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
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