Difference between revisions of "Princess:Scout"

From Game Logs
Jump to: navigation, search
(feats)
Line 93: Line 93:
  
 
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.
 
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.
 +
 +
=== 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. R: Skirmish.
  
 
== Unique Feats ==
 
== 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 damage.
 
Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 2. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish damage.
Line 100: Line 106:
  
 
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.
 
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.
  
 
Ranged Skirmisher[S]: Dex 13, Wis 13, Point Blank Shot, Precise Shot. B: +6 Skirmish range.
 
Ranged Skirmisher[S]: Dex 13, Wis 13, Point Blank Shot, Precise Shot. B: +6 Skirmish range.
  
 
[[Category:Princess]]
 
[[Category:Princess]]

Revision as of 15:28, 7 August 2009

Scout

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

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.

Skirmish Precision(Ex): Add as a competence bonus to Skirmish attack rolls.

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 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.

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.

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

Skirmish Precision, Improved(Ex): May add Skirmish AC bonus value as a competence bonus on skirmish attack rolls.

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.

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. 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 damage.

  • 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 damage.

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.

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