Princess:Scout

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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.

Unique 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.

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