Difference between revisions of "Princess:Scout"

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== Scout ==
 
 
 
# Skirmish(Ex) +d6, Trapfinding(Ex)
 
# Skirmish(Ex) +d6, Trapfinding(Ex)
 
# Battle Fortitude(Ex) +1, Uncanny Dodge(Ex)
 
# Battle Fortitude(Ex) +1, Uncanny Dodge(Ex)
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# Camouflage(Ex), Bonus Feat
 
# Camouflage(Ex), Bonus Feat
 
# Skirmish(Ex) +3d6 +2AC
 
# Skirmish(Ex) +3d6 +2AC
# Blindsense(Ex) 6
+
# Blindsense(Ex) 6, Skirmish Defence(Ex)
 
# Battle Fortitude(Ex) +2, Fast Movement(Ex) +4, Skirmish(Ex) +3d6 +3AC
 
# Battle Fortitude(Ex) +2, Fast Movement(Ex) +4, Skirmish(Ex) +3d6 +3AC
# Bonus Feat
+
# Bonus Feat, Skirmish Impact(Ex)
 
# Skirmish(Ex) +4d6 +3AC
 
# Skirmish(Ex) +4d6 +3AC
# Hide in Plain Sight(Ex)
+
# Hide in Plain Sight(Ex), Skirmish Precision(Ex)
 
# Skirmish(Ex) +4d6 +4AC
 
# Skirmish(Ex) +4d6 +4AC
# Bonus Feat
+
# Bonus Feat, Skirmish Swiftness(Ex)
 
# Skirmish(Ex) +5d6 +4AC
 
# Skirmish(Ex) +5d6 +4AC
 
# Free Movement(Ex)
 
# Free Movement(Ex)
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Trackless Step(Ex): Cannot be tracked in natural terrain.
 
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 prerequisites), Bounding Assault (reduce BAB prerequisite to +6, ignore Dodge and Mobility prerequisites), Rapid Blitz (reduce BAB prerequisite to +11, ignore Dodge and Mobility prerequisites), Manyshot (ignore Point Blank Shot and Rapid Shot prerequisites), Greater Manyshot (ignore Point Blank Shot and Rapid Shot prerequisites).
+
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):
 
Evasion(Ex):
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Blindsense(Ex): 6.
 
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.
 
Hide in Plain Sight(Ex): May use Stealth in natural terrain even while observed.
  
Free Movement(Ex): +4 on saves against spells that impede movement, +lvl on checks to escape grapple.
+
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.
 
Blindsight(Ex): 6.

Revision as of 00:07, 13 April 2009

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