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The Seas of Blood (a piritical game) - Full
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<blockquote data-quote="Ferrix" data-source="post: 2433923" data-attributes="member: 6115"><p>Would the Scout class from Complete Adventurer be okay Phoenix?</p><p></p><p>Scout</p><p>[sblock]</p><p>HD: d8</p><p>BAB: Average (as rogue)</p><p>Saves: Good Reflex (as rogue)</p><p>Class Skills: Balance, Climb, Craft, Escape Artist, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble and Use Rope.</p><p>Skill Points: 8 + Int. Mod</p><p></p><p>Class Abilities for an 8th level scout:</p><p>- Skirmish (+2d6, +2 AC), when you move 10 or more feet in a round, any attack you make gains the listed bonus to damage (only creatures subject to critical hits are subject to this extra damage), and you gain a dodge bonus to AC.</p><p>- Trapfinding, as the rogue ability</p><p>- Battle Fortitude +1, grants the listed bonus as a competence bonus to Fortitude saves and Initiative.</p><p>- Uncanny Dodge, as the rogue ability of the same name.</p><p>- Fast Movement +10 ft.</p><p>- Trackless Step, as the druid ability of the same name</p><p>- Bonus Feats, every 4th level, selected from a smaller list.</p><p>- Evasion, as the rogue ability of the same name.</p><p>- Flawless Stride, able to move unimpeded through any sort of terrain that slows movement at normal speed and without impairment. Does not apply to magical terrain alterations or to swim/climb checks.</p><p>- Camouflage, as the ranger ability of the same name.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Ferrix, post: 2433923, member: 6115"] Would the Scout class from Complete Adventurer be okay Phoenix? Scout [sblock] HD: d8 BAB: Average (as rogue) Saves: Good Reflex (as rogue) Class Skills: Balance, Climb, Craft, Escape Artist, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble and Use Rope. Skill Points: 8 + Int. Mod Class Abilities for an 8th level scout: - Skirmish (+2d6, +2 AC), when you move 10 or more feet in a round, any attack you make gains the listed bonus to damage (only creatures subject to critical hits are subject to this extra damage), and you gain a dodge bonus to AC. - Trapfinding, as the rogue ability - Battle Fortitude +1, grants the listed bonus as a competence bonus to Fortitude saves and Initiative. - Uncanny Dodge, as the rogue ability of the same name. - Fast Movement +10 ft. - Trackless Step, as the druid ability of the same name - Bonus Feats, every 4th level, selected from a smaller list. - Evasion, as the rogue ability of the same name. - Flawless Stride, able to move unimpeded through any sort of terrain that slows movement at normal speed and without impairment. Does not apply to magical terrain alterations or to swim/climb checks. - Camouflage, as the ranger ability of the same name. [/sblock] [/QUOTE]
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