Difference between revisions of "Princess:Scout"
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# Skirmish(Ex) +d6, Trapfinding(Ex) | # Skirmish(Ex) +d6, Trapfinding(Ex) | ||
# Battle Fortitude(Ex) +1, Uncanny Dodge(Ex) | # Battle Fortitude(Ex) +1, Uncanny Dodge(Ex) |
Revision as of 12:30, 13 April 2009
Contents
Scout
- Skirmish(Ex) +d6, Trapfinding(Ex)
- Battle Fortitude(Ex) +1, Uncanny Dodge(Ex)
- Fast Movement(Ex) +2, Skirmish(Ex) +d6 +1AC, Trackless Step(Ex)
- Bonus Feat
- Evasion(Ex), Skirmish(Ex) +2d6 +1AC
- Flawless Stride(Ex)
- Skirmish(Ex) +2d6 +2AC
- Camouflage(Ex), Bonus Feat
- Skirmish(Ex) +3d6 +2AC
- Blindsense(Ex) 6, Skirmish Defence(Ex)
- Battle Fortitude(Ex) +2, Fast Movement(Ex) +4, Skirmish(Ex) +3d6 +3AC
- Bonus Feat, Skirmish Impact(Ex)
- Skirmish(Ex) +4d6 +3AC
- Hide in Plain Sight(Ex), Skirmish Precision(Ex)
- Skirmish(Ex) +4d6 +4AC
- Bonus Feat, Skirmish Swiftness(Ex)
- Skirmish(Ex) +5d6 +4AC
- Free Movement(Ex)
- Skirmish(Ex) +5d6 +5AC
- Battle Fortitude(Ex) +3, Bonus Feat, Blindsight(Ex) 6
Class Features
Skirmish(Ex): Add indicated values to your damage against opponents who is not immune to critical hits and as competence bonus to AC when you move 2 or more in round.
Trapfinding(Ex):
Battle Fortitude(Ex): Add indicated value as a competence bonus to Fort and initiative.
Uncanny Dodge(Ex):
Fast Movement(Ex): + enh to move.
Trackless Step(Ex): Cannot be tracked in natural terrain.
Bonus Feat: Any archery-related feat, any movement-enhancing feat, Blind-Fight, Danger Sense, Dodge, Improved Initiative, Mobility, Quick Reckonniter, Skill Focus, Spring Attack (ignore Dodge and Mobility prequisites), Bounding Assault (reduce BAB prequisite to +6, ignore Dodge and Mobility prequisites), Rapid Blitz (reduce BAB prequisite to +11, ignore Dodge and Mobility prequisites), Manyshot (ignore Point Blank Shot and Rapid Shot prequisites), Greater Manyshot (ignore Point Blank Shot and Rapid Shot prequisites). Prequisites are reduced or ignored only if feat is taken as Scout bonus feat.
Evasion(Ex):
Flawless Stride(Ex): Ignores difficult terrain.
Camouflage(Ex): May use Stealth in natural terrain even without cover and concealment.
Blindsense(Ex): 6.
Skirmish Defence(Ex): After using Skirmish may add Skirmish AC bonus value as a competence bonus on checks to resist disarm, feint, trip and grapple until start of his next turn.
Skirmish Impact(Ex): May add Skirmish AC bonus value as a competence bonus on skirmish damage rolls.
Skirmish Precision(Ex): May add Skirmish AC bonus value as a competence bonus on skirmish attack rolls.
Hide in Plain Sight(Ex): May use Stealth in natural terrain even while observed.
Skirmish Swiftness(Ex): After using Skirmish may add Skirmish AC bonus value as a competence bonus on RD until start of his next turn.
Blindsight(Ex): 6.
Class Variants
Dungeon Specialist
Looses: Fast Movement(Ex), Evasion(Ex)
3. Climb(Ex): equal half land speed.
5. Dungeon Specialist(Ex): +2 to AC, no flanking bonuses when adjacent to wall and standing on ground.
11. Climb(Ex): equal land speed.
Alternative Class Features
Spell Reflection
5. Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers, 1+Dex/day. R: Evasion.
Go to the Ground
3. Go to the Ground(Ex): Can't be Urban Tracked when lay low. R: Trackless Step(Ex)
Riposte
1. Riposte(Ex): At the start of your turn select an opponent: Add indicated value on damage rolls against that opponent (target must be not immune to critical hits). Add second value as competence to AC against that opponent.
Feign Death
5. Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.