Focuses on dexterity and charisma, with an assassin-style toolset and an exclusive set of level-dependent martial arts in order to infiltrate, entertain, and kill targets.
Black Widow is a story-centric assassin style character that demands both a flair for dramatic stripping and a highly personalized toolset as one progresses through the levels.
Get out there and grind ‘em down!
Hit Dice: d6
Skill points: 6 + Cha Modifier
Prerequisites: A Base Attack Bonus of at least +5, any alignment, ability to successfully complete the optional mission “Widow Wrangler,” Profession (Whore or Stripper) rank 10, has taken on at least one assassination contract, Lightning Reflexes, Alertness, and Improved Initiative.
Class Skills: Concentration (Con), Use Rope (Dex), Ride (Dex), (Int), Escape Artist (Dex), Perform (Cha), Listen (Wis), Search (Int), Survival (Wis), Read Lips (Int), Seduction (Cha), Knowledge: Streetwise (Int), Poisons (Int), Alchemy (Wis), Knowledge: Area (Int), Knowledge: Law (Int), Controlled Breathing (Con), Demolitions (Int), Diplomacy (Cha), Investigate (Int), Disguise (Cha), Disable Device (Int), Decipher Script (Int), Spellcraft (Cha), Move Silently (Dex), (Int), Sense Motive (Wis), Sleight of Hand (Dex)
NOTE: the Black Widow, as as society, is INCREDIBLY RARE, as are their clandestine activities. The first step is to either find a Widow willing to NOT kill you after uncovering their status, finding the society itself, or somehow become invited by one of the Wranglers.
The Black Widows are a highly secretive society and will seek to kill even the toughest of opponents who dare betray those secrets.
Due to the nature of such assassins, kills performed by them are incredibly expensive and target only the highest, most corrupt of society due to their specific methods of killing.
Be advised that there is a 50% chance of unstoppable death should one actively seek them out.
NOTE: while the Black Widow jorb focuses on unarmed strikes and/or grappling, unarmed strikes performed by the Widow are considered P/S and never B since all Widows utilize the Stiletto Nails. Should the Widow truly form a fist, they may damage themselves.
Piecemeal - when calculating AC from armor, armor sets are split into the following parts: Hand (L and R), Forearms (L and R), Shoulders, Back, Chest, Waist, Cape, Leg (L and R), and Feet (L and R). This accounts for 13 pieces of the gear.
NOTE: when it comes to weather effects and comfort, remember that for each piece taken off the user still gains the benefits of wearing the piece. (Example: taking off “L and R Shoe” will retain the ability to walk on stones, grass, cobblestone or whatever else as if they had never taken off their shoes)
The Bikini Armor Principle - the Widow applies a special psychic technique which allows them to take off two pieces of armor, gaining +2 AC. This is a psychic/supernatural effect.
Bikini Line - taking off five pieces of armor, the Widow now gains +5 AC.
Bikini Model - taking off eight pieces of armor, the Widow now gains +8 AC and DmR 1.
Bikini Atoll - taking off ten pieces of armor, the Widow now gains +10 AC and DmR 2.
Bikini Kill Kill - Considered AC 20, DmR 5, and Attack Roll +10 while completely naked.
Special Coup De Grace - Coup de Grace can be performed as a standard action.
Improved Dirty Tricks - You do not provoke AoO when performing a dirty trick combat maneuver. You gain +2 to CMB and CMD.
Your Dirty Trick - choose one particular Dirty Trick. When performing this particular Trick, you get +2 to CMB and CMD. This stacks with any and all other bonuses.
Specialized Dirty Trick - choose one particular Dirty Trick. When performing this Trick, you get +Cha Modifier bonus to your CMB and CMD. Can be used as an AoO.
Dirty Deeds Done Dirt Cheap - Upon successfully damaging a target, the user may employ their Dirty Trick for free once per Round.
Advanced Alchemy - as they grow in experience, the Black Widow begins to learn more from their mentor and their own memories. They gain a “spontaneous” +10 to either Explosives or Poisons (including crafting and usage).
NOTE: once they’ve chosen Explosives or Poisons, they MUST make the same choice later on.
Widow Training - Right from the start, successful Widow candidates receive a year’s worth of training before they’re allowed to begin their adventures. At level 1 the individual Widow gains access to +2 to a variety of skills and bonuses depending on their choice. See the Define Yourself list in order to determine which one you want. NOTE: all skills listed here are considered class skills even if they’re normally not.
Advanced Widow Training - the Widow, now armed with powerful memories and experience, gains an extra +8 to their chosen Widow Training path.
Exclusive Stripper/Whore Gear - Upon gaining enough experience, the Black Widow gains the ability to transfer the stats of their current armors to normally low-stat stripper/whore gear. Keep in mind the stripper/whore gear does NOT retain their previous easy-to-tear status but, instead, take on the stats of the armor whose stats they’re copying. This includes weight and spell failure chance, etcetera.
Shotgun Blast - unarmed x 1d4/1d6/1d8/1d10/2d10, counts as “Flurry” for ability progression
Define Yourself
While advancing, the Black Widow gains the ability to choose the form of their upgrade for certain class skills. Please refer to the list below to determine how the skills change:
Shotgun Alpha - doubles dice amount (1d4 = 2d4)
Shotgun Beta - increases dice score (1d4 = 1d6)
NOTE: Only way to turn 1d10 into 1d20
Advanced Alchemy - Poisons
Advanced Alchemy - Explosives
Widow Training - Disguise (Disguise, Mimicry attempts, Persuasion, Sleight of Hand)
Widow Training - Entertainment (two Perform skills, Alchemy, Acrobatics, +1 Dex Modifier Bonus)
Widow Training - Espionage (Read Lips, Decipher Script, Languages, Bluff, Slight of Hand)
Widow Training - Infiltration (Attack Roll, two Weapon skills, Lockpick, Hide Weapon, Intimidate, Appraise, Climb, Escape Artist)
Widow Training - Hax (Computer Scanning, Lockpick, Hacking attempts, Science, +5 vs Counter-Hacking attempts, Concentration)
Psychic Scars 1-3 - Black Widows gain the ability to transmute powerful memories into psychic scars. These scars are unseen unless activated (they ARE detectable to other psychics or psionic-based magics), and will double up dice rolls for the situation they’re connected to. Please work with GM in order to ensure the Widow can acquire the scar.
(1d20+Will vs DC20+1-20 at GM’s discretion).
Psychic Overlay - At the highest level, the Widow can overlay two distinct, but similar, situations in a single scar. Dice roll is boosted to x4.
Psychic Overwrite - At the cost of 1/4 total experience (with loss of abilities and skills at GM’s discretion), the Widow can overwrite a single psychic scar (except for Overlay).
Backup Memory - powerful memories make up the central tenet of the Black Widows. After surviving a truly emotion-laden situation, the Widow is able to psychically freeze that memory into a scar that they can draw power from. Upon getting their first scar, the Widow can never lose that memory and gains resistance to memory-altering effects and diseases of the brain. This doesn’t stop them from LOSING their other memories, but should they lose all of them (save this one) then the scar will immediately kick in and rebuild the lost memories. The specific memories used for Psychic Scars are said to be “crystallized.”
GM reserves the right to fiddle with this when it comes to rebuilding the personality, adding a second personality, or other story-based effects.
Shared Memory - the strongest of the Widows are not only able to “crystallize” their memories, but are able to even slice them off, copy them and share them using advanced, exclusive psychic techniques. Though shared memories are weaker than original memories, they still produce specific (and sometimes VERY desired!) effects within the new user and do not count towards Overlay or Overwrite. Note: at maximum a Widow can have only up to two Shared Memories active within them, though there are EXCEEDINGLY RARE exceptions.
NOTE: Widow Society encourages mentorship and skinship to increase synchronization rates between older and newer members. It’s one reason why only the Maestros of the society know the actual members.
Psionic Defenses 1-5 - Black Widows gain Will+2 (per level) versus psychic effects/mind takeovers
Spec - as one gains a new Spec+1, they may choose the next level of techniques from one of two tables below. Remember: you may only draw from one table. If you choose one, you may not choose Specs from the other.
Specialization: Render (melee) - focuses on melee strikes and sundering with the Stiletto Nails.
1 Advanced Rend - allows the Render access to Rend as if they were a monster template of the same level. If you strike the same opponent with two claw attacks, you automatically inflict additional damage equal to two claws plus 2 times your str mod. NOTE: so long as one claw attack hits, the Rend extra damage kicks in.
or
Mega Rend - allows the Render access to Rend as if they were a monster template of the same level. Rend attacks ignore AC. If the Render’s second consecutive claw attack is successful, add enemy AC to damage (before crit).
2 Naturalist - allows the Render to apply Natural Weapon abilities and skills to their nails as if they’re a monster template of the same level.
3 Vacuum Slash - 25 ep. Special attack that deals (Unarmed Damage) x 1d8 to one target up to 20 feet away. If target is of the same size and weight as user, target is immediately drawn to user’s threat range unless they make a Fort Save (DC user’s ECL + Str Mod).
Anti-Vacuum Slash - 50 ep. Special attack that deals (Unarmed Damage) to one target up to 20 feet away. If target is of a size and weight higher than user, user is immediately drawn to target’s threat range unless they make a Fort Save (DC20).
4 Armor Destroyer - 10 ep per strike. Special attack that deals 5d8 damage to both HP and AC. If the Armor fails it’s fort save, it’s completely destroyed and magical effects are rendered inert.
5 Idle Hands - 100 ep to activate, 10 ep per strike, only lasts for two rounds (including round of activation) and can only be activated on user’s turn as a free action. Special Attack that upgrades the Stilleto Nails to Idle Hands. While using Idle Hands, the Render’s claws ignore DmR, AC, and can affect ethereal targets but only while the Render is standing still, giving up their Dex-based bonus. All Unarmed Damage strikes gain +user’s AC (to damage) during this turn. Can be combined with Special Attacks.
The Slash - can only be done while Idle Hands is activated and HP is at 1/2 total. Deals (Unarmed Damage) x (Unarmed Damage) damage to all targets in range within 20 feet. Draws all targets successfully damaged into user’s threat range.
Specialization: Grinder (grappling) - focuses on grappling and utilizing Pole Grinding moves
1 Inversion - specialized grapple training that allows the Grinder to wrestle from any position and to ignore stun/pain effects while grappling. While in this stance, can also grapple ethereal targets.
Or
Incursion - specialized grapple training that allows the Grinder to wrestle heavier and bigger opponents. Can now successfully wrestle any target three sizes bigger, so long as grapple attempt is successful. Replaces all text for size to reflect this change. Completely negates grapple bonus due to size (smaller or larger than user).
2 Reverse Cowgirl - 10 ep. Special attack that allows the Grinder to put a single target within 10 feet (without provoking AoO) into immediate grapple status (target can make an attempt to break). Gains Grapple+10 until the grapple is broken.
3 Grind Time - 20 ep per damage dealt. While grappling, deals X x (Unarmed Damage) where X is the amount of actions given up for this round. At the end of the Round, target may make an extra attempt to break grapple.
4 Floor Work - 25 ep. Special grapple attack that deals 2d20 damage to one target, then one extra target within threat range. Both targets get the chance to break grapple at the end of the round, but should they fail to do so they take double damage from all sources until they DO break grapple.
Extra Work - If both targets remain successfully grappled after a Floor Work attack, they both suffer doubled double damage (so now x4) from all damage sources. The Grinder may take down one extra target at the start of their Round (so now three targets are under the effect of Floor Work). The Grinder may now use Special Attacks, but only against targets affected by Floor Work/Extra Work.
5 The Skull Crusher - 100 ep, can only be done two targets smaller or two sizes bigger than the user, can only be done on successful Called Shot (head) or on downed targets. Grapple special attack that doubles Grapple score during this round and deals (Unarmed Damage) x (User’s AC) to HP, EP, and enemy’s AC. If damage dealt is greater than enemy’s AC, target must make a Fort Save greater than user’s AC. If they succeed, then the target is now at -9 HP. If they fail, target is dead.