Sublime Cutthroat (3.5e Class)

Sublime Cutthroat
Sublime Cutthroats are trained in the martial arts which help them most in stealth operations.

Making a Sublime Cutthroat
Sublime Cutthroats are good at sneaking and hitting hard, but not so good at taking hits.

Abilities: Strength, Dexterity, and Wisdom are useful for save DCs, sneaking and attacking ability, and noticing other sneaky people. Constitution is necessary if you intend to be attacked occasionally. Intelligence and Charisma might help you out, but don't bother with them too much.

Races: Sublime Cutthroats are more common amongst those races who aren't born with a sense of honor.

Alignment: Any, although Lawful Good Sublime Cutthroats are quite rare.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the Sublime Cutthroat.

They are also proficient with light armor.

The disciplines available to you are Thunder Bolt, Amaranth Eclipse, Chthonic Serpent, Coin's Edge, Surreptitious Bandit, and Shadow Hand.

Once you know a maneuver, you must ready it before you can use it. All maneuvers you know are extraordinary unless otherwise noted.

Upon reaching 4th level, and every 2 levels after that, you may choose to replace one maneuver you know with a different maneuver for which you currently meet the prerequisites.

When you initiate a maneuver, it is expended.

As a full-round action, you can recover all expended maneuvers, and replace one of your currently readied maneuvers with a different maneuver you know.

At every odd-numbered level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot replace old ones with new ones as you level up.

 : A level 2 you can use the Search skill to locate traps when the task has a Difficulty Class 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.

You also gain the ability to 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.

If you beat a trap’s DC by 10 or more with a Disable Device check, you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.

 : At 3rd level and higher, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.

 : At levels 5, 10, 15, and 20, you gain the ability to benefit from an additional stance at a time. The swift action to change to a new stance only allows you to change one stance at a time, not all. The extra stance granted at level 5 can never be a higher level than the highest level maneuver you can initiate minus 1; the extra stance at level 10: minus 2; the extra stance at level 15: minus 3; the extra stance at level 20: minus 4.

 : Once you reach level 7, you can always act on the surprise round, and are never flat-footed.

 : At level 8, whenever you damage a flat-footed opponent with an attack, they take 1 point of Constitution damage. This improves to 2 points at level 13, and 3 points at level 18.

 : Upon attaining 11th level, you take only half damage \on a failed Reflex save. This benefit also does not work while helpless or wearing medium or heavy armor.