Tomb Raider
Class Kit
by, "Invisiblemanjcf"

"Pharoh's halls, dark and old,
rich fields for the harvest.
Spirit's, traps vipers, gold,

my contemporaries in the darkness.

No thief am I, to rob the head,
of he who centuries has been dead.
My Motives gladly I'd explain
 but never yet has one complained"
                                           
Thrandorian




  Tomb Raider

.

Alignment:  Tomb Raiders range in alignment from good to evil.  Good tomb raiders take ancient items to put them into museums. 
Evil tomb raiders take ancient items to use from their own evil purpose.  Neutral tomb raiders take items to sell to the highest bidder. 
All tomb raiders are chaotic because they steal what are rightfully the pharaoh’s items

Game Rule Information

Tomb raiders have the following games statistics:

Abilities:  Dexterity is important to avoid traps that line ancient tombs, and to add to their AC, being that they don’t wear much armor.  A high
constitution is important to avoid poisons and to have more hit points.  A high intelligence and wisdom score is important for many of their skills.

            Alignment:  Any chaotic

            Hit Die:  d6

Class Skills

The tomb raiders class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable
Devise (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Knowledge (Religion)(Int), Knowledge (Egyptian
Tombs)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Read Lips (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Devise (Cha), and Use Rope (Dex).

            Skill Points at 1st Level: (8 + Int modifier) x4

            Skill Points at Each Additional Level: 8 + Int modifier

Class Features

All of the following are class features of the tomb raider:

            Weapon and Armor Proficiency:  A tomb raider is proficient with all simple and martial weapons, light armor, medium armor, and
shields.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.  When wearing
light armor or no armor, a tomb raider can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.  He loses this
special bonus when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).

            Undead Base Attack Bonus:  Tomb raiders have a lot of experience in fighting against undead, as they are constantly encountered in old tombs.  When fighting against undead, they use the Undead Base Attack Bonus instead of the usual Base Attack Bonus.

Track:  A tomb raider gains Track (see page 85 of the PHB) as a bonus feat.

            Favored Undead:  At 1st level, a tomb raider may select an undead (allip, bodak, devourer, ghast, ghost, etc.) as a favored undead.  (A tomb raider can only select his own race as a favored undead if he is good.)  Due to his extensive study of his foes and training in the proper techniques for combating them, the tomb raider gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of undead.  Likewise, he gets the same bonus to weapon damage rolls against undead of this type.  A tomb raider also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the tomb raider cannot strike with deadly accuracy beyond that range.)  Unlike the ranger’s ‘Favored Enemy’, this ability is specialized for undead and can be used against them without any penalty.

            At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the tomb raider may select a new favored undead, and the bonus associated with every previously selected favored undead goes up by +1.  For example, a 15th-level ranger will have four favored undead, with bonuses of +4, +3, +2, and +1.

            Sneak Attack:  If a tomb raider can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.  Basically, any time the tomb raider’s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the tomb raider flanks the target, the tomb raider’s attack deals extra damage.

            Unlike the rouge’s sneak attack, the tomb raider’s sneak attack is specialized for undead.  It can damage any undead no matter if they are immune to critical hits or not.  The extra damage for undead is +1d6 at 1st level and an additional 1d6 every two levels thereafter.  It is only half of that for anything that isn’t undead (rounded down).  Should the tomb raider score a critical hit with a sneak attack, this extra damage is not multiplied.

            Ranged attacks can only count as sneak attacks if the target is within 30 feet.  The tomb raider can’t strike with deadly accuracy from beyond that range.

            With a sap (blackjack) or an unarmed strike, the tomb raider can make a sneak attack that deals subdual damage instead of normal damage.  She cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.

            A tomb raider can only sneak attack a living creature with a discernible anatomy (besides undead) — constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.  Any creature that is immune to critical hits (besides undead) is also not vulnerable to sneak attacks.  The tomb raider must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot.  The tomb raider cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

            Traps:  Tomb raiders, like rogues, can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.  Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden.  Finding a magic trap has a DC of 25 + the level of the spell used to create it.

            Tomb raiders, like rogues, can use the Disable Device skill to disarm magic traps.  A magic trap generally has a DC of 25 + the level of the spell used to create it.

            A tomb raider who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.

            Evasion:  At 2nd level, a tomb raider gains evasion.  If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw.  Evasion can only be used if the tomb raider is wearing light armor or no armor.  It is an extraordinary ability.

            Uncanny Dodge:  Starting at 3rd level, the tomb raider gains the extraordinary ability to react to danger before her senses would normally allow her to do so.  At 3rd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker.  (She still loses her Dexterity bonus to AC if immobilized.)

            At 6th level, the tomb raider can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker.  The defense denies other tomb raiders and rogues the ability to use flank attacks to sneak attack her.  The exception to this defense is that another tomb raider or rogue at least four levels higher than the character can flank her (and thus sneak attack her).

            At 11th level, the tomb raider gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.  At 14th level, these bonuses rise to +2.  At 17th, they rise to +3, and at 20th they rise to +4.

            Special Ability:  On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a tomb raider’s gets a special ability of her choice from among the following:

            Crippling Strike:  A tomb raider with this extraordinary ability can sneak attack opponents with such precision that her blows weaken and hamper them.  When the tomb raider damages an opponent with a sneak attack, that character also takes 1 point of temporary Strength damage.  Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

            Defensive Roll:  The tomb raider can roll with a potentially lethal blow to take less damage from it.  Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the tomb raider can attempt to roll with the damage.  She makes a Reflex saving throw (DC = damage dealt) and, if she’s successful, she takes only half damage from the blow.  She must be aware of the attack and able to react to it in order to execute her defensive roll – if she is denied her Dexterity bonus to AC, she can’t roll.  Since this effect would not normally allow a character to make a Reflex save for half damage, the tomb raider’s evasion ability does not apply to the defensive roll.

            Improved Evasion:  This ability works like evasion, except that while the tomb raider still take no damage on a successful Reflex save against spells such as fireball or a breath weapon, she now takes only half damage on a failed save (the tomb raider’s reflexes allow her to get out of harm’s way with incredible speed.)

            Opportunist:  Once per round, the tomb raider can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character.  This attack counts as the tomb raider’s attack of opportunity for that round.  Even a tomb raider with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

            Skill Mastery:  The tomb raider selects a number of skills equal to 3 +her Intelligence modifier.  When making a skill check with one of these skills, the tomb raider may take 10 even if stress and distractions would normally prevent her from doing so.  She becomes so certain in her skill that she can use her skill reliably even under adverse conditions.  The tomb raider may gain this special ability multiple times selecting additions skills for it to apply to each time.

            Slippery Mind:  This extraordinary ability represents the tomb raider’s ability to wriggle free from magical effects that would otherwise control or compel her.  If a tomb raider with a slippery mind is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again.  She only gets this one extra chance to succeed at her saving throw.

            Feat: A tomb raider may gain a feat in place of a special ability.

            Improved Two-Weapon Fighting:  A tomb raider with a base attack bonus (not the Undead Base Attack Bonus) of at least +9 can choose to gain the Improved Two-Weapon Fighting feat (see page 83 of the PHB) even if he does not have the other prerequisites for the feat.  The tomb raider must be wearing light armor or no armor in order to use this benefit.

The Tomb Raider

 

Level

BAB

Undead

BAB

Fort

Save

Ref

Save

Will

Save

Special

1

+0

+1

+2

+2

+0

Track, 1st favored undead, sneak attack +1d6 (+0d6)

2

+1

+2

+3

+3

+0

Evasion

3

+2

+3

+3

+3

+1

Uncanny dodge (Dex bonus to AC), sneak attack  +2d6 (+1d6)

4

+3

+4

+4

+4

+1

 

5

+3

+5

+4

+4

+1

2nd favored undead, sneak attack +3d6 (+1d6)

6

+4

+6/+1

+5

+5

+2

Uncanny dodge (can’t be flanked)

7

+5

+7/+2

+5

+5

+2

Sneak attack +4d6 (+2d6)

8

+6/+1

+8/+3

+6

+6

+2

 

9

+6/+1

+9/+4

+6

+6

+3

Sneak attack +5d6 (+2d6)

10

+7/+2

+10/+5

+7

+7

+3

3rd favored undead, special ability

11

+8/+3

+11/+6/+1

+7

+7

+3

Uncanny dodge (+1 against traps), sneak attack +6d6 (+3d6)

12

+9/+4

+12/+7/+2

+8

+8

+4

 

13

+9/+4

+13/+8/+3

+8

+8

+4

Sneak attack +7d6 (+3d6), special ability

14

+10/+5

+14/+9/+4

+9

+9

+4

Uncanny dodge (+2 against traps)

15

+11/+6/+1

+15/+10/+5

+9

+9

+5

4th favored undead, sneak attack +8d6 (+4d6)

16

+12/+7/+2

+16/+11/+6/+1

+10

+10

+5

Special ability

17

+12/+7/+2

+17/+12/+7/+2

+10

+10

+5

Uncanny dodge (+3 against traps), sneak attack +9d6 (+4d6)

18

+13/+8/+3

+18/+13/+8/+3

+11

+11

+6

 

19

+14/+9/+4

+19/+14/+9/+4

+11

+11

+6

Sneak attack +10d6 (+5d6), special ability

20

+15/+10/+5

+20/+15/+10/+5

+12

+12

+6

5th favored undead, Uncanny Dodge (+4 against traps)