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<blockquote data-quote="Arkhandus" data-source="post: 3447346" data-attributes="member: 13966"><p><strong>Aurelian Skirmisher, continued</strong></p><p></p><p>The Aurelian Skirmisher, continued</p><p></p><p>[sblock]<strong><span style="color: Red">Offensive Acumen:</span></strong> Skirmishers of 5th-level develop sufficient tactical prowess, anatomical know-how, anticipatory instincts, and weapon precision that they can strike more effectively in any situation. His or her bonus on opposed rolls for bull rush, disarm, and trip attempts from the Tactician class feature improves to equal the skirmisher's full Intelligence bonus. In addition, the skirmisher may add his or her Intelligence or Wisdom modifier, if positive, to one of his or her attack rolls or damage rolls each round. This is a competence bonus, and its use must be declared before the attack roll. It can only be applied to damage with weapons, natural weapons, or unarmed strikes (not grapple checks), and the damage bonus only applies against targets that are susceptible to critical hits. Note that competence bonuses to the same roll do not stack (only the higher bonus applies).</p><p></p><p><strong><span style="color: Red">Projectile Defense:</span></strong> Upon achieving 5th-level, the skirmisher learns some of the most effective techniques for evading and deflecting incoming projectiles. Thus, ranged attacks targeting the skirmisher have a 10% miss chance. This increases to a 20% miss chance at 11th-level, and a 30% miss chance at 17th-level. This is separate from any other miss chances. Projectile Defense only applies as long as the skirmisher retains their Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive), and is not immobilized.</p><p></p><p><strong><span style="color: Red">Eagle Eye:</span></strong> At 6th-level, the skirmisher hones his sight and archery skill to improve his aim at long range, as well as his vision in general. The total range penalty the skirmisher suffers with any ranged attack is reduced by 2 points. At 9th-level the skirmisher reduces the total range penalty by 4 instead. The penalty is reduced instead by 6 at 12th-level, and by 8 at 16th-level, and finally by 10 after reaching 19th-level. If the range penalty is eliminated by this ability or another ability, then every 3 points of additional range penalty reduction, beyond the amount necessary to eliminate the penalty, are instead added as a +1 bonus to the attack roll. So at 19th-level they have +3 to attacks within one range increment. In addition to these benefits, Eagle Eye grants a +1 competence bonus on Spot checks at 6th-level, which improves to +2 at 9th-level, +3 at 12th-level, +4 at 16th-level, and finally to +5 at 19th-level.</p><p></p><p><strong><span style="color: Red">Strategist:</span></strong> Once the skirmisher has attained 9th-level, he or she learns some new strategies and how to use different terrain, weather, and other battlefield factors to his or her advantage. Strategist provides the skirmisher with a bonus on Knowledge (war) skill checks equal to his or her Wisdom modifier, if positive, and applies the same bonus to attack rolls and Armor Class on the first round of each combat encounter in which the skirmisher is not surprised. The AC bonus is a dodge bonus, and does not apply when immobilized or denied a Dexterity bonus to AC. Besides those benefits, the skirmisher gains a bonus to his or her Leadership score (if they possess the Leadership feat or later gain it), equal to their Intelligence modifier or +1, whichever is higher.</p><p></p><p>Lastly, if the skirmisher has a reasonable idea of the location, terrain, and environmental factors for where a battle will take place (or is already taking place), he or she may spend 1 minute (10 rounds) devising stratagems for probable situations in that battle. If done during the heat of battle, these actions provoke attacks of opportunity, if the skirmisher is foolish enough to waste time on such preparations while in reach of the enemy. At the end of this planning, the skirmisher makes a Knowledge (war) skill check against a DC of 25 (adjusted by up to 6 points by the DM, as appropriate to how vague or clear the skirmisher's understanding of the battlefield was, and based on how much or little the skirmisher knew of the likely enemy forces or allied forces).</p><p></p><p>On a successful skill check, the skirmisher applies his or her Intelligence modifier (if positive) as a circumstance bonus to the attack and damage rolls of intelligent (Intelligence 3+) allies who've received the plans, and himself or herself, for the first round of the battle following the planning session, then only to attack rolls for the second round (after which the benefit is lost). He or she also adds their Wisdom modifier (if positive) to the initial Initiative scores of all allies involved in the battle, including himself or herself. In addition, each affected ally (including the skirmisher) may ignore any terrain or weather related penalties on attack rolls (as well as miss chances) and 5 feet worth of speed reduction (if any), for the first three rounds of battle following the planning, but only for terrain and weather that the skirmisher knew or expected to find there while planning (so if an enemy druid conjures up a storm that the skirmisher was not aware they'd produce, that storm cannot be ignored).</p><p></p><p>Multiple skirmishers cannot stack the benefits of their battle plans, though anyone trained in the Knowledge (war) skill may attempt aid another actions at the skirmisher's side to help him or her form the battle plan, and thus improve the chances of a successful check. On a failed check, the skirmisher's battle plan yields no benefit, and only one skirmisher in a force may attempt to form a battle plan of this sort for any given battle (note that even on a battlefield in times of war, there may be several separate battles each day). Other skirmishers may try, but only one actually makes the check and applies it to their force. However, if each skirmisher commands a separate unit of combatants and forms his or her own plan for that individual unit, then each skirmisher may form such plans, but only for that particular unit.</p><p></p><p></p><p><strong><span style="color: Red">Superior Tactician:</span></strong> After reaching 11th-level, the skirmisher develops superior tactical skills and maneuvers, which further enhance his capability in battle. The skirmisher's tactical knowledge allows him to ignore the first attack of opportunity made against him each round, as he is able to more effectively evade such attacks, and to move fluidly and swiftly enough to prevent the enemy sufficient time to react. That attack of opportunity automatically fails. Also, the skirmisher gains a bonus to Initiative equal to their Intelligence modifier, if positive. Furthermore, the skirmisher learns how to better coordinate efforts in battle, so whenever he or she flanks an opponent with an ally, the skirmisher's allies (not himself or herself) get an additional +1 to their flanking bonus (if any) on attack rolls against that opponent. Multiple skirmishers do not stack this benefit (though it would allow each of them to gain the bonus).</p><p></p><p><strong><span style="color: Red">Improved Weapon Focus:</span></strong> At 14th-level in this class, the skirmisher improves their prowess and accuracy, with the two weapons they had chosen for this class' Weapon Focus feature. They gain an additional +1 on attack rolls with those two weapons.</p><p></p><p></p><p><strong><span style="color: Red">Perfect Strike:</span></strong> Upon reaching 15th-level in this class, the skirmisher learns how to strike an enemy or object in the perfect spot, at the perfect angle, at the perfect time, and with the perfect application of force. The culmination of his vast combat experience and tactical expertise. Once per round, the skirmisher may use one of the following Perfect Strike options.</p><p></p><p><em><span style="color: Blue"><strong>Perfect Accuracy:</strong></span></em> With this option, the skirmisher ignores cover and concealment for one attack roll. Thus, they ignore the target's cover bonus to AC and concealment miss chance (and the Reflex bonus for cover, if the attack roll is part of an ability that also allows a Reflex save for some reason). Furthermore, the total threat range of the attack is increased by 2, for purposes of threatening a critical hit. Declare the use of this Perfect Strike option immediately before making the attack roll to be affected.</p><p></p><p><em><span style="color: Blue"><strong>Perfect Critical:</strong></span></em> This option automatically confirms a critical hit if the skirmisher threatens a critical hit with an attack. Activate this use of Perfect Strike immediately after you threaten a critical hit with a successful attack, but before rolling to confirm. Not only is the critical hit automatically confirmed by this ability, but the first two base damage dice for that critical hit will deal maximum damage.</p><p></p><p><em><span style="color: Blue"><strong>Perfect Impact:</strong></span></em> Skirmishers deal maximum damage with each damage die for an attack, when using this option. This only affects damage dealt to the first target of an attack roll, such as by a weapon attack, not a <em>Fireball</em> spell or similar (although any effect that delivers a spell via an attack roll will still be affected, but only against the first target). Use this Perfect Strike option immediately after your attack hits successfully, but before rolling damage.</p><p></p><p><em><span style="color: Blue"><strong>Perfect Precision:</strong></span></em> When the skirmisher uses this Perfect Strike option, he or she adds +5 to one of his or her attack rolls (and any threat confirmation roll that may result from it). In addition, the skirmisher ignores the first 5 points of hardness or Damage Reduction of the target for this attack. Declare this option's use immediately before the attack roll to be affected.</p><p></p><p><em><span style="color: Blue"><strong>Perfect Tactic:</strong></span></em> This Perfect Strike option makes the skirmisher's opposed roll during a disarm attempt, trip attempt, bull rush attempt, or grapple attempt automatically count as a natural 20, before modifiers, whether to make the attempt or resist such an attempt. This only applies to a single such roll each time. As far as grappling is concerned, this may only be used for the opposed roll to engage, or resist becoming engaged, in a grapple. Declare use of this option immediately before you and the opponent make the opposed rolls to be affected.</p><p></p><p></p><p><strong><span style="color: Red">Tactical Awareness:</span></strong> A skirmisher of 17th-level or higher is able to notice changes in any tactical situation and react to them quickly. He or she adds their Wisdom modifier, if positive, as an additional bonus to Initiative. This stacks with the same bonus from the Strategist ability when used for a battle plan, though Tactical Awareness only applies to the skirmisher himself or herself. He or she also gains the capacity to use the refocus action as a special move-equivalent action, instead of a special full-round action.</p><p></p><p><strong><span style="color: Red">Master Tactician:</span></strong> At 20th-level, the skirmisher acquires even greater tactical knowledge and instincts, and invents numerous new tactics of their own to give them an extra advantage. Thus, the skirmisher adds their Intelligence modifier to all attack rolls, if positive. This is a competence bonus. Furthermore, the skirmisher treats his or her cover as one degree better for their own defense, any time the skirmisher has cover, without increasing the skirmisher's own hindrance from it. This cannot increase their effective cover beyond total cover. The increased cover benefit does not apply when the skirmisher is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive).</p><p></p><p>Lastly, the skirmisher may provide tactical advice to other allies whenever he or she may communicate intelligently with them (not creatures of Intelligence 2 or lower, or with no Intelligence), granting those allies a +1 circumstance bonus to attack rolls or Armor Class each round by communicating that advice. The skirmisher chooses at the start of his or her turn which bonus to provide, and no creature may receive these benefits from more than one skirmisher at a time (each creature can choose whether or not to ignore a particular skirmisher, choosing on that skirmisher's turn). The circumstance bonus to AC is lost whenever the creature is immobilized or denied a Dexterity bonus to AC (even if its Dexterity modifier is not positive). Each ally is only affected while the skirmisher sees them or the opponents they are fighting (even if only through Blindsight, if the skirmisher has that ability).[/sblock]</p><p></p><p>[code][B][COLOR=Red][U][I]The Skirmisher:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/COLOR][/B]</p><p>1 +0 +0 +2 +2 Bonus Feat, Tactician, Weapon Focus</p><p>2 +1 +0 +3 +3 Skill Plus, Weapon Focus</p><p>3 +2 +1 +3 +3 Mobile Combat Technique</p><p>4 +3 +1 +4 +4 Bonus Feat</p><p>5 +3 +1 +4 +4 Offensive Acumen, Projectile Defense I</p><p>6 +4 +2 +5 +5 Eagle Eye I</p><p>7 +5 +2 +5 +5 Bonus Feat, Skill Plus</p><p>8 +6/+1 +2 +6 +6 Mobile Combat Technique</p><p>9 +6/+1 +3 +6 +6 Eagle Eye II, Strategist</p><p>10 +7/+2 +3 +7 +7 Bonus Feat</p><p>11 +8/+3 +3 +7 +7 Projectile Defense II, Superior Tactician</p><p>12 +9/+4 +4 +8 +8 Eagle Eye III, Skill Plus</p><p>13 +9/+4 +4 +8 +8 Bonus Feat, Mobile Combat Technique</p><p>14 +10/+5 +4 +9 +9 Improved Weapon Focus</p><p>15 +11/+6/+1 +5 +9 +9 Perfect Strike</p><p>16 +12/+7/+2 +5 +10 +10 Eagle Eye IV, Bonus Feat</p><p>17 +12/+7/+2 +5 +10 +10 Projectile Defense III, Skill Plus, Tactical Awareness</p><p>18 +13/+8/+3 +6 +11 +11 Mobile Combat Technique</p><p>19 +14/+9/+4 +6 +11 +11 Eagle Eye V, Bonus Feat</p><p>20 +15/+10/+5 +6 +12 +12 Master Tactician[/code]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3447346, member: 13966"] [b]Aurelian Skirmisher, continued[/b] The Aurelian Skirmisher, continued [sblock][B][COLOR=Red]Offensive Acumen:[/COLOR][/B] Skirmishers of 5th-level develop sufficient tactical prowess, anatomical know-how, anticipatory instincts, and weapon precision that they can strike more effectively in any situation. His or her bonus on opposed rolls for bull rush, disarm, and trip attempts from the Tactician class feature improves to equal the skirmisher's full Intelligence bonus. In addition, the skirmisher may add his or her Intelligence or Wisdom modifier, if positive, to one of his or her attack rolls or damage rolls each round. This is a competence bonus, and its use must be declared before the attack roll. It can only be applied to damage with weapons, natural weapons, or unarmed strikes (not grapple checks), and the damage bonus only applies against targets that are susceptible to critical hits. Note that competence bonuses to the same roll do not stack (only the higher bonus applies). [B][COLOR=Red]Projectile Defense:[/COLOR][/B] Upon achieving 5th-level, the skirmisher learns some of the most effective techniques for evading and deflecting incoming projectiles. Thus, ranged attacks targeting the skirmisher have a 10% miss chance. This increases to a 20% miss chance at 11th-level, and a 30% miss chance at 17th-level. This is separate from any other miss chances. Projectile Defense only applies as long as the skirmisher retains their Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive), and is not immobilized. [B][COLOR=Red]Eagle Eye:[/COLOR][/B] At 6th-level, the skirmisher hones his sight and archery skill to improve his aim at long range, as well as his vision in general. The total range penalty the skirmisher suffers with any ranged attack is reduced by 2 points. At 9th-level the skirmisher reduces the total range penalty by 4 instead. The penalty is reduced instead by 6 at 12th-level, and by 8 at 16th-level, and finally by 10 after reaching 19th-level. If the range penalty is eliminated by this ability or another ability, then every 3 points of additional range penalty reduction, beyond the amount necessary to eliminate the penalty, are instead added as a +1 bonus to the attack roll. So at 19th-level they have +3 to attacks within one range increment. In addition to these benefits, Eagle Eye grants a +1 competence bonus on Spot checks at 6th-level, which improves to +2 at 9th-level, +3 at 12th-level, +4 at 16th-level, and finally to +5 at 19th-level. [B][COLOR=Red]Strategist:[/COLOR][/B] Once the skirmisher has attained 9th-level, he or she learns some new strategies and how to use different terrain, weather, and other battlefield factors to his or her advantage. Strategist provides the skirmisher with a bonus on Knowledge (war) skill checks equal to his or her Wisdom modifier, if positive, and applies the same bonus to attack rolls and Armor Class on the first round of each combat encounter in which the skirmisher is not surprised. The AC bonus is a dodge bonus, and does not apply when immobilized or denied a Dexterity bonus to AC. Besides those benefits, the skirmisher gains a bonus to his or her Leadership score (if they possess the Leadership feat or later gain it), equal to their Intelligence modifier or +1, whichever is higher. Lastly, if the skirmisher has a reasonable idea of the location, terrain, and environmental factors for where a battle will take place (or is already taking place), he or she may spend 1 minute (10 rounds) devising stratagems for probable situations in that battle. If done during the heat of battle, these actions provoke attacks of opportunity, if the skirmisher is foolish enough to waste time on such preparations while in reach of the enemy. At the end of this planning, the skirmisher makes a Knowledge (war) skill check against a DC of 25 (adjusted by up to 6 points by the DM, as appropriate to how vague or clear the skirmisher's understanding of the battlefield was, and based on how much or little the skirmisher knew of the likely enemy forces or allied forces). On a successful skill check, the skirmisher applies his or her Intelligence modifier (if positive) as a circumstance bonus to the attack and damage rolls of intelligent (Intelligence 3+) allies who've received the plans, and himself or herself, for the first round of the battle following the planning session, then only to attack rolls for the second round (after which the benefit is lost). He or she also adds their Wisdom modifier (if positive) to the initial Initiative scores of all allies involved in the battle, including himself or herself. In addition, each affected ally (including the skirmisher) may ignore any terrain or weather related penalties on attack rolls (as well as miss chances) and 5 feet worth of speed reduction (if any), for the first three rounds of battle following the planning, but only for terrain and weather that the skirmisher knew or expected to find there while planning (so if an enemy druid conjures up a storm that the skirmisher was not aware they'd produce, that storm cannot be ignored). Multiple skirmishers cannot stack the benefits of their battle plans, though anyone trained in the Knowledge (war) skill may attempt aid another actions at the skirmisher's side to help him or her form the battle plan, and thus improve the chances of a successful check. On a failed check, the skirmisher's battle plan yields no benefit, and only one skirmisher in a force may attempt to form a battle plan of this sort for any given battle (note that even on a battlefield in times of war, there may be several separate battles each day). Other skirmishers may try, but only one actually makes the check and applies it to their force. However, if each skirmisher commands a separate unit of combatants and forms his or her own plan for that individual unit, then each skirmisher may form such plans, but only for that particular unit. [B][COLOR=Red]Superior Tactician:[/COLOR][/B] After reaching 11th-level, the skirmisher develops superior tactical skills and maneuvers, which further enhance his capability in battle. The skirmisher's tactical knowledge allows him to ignore the first attack of opportunity made against him each round, as he is able to more effectively evade such attacks, and to move fluidly and swiftly enough to prevent the enemy sufficient time to react. That attack of opportunity automatically fails. Also, the skirmisher gains a bonus to Initiative equal to their Intelligence modifier, if positive. Furthermore, the skirmisher learns how to better coordinate efforts in battle, so whenever he or she flanks an opponent with an ally, the skirmisher's allies (not himself or herself) get an additional +1 to their flanking bonus (if any) on attack rolls against that opponent. Multiple skirmishers do not stack this benefit (though it would allow each of them to gain the bonus). [B][COLOR=Red]Improved Weapon Focus:[/COLOR][/B] At 14th-level in this class, the skirmisher improves their prowess and accuracy, with the two weapons they had chosen for this class' Weapon Focus feature. They gain an additional +1 on attack rolls with those two weapons. [B][COLOR=Red]Perfect Strike:[/COLOR][/B] Upon reaching 15th-level in this class, the skirmisher learns how to strike an enemy or object in the perfect spot, at the perfect angle, at the perfect time, and with the perfect application of force. The culmination of his vast combat experience and tactical expertise. Once per round, the skirmisher may use one of the following Perfect Strike options. [I][COLOR=Blue][B]Perfect Accuracy:[/B][/COLOR][/I] With this option, the skirmisher ignores cover and concealment for one attack roll. Thus, they ignore the target's cover bonus to AC and concealment miss chance (and the Reflex bonus for cover, if the attack roll is part of an ability that also allows a Reflex save for some reason). Furthermore, the total threat range of the attack is increased by 2, for purposes of threatening a critical hit. Declare the use of this Perfect Strike option immediately before making the attack roll to be affected. [I][COLOR=Blue][B]Perfect Critical:[/B][/COLOR][/I] This option automatically confirms a critical hit if the skirmisher threatens a critical hit with an attack. Activate this use of Perfect Strike immediately after you threaten a critical hit with a successful attack, but before rolling to confirm. Not only is the critical hit automatically confirmed by this ability, but the first two base damage dice for that critical hit will deal maximum damage. [I][COLOR=Blue][B]Perfect Impact:[/B][/COLOR][/I] Skirmishers deal maximum damage with each damage die for an attack, when using this option. This only affects damage dealt to the first target of an attack roll, such as by a weapon attack, not a [I]Fireball[/I] spell or similar (although any effect that delivers a spell via an attack roll will still be affected, but only against the first target). Use this Perfect Strike option immediately after your attack hits successfully, but before rolling damage. [I][COLOR=Blue][B]Perfect Precision:[/B][/COLOR][/I] When the skirmisher uses this Perfect Strike option, he or she adds +5 to one of his or her attack rolls (and any threat confirmation roll that may result from it). In addition, the skirmisher ignores the first 5 points of hardness or Damage Reduction of the target for this attack. Declare this option's use immediately before the attack roll to be affected. [I][COLOR=Blue][B]Perfect Tactic:[/B][/COLOR][/I] This Perfect Strike option makes the skirmisher's opposed roll during a disarm attempt, trip attempt, bull rush attempt, or grapple attempt automatically count as a natural 20, before modifiers, whether to make the attempt or resist such an attempt. This only applies to a single such roll each time. As far as grappling is concerned, this may only be used for the opposed roll to engage, or resist becoming engaged, in a grapple. Declare use of this option immediately before you and the opponent make the opposed rolls to be affected. [B][COLOR=Red]Tactical Awareness:[/COLOR][/B] A skirmisher of 17th-level or higher is able to notice changes in any tactical situation and react to them quickly. He or she adds their Wisdom modifier, if positive, as an additional bonus to Initiative. This stacks with the same bonus from the Strategist ability when used for a battle plan, though Tactical Awareness only applies to the skirmisher himself or herself. He or she also gains the capacity to use the refocus action as a special move-equivalent action, instead of a special full-round action. [B][COLOR=Red]Master Tactician:[/COLOR][/B] At 20th-level, the skirmisher acquires even greater tactical knowledge and instincts, and invents numerous new tactics of their own to give them an extra advantage. Thus, the skirmisher adds their Intelligence modifier to all attack rolls, if positive. This is a competence bonus. Furthermore, the skirmisher treats his or her cover as one degree better for their own defense, any time the skirmisher has cover, without increasing the skirmisher's own hindrance from it. This cannot increase their effective cover beyond total cover. The increased cover benefit does not apply when the skirmisher is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). Lastly, the skirmisher may provide tactical advice to other allies whenever he or she may communicate intelligently with them (not creatures of Intelligence 2 or lower, or with no Intelligence), granting those allies a +1 circumstance bonus to attack rolls or Armor Class each round by communicating that advice. The skirmisher chooses at the start of his or her turn which bonus to provide, and no creature may receive these benefits from more than one skirmisher at a time (each creature can choose whether or not to ignore a particular skirmisher, choosing on that skirmisher's turn). The circumstance bonus to AC is lost whenever the creature is immobilized or denied a Dexterity bonus to AC (even if its Dexterity modifier is not positive). Each ally is only affected while the skirmisher sees them or the opponents they are fighting (even if only through Blindsight, if the skirmisher has that ability).[/sblock] [code][B][COLOR=Red][U][I]The Skirmisher:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/COLOR][/B] 1 +0 +0 +2 +2 Bonus Feat, Tactician, Weapon Focus 2 +1 +0 +3 +3 Skill Plus, Weapon Focus 3 +2 +1 +3 +3 Mobile Combat Technique 4 +3 +1 +4 +4 Bonus Feat 5 +3 +1 +4 +4 Offensive Acumen, Projectile Defense I 6 +4 +2 +5 +5 Eagle Eye I 7 +5 +2 +5 +5 Bonus Feat, Skill Plus 8 +6/+1 +2 +6 +6 Mobile Combat Technique 9 +6/+1 +3 +6 +6 Eagle Eye II, Strategist 10 +7/+2 +3 +7 +7 Bonus Feat 11 +8/+3 +3 +7 +7 Projectile Defense II, Superior Tactician 12 +9/+4 +4 +8 +8 Eagle Eye III, Skill Plus 13 +9/+4 +4 +8 +8 Bonus Feat, Mobile Combat Technique 14 +10/+5 +4 +9 +9 Improved Weapon Focus 15 +11/+6/+1 +5 +9 +9 Perfect Strike 16 +12/+7/+2 +5 +10 +10 Eagle Eye IV, Bonus Feat 17 +12/+7/+2 +5 +10 +10 Projectile Defense III, Skill Plus, Tactical Awareness 18 +13/+8/+3 +6 +11 +11 Mobile Combat Technique 19 +14/+9/+4 +6 +11 +11 Eagle Eye V, Bonus Feat 20 +15/+10/+5 +6 +12 +12 Master Tactician[/code] [/QUOTE]
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