To qualify to become a kobold decimator, a character must fulfill all of the following criteria.
Must be proficient with at least one of the following: greatpick, heavy pick or light pick.
Intimidate 4 ranks.
Ability to cast true strike without preparation and at least one arcane spell of 2nd level or higher.
Sneak attack +2d6.
The kobold decimator's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str). and maybe hide.
4 + Int modifier.
|1st||+0||+0||+2||+2||Improved sneak attack, Smite 1/day|
|3rd||+2||+1||+3||+3||Sneak attack +1d8, speed strike|
|5th||+3||+1||+4||+4||Smite 2/day, sneak attack +2d8|
|6th||+4||+2||+5||+5||Cloudkill 3/day, charging smite|
|7th||+5||+2||+5||+5||Sneak attack +3d8|
|9th||+6||+3||+6||+6||Sneak attack +4d8|
|10th||+7||+3||+7||+7||Waves of Exhaustion 3/day, Smite 3/day|
All of the following are class features of the kobold decimator prestige class.
Kobold decimators gain no proficiency with any weapon or armor.
A kobold decimator learns to execute especially deadly sneak attacks, rolling d8s for all of her dice (including those gained from levels in other classes) instead of d6s when determining bonus damage. For example, a 4th-level sorcerer/5th-level rogue/2nd level kobold decimator would deal +3d8 damage on a successful sneak attack.
Once per day, a kobold decimator may attempt to smite a foe with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per kobold decimator level. If the smite is also a sneak attack, it deals an additional point of damage per kobold decimator level (for a total of 2 points per class level).
At 5th level, and again at 10th, the kobold decimator may smite one additional time per day.
Each time a kobold decimator reaches an even level, she gains access to a single arcane spell which she can cast three times per day. She casts these spells (and not spells gained from any prior class) as a sorcerer with a caster level equal to 5 + her kobold decimator class level.
She can cast these spells as long as her Charisma modifier remains +0 or higher, but gains no bonus spells for having a high Charisma and may not modify her spells with metamagic feats. However, feats such as Spell Focus and Spell Penetration work normally to improve her kobold decimator spells.
The spells granted to a kobold decimator at each even level are as follows:
2nd: fireball 3/day
4th: enervation 3/day
6th: cloudkill 3/day
8th: disintegrate 3/day
10th: waves of exhaustion 3/day
A kobold decimator of 3rd level has learned to use her signature spell with greater efficiency, and can cast a true strike spell as a move action instead of a standard action. Doing so provokes attacks of opportunity as normal, but the kobold decimator may cast defensively if she wishes.
Very similar to the rogue ability of the same name, a kobold decimator gains extra sneak attack dice at 3rd level and every odd level thereafter. However, the extra damage dealt increases by +1d8 (instead of +1d6) due to the Kobold Decimator's improved sneak attack (see above). If a kobold decimator gets a sneak attack bonus from another source the bonuses on damage stack.
At 6th level, the smite ability of the kobold decimator improves. Whenever she uses a smite attempt while charging, the smite deals 2 points of extra damage per kobold decimator level (or 3 points per class level if the attack is also a sneak attack).
Weapon specialists come from all walks, forgoing versatility to focus on being an utter badass with one type of weapon. Through intense training, they focus their ability to deal massive critical hits to their enemies with their weapon of choice, while gaining martial skill tailored to their previous experiences.
To qualify to become a Weapon Specialist, a character must fulfill all of the following criteria.
Varies by martial discipline (see below)
Upon entering the class, a weapon specialist must choose a specific type of weapon (e.g. greatsword or unarmed strike), which he has designated for Weapon Specialization, that will serve as the focus for many of his combat abilities.
In addition to the above, potential weapon specialists must choose one martial discipline that gives access to a certain set of abilities ; each martial discipline has its own special prerequisites that must be obtained before becoming a Weapon Specialist of that discipline. A weapon specialist only receives the benefits of one discipline (even if he meets the prerequisites of multiple disciplines.)
The martial disciplines available to a weapon specialist, and the requirements for each, are listed below:
Martial Prowess: Intimidate 10 ranks, Greater Weapon Focus feat with chosen weapon.
Lethal Precision: Bluff 8 ranks, sneak attack or sudden strike class feature.
Empty Hand: Concentration4 ranks, improved unarmed strike, ki strike (magic) class feature.
Holy Power: Knowledge (Religion) 4 ranks, ability to turn/rebuke undead, smite ability.
Arcane Might: Concentration 4 ranks, arcane spellcaster level 4th
DMs should feel free to use the above as examples to create other disciplines, if desired.
In addition, some weapon specialists gain extra class skills based on their martial discipline:
2 + Int modifier.
|1st||+1||+2||+0||+0||Discipline Focus, Improved Critical|
All of the following are class features of the weapon specialist prestige class.
Weapon specialists gain no proficiency with any weapon or armor.
At 1st level and every 3 levels thereafter (1st, 4th, 7th, and 10th), a weapon specialist gains abilities and feats based on the martial discipline he has chosen, as listed below.
When a weapon specialist's discipline provides him with a bonus feat, he need not meet the prerequisites normally required for the feat to select it. If he already has a feat granted to him by his discipline, he may instead choose any feat from the list of fighter bonus feats for which he meets the prerequisites.
Martial Prowess: A weapon specialist that chooses Martial Prowess as his discipline gains the Weapon Mastery feat (PHB2) for a damage type dealt by his weapon of choice.
At 4th level, he gains the Greater Weapon Specialization feat for his selected weapon.
Through a doctrine of constant vigilance, a7th level Martial Prowess specialist becomes nearly inseperable from his weapon. As long as his weapon of choice is nearby and unsecured (including on the ground in his square), he may pick it up and draw it as an immediate action that does not provoke attacks of opportunity.
At 10th level, the specialist attains a state of unmatched martial prowess, gaining the Weapon Supremacy feat (PHB2) for his chosen weapon.
Lethal Precision: A weapon specialist who chooses the Lethal Precision discipline deals an additional +1d6 damage when attacking an opponent that is flanked or denied their Dexterity to armor class. This is identical to the Sneak attack ability possessed by rogues. At 4th, 7th, and 10th level, this damage is increased by +1d6, becoming +2d6 at 4th level, +3d6 at 7th, and +4d6 at 10th level. If the specialist has applicable precision damage from another source (such as rogue levels), the damage stacks.
Empty Hand: An Empty Hand specialist deals more damage with his unarmed strikes. At 1st, 4th, 7th and 10th level, he may increase his unarmed damage by one step on Table: The Monk. Since an Empty Hand specialist with many monk levels might surpass the damage potential of a typical monk, an improved 2d10 strike becomes 2d12 (for Medium creatures). For small specialists, 2d8 improves to 2d10, and for Large ones, 4d8 improves to 6d6. (Even if an Empty Hand specialist gains monk levels beyond character level 20, his base unarmed strike damage cannot improve beyond one step higher than that of a 20th-level monk.)
An Empty Hand specialist's class level stacks with his monk level to determine his flurry of blows and greater flurry abilities. For example, a 4th level monk/4th level fighter/1st level weapon specialist can flurry at a -1 penalty, as if he were a 5th level monk.
In addition, the unarmed strikes of an Empty Hand specialist of 7th level or higher count as adamantine for the purposes of overcoming damage reduction.
A monk who becomes an Empty Hand specialist can continue advancing as a monk, alternating between monk levels and Empty Hand specialist levels as he desires.
Holy Power: Some weapon specialists learn to channel divine power into their weapons, smiting their foes with righteous fury. A Holy Power specialist's class levels stack with levels from the class that originally provided his smiting ability to determine smite damage.
At 1st level, a Holy Power specialist gains Divine Might as a bonus feat.
A Holy Power specialist of 4th level or higher can channel his divine fervor more reliably, gaining the smite surge ability. If he misses with a smite attack, the attempt is not immediately wasted; he can effectively 'hold the charge' for a round until he successfully smites his foe. If he does not successfully strike an opponent by the end of his next turn, the power dissipates and is wasted. The smite surge ability has no effect if a specialist wastes a smite attempt on an invalid foe (such as a paladin using his smite evil ability on a non-evil creature).
Upon reaching 7th level, he gains the insightful smite ability. He adds his Intelligence modifier (minimum +0) in addition to the normal bonus to attack rolls when making a smite attack.
At 10th level, he has learned to channel his turn undead ability into his smite ability, and vice versa, using the divine versatility ability. As a free action, he may expend two uses of his daily turn/rebuke undead ability to gain one more use of his smite ability, or expend one use of his smite ability to gain one more use of his turn/rebuke undead ability.
Arcane Might: ?.
A weapon specialist gains the Improved Critical feat for his chosen weapon. If he already has the Improved Critical feat, he gains no further benefit.
Upon reaching 3rd level, a weapon specialist can strike at his foes with deadly accuracy, increasing the likelihood of a critical hit. He gains the Power Critical feat for his weapon of choice.
At 6th level, A weapon specialist's vicious attacks are powerful enough to harm even his most heavily armored foes. Upon a roll of natural 20, he need not roll to confirm the critical hit; he automatically deals critical damage.
Creatures immune or resistant to critical hits remain protected from the extra damage. Also, other abilities and items that function only on a roll of natural 20, such as the vorpal weapon ability, still require a successful confirmation roll to activate.
Upon reaching 9th level, a weapon specialist's critical hits grow truly epic. He gains the Overwhelming Critical feat, regardless of prerequisites, which allows him to do an additional +1d6 bonus damage on a successful critical hit with his weapon of choice. If the weapon’s critical multiplier is ×3, add +2d6 points of bonus damage instead, and if the multiplier is ×4, add +3d6 points of bonus damage instead.
To qualify to become a ???, a character must fulfill all of the following criteria.
Must be proficient with all martial weapons.
Concentration 8 ranks.
Must have a power point reserve of at least one.
The ???'s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str). and maybe hide.
2 + Int modifier.
All of the following are class features of the ??? prestige class.
???s gain no proficiency with any weapon or armor.
???s have a cool ability.