User:Idkwhatmynameis/Sandbox3

Master Assailant
Abilities: Dexterity or Strength is often the most important ability for master assailant, though they also benefit from Constitution and Intelligence.

Races:

Starting Age: Simple ''' {| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! rowspan="2" | Maneuvers Known ! rowspan="2" | Maneuvers Readied ! rowspan="2" | Stance Known ! Fort || Ref || Will Class Skills (Skill Points::6 + Int modifier per level, &times;4 at 1st level) Stuff from Tome of Prowess.
 * 1st||class="left" | +1 || +2 || +2 || +0
 * class="left" | Weapon Mastery +1d4, Battlefield Mobility, Fast Movement, Maneuvers
 * 3||3||1||
 * 2nd||class="left" | +2 || +3 || +3 || +0
 * class="left" | Storm of Steel
 * 4||3||1||
 * 3rd||class="left" | +3 || +3 || +3 || +1
 * class="left" | Lightning Assault +1, Fundamentals
 * 5||3||1||
 * 4th||class="left" | +4 || +4 || +4 || +1
 * class="left" | Sidestep
 * 5||4||2||
 * 5th||class="left" | +5 || +4 || +4 || +1
 * class="left" | Weapon Mastery +2d4, Evasion
 * 6||4||2||
 * 6th||class="left" | +6/+1 || +5 || +5 || +2
 * class="left" |
 * 6||4||2||
 * 7th||class="left" | +7/+2 || +5 || +5 || +2
 * class="left" | Lightning Assault +2/+1d6
 * 7||4||2||
 * 8th||class="left" | +8/+3 || +6 || +6 || +2
 * class="left" |Apprentice Paths
 * 7||4||2||
 * 9th||class="left" | +9/+4 || +6 || +6 || +3
 * class="left" | Improved Evasion
 * 8||4||2||
 * 10th||class="left" | +10/+5 || +7 || +7 || +3
 * class="left" | Weapon Mastery +3d4, Unnatural Speed
 * 8||5||3||
 * 11th||class="left" | +11/+6/+1 || +7 || +7 || +3
 * class="left" | Lightning Assault +3/+1d6
 * 9||5||3||
 * 12th||class="left" | +12/+7/+2 || +8 || +8 || +4
 * class="left" |
 * 9||5||3||
 * 13th||class="left" | +13/+8/+3 || +8 || +8 || +4
 * class="left" | Initiate Paths
 * 10||5||3||
 * 14th||class="left" | +14/+9/+4 || +9 || +9 || +4
 * class="left" |
 * 11||6||3||
 * 15th||class="left" | +15/+10/+5 || +9 || +9 || +5
 * class="left" | Weapon Mastery +4d4, Lightning Assault +4/+2d6
 * 11||6||3||
 * 16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
 * class="left" | Maximum Velocity
 * 11||6||3||
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 * class="left"  |
 * 12||6||4||
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 * class="left" |
 * 12||6||4||
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 * class="left" | Lightning Assault +5/+2d6
 * 13||7||4||
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 * class="left" | Weapon Mastery +5d4
 * 13||7||4||
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Maximum Velocity
 * 11||6||3||
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 * class="left"  |
 * 12||6||4||
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 * class="left" |
 * 12||6||4||
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 * class="left" | Lightning Assault +5/+2d6
 * 13||7||4||
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 * class="left" | Weapon Mastery +5d4
 * 13||7||4||
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Weapon Mastery +5d4
 * 13||7||4||
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: A master assailantis proficient in light and medium armor but no shields. He is also proficient with all simple, martial, and an exotic weapon of his choice.

 (Ex): A master assailant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the master assailant’s speed because of any load carried or armor worn. This bonus improves at 5th level and every 5 levels thereafter.

Maneuvers(Ex): You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Shadow Hand,and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by asssassin is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered sublime hunter level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a swift action followed by an attack action or taking a standard action to do nothing but recover maneuvers. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to master assailants. At 4th, 10th, and 16th 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 to you 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 learn a new stance at higher levels in place of one you already know.

Battlefield Mobility: You gain a +2 dodge bonus to AC. Lastly, this ability improves at level 6, allowing you to take 10 foot steps in place of the normal 5 foot step.

Weapon Mastery: Beggining at first level, you deal an extra 1d4 of damage on any succesful attack with a weapon you are proficient in. This bonus improves by 1d4 at level 5 and every 5 levels thereafter.

Storm of Steel:

Mysteries, Fundamentals and Paths: As a master assailant, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers,known as fundamentals,function as supernatural abilities usable three times per day.You begin play with three fundamentals. You gain an additional fundamental every level past 3. Beggining at level 8, you may learn apprentice mysteries with all normal restrictions in place of a fundamental. Finally at, 13th level, you can learn initiate mysteries every time you level up in place of a fundamental. You can learn a mystery more than once. Each time you relearn a mystery, you gain another set of uses of that mystery per day. You can use each mystery you know three times per day, and they function as supernatural abilities. Unlike spellcasters, you don’t get bonus mysteries for a high ability score. Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots. In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery’s level. The save DC for your mysteries equals 10 + 1/2 Character Level + your Intelligence modifier. Even though as a shadowcaster you do not “cast spells” in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.

Epic Sublime Hunter
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Elf Sublime Hunter Starting Package
Weapons: Longbow and Longsword.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Feat: Point Blank Shot.

Gear: Basic Adventuring Package+ Studded Leather.

Gold: 125 gp.