Revised 18 April 2003.
Equalizer
The Equalizer is a master of dealing quick, lethal blows. Equalizers are also excellent at infiltration and stealth. Equalizers often function as spies, informants, ideological killers and agents of political vengeance. Their training in anatomy, stealth, close combat techniques and deception allows them to carry out missions of death with shocking, terrifying precision.
Rogues, monks and bardic Equalizers make for the classic secret agent in the shadows with a blade or a bow that signifies certain death. Fighters, ex-paladins, rangers, druids and barbarians operate as warrior Equalizers, with as much ability to kill in combat as from the shadows. Sorcerers, wizards and clerics may be the most terrifying Equalizers of all, for with their spells they can infiltrate and kill with even greater impunity.
As NPCs, Equalizers work in secret societies or for political or religious leaders. The Equalizer kills only for what he believes to be a worthy cause, and takes pride in the fact that he has official license to kill. Sometimes, less scrupulous members of a good rulers court maintain a stable of Equalizers, insulating the leader from his covert operatives. When not engaged in cloak-and-dagger missions, Equalizers are typically employed in the more leisurely aspects of religious or courtly life. Equalizers often work alone, relying on speed and stealth to accomplish their missions and avoiding the risks of capture or betrayal inherent in parties of any size.
Hit Die: d6
Requirements
To qualify to become an Equalizer, a character must fulfill the following criteria:
Base Attack Bonus: +4
Feats: Point Blank Shot, Quick Draw
Special: In addition, he must have killed someone for ideological reasons.
Alignment: LN, N, CN
Class Skills
The Equalizers class skills (and the key ability for each skill) are Balance (Dex), Blend* (Dex, exclusive skill), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha, exclusive skill) and Use Rope (Dex). See Chapter 4: Skills in the Players Handbook for skill descriptions.
*See below for Blend skill description.
Skill points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the Equalizer prestige class.
Weapon and Armor Proficiency: An Equalizers weapon training focuses on weapons suitable for stealth and sneak attacks. Equalizers are proficient with the crossbow (hand, light or heavy), dagger (any type), dart, repier, sap, shortbow (normal and composite), and short sword.
Equalizers are not proficient with any types of armor or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, and Move Silently, and that carrying heavy gear imposes a check penalty on Swim checks.
Note that these proficiencies stack with any weapon and armor proficiencies already possessed by the Equalizer. A Fighter who is proficient with a Dwarven waraxe and plate armor continues to be proficient in both when she becomes an Equalizer.
Blend: As a part of his class skills, an Equalizer gains the skill of Blend (with a key ability of Dexterity). An Equalizer uses this skill to blend into the crowd following a sneak attack. An Equalizer gains a +2 bonus to Blend checks at 2nd level and at alternating levels thereafter (+4 at 4th level, +6 at 6th level, and so on). An Equalizer may purchase ranks in Blend as a class skill.
Check: Blend may only be attempted following an attempted sneak attack and when there is some number of people about who are not directly associated with the Equalizers target. The standard DC for a Blend attempt is 15, modified as follows.
Condition DC modifier
Large crowd -5
Darkness -5
Marketplace -2
Target is guarded +5
Attack takes place indoors +5
Crowd mainly of other race(s) +5
Retry: Usually, no. If an attack remains undetected on the round following a Blend check, the Equalizer may reattempt Blend that round. The Equalizer may not reattempt a failed Blend check after his attack has been noticed.
Special: A character with 5 or more ranks in both Hide and Move Silently gains a +2 synergy bonus on Blend checks.
Sneak Attack: If an Equalizer can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the Equalizers target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Equalizers attack deals +1d6 points of damage. This extra damage is increased at alternating levels (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the Equalizer score a critical hit with a sneak attack, this extra damage is not multiplied.
It takes precision and preparation to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
With a sap or an unarmed strike, the Equalizer can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual 4 penalty, because he must make optimal use of his weapon in order to execute a sneak attack.
An Equalizer can only sneak attack living creatures with discernible anatomies undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical attacks is similarly immune to sneak attacks. Also, the Equalizer 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 Equalizer cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If an Equalizer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Cover: When a character becomes an Equalizer, and at each new Equalizer level, he may create a new cover identity for himself. At each new level, the Equalizer gains 2 extra skill points to distribute among the Forgery, Knowledge, and Profession skills to aid in creating his new identity. In order to use a cover identity, the Equalizer must equip himself with the materials, attire, documents, and knowledge (at least 2 ranks in a relevant Knowledge or Profession) of his new persona. In addition, the Equalizer must choose a false name for each cover identity; the name remains permanently fixed to that cover identity.
While using a cover identity, an Equalizer substitutes his Intelligence bonus for his Charisma bonus on Bluff, Diplomacy, Gather Information, and Innuendo checks. He also gains a +4 circumstance bonus to Bluff checks directly related to his cover identity. An Equalizer gains this special ability at 1st level.
Death Attack: If the Equalizer studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly paralyzing or killing the target (Equalizers choice). While studying his victim, the Equalizer can undertake other actions so long as his attention stays focused on the target and the target does not detect the Equalizer or detect the Equalizer as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the Equalizers class level + the Equalizers Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victims mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the Equalizer. If the victims saving throw succeeds, the attack is just a normal sneak attack. Once the Equalizer has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Equalizer does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. An Equalizer gains this special ability at 2nd level.
Signature Weapon: An Equalizer typically adopts a single weapon, such as the crossbow or the shortsword, as his signature weapon. The extra training and familiarity with this weapon allows the Equalizer to use it with great precision and skill. The Equalizer adds a +2 damage bonus with the signature weapon. If the signature weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet. An Equalizer gains this special ability at 3rd level.
Death Shot: As Death Attack, but the Equalizer may apply the effect to a sneak attack with a ranged weapon that successfully deals damage. An Equalizer gains this special ability at 4th level.
Lightning Shot: An Equalizer gains the ability to make an extra attack with a ranged weapon each round with no penalty to his attacks that round. The extra attack uses the Equalizers Dexterity modifier as its attack bonus. Using Lightning Shot requires a full attack action. An Equalizer gains this special ability at 6th level.
Rapid Attack: An Equalizer gains the ability to make one extra melee attack each round. The extra attack uses the Equalizers highest base attack bonus, but each attack (the extra one and the normal ones) suffers a 2 penalty. Using Rapid Attack requires a full attack action. An Equalizer gains this special ability at 8th level.
Spells: Beginning at 1st level, an Equalizer gains the ability to cast a small number of arcane spells. To cast a spell, the Equalizer must have an Intelligence score of 10 + the spells level, so an Equalizer with an Intelligence of 10 or lower cannot cast these spells. Equalizer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the Equalizers Intelligence modifier (if any). When the Equalizer gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the Equalizer gets only bonus spells. An Equalizer without bonus spells for that level cannot yet cast a spell of that level. The Equalizers spell list appears below. The Equalizer's ability to cast these spells works like a bard's ability to cast spells.
A 1st level Equalizer learns two spells from the Equalizer 1st level spell list. He learns one new Equalizer spell of any spell level he can cast at each Equalizer level thereafter. There is no limit to the number of these spells the Equalizer can know from this list; he may also learn more by studying arcane scrolls or spellbooks.
Equalizer Spell List
Equalizers choose their spells from the following list:
1st level change self, charm person, ghost sound, obscuring mist, spider climb, true strike.
2nd level alter self, darkvision, darkness, invisibility, shadow mask, silence.
3rd level clairaudience/clairvoyance, gaseous form, hold person, misdirection, nondetection, suggestion.
4th level deeper darkness, dimension door, fly, improved invisibility, keen edge, shadow walk.
Ex-Equalizers
It is possible for a character to cease to be an Equalizer. An Equalizer who develops an Evil alignment, or who kills an undeserving target for money, loses the confidence of his masters and can no longer progress in the Equalizer prestige class. In addition, ex-Equalizers lose the ability to deal Death Blows and Death Attacks and can no longer cast spells as an Equalizer. An Evil ex-Equalizers may become a member of the Assassin prestige class without regard to other requirments of that prestige class. An ex-Equalizer who refrains from killing for one year and who then successfully petitions for reinstatement with his masters may return to the fold and can thereafter gain levels in the prestige class. Some ex-Equalizers have been retained by their masters to train new Equalizer recruits or to supervise networks of Equalizer agents; these ex-Equalizers are seen to have "burned out," losing their effectiveness in the field while still retaining their loyalty to the cause.
Table 1-1: The Equalizer
|
|
Base |
|
|
|
|
|
|||
|
1st |
2nd |
3rd |
4th |
||||||
|
1st |
+0 |
+0 |
+2 |
+0 |
Sneak Attack +1d6, Cover |
0 |
|
|
|
|
2nd |
+1 |
+0 |
+3 |
+0 |
Blend +2, Death Attack |
1 |
|
|
|
|
3rd |
+2 |
+1 |
+3 |
+1 |
Sneak Attack +2d6, Signature Weapon |
1 |
0 |
|
|
|
4th |
+3 |
+1 |
+4 |
+1 |
Blend +4, Death Shot |
1 |
1 |
|
|
|
5th |
+3 |
+1 |
+4 |
+1 |
Sneak Attack +3d6 |
1 |
1 |
0 |
|
|
6th |
+4 |
+2 |
+5 |
+2 |
Blend +6, Lightning Shot |
1 |
1 |
1 |
|
|
7th |
+5 |
+2 |
+5 |
+2 |
Sneak Attack +4d6 |
2 |
1 |
1 |
0 |
|
8th |
+6 |
+2 |
+6 |
+2 |
Blend +8, Rapid Attack |
2 |
2 |
1 |
1 |
|
9th |
+6 |
+3 |
+6 |
+3 |
Sneak Attack +5d6 |
2 |
2 |
2 |
1 |
|
10th |
+7 |
+3 |
+7 |
+3 |
Blend +10 |
2 |
2 |
2 |
2 |
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By R. Scott Rogers (
scott@madforjam.com)Released under the OGL and d20. Free to distribute.
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http://www.opengamingfoundation.org/ogl.html)