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Copper Elven Vampire
Senior Scribe

452 Posts

Posted - 26 Jul 2018 :  23:05:15  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote  Delete Topic
The Quietknife

From the darkest streets of Skullport, to the back alleys of Calimport. From the throne rooms of kings, to the dive bars of Starmantle. No matter what part of Faerun you mention, the bards sing tales of specialized elven assassins known as Quietknives. Little is known about the silent killers, but some bards say that they only appear to take vengeance and revenge upon those who have committed a ghastly act or crime against the elven people.

A Quietknife must be stealthy, quick, and skilled at both ranged and melee combat. The quickest path to this prestige class is to begin with one or two levels of rogue in order to gain the necessary skills and sneak attack ability, and then switch to fighter or ranger to improve overall combat ability (in the form of base attack bonus) and learn the necessary feats.

A few Quietknives acquire some arcane spellcasting in the form of a couple of levels of sorcerer or wizard, because spells such as invisibility or deep slumber can make the deadly work of the Quietknife much easier. A Quietknife of this sort often begins with three or four levels of rogue, then gains five or six levels in an arcane spellcasting class. However, qualifying for the Quietknife class is much easier with the bonus feats offered by either the fighter or ranger class.

Requirements
To qualify to become a Quietknife, a character must fulfill all the following criteria:

Race: Elf or Half elf
Skills: Balance 3 ranks, Climb 3 ranks, Hide 6 ranks, Jump 3 ranks, Move Silently 6 ranks, Tumble 3 ranks
Feats: Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse.
Base Attack Bonus: +4
Special: Sneak attack +3d6.

Class Skills
The Quietknife's class skills are Balance, Bluff, Climb, Disable Device, Handle Animal, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.

Skill Points at Each Level: 6 + Int modifier.

Class Features
As you advance in level, you become better at switching from melee combat to ranged combat in the blink of an eye. You become a mobile and infuriating opponent who can launch a devastating barrage of sneak attacks.

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Rapid Daggers: At 1'st level, whenever you are throwing knives and daggers, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat.

Silent Daggers(Su): At 1'st level, every dagger and knife you throw are treated as if they have a Silence spell placed on them. Most Quietknives, true to their names, throw daggers in this way.

Sneak Attack (Ex): Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 5th level the extra damage increases to 2d6, and at 8th level it increases to 3d6. See the rogue class feature.

Sneaky Shot (Ex): At 3rd level, just before making a ranged attack, a Quietknife with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Returning Daggers (Su): Also at 3rd level, you become so skilled with thrown weapons that you can cause four knives a day to gain the returning special ability. When you make a ranged attack with a returning dagger, you can move after the attack, and the weapon will still return to you as long as line of sight between you and the weapon exists at the beginning of your next turn.

Weak Spot (Ex): A Quietknife gains this ability only after reaching 4'th level. When using a thrown weapon against a target, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the quietknife adds her Dexterity bonus for the damage instead of her strength bonus.

Snatch Arrows: A Quietknife gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.

Fast Movement (Ex): At 6th level, you have mastered the art of unusually swift movement. Your land speed is faster than the norm for elves by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn.

Palm Throw (Ex): At 6'th level when using thrown daggers, a Quietknife with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, and the Quietknife applies her Dexterity bonus to either damage roll.

Vengeful Strike (Su): Beginning at 7th level, as a standard action you can execute a single vengeful strike in place of sneak attack. You coldly whisper the name of your intended victim to your weapon, and then you make a single melee or ranged attack. You gain a +2 morale bonus on the attack roll. If you hit, your foe must make a Fortitude save (DC 10 + your class level + your Dex modifier) or be stunned for 1d4 rounds, and bestowed with 1d4 negative levels.

You must know the victim's name in order to make a vengeful strike; "that orc over there" is not good enough. Creatures without names (most creatures of Intelligence 2 or lower) are not subject to a vengeful strike. You usually use this ability against a person or creature you know to have harmed elves. You can use this ability once per day at 7th level and three times per day at 10th level.

Superior Returning Daggers (Ex): When you reach 7th level, your returning daggers ability is extended. You can use two returning daggers for two attacks each in a single round, or you can use one returning dagger for three attacks in the same round, as long as your target is no farther away than one range increment. (If your target is farther away than one range increment, you can still use your superior returning dagger ability, but only for a single attack each turn.)

Dagger of death: At 9'th level, a Quietknife can create a dagger of death that forces the target, if damaged by the dagger’s attack, to make a DC 10 + class level + Dex Mod, Fortitude save or be slain immediately. It takes one day to make an dagger of death, and the dagger only functions for the Quietknife who created it. The dagger of death lasts no longer than one year, and the Quietknife can only have one such dagger in existence at a time. This dagger may be used for both melee and ranged attacks.

Critical Throw (Ex): At 9'th level, a Quietknife gains the Improved Critical feat for any thrown weapon without meeting the prerequisites.

Hail of daggers (Ex): At 10'th level, in lieu of her regular attacks, once per day a Quietknife can throw a dagger at each and every target within range, to a maximum of two targets for every level of this class she has earned. Each attack uses the Quietknifes primary attack bonus, and each enemy may only be targeted by a single dagger.

Quietknife	Hit Die: d8
CL	BAB	Fort	Ref	Will	Special
1st	+1	+0	+2	+0	Rapid Daggers, silent daggers
2nd	+2	+0	+3	+0	Sneak attack +1d6
3rd	+3	+1	+3	+1	Sneaky shot, returning daggers
4th	+4	+1	+4	+1	Weak spot, Snatch arrows
5th	+5	+1	+4	+1	Sneak attack +2d6
6th	+6	+2	+5	+2	Fast movement, palm throw
7th	+7	+2	+5	+2	Vengeful strike 1/day, superior returning daggers
8th	+8	+2	+6	+2	Sneak attack +3d6
9th	+9	+3	+6	+3	Critical throw, dagger of death
10th	+10	+3	+7	+3	Vengeful strike 3/day, hail of daggers

Edited by - Copper Elven Vampire on 31 Jul 2018 00:48:57

LordofBones
Senior Scribe

833 Posts

Posted - 28 Jul 2018 :  06:13:12  Show Profile Send LordofBones a Private Message  Reply with Quote
Why does dagger of death have a weird save? And why Dexterity? These are blatantly magical effects; the default is Charisma. The death effects/negative levels are not being inflicted by the rogue's skill, they're being inflicted by the magic of the dagger.
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Cards77
Senior Scribe

USA
605 Posts

Posted - 28 Jul 2018 :  15:59:07  Show Profile Send Cards77 a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

Why does dagger of death have a weird save? And why Dexterity? These are blatantly magical effects; the default is Charisma. The death effects/negative levels are not being inflicted by the rogue's skill, they're being inflicted by the magic of the dagger.



Just because that's the Rogues ability from which all other abilities and most skills are derived.

I would just plop in the same language from the assassins death effect.

Fort save is appropriate however.

There is no point in punishing the capstone ability by tying it to a Rogues dump stat like INT or CHA.

Ok maybe not a dump stat but not their primary stat.
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Copper Elven Vampire
Senior Scribe

452 Posts

Posted - 28 Jul 2018 :  16:29:30  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Cards77

quote:
Originally posted by LordofBones

Why does dagger of death have a weird save? And why Dexterity? These are blatantly magical effects; the default is Charisma. The death effects/negative levels are not being inflicted by the rogue's skill, they're being inflicted by the magic of the dagger.



Just because that's the Rogues ability from which all other abilities and most skills are derived.

I would just plop in the same language from the assassins death effect.

Fort save is appropriate however.

There is no point in punishing the capstone ability by tying it to a Rogues dump stat like INT or CHA.

Ok maybe not a dump stat but not their primary stat.



That's exactly what I was going for when I created the PrC. Dex is the main ability for this class so I thought it fitting.
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LordofBones
Senior Scribe

833 Posts

Posted - 29 Jul 2018 :  03:19:35  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Cards77

quote:
Originally posted by LordofBones

Why does dagger of death have a weird save? And why Dexterity? These are blatantly magical effects; the default is Charisma. The death effects/negative levels are not being inflicted by the rogue's skill, they're being inflicted by the magic of the dagger.



Just because that's the Rogues ability from which all other abilities and most skills are derived.

I would just plop in the same language from the assassins death effect.

Fort save is appropriate however.

There is no point in punishing the capstone ability by tying it to a Rogues dump stat like INT or CHA.

Ok maybe not a dump stat but not their primary stat.



Counterpoint: The assassin's death attack DC scales off Int, which is hardly their main stat. In Pathfinder, the rogue capstone scales off Dex, but Master Strike is an (Ex) ability, not a supernatural one.

The various knife effects here are blatantly supernatural. Once per day save-or-die (that isn't based on the wielder's skill, but a special magic doohickey) and negative levels are magical effects; they should not scale off a physical ability score.

And why does the death effect DC start with a base of DC 25 before adding in ability score modifiers? The usual formula is 10 + class level + ability score mod. At the minimum level the quiet knife gets it, it should be 19 + mod.
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Copper Elven Vampire
Senior Scribe

452 Posts

Posted - 31 Jul 2018 :  00:51:23  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
I'm sorry, it was a typo on the save DC. I fixed it but kept the Dex mod bonus. so it's now 10+class level+Dex mod DC.

Thank you.
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