Skulk Creeper (3.5e Racial Paragon Class)

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Author: Legacy (talk)
Date Created: May 8th, 2011
Status: Transferred
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Skulk Creeper[edit]

Making a Creeper[edit]

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.

The Skulk Creeper

Hit Die: d8

Level Base Attack Bonus Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 AC Bonus(Ex), Sudden Strike +1d6, Trapfinding
2nd +1 +0 +3 +0 Stalk, Slippery, Evasion
3rd +2 +1 +3 +1 Sudden Strike +2d6
4th +3 +1 +4 +1 Stealth Trick, Great Leap
5th +3 +1 +4 +1 Sudden Strike +3d6
6th +4 +2 +5 +2 Uncanny Dodge
7th +5 +2 +5 +2 Sudden Strike +4d6
8th +6/+1 +2 +6 +2 Stealth Trick
9th +6/+1 +3 +6 +3 Sudden Strike +5d6
10th +7/+2 +3 +7 +3 Fade-Shift
11th +8/+3 +3 +7 +3 Sudden Strike +6d6
12th +9/+4 +4 +8 +4 Stealth Trick
13th +9/+4 +4 +8 +4 Sudden Strike +7d6
14th +10/+5 +4 +9 +4 Deft Strike
15th +11/+6/+1 +5 +9 +5 Sudden Strike +8d6
16th +12/+7/+2 +5 +10 +5 Stealth Trick
17th +12/+7/+2 +5 +10 +5 Sudden Strike +9d6
18th +13/+8/+3 +6 +11 +6 Blink

Class Skills (6 + Int modifier per level): Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

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

Sudden Strike (Ex): 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.

AC Bonus (Ex): 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.

Trapfinding (Ex): 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.

Great Leap (Su): 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.

Evasion (Ex): At 2nd 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.

Uncanny Dodge (Ex): Starting at 6th level, a Creeper can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Stalk (Ex): At 2nd 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.

Slippery (Ex): 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.

Fade-Shift (Ex): 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.

Deft Strike (Ex): At 14th level, as a Standard Action, you can attempt to find a weak spot in a visible target’s armor with a Spot check (DC = target’s AC). If you succeed, your next attack (which must be made no later than the end of your next turn) ignores the target’s Armor and Natural Armor bonuses, as well as Enhancement bonuses to these.

Blink (Su): 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.

Stealth Tricks: At fourth level, and every four levels thereafter, a creeper may learn one of the following skill tricks.

The Unseen Hand (Ex): 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 (Ex): 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 (Su): 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.

Improved Evasion (Ex): 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. If she fails she still only takes half damage.

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.



Back to Main Page3.5e HomebrewClassesRacial Paragon Classes

Allowed AlignmentsNeutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceModerate +
AuthorLegacy +
Base Attack Bonus ProgressionModerate +
Class AbilitySneak Attack +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Racial Paragon Class +
Length18 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Control Shape +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Iaijutsu Focus +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Psicraft +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Truespeak +, Tumble +, Use Magic Device +, Use Psionic Device + and Use Rope +
TitleSkulk Creeper +
Will Save ProgressionPoor +