Princess:Scout

From Game Logs
Revision as of 11:39, 25 January 2010 by Lizbeth (talk | contribs)
Jump to: navigation, search

Scout

1	Skirmish(Ex) +d6, Trapfinding(Ex)
2	Battle Fortitude(Ex) +1, Uncanny Dodge(Ex)
3	Fast Movement(Ex) +2, Skirmish(Ex) +d6/+1
4	Bonus Feat, Trackless Step(Ex)
5	Evasion(Ex), Skirmish(Ex) +2d6/+1
6	Flawless Stride(Ex)
7	Skirmish(Ex) +2d6/+2
8	Bonus Feat, Skirmish Precision(Ex)
9	Camouflage(Ex), Skirmish(Ex) +3d6/+2
10	Blindsense(Ex) 6, Swift Step(Ex) +1
11	Battle Fortitude(Ex) +2, Fast Movement(Ex) +4, Skirmish(Ex) +3d6/+3
12	Bonus Feat, Skirmish Defence(Ex)
13	Skirmish(Ex) +4d6/+3
14	Hide in Plain Sight(Ex)
15	Skirmish(Ex) +4d6/+4, Swift Step(Ex) +2
16	Bonus Feat, Skirmish Swiftness(Ex)
17	Skirmish(Ex) +5d6/+4
18	Free Movement(Ex)
19	Skirmish(Ex) +5d6/+5
20	Battle Fortitude(Ex) +3, Bonus Feat, Blindsight(Ex) 6, Master Skirmisher(Ex)

Class Features

Skirmish(Ex): If you moved 2 in this round, add first value as precision damage to your attack rolls, and second value as competence bonus on AC. Both bonuses lasts until start of your next turn.

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, Expeditious Dodge, Improved Initiative, Mobility, Quick Reckonniter, Skill Focus, Spring Attack (ignore Expeditious Dodge and Mobility prequisites), Bounding Assault (reduce BAB prequisite to +6), Rapid Blitz (reduce BAB prequisite to +11), Manyshot (ignore Point Blank Shot and Shot on the Run prequisites), Greater Manyshot (reduce BAB prerequisite to +9). Prequisites are reduced or ignored only if feat is taken as Scout bonus feat.

Evasion(Ex):

Flawless Stride(Ex): Ignores difficult terrain.

Skirmish Precision(Ex): Add Skirmish second value as a competence bonus to Skirmish attack rolls against targets subject to precision damage.

Camouflage(Ex): May use Stealth in natural terrain even without cover and concealment.

Blindsense(Ex): 6.

Swift Step(Ex): AT=s, may move additional number of squares while making 5-feet step.

Skirmish Defence(Ex): After moving 2 may add Skirmish second value as a competence bonus on checks to resist disarm, feint, trip and grapple until start of your next turn.

Hide in Plain Sight(Ex): May use Stealth in natural terrain even while observed.

Skirmish Swiftness(Ex): After moving 2 may add Skirmish second value as a competence bonus on RD until start of his next turn.

Free Movement(Ex): +4 on saves against spells that impede movement, +lvl on checks to escape grapple.

Blindsight(Ex): 6.

Master Skirmisher(Ex): All your Skirmish precision damage is maximized.

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 even for purposes of magical examination, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.

Sniping Shot

1. Sniping Shot(Ex): AT=FR, make a full attack, your ranged attacks within your first range increment make extra d6 precision damage. You are not allowed to move in the round you used Sniping Shot. Increase damage by d6 each four levels thereafter. Also add +1 on Sniping Shot attack rolls within first range increment instead of each /+1 of Skirmish. Any applicable feauture that benefits Skirmish also benefits Sniping Shot. R: Skirmish.

Unique Feats

Skirmish feats

Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 2. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish.

  • Improved Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 7. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish.

Hinder[S]: P: Skirmish 2d6, Improved Initiative. B: You may reduce your Skirmish damage by d6 to reduce opponents speed by 2 for 1 m. Successful uses do not stack but reset the duration.

Improved Skirmish[S]: P: Skirmish 2d6/+1. B: If you moved 4 or more during this turn, increase your Skirmish by d6/+1 until start of your next turn. S: If you have 10 or more levels in Scout class, increase benefits of this feat to +2d6/+2. If you have 15 levels in Scout class, you need to move only 3 to gain benefit of this feat.

Ranged Skirmisher[S]: Dex 13, Wis 13, Point Blank Shot, Precise Shot. B: +6 Skirmish range.