is not detected by the target while doing so. If the target fails a Fortitude save (DC 10 + the Black Finger's class level + the Black FInger's Int modifier) against the kill effect they die. If the target fails the save against the paralysis effect, their mind and body are enervated and they are rendered helpless for 1d6 rounds plus 1 round per Black Finger level. If the target's saving throw succeeds it becomes a normal sneak attack. Once the Black Finger has completed studying the target he must make his death attack within 3 rounds. If a death attack is attempted and fails (target makes their save) or if the Black finger does not make their death attack within 3 rounds of completeing the study, 3 more rounds of study are neccessary prior ro attempting another death attack.
Poison Use: Black Finger's are skilled in the use and adminstration of poison and never run the risk of accidentaly poisoning themselves.
Quicker Than the Eye(Ex): At third level the Black Finger may make a single sleight of hand check to slay his target using his death attack with a light, one handed weapon with a Fortitude save (DC 10 + the Black Finger's level + the Black Finger's Int modifier), against a kill effect, or the victim also suffers the effects of the poison used on the weapon dieing in horrible agony.
Special Abilities(Ex):At 5th level and again at 7th and 9th level the Black Finger may choose one of the following special abilities, to add to his repertoire; Crippling Strike(Ex): A Black Finger with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at a rate of 1 point per day for each ability. Improved Evasion(Ex): This ability works like evasion, except that while the Black Finger still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth the Black Finger takes only half damage on a failed save. A helpless Black Finger (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. Opportunist: Once per round the Black Finger may make and attack of opportunity against an opponenet who has just been struck for damage in melee by another character. This attack counts as the Black Finger's attack of opportunity for the round. Even a Black Finger with the Combat Reflexes feat can't use the opportunist ability more than once a round. Skill Mastery: The Black Finger becomes so certain is the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, he may take a 10 even if stress and distractions would normally prevent him from doing so. Slippery Mind(ex): This ability represents the BlackFinger's ability to wriggle free from magical effects that would otherwise control or compel him. If a Black Finger with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to succeed on his saving throw. Feat: A Black Finger may gain a bonus feat in place of a special ability.
Uncanny Dodge(Ex): Sarting at 2nd level the Black Finger begins to react before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) regardless of being caught flat footed or struck by an ivisible attacker. If the Black Finger gains Uncanny Dodge from another source such as levels in barbarian/rogue, he automatically gains Improved Uncanny Dodge (see below).
Poison Saving Throw Bonus(Ex): Black Finger's train with all types of poisons and slowly become more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 1st level that increases by + 1 for every two additional levelsbeyond first (+ 2 at 3rd, + 3 at 5th and so on).
Improved Uncanny Dodge(Ex): At sixth level the Black Finger canno longer be flanked, since he is able to react to opponents on opposite sides as easily as he can to a single attacker. This defense denies rogues the ability to sneak attack or to flank the Black Finger. The exception is a rogue/assassin/black finger or at least four higher levels. If the black finger gains uncanny didge from another class (such as barbarian/rogue)the character automatically gains improved uncanny dodge, and his levels from all classes stack to determine the minimum level of an opponent to flank and sneak attack him.
Hide in Plain Sight(Su): At eigth level the Black Finger can use the hide skill even while being actively observed. As long as he is within 10 feet of some sort fo shadow, the Black Finger can hide from view in the open without the aid of anything to actually hide behind. He may not however hide in his own shadow.

Class Base AttackFortitude Reflex Will Special
Level Bonus Save Save Save
1 + 0 + 1 + 0 + 0 Poison Use, Death Attack, PSTBonus+1
2 + 1 + 1 + 0 + 0 Uncanny Dodge, Sneak Attack + 1d6
3 + 1 + 2 + 1 + 1 Quicker Than the Eye, PST Bonus+2
4 + 2 + 2 + 1 + 1 Sneak Attack + 2d6
5 + 2 + 3 + 2 + 2 Special Ability,PSTBonus+3
6 + 3 + 3 + 2 + 2 Improved Uncanny Dodge, Sneak Attack + 3d6
7 + 3 + 4 + 3 + 3 Special Ablility,PSTBonus+4
8 + 4 + 4 + 3 + 3 Hide in Plain Sight, Sneak Attack + 4d6
9 + 4 + 5 + 4 + 4 Special Ability,PSTBonus+5
10 + 5 + 5 + 4 + 4 Sneak Attack + 5d6

Barrok
30th November 2004, 07:45 AM
BLIMEY..
right handbags down everyone! :lol:

IS this class completed? if so can I plonk it in the poisoners one now.


p.s.

Acolyte you are a Rules Lawyer but it is a necessity of why I need both you and Knight of Roses. Without people who know the rules backwards, who else would nerf my stuff into being playable. Anyway I'm glad you all sorted it all out, I'm sure you'll get on fine.

p.p.s
I do know that both you and KoR can be cinematic in your gaming too before I offend anyone..

p.p.p.s
Im off for a cup of tea before I offend anyone more.

p.p.p.p.s
Like the other members (grumble.. members - who needs em)

p.p.p.p.p.s
I was being humourous.. Honest .. we need you .. dont leave.. Im off for a tea now.

MasterDungeonMaker
30th November 2004, 09:50 AM
Yes I am done with it now thinking it is pretty well finished. :D

Barrok
30th November 2004, 10:09 AM
Thanks for all thge re write on that I have added a nice table into it and stuck it in the poisoner's thing