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Nightsong Enforcer

(Complete Adventurer variant, p. 60)


The enforcers of the Nightsong Guild (see page 177) focus on the stealth-centered combat training that
rogues usually learn; they forgo some of the sleight of hand or fast-talking aspects of being a thief. However,
nightsong enforcers are not mere thugs. They are deadly opponents who strike from hidden positions and
move silently behind their foes. When in battle, their goal is to eliminate their enemies, not to ght. Thus,
they strike quickly from the shadows. They do not worry about honor or ghting fair, scofng at such ideals
as childish.
Rogues most often become nightsong enforcers, although bards, ghters, and urban rangers are also known
to undertake the class. On occasion a wizard or sorcerer will endure the intensive training required to join
the enforcers ranks.
When working with others, a nightsong enforcer is the linchpin. She is the very picture of delity when it
comes to supporting teammates on a mission. It is common for an enforcer to lead a team composed of not
only other enforcers, but ghters, spellcasters, or rogues.

Requirements
Base Attack Bonus: +5
Skills: Hide 10 ranks , Move Silently 10 ranks
Feats: Improved Initiative
Special:

Evasion

class

feature.

Special: The character must undergo intensive training and tests with the Nightsong Guild before she can
gain the class abilities.

Hit die
d8

Skill points
4 + Int

Class Features
Weapon and Armor Proficiency: Nightsong enforcers are not proficient with any weapon. They are
proficient with light armor but not with shields.
Sneak Attack (Ex): A nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or
any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if
the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, and 4d6 points at
10th level. See the rogue class feature, page 50 of the Player's Handbook. If a nightsong enforcer gets a
sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Teamwork (Ex): Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A
nightsong enforcer gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies.
At 9th level, a nightsong enforcer's senses are honed so finely that she is aware of the location and status (as
with the status spell) of all allies within 100 feet, even if they are not within sight.
Agility Training (Ex): Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed
on her by light armor by 2 (to a minimum of 0).
Skill Teamwork (Ex): At 3rd level and higher, a nightsong enforcer can use her training to improve the skill
of those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on
Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks. Allies must be able to see the
nightsong enforcer to gain this bonus.
At 7th level, this bonus increases to +4.
Flanking Teamwork (Ex): When a nightsong enforcer of 5th level or higher flanks an opponent, the enforcer
and all other allies who threaten the same opponent gain a +1 circumstance bonus on their attack rolls (in
addition to the normal flanking bonus, if it applies).

Opportunist (Ex): Once per round, a nightsong enforcer of 6th level or higher can make an attack of
opportunity against an opponent who has just been injured in melee by another character. See the rogue
class feature, page 51 of the Player's Handbook.
Improved Evasion (Ex): If a nightsong enforcer of 8th level or higher is exposed to any effect that normally
allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving
throw and half damage if the saving throw fails.

Advancement
Level

BAB

Fort

Ref

Will

Special

1st

+1

+0

+2

+0

Sneak attack +1d6, teamwork (hear/see allies)

2nd

+2

+0

+3

+0

Agility training

3rd

+3

+1

+3

+1

Skill teamwork +2

4th

+4

+1

+4

+1

Sneak attack +2d6

5th

+5

+1

+4

+1

Flanking teamwork

6th

+6

+2

+5

+2

Opportunist

7th

+7

+2

+5

+2

Sneak attack +3d6, skill teamwork +4

8th

+8

+2

+6

+2

Improved evasion

9th

+9

+3

+6

+3

Teamwork (status)

10th

+10

+3

+7

+3

Sneak attack +4d6

Nightsong Infiltrator
(Complete Adventurer variant, p. 62)
An expert at breaking into secure areas, a nightsong inltrator is the perfect thief and the perfect spy.
Whether she is there to steal gold, information, jewels, or secrets, an inltrator of the Nightsong Guild (see
page 177) is trained to do her job quickly and efciently. She practices extensively with locks and traps,
focusing on doing her job under pressure and in unfavorable conditions. For example, nightsong inltrators
train extensively in climbing, since they often have to scale walls and reach high windows. They have little
time to work on combat training and relegate such concerns to their companions, the nightsong enforcers
(see page 60).
Rogues most frequently and most easily become nightsong inltrators. Bards, urban rangers, and intelligent
ghters can make good members of the class as well. Rarer, but possible, are spellcasting nightsong
inltrators who use spells to get in and out of places. Woe to those wishing to protect their valuables from a
Nightsong Guild member who can become invisible, walk through walls, or teleport.
Members of the Nightsong Guild rarely work alone. Usually they operate in teams, often in pairings of a
nightsong inltrator and a nightsong enforcer. (For a PC nightsong inltrator, the other team member can be
an adventuring ally.) When working as part of a team, a nightsong inltrator works best as the advance scout
and point person, while the other team members take care of threats that she is unable to deal with
(guards, mostly).

Requirements
Skills: Climb 10 ranks , Disable Device 5 ranks , Open Lock 5 ranks , Search 5 ranks
Feats: Alertness
Special:

Evasion

class

feature.

Special: The character must undergo intensive training and tests with the Nightsong Guild before she can
gain the class abilities.

Hit die
d6

Skill points
8 + Int

Class Features
Weapon and Armor Proficiency: Nightsong infiltrators gain no proficiency with any weapon or armor.
Teamwork Trap Sense (Ex): A nightsong infiltrator has an intuitive sense that alerts her to danger from
traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against
attacks made by traps. All allies within 30 feet of the infiltrator also gain these bonuses (even if they already
have trap sense from another class feature).
These bonuses increase to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.
Trapfinding (Ex): A nightsong infiltrator can find, disarm, or bypass traps with a DC of 20 or higher. She can
use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell
used to create it). If her Disable Device result exceeds the trap's DC by 10 or more, she discovers how to
bypass the trap without triggering or disarming it.
Steady Stance (Ex): At 2nd level and higher, a nightsong infiltrator remains stable on her feet when others
have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class
level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.
Teamwork Infiltration (Ex): Starting at 2nd level, a nightsong infiltrator can study a small area (typically up
to 10 feet square, such as a doorway or guard post) in order to prepare for infiltrating that area. If the
infiltrator spends 1 hour studying the area from a distance of no more than 60 feet, she gains a +2
competence bonus on Balance, Climb, Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble
checks attempted in that area for the next 24 hours. All allies within 30 feet of the infiltrator gain the same
bonus in that area. (The allies need not be present while the infiltrator studies the area.)
At 8th level, this bonus increases to +4.

Break Away (Ex): Skilled as she is, a nightsong infiltrator knows the sensibility of falling back from an
unwinnable fight. Starting at 3rd level, she gains a +4 dodge bonus to Armor Class in any round during which
she does nothing but move.
A nightsong infiltrator can grant this ability to an ally within 30 feet as a swift action (see Swift Actions and
Immediate Actions, page 137). It lasts for 1 round.
Trackless Step (Ex): Beginning at 3rd level, a nightsong infiltrator cannot be tracked in natural surroundings.
See the druid class feature, page 36 of the Player's Handbook.
At 7th level and higher, a nightsong infiltrator can share this ability with up to one additional ally per class
level. Designating an ally for trackless step requires a standard action and lasts for 24 hours or until the
infiltrator dismisses the effect (a standard action).
Detect Magic (Sp): Starting at 4th level, a nightsong infiltrator can use detect magic at will. See the spell,
page 219 of the Player's Handbook.
Teamwork Sneak Attack (Ex): Beginning at 4th level, a nightsong infiltrator deals an extra 1d6 points of
damage when flanking an opponent or any time the target would be denied its Dexterity bonus. Any ally of
the infiltrator who is also flanking the infiltrator's opponent deals this extra damage as well. This extra
damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 8th level.
See the rogue class feature, page 50 of the Player's Handbook. If a nightsong infiltrator or her ally gets a
sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Defensive Roll (Ex): Starting at 5th level, a nightsong infiltrator can attempt to roll with a potentially lethal
blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the
Player's Handbook.
Grant Move Action (Ex): Starting at 5th level, a nightsong infiltrator can direct and motivate her allies to
act immediately. Once per day, as a standard action, she can grant an extra move action to any or all of her
allies within 30 feet (but not herself). Each of the affected allies takes this extra move action immediately,
acting in their current initiative order. This extra action does not affect the allies' initiative count; the round
continues normally after the infiltrator's turn is over.

Starting at 9th level, a nightsong infiltrator can use this ability twice per day.
Improved Evasion (Ex): If a nightsong infiltrator of 6th level or higher is exposed to any effect that normally
allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving
throw and half damage if the saving throw fails.
Skill Mastery (Ex): At 6th level, a nightsong infiltrator has become so confident in the use of certain skills
that she can use them reliably even under adverse conditions. When making a Climb, Disable Device, Open
Lock, or Search check, she can take 10 even if stress and distractions would normally prevent her from doing
so.
Specialized Tools (Ex): After studying an area (see teamwork infiltration, above), a nightsong infiltrator of
6th level or higher can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check (the
specific type of Craft specialty required is up to the DM; blacksmithing, leatherworking, or woodworking are
all likely candidates), and a set of artisan's tools for the Craft skill in question.
The tool prepared by the infiltrator grants a +4 circumstance bonus on all checks made with one of the
following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, or
Sleight of Hand. This bonus doesn't stack with the circumstance bonus granted by any other set of tools (such
as a disguise kit or masterwork thieves' tools). The tool works only in the studied area, and it works only for
24 hours (though the infiltrator can rebuild the tool by following the same process).
Hide in Plain Sight (Ex): A 10th-level nightsong infiltrator can can use the Hide skill in natural terrain even
while being observed. See the ranger class feature, page 48 of the Player's Handbook.

Advancement
Level

BAB

Fort

Ref

Will

Special

1st

+0

+0

+2

+0

Teamwork trap sense +1, trapfinding

2nd

+1

+0

+3

+0

Steady stance, teamwork infiltration +2

3rd

+2

+1

+3

+1

Break away, trackless step (self)

4th

+3

+1

+4

+1

Detect magic, teamwork sneak attack +1d6, teamwork trap sense +2

5th

+3

+1

+4

+1

Defensive roll, grant move action 1/day

6th

+4

+2

+5

+2

Improved evasion, skill mastery, specialized tools

7th

+5

+2

+5

+2

Teamwork trap sense +3, trackless step (allies)

8th

+6

+2

+6

+2

Teamwork infiltration +4, teamwork sneak attack +2d6

9th

+6

+3

+6

+3

Grant move action 2/day

10th

+7

+3

+7

+3

Hide in plain sight, teamwork trap sense +4

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