Skulk Creeper (3.5e Racial Paragon Class)

Making a Creeper
Any Skulk who goes on to bigger and better things will typically go on to be a rogue, a thief, or some other stalker who pilfers and steals for profit. Some will, for a time, excel at this. But some Skulks go above and beyond the call of a mere rogue. Some excel so strongly at keeping the to shadows, no one is even really sure if they're really there to begin with.

A Creeper is somewhat like what would constitute a "Skulk Paragon". Slinking into the dark and staying there are what Skulks excel at. While many, if not most Creepers are solitary and on the wrong side of the law, a few may stick with a small group of other adventures for mutual survival's sake. A Creeper is not a rogue, though he may well pass for one. A good creeper will stick to his shadows, and will not make his presence known if unnecessary.

Races: Skulk

Alignment: Any Non-Lawful.

Abilities: Dexterity for speed along with Wisdom for higher armor classes. Constitution for health.

Class Features
Weapon and Armor Proficiency: Creepers are proficient with all simple and all light weaponry, but not with any armor or shields.

 : Whenever a Creeper attacks in a way that would deny the foe his Dexterity Bonus to Armor Class(regardless of whether such a bonus actually exists or not), he does an extra +Xd6 damage regardless of what weapon he is using. However, concealed creatures, those without discernible anatomies and creatures who are immune to critical hits are not affected by this ability. This damage can never be "non-lethal". If the Creeper somehow makes a sneak-attack as well, both the Sneak Attack and the Sudden Strike damage applies.

 : A Creeper knows how to stay out of harm's way, having spent their entire lives in the shadows. As a result, Creepers are notoriously slippery targets, even when caught off-guard. So long as he is unarmored and unencumbered, a Creeper adds his Wisdom bonus, if any, to his Armor Class (This ability does not stack with other, similar abilities). In addition, over time this skill is enhanced, granting a +1 Bonus to AC at the 4th level, and every 4 levels beyond that point (+2 at 8th, +3 at 12th, and +4 at 16th).

Creepers gain this bonus even to Touch or Flat-Footed situations, but not when the Creeper is immobilized or helpless, and the Creeper cannot be wearing even light armor, or carrying more than a light load.

 : A Creeper can use a Search skill to locate traps with a DC higher than 20, Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

A Creeper can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A Creeper 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.

 : Starting at the 4th level, a Creeper always makes his jump check as if he were running (with the Run feat), and gains a +4 to jump checks, even from a perfect standstill. However, a Creeper can only do this if unarmored and with a light load or less.

 : At 6th level and higher, a Creeper 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 Creeper is wearing no armor. A helpless Creeper does not gain the benefit of evasion.

 : At the second level, a creeper has grown so adept at hiding that even those with intuitive spotting skills find themselves at a loss. When making a Spot check against a Creeper with Stalk, do not apply any racial or ability bonuses to the roll.

 : Creepers are notoriously difficult to catch. Starting at the second level, a Creeper gains a bonus to the following skills equal to half his class level: Climb, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble and increases the DC of a foe using Sense Motive by the same rate. However, a Creeper gains a -10 penalty in the following skills: Bluff, Diplomacy, Intimidate, Perform, Disguise and Forgery.

 : At the 10th level, a Creeper is able to completely fade from view temporarily. As a swift action, during any move action, a Creeper may make a Hide Check. If successful, the opponent must make a successful countering spot check or be unable to target the Creeper for the remainder of the round.

 : A Creeper, at the 18th level, can, as a swift action, invoke "Blink" as a Supernatural Ability. Caster level is treated as half the Creeper's class level (So Caster level 9th), and can end the effect as a free action. Creepers can use this ability once per day plus Wisdom modifier score.



The Unseen Hand : Just before making a ranged attack, a Creeper with this Stealth Trick can use a move action to make a sleight of hand check opposed by his target's Spot check. If successful, the foe is denied their Dexterity bonus to Armor Class against the attack.

Opportunist : Once per round, the Creeper can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Creeper's attack of opportunity for that round. Even a Creeper with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Hide in Plain Sight : A Creeper can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Creeper can hide herself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Bonus Feat: A Creeper may gain a bonus feat in place of a Stealth Trick. However, the bonus feat must correlate to one of the following skills: Hide, Move Silently, Sleight of Hand, or correlate to another of the Creeper's natural abilities.