Maurader (Amyradi) Character Class:
Ayamaru: Old Yhtillic for "Maurader"
Pronounced: Ay - am - aru
Amyradi: Carcosan Black Man for "Stalker, Hunter, Tracker"
Pronounced: Am - ear - ah - dee
Equipment:
Bow Drill, Facewrap/Cowl
D&D Equivalent Class:
Combination of Ranger, Thief and Assassin.
Description:
In the Carcosa setting, due to how small the villages & other settlements are, thieves as an organized guild & occupation is highly unlikely, though Mauraders fill in the gap. They employ thief like traits, but in the efforts to raid other settlements. They are also the scouts, trackers & hunters of most villages. As they need to silently eliminate guards in villages & caravans that they raid, they will eventually receive the Back Stab ability, which becomes more efficient as they progress, eventually allowing them to Assassinate on very high natural dice rolls. Unlike thieves in most settings, a Maurader from your own community is considered a respectable and essential occupation. Though encountering known Mauraders from other societies should make one alert and watch their backs.
Class Specific Bonuses per level:
Level: Bonuses:
***********************************************************************************************************************************
First Level:
1 Title: [Creeper]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 DEX
Bonus Languages: N/A
Bonus Skill Points: N/A
Class Abilities: Trail Talk, Master Trackers, Hunter's Efficiency, Favored Region, Favored Region Difficulty Lowered by One,
Class Upgrades: N/A
Combat: +1 Initiative, +1 Backstab to Hit Rolls,
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: Saving Throws: +2 Reflex Save,
Skills: Survival + 1, Stealth + 1, Physical + 1, Perception + 1
Specializations: Cover Tracks + 2 (Survival Specialization), Tracking + 2 (Survival Specialization),
Native Region (Lore Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
First Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Trail Talk:
While it can be learned by others, the Maurader starts with the "Trail Talk" language. It consists of hand signals, whistles, gestures & body language as well as simple messages that are left by scratches, broken and/or entwined branches, stacked/organized rocks, etc... It is not used to convey complex information, but simple messages, like stop, look that way, go that way, etc...
------------------------------------------------------------------------------------------------------------------
Master Trackers:
Mauraders are master trackers & will have a five point lower difficulty ratings for any attempts to track, cover tracks or perform any sort of wilderness ambush or trap setting. (Set Traps based on Survival skill, not Mechanisms.)
------------------------------------------------------------------------------------------------------------------
Hunter's Efficiency:
When making a surprise attack against a target, you get a +3 to strike on the first attack of that melee round. In addition, if hunting anything that would classify as an animal (Including Dinosaurs and non sentient monsters like giant worms, giant ants, etc...) in this setting and not a monster, humanoid or robot, you re-roll any results of a one on damage dice, but only on the first melee of combat. For every three full levels of the Maurader, this bonus can be extended for an additional melee round.
------------------------------------------------------------------------------------------------------------------
Favored Region:
This will always be the Region that the Maurader either grew up in or trained to first level in. At 1st level the Maurader has learned enough
about his/her native region to be able to make Lore checks to know about local vegetation, animals, monsters, legends, worshiped gods
and their cults, villages, castles, citadels, etc... A Native Region check not give you information on local vegetation other than good or bad.
It will give more information on the societies in the region, their types of weapons, trade items, best sources of food, etc... The Maurader
will also know about major landmark features in the landscape.
The GM will assign the area and number of hexes of the Favored Region. In such areas the Maurader will find all Tracking and Lore based
skill relevant to the area to be one difficulty level lower than usual. This difficulty level lowers again at levels five, ten and fifteen. This is
labeled in yellow as "Favored Region Difficulty Lowered by One".
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Second Level:
2 Title: [Tracker Initiate]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: N/A
Bonus Skill Points: N/A
Class Abilities: Hunter's Awareness, Sense of Direction, Choose Animal Victim Type, +1 Animal Victim Type,
Class Upgrades: N/A
Combat: +1 Melee to Hit Rolls, +1 Range to Hit Rolls,
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Perception, +1 Survival, +1 Dodge,
Specializations: +2 Ambush (Stealth Specialization), +2 Detect Traps (Perception Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Second Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Hunter's Awareness:
Due to your training, it is difficult to surprise a Maurader. Any time an enemy is attempting to ambush/surprise you, they either get a difficulty penalty to their attempts to surprise you. While this does not directly add a bonus to your "Detect Ambush" specialization skill it does make your opponents attempts to ambush you or chance of surprising you more difficult. Starting at 2nd level your opponent has a -2 penalty to ambush/surprise you with a further -1 penalty for each level after that. If an opponent has failed to surprise your Maurader, you may attempt to roll your level as a bonus attempt to alert your allies to the ambush attempt, therefore thwarting your opponents from surprising your allies as well. All allies must make perception check of fifteen minus your level to avoid the surprise as well.
------------------------------------------------------------------------------------------------------------------
Choose Animal Victim Type:
Starting at 2nd level, you can choose a specific animal type that takes an additional +1D6 damage from successful attacks.
You may choose another specific animal type (ie Giant Ant, Dimetrodon, Allosaurus, etc...) that takes +1D6 extra damage from attacks at 4th, 6th, 8th, 10th, 12th and 14th levels. Please note damage does not increase with level, just the number of animal types that you can inflict this extra +1D6 damage onto with attacks. This is due to familiarity with the physiology of the specific animal to do better damage. At 11th level, this upgrades to Chosen Animal Critical Hits. This only affects creatures that are technically animals. It will not affect mythos creatures, gods, Shub-Spawns etc... Check with GM before choosing animal types.
------------------------------------------------------------------------------------------------------------------
Sense of Direction:
Starting at 2nd level, it will be difficult for you to lose your sense of direction unless you have been blinded, recently incapacitated, teleported to an unfamiliar location, etc... If none of those conditions apply, then your character receives a +2 to any checks to determine north and adjust directions accordingly, even if descending underground. Every three full levels of the Maurader increases this bonus by +2 more.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Third Level:
3 Title: [Tracker]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: N/A
Bonus Skill Points: +2 skill points
Class Abilities: Back stab Increased Damage, Know the Path, Choose Humanoid Victim Type, +1 Humanoid Victim Type,
Class Upgrades: +1 "Any Class Upgrade" (Not Maurader Class Abilities),
Combat: +1 Backstab to Hit Rolls, +1 Initiative, +1 "Free Extra Dodge", Back Stab Increased Damage (+1D4 additional),
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save,
Skills: +1 Stealth,+1 Physical,
Specializations: +1 Detect Ambush (Perception Specialization), +2 Set Traps (Mechanism Specialization),
+2 Climbing (Physical Specialization), +2 Balance (Physical Specialization), +2 Move Silently (Stealth Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Third Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Back Stab Increased Damage:
Starting at 3rd level, your character will get a +1D4 damage to backstabs, increasing to 2D4 at 6th, 3D4 at 9th, 4D4 at 12th and 5D4 at 15th.
In addition, any minor opponent of your level/HD or lower must make a fortitude check or die instantly. Major encounters and major NPCS are immune to this enhancement, that is until level 13 when you gain the Assassinate class ability. Back stabs require short swords or smaller to be considered back stab attacks.
------------------------------------------------------------------------------------------------------------------
Know the Path:
At 3rd level, any path your Maurader has traveled previously in game can be traveled without checks if no major geological event has changed the landscape. To avoid disputes it would be wise of the Maurader player to documents routes your character has traveled in gaming notes for easy reference later. This ability also makes it difficult for your character to be surprised on this route unless asleep. IF on a path you have traveled in the past, you can only be surprised on a critical ambush roll if awake.
------------------------------------------------------------------------------------------------------------------
Choose Humanoid Victim Type:
Starting at 2nd level, you can choose a specific humanoid type that takes an additional +1D6 damage from successful attacks.
You may choose another specific humanoid type (ie yellow man, green man, gaunt man, bone man, etc...) that takes +1D6 extra damage from attacks at 4th, 6th, 8th, 10th, 12th and 14th levels. Please note damage does not increase with level, just the number of humanoid types that you can inflict this extra +1D6 damage onto with attacks. This is due to familiarity with the physiology of the specific humanoid to do better damage. At 11th level, this upgrades to Chosen Humanoid Critical Hits.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fourth Level:
4 Title: [Master Tracker]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: +1 Language,
Bonus Skill Points: N/A
Class Abilities: Backstab of Opportunity, Read Lips, +1 Animal Victim Type,
Class Upgrades: N/A
Combat: +1 Melee to Hit Rolls, +1 Range to Hit Rolls,
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Perception, +1 Survival,
Specializations: +2 Sleight of Hand (Stealth Specialization), +2 Detect Traps (Perception Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Fourth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Back Stab of Opportunity:
At 4th level you may attempt a back stab attack as an attack of opportunity if the target has their back towards you as they go by. All back stab bonuses and abilities apply to the situation.
------------------------------------------------------------------------------------------------------------------
Read Lips:
At 4th level, if you can see a target speaking's lips and know their language, you may attempt to read their lips. Difficulty starts at very easy but increases in rating by one for each 10' beyond 30' with out assistance, such as Alien Binoculars or some sort of Artificer tech goggles/telescope.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fifth Level:
5 Title: [Pathfinder]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: N/A
Bonus Skill Points: N/A
Class Abilities: Basic Paired Weapons, Decreased Fall Damage by Wall, Tracking Divination, +1 Humanoid Victim Type,
Class Upgrades: +1 "Maurader Class Ability" (Not "Any Class Upgrade"), Favored Region Difficulty Lowered by One,
Combat: +1 Backstab to Hit Rolls, +1 DR, +1 Dodge, +1 Parry, +1 "Free Extra Parry",
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Stealth,+1 Physical,
Specializations: +2 Cover Tracks (Stealth Specialization), +2 Move Silently (Stealth Specialization),
+1 Climbing (Physical Specialization), +1 Balance (Physical Specialization), Native Region (Lore Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Fifth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Decreased Fall Damage by Wall:
At 5th level you may decrease your fall damage by half if you are within one five foot square of a wall or cliff face as you use knifes or hand/fingers to use the wall surface to slow your decent. You may also use your Back stab bonuses to add to climb attempts to catch a surface on your way down, but not for attempts to climb back up. This will also allow you to make a Reflex check to take half damage from any spiked pits as you roll and contort to take least amount of damage. At 8th level you may also make a Reflex check if you fall to reduce damage further to only 1/4.
------------------------------------------------------------------------------------------------------------------
Tracking Divination:
At 5th level the Maurader has perfected his/her ability to read the pressure releases from a tracked target to get an idea of if target was startled, looking east or west, had a light, medium or heavy load, heavy weapon his/her hip, injuries, ailments, but not determining what type neccessarily, and other physical measurable situations that might be left by the target's tracks. To the uninitiated in the Maurader's training and life style, this might seem like some psychic power or Sorcery, but is in fact the study of how a tracked target's body/muscle movements can affect the imprint of the track left. This is actually more of a science than any sort of mysticism. When the character makes a tracking skill, the GM should assign levels of extra information about the tracked target on how well the player rolled. It won't tell exactly how many gold coins are in their pouch, but will give a rough estimate on a really REALLY good roll.
------------------------------------------------------------------------------------------------------------------
Basic Paired Weapons:
At 5th level the Maurader can make use of two weapons at once. You must be wearing light armor, shield and minus two from using your offhand, (Unless you have an ability or background the dismisses this penalty.) You may attempt backstabs with both weapons at same time, but each is rolled separately with applied penalties for off hand for second weapon. Until this ability gets upgraded at higher levels you cannot YET use your second weapon to attempt a parry failed by the same attacker with your other weapon.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Sixth Level:
6 Title: [Shadow Seeker]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 DEX,
Bonus Languages: N/A
Bonus Skill Points: +2 skill points
Class Abilities: +1 Animal Victim Type, Back Stab does double damage, Lowered Range to Hit Numbers, Evasive Mastery,
Class Upgrades: +1 "Any Class Upgrade" (Not Maurader Class Abilities),
Combat: +1 Melee To Hit Rolls, +1 Range To Hit Rolls, +1 Initiative, +1 "Free Extra Dodge", +1 Melee Attack Action,
Backstab Critical on Natural 19+, Ranged Critical on Natural 19+,
Back Stab Increased Damage (+1D4 additional), Reflex Save for 1/3 Damage Area Dmg,
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save,
Skills: +1 Perception, +1 Survival,
Specializations: +2 Set Traps (Mechanism Specialization), +2 Detect Traps (Perception Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Sixth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Back Stab Damage Multiplier:
At 6th level, if you are unnoticed or opponent has their back to you in combat, you can attempt to back stab. Upon a successful back stab you inflict double damage. If you roll a Natural 20, you inflict triple damage. At higher levels the roll to inflict critical back stabs will lower. This only works on man sized targets. If you have later obtained Paired Weapons (At 5th level) you can attempt to back stab with both weapons if they are short swords or smaller.
------------------------------------------------------------------------------------------------------------------
Lowered Range to Hit Numbers:
At 6th level your ranged to hit requirements drop by two. This means that Short range attacks will be the same as melee attacks, 5 or
more hits, 7 or more hits for medium range and 9 or more hits for long range.
------------------------------------------------------------------------------------------------------------------
Evasive Mastery:
If a situation would normally require a Reflex save for half damage, the Maurader can save for one third damage (rounding down) at
level Six. At level Nine a successful Reflex save reduces damage to one fourth damage (rounding down), At level Twelve a successful
Reflex save reduces damage to one fifth damage (rounding down) and at level Fifteen a successful Reflex save will reduce damage
zero, unless there is absolutely no way to avoid the damage, in which case the damage is reduced to one sixth (rounding down). This
will be listed in yellow as "Reflex Save for [modifier] Damage Area Dmg" under Combat.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Seventh Level:
7 Title: [Shadow Master]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 any one attribute except DEX,
Bonus Languages: +1 Language,
Bonus Skill Points: N/A
Class Abilities: Dagger/Knife Quick Throw, Grappling Swing Back Stab, Ranged Critical Hit Lowers,
+1 Humanoid Victim Type, +1 Favored Environment,
Class Upgrades: N/A
Combat: +1 Backstab to Hit Rolls, +1 Parry,
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Stealth, +1 Physical,
Specializations: +2 Climbing (Physical Specialization), +2 Balance (Physical Specialization),
Native Region (Lore Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Seventh Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Ranged Critical Hit Lowers:
At 7th level your ranged attacks are critical on rolls of natural 19+. At 10th level you critical at a natural 18+, and at 14th level you
critical on a natural 17+.
------------------------------------------------------------------------------------------------------------------
Grappling Swing Back Stab:
At 7th level the Maurader has developed the "Grappling Swing Throat Slit" maneuver. This Maneuver can only be used on opponents of equal or less levels/HD. This maneuver can only be performed once per melee round and EXCLUDES ANY other additional attacks per round options, including attacks of opportunity or dodge for the rest of the melee round following this maneuver, however they may attempt to use the victim to parry as a shield. This attack must be declared BEFORE rolling. It first requires a successful grapple attack on the target. If not dodged or parried by the intended victim, they must make a Reflex check at -1 for every three full levels of your character. If they fail, you perform a special martial arts move to spin around, jump around or whatever to be behind them. You then make a Back Stab attack as if you had successfully performed a sneak attack upon them, with a plus one to hit per three full levels of your character. All damage is based upon existing Back Stab bonuses for your level.
------------------------------------------------------------------------------------------------------------------
Dagger/Knife Quick Throw:
At 7th level the Maurader can quick draw/throw a dagger/knife with a free hand if the dagger/knife is in easy access area on his/her person.
If both hands were free this works with paired weapons, allowing the Maurader to quick draw and throw two knives/daggers at once as a single attack. If you switch to any other type of weapons it takes a combat actions/attack or wait till next melee round to switch to those weapons, with the exception of a short sword type weapon, which can be done, but any immediately following attack after reading such a weapon will be at -2 to any attack or parry until the next melee round.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Eighth Level:
8 Title: [Lesser Death Shadow]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: N/A
Bonus Skill Points: N/A
Class Abilities: +1 Animal Victim Type, Thrown Weapon Damage Bonus,
Class Upgrades: N/A
Combat: +1 Melee to Hit Rolls, +1 Range to Hit Rolls, Thrown Weapon Damage Bonus (+1D4 additional),
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Perception, +1 Survival, +1 Dodge,
Specializations: +2 Sleight of Hand (Stealth Specialization), +2 Move Silently (Stealth Specialization),
+2 Climbing (Physical Specialization), +2 Balance (Physical Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Eighth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Thrown Weapon Damage Bonus:
Starting at 8th level, you gain a +1D4 damage to any thrown weapon increasing to +2D4 damage at 11th level and +3D4 damage at
13th level. This includes, but is not limited to: Rocks, Spears, Javelins, or any thrown high tech device, similar to a predator disk, the
Krull Glaive or Tron Disk, etc... This does NOT apply to bows, ranged energy weapons, etc...
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Ninth Level:
9 Title: [Greater Death Shadow]
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 DEX,
Bonus Languages: N/A
Bonus Skill Points: +2 skill points
Class Abilities: Enhanced Paired Weapons, Blur of Battle, +1 Humanoid Victim Type,
Class Upgrades: +1 "Any Class Upgrade" (Not Maurader Class Abilities),
Combat: +1 Backstab to Hit Rolls, +1 Initiative, +1 "Free Extra Dodge", Back Stab Increased Damage (+1D4 additional),
Reflex Save for 1/4 Damage Area Dmg,
Bonus Hit Points: 1D4+4+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save,
Skills: +1 Stealth,+1 Physical,
Specializations: +2 Climbing (Physical Specialization), +2 Balance (Physical Specialization),
Native Region (Lore Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Ninth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Enhanced Paired Weapons:
At 9th level the Maurader your Paired Weapon improves. You no longer suffer offhand penalties, you may be wearing medium armor and a parry fails against an opponent you may use your other weapon to attempt to parry the attack.
------------------------------------------------------------------------------------------------------------------
Blur of Battle:
Starting at 9th level, Any time your Maurader is subject to "Attacks of Opportunity" the attackers will have a -1 penalty to hit you per three full levels of your character. Please note this ONLY applies to "Attacks of Opportunity" scenarios, not other times. In addition, if the attacker hits you with any attack under these conditions, you may make Reflex checks to take half damage AFTER armor/DR subtraction of the attack, rounding down any odd numbers. This is the same as the Warrior's "Fury of Battle", but the Maurader gets it at 9th level instead.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Tenth Level:
10 Title: [Shadow Lord]
Action Combat Dice: D20+1D4 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: N/A
Bonus Skill Points: N/A
Class Abilities: +1 Animal Victim Type, Favored Region Difficulty Lowered by One,
Class Upgrades: +1 "Maurader Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee to Hit Rolls, +1 Range to Hit Rolls, +1 "Free Extra Parry", +1 Parry, +1 DR, Backstab Critical on Natural 18+,
Ranged Critical on Natural 18+,
Bonus Hit Points: 3+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Perception, +1 Survival,
Specializations: +2 Move Silently (Stealth Specialization), +2 Climbing (Physical Specialization),
+1 Balance (Physical Specialization), +1 Ambush (Stealth Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Tenth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Eleventh Level:
11 Title: [Great Shadow Lord]
Action Combat Dice: D20+1D4 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: +1 Language,
Bonus Skill Points: N/A
Class Abilities: Chosen Animal & Humanoid Critical Hits, Grappling Swing Throat Slit, +1 Humanoid Victim Type,
Class Upgrades: N/A
Combat: +1 Backstab to Hit Rolls, +1 Dodge, +1 Melee Attack Action, Thrown Weapon Damage Bonus (+1D4 additional),
Bonus Hit Points: 3+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Stealth,+1 Physical,
Specializations: +1 Detect Ambush (Perception Specialization), +2 Tracking (Survival Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Eleventh Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Grappling Swing Throat Slit:
At 11th level, your "Grappling Swing Back Stab" upgrades. You may now slit their throat in the same method which causes all your Back Stab bonus damage to use the D6 instead of the D4 when THIS maneuver is used as well as an additional level of damage multiplier. (Example: If you currently had x2 damage for Back Stab attacks, this would be x3.) Please note, like Grappling Swing Back Stab, this Maneuver can only be used on opponents of equal or less levels/HD. Also as the other ability: This maneuver can only be performed once per melee round and EXCLUDES ANY other additional attacks per round options, including attacks of opportunity or dodge for the rest of the melee round following this maneuver, however they may attempt to use the victim to parry as a shield.
------------------------------------------------------------------------------------------------------------------
Chosen Animal & Humanoid Critical Hits:
At 11th level your Chosen Humanoid Victim Types ability upgrades to allow selected humanoid types to have your critical roll number required on a natural die roll to be reduced by one for those target types. So for example, if you Green Men were one of your Chosen Humanoid Victim Types, and you have a ranged or back stab critical bonus on an natural 18+, for Green Men it would be reduced to a natural 17+.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Twelth Level:
12 Title: [Lord of all Shadows]
Action Combat Dice: D20+1D6 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: +1 DEX,
Bonus Languages: N/A
Bonus Skill Points: +2 skill points
Class Abilities: +1 Animal Victim Type, +1 Favored Environment,
Class Upgrades: +1 "Any Class Upgrade" (Not Maurader Class Abilities),
Combat: +1 Melee to Hit Rolls, +1 Range to Hit Rolls, +1 Initiative, +1 "Free Extra Dodge", +1 "Free Extra Parry",
Melee Critical on Natural 19+, Back Stab Increased Damage (+1D4 additional),
Reflex Save for 1/5 Damage Area Dmg,
Bonus Hit Points: 3+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save,
Skills: +1 Perception, +1 Survival,
Specializations: +2 Ambush (Stealth Specialization), +2 Move Silently (Stealth Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Twelth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Thirteenth Level:
13 Title: [Master of Shadows]
Action Combat Dice: D20+1D8 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: N/A
Bonus Languages: +1 Language,
Bonus Skill Points: N/A
Class Abilities: Assassinate on Natural 20, No Extra Dodge Penalty, Tis But A Scratch, +1 Humanoid Victim Type,
Class Upgrades: N/A
Combat: +1 Backstab to Hit Rolls, +1 Parry,
Bonus Hit Points: 3+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Stealth, +1 Physical,
Specializations: +1 Detect Traps (Perception Specialization), +1 Balance (Physical Specialization),
+1 Ambush (Stealth Specialization), +1 Tracking (Survival Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Thirteenth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
No Extra Dodge Penalties:
At 13th level, you no longer suffer penalties for taking extra dodge rolls beyond your free dodges as long as you have room to dodge.
------------------------------------------------------------------------------------------------------------------
Tis But A Scratch:
At 13th level, your "Blur of Battle" upgrades. You automatically take half damage from any "Attack of Opportunity" and on a successful Reflex check you take minimum roll-able damage PRIOR to armor/DR subtraction.
------------------------------------------------------------------------------------------------------------------
Assassinate:
At level 13 you can Assassinate any target that would be vulnerable to Backstab on a Natural 20. (Including major NPCs/Opponents.)
At level 15 you can Assassinate on a Natural 19+. (Including major NPCs/Opponents.)
Any humanoid target of your level or lower is killed instantly without a critical hit. Major NPCs/Opponents get a Fortitude save to avoid dying instantly, but even then they take another level of multiplier in backstab damage from you.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fourteenth Level:
14 Title: [Unseen Master]
Action Combat Dice: D20+1D10 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: +1 any one attribute except DEX,
Bonus Languages: N/A
Bonus Skill Points: N/A
Class Abilities: +1 Animal Victim Type,
Class Upgrades: N/A
Combat: +1 Melee to Hit Rolls, +1 Range to Hit Rolls, +1 Dodge, Backstab Critical on Natural 17+,
Ranged Critical on Natural 17+, Thrown Weapon Damage Bonus (+1D4 additional),
Bonus Hit Points: 3+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Perception, +1 Survival,
Specializations: +1 Move Silently (Stealth Specialization), +1 Climbing (Physical Specialization),
+1 Balance (Physical Specialization), +1 Ambush (Stealth Specialization),
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Fourteenth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fifteenth Level:
15 Title: [Grand Shadow Assassin]
Action Combat Dice: D20+1D12 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: +1 DEX,
Bonus Languages: N/A
Bonus Skill Points: +2 skill points
Class Abilities: +1 Humanoid Victim Type, Favored Region Difficulty Lowered by One,
Class Upgrades: +1 "Maurader Class Ability" (Not "Any Class Upgrade"), +1 "Any Class Upgrade" (Not Maurader Class Abilities),
Combat: +1 Backstab to Hit Rolls, +1 Initiative, +1 DR, +1 "Free Extra Parry", +1 Melee Attack Action,
Assassinate on Natural 19+, Melee Critical on Natural 18+, Back Stab Increased Damage (+1D4 additional),
Reflex Save for Zero (or 1/6) Damage Area Dmg,
Bonus Hit Points: 3+(CON modifier)
Bonus Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save,
Skills: +1 Stealth, +1 Physical,
Specializations: +1 Detect Traps (Perception Specialization), +1 Balance (Physical Specialization),
+1 Ambush (Stealth Specialization), +1 Tracking (Survival Specialization),
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Fifteenth Level ~ Maurader Class Abilities:
------------------------------------------------------------------------------------------------------------------
Maurader Advancement Abilities: (Choose one at levels 5, 10 and 15.)
* Choose one starting ability of another character class:
instead of choosing a class advancement ability, you can choose a starting ability of another class. Must be verified with the DM as being appropriate and learnable by your character.
-------------------------------------
* Sub Class Kit:
If during game play you meet the requirements to do so, you may select a Sub Class Kit as an optional class upgrade. You may only choose one Sub Class Kit. (Cannot be taken again.)
Overseer [Sub Class Kit]
-------------------------------------
* Murder Master:
With this advantage your backstab critical hit (and assassination if level 13 or higher) are lowered by one points. (If you normally need a 19+, it becomes 18+.) You also re-roll any damage rolls of 1 or 2 on the dice. (Not just backstabs, but standard attack rolls.)
-------------------------------------
* Shadow Stalker:
In any situation where you must be stealthy in a shadowed or dark environment, you reduce ten from the base difficulty roll. If the creatures you are hiding from can see in the dark, have ultraviolet or heat vision, the difficulty is reduced to by five instead of ten.
In standard daylight conditions you reduce five from base difficulty rolls.
-------------------------------------
* Master of Distraction:
You have developed a number of techniques to draw attention away from yourself or towards yourself. Be it bouncing pebbles off ruin walls to lure warriors from their post, to fast talking, hand motion and body language to make someone you are talking to be less likely to notice companions sneaking away in the background or the bulky object you are having trouble concealing behind you. These rolls will in most cases be done via the Physical or Influence skills. If you have this ability, remind the GM when attempting acts of distraction so that he will lower difficulty ratings.
-------------------------------------
* Living Compass:
You have a natural instinct for finding the right direction to go. When traveling, you only need make a survival skill roll to find direction back home or from where you came from, failing only on a critical fumble roll. This will not help you find a place you have never been to before, though if you have been given correct directions or a map with the correct information it will give you a bonus of +2 for every three full levels of your character. This adds to "Sense of Direction". Will compensate if you have been knocked unconscious, teleported or somehow found your direction/placement distorted. This bonus will also apply to attempts to navigate extra dimensional spaces.
-------------------------------------
* Escape Artist:
If you ever find yourself restrained or in a tight crawl space your attempts to escape will find the base difficulty reduced by five. For every three full levels of your character, your make a critical success in escaping at one less. (lvls 1-2 on N20+, lvls 3-5 on N19+, lvls 6-8 on N18+, lvls 9-11 on N17+, etc...)
-------------------------------------
* Tomb Raider:
You have gained much experience raiding the ancient well trapped tombs and abandoned Space Alien Outposts. You know what to look for when it comes to advanced traps, including those of Space Alien tech. Any attempts to Set or Detect such traps will find the difficulty at 10 less.
-------------------------------------