Crimson Scourge
(CityScape variant, p. 92)
The crimson scourge is a tough and efficient tracker who specializes in dealing painful but ultimately nonlethal wounds.
Requirements
Base Attack Bonus: +4
Alignment: Any nongood
Skills: Gather Information 4 ranks , Handle Animal 8 ranks , Heal 1 ranks , Intimidate 3 ranks
Feats: Urban Tracking
Base Fort Save: +3
Hit die
d10
Skill points
6 + Int
Class Features
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields). In addition, you can select one of the following as a free weapon proficiency: bolas, net, or whip
Kid Gloves (Ex): Crimson scourges excel at manipulating the wounds they inflict, causing more or less harm as the situation demands. If you choose, you can deal nonlethal damage with weapons that normally deal lethal damage, or lethal damage with weapons that normally deal nonlethal damage—both without taking the usual —4 penalty on the attack roll.
Special Dispensation: Crimson scourges do not operate in secrecy unless they have to, so their patrons provide them the freedom to perform their duties. While operating in any area where bounty hunting is acceptable, a slavers guild has any presence, or you enjoy the patronage of an influential figure, you gain the benefit of the Special Dispensation feat (see page 63), even if you do not meet the prerequisites.
Swift Tracker (Ex): Starting at 2nd level, you can make a Gather Information check when using Urban Tracking every half-hour without taking the usual —5 penalty.
Painful Strike (Ex): At 3rd level, you gain the ability to deal an extra 1d6 points of nonlethal damage when making a melee attack that deals nonlethal damage against an unarmed opponent. This ability does not function if the opponent has a weapon of any sort in either hand, or if your attack deals lethal damage. Unarmed foes with the Improved Unarmed Strike feat are still considered unarmed. This ability never applies to ranged attacks, regardless of the target's proximity to you. If you score a critical hit with the melee attack, the extra damage from this ability is not multiplied. This extra damage increases to 2d6 points at 6th level, and to 3d6 at 9th level. Creatures not subject to nonlethal damage, as well as constructs, oozes, plants, and incorporeal creatures, are not affected by this ability.
Immovable Heart (Ex): Your grim profession hardens your emotions. Beginning at 4th level, you gain a +2 competence bonus to resist enchantment spells and fear effects.
Improved Disarm: At 5th level, you gain Improved Disarm as a bonus feat, even if you do not meet the prerequisites.
Threaten (Ex): Crimson scourges of at least 7th level are masters at shaking the confidence of their foes. This ability grants three advantages when you use the Intimidate skill to demoralize an opponent (PH 76). First, you can attempt to demoralize an opponent as a move action, rather than a standard action. Second, a successful attempt causes the target to be shaken for a number of rounds equal to your unmodified Strength modifier (minimum 1 round). Finally, you gain a +2 bonus on any Intimidate check to demoralize an opponent.
Deadened Hide (Ex): Upon reaching 8th level, you become immune to nonlethal damage and to spells or effects that inflict or manipulate pain (DM's discretion).
Smell of Blood (Ex): At the apex of your advancement, you acquire an almost animalistic awareness of the world around you. You gain the scent ability (MM 314) and a +3 insight bonus on initiative checks.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +2 | +0 | Kid gloves, Special Dispensation |
2nd | +2 | +3 | +3 | +0 | Swift tracker |
3rd | +3 | +3 | +3 | +1 | Painful strike +1d6 |
4th | +4 | +4 | +4 | +1 | Immovable heart |
5th | +5 | +4 | +4 | +1 | Improved disarm |
6th | +6 | +5 | +5 | +2 | Painful strike +2d6 |
7th | +7 | +5 | +5 | +2 | Threaten |
8th | +8 | +6 | +6 | +2 | Deadened hide |
9th | +9 | +6 | +6 | +3 | Painful strike +3d6 |
10th | +10 | +7 | +7 | +3 | Smell of blood |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Balance | DEX | ||
Bluff | CHA | ||
Climb | STR | ||
Craft | INT | ||
Diplomacy | CHA | ||
Disable Device | INT | ||
Disguise | CHA | ||
Escape Artist | DEX | ||
Gather Information | CHA | ||
Handle Animal | CHA | ||
Hide | DEX | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (local) | INT | ||
Listen | WIS | ||
Move Silently | DEX | ||
Ride | DEX | ||
Search | INT | ||
Sense Motive | WIS | ||
Spot | WIS | ||
Survival | WIS | ||
Swim | STR | ||
Use Rope | DEX |