Stinger
The hulking barbarian gritted his teeth and smiled through his dirty beard.
A small, lone opponent stood in the corner of the room, barehanded and
apparently defenseless. The smile changed to a snarl as Bjorn gripped his
enormous greatsword and began his charge. As the first chorus of his war-chant
echoed through the large room, the barbarian saw the opponent notice him and
launch a small projectile his way. The dart found a weak point in the huge
warrior's armor, biting deeply into his left arm.
Just as Bjorn completed his rush and swung his mighty weapon, the small man
dodged and bounded just out of reach. As the barbarian turned to again address
him, the rogue's hands moved with blinding speed. A volley of darts flew from
the man and struck the giant, one lodging in his neck and virtually paralyzing
him. With a cat's grace, the smaller man pounced upon his helpless foe, driving
a dart deep into his eye and ending his life.
Stingers are experts with an often-overlooked weapon, the dart. Using its
precision, they learn to circumvent all but the most comprehensive armors. Its
speed and ease of use allow multiple extra attacks. Stingers also learn to
operate in melee with these weapons, and move about the battlefield with ease,
picking off opponents with volleys of flying steel projectiles.
Hit Die: d6
Requirements:
BAB: +5
Skills: Tumble- 6 ranks
Balance- 4 ranks
Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Dart), Quick Draw
Class Skills:
The Stinger's class skills (and the key ability for each skill) are Balance
(Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape
Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move
Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis),
Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points Each Level: 6 + Int Mod.
Lvl BAB Fort Ref Will Special . . . . . . . . . . . . . . . . . . . . . . .
.
1 . . +0 . +0 . .+2 . +0 . .Precise Shot
2 . . +1 . +0 . .+3 . +0 . .Find the Chinks (-1 AC), Stinger
3 . . +2 . +1 . .+3 . +1 . .Seize Opportunities (5' radius), Close Combat
4 . . +3 . +1 . .+4 . +1 . .Find the Chinks (-2 AC), Lightning Shot
5 . . +3 . +1 . .+4 . +1 . .Strike Vitals
6 . . +4 . +2 . .+5 . +2 . .Find the Chinks (-3 AC)
7 . . +5 . +2 . .+5 . +2 . .Seize Opportunities (10' radius)
8 . . +6 . +2 . .+6 . +2 . .Find the Chinks (-4 AC)
9 . . +6 . +3 . .+6 . +3 . ."Keep Your Distance!"
10. .+7 . +3 . .+7 . +3 . .Find the Chinks (-5 AC), Sting-Blossom
Class Features:
Weapon and Armor Proficiency: The Stinger gains no new weapon or armor
proficiencies. All abilities can only be used when wearing medium, light, or no
armor.
Precise Shot: The Stinger also gains the Precise Shot feat.
Find the Chinks (Ex): Stingers are masters of precise shots. As they
advance in experience, they gain the ability to find the weak points in armor
and better exploit them. When they attack with a dart, this ability allows the
Stinger to ignore a certain number of armor class bonuses from armor and
natural armor. At 2nd level, all opponents effectively have 1 less AC bonus
from all armor or natural armor. This increases at every other level, for a
maximum of -5 AC at level 10.
Close Combat (Ex): Attacking with a dart while in a threatened square no
longer provokes an attack of opportunity for the Stinger.
Stinger (Ex): Further refining their ability to hit critical spots on
their opponents, the Stinger gains the ability to strike at a location on the
opponents body which causes severe pain, thereby dazing them for a short time.
A Stinger can use this ability once per round, but no more than once per level
per day. She must declare she is using a stinger before making the attack roll
(thus, a missed attack roll ruins the attempt). A foe struck by the shot if
forced to make a fortitude saving throw (DC 10 + Stinger level + Dex modifier).
In addition to receiving normal damage, a failed saving throw causes the
opponent to be stunned for 1 round.
Seize Opportunities (Ex): The Stinger soon learns how to strike at
opponents when they are in their most vulnerable moments. At 3rd level, the
Stinger is considered to threaten foes in a 5' radius for the purpose of
determining attacks of opportunity anytime he has at least one dart in his
possession. At 7th level, this range increases to a 10' radius.
Lightning Shot (Ex): When using Rapid Shot, the Stinger may make an one
more additional attack. This attack is made at the character's second highest
BAB, and also suffers the -2 penalty from Rapid Shot. Both hands must be free
to use this ability.
Strike Vitals (Ex): When attacking with a dart, the weapon's critical
hit threat range is doubled. This can stack with the feat Improved Critical.
"Keep Your Distance!" (Ex): To better use the ranged abilities
of this class, Stingers learn to keep themselves out of melee combat. Once a
round when an adjacent opponent attacks the Stinger, she may make a Reflex
saving throw against a DC of 10 + opponent's BAB. If successful, she may move 5
feet in any direction to avoid the attack. If this move takes the character
into a threatened space, it provokes an attack of opportunity, unless the
Stinger has the Mobility feat or makes a Tumble check vs DC of 20. If there is
no empty space available to move into, this ability may not be used. To use
this ability, the Stinger must have moved no more than a 5 foot step previously
in the round.
Sting-Blossom(Ex): As a full-round action, the Stinger is able to make
one ranged attack on each opponent within one range increment (20 feet), which
is obviously limited by the total number of darts held. These attacks are all
made at the character's highest BAB, but with a -4 penalty to the roll. This
ability may be used once per day per point of Dex bonus (minimum of once per
day).