Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
3E D&D Aurelia setting & houserules material (now with magic items!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 3444674" data-attributes="member: 13966"><p><strong>Aurelian Skirmisher, Variant Fighter</strong></p><p></p><p><span style="font-size: 12px"><em><span style="color: Green"><strong>The Skirmisher, Variant Fighter</strong></span></em></span></p><p></p><p>The most tactically-gifted and imaginative warriors are skirmishers, soldiers or mercenaries who train professionally in the arts of war and how to out-think their opponents rather than just outfighting them with brute force. A skirmisher picks his battles and uses knowledge of the terrain, weather, obstacles, and other battlefield conditions to overcome less-prepared or less-clever opponents. He or she moves around the battlefield with grace and speed, seeking the best positions from which to attack or defend, using terrain and trickery to avoid harm and keep enemies off-balance. A master of strategy and tactics, the skirmisher doesn't just stand around and flail away like a brutish oaf, he moves around and does everything he can to put the opponent at a disadvantage, while coordinating allied efforts at the same time. He works out superior battle plans and surprises the opposition with superior reflexes.</p><p></p><p>Skirmishers are not quite as tough or skilled as other fighters when it comes to weaponry and fighting styles, but they learn many more tricks, tactics, and stratagems to offset those physical shortcomings. They're still more skilled in combat than the average hunter or thug, but most of it is from using clever tactics, learning from historical battles, and maintaining superior mobility. A skirmisher is especially good at hit-and-run tactics, small-scale battles, and ranged combat support, but plenty capable in melee combat, protracted fights, or large-scale engagements as well. They are slightly better at defense and mobility than at offense, but are very tricky fighters and excellent at using teamwork. Skirmishers are also better at stealth and leadership matters than other fighters.</p><p></p><p><strong><span style="color: Red">Races:</span></strong> Skirmishers are moderately less common than the standard fighter, in general. They are found most often amongst humans, elves, gnomes, githrani, hobgoblins, flind gnolls, yuan-ti, tengu, kobolds, ogre magi, and kuo-toas. Among githrani, flind gnolls, yuan-ti, and kobolds, skirmishers are roughly as common as standard fighters, and usually lead a group of their kindred or work in small groups of skirmishers that function as hit-and-run raiders. Hobgoblin, elven, gnomish, and kuo-toan commanders and unit leaders are often skirmishers instead of standard fighters. Human commanders are more likely to lead through strength, intimidation, or diplomacy rather than actual mastery of warcraft, but there are still some human commanders that are skirmishers, and many unit commanders or small squads that are skirmishers. Ogre magi and tengu just have the brains and superiority complexes to be inclined towards skirmisher talents, nearly as often as those of standard fighters.</p><p></p><p>Skirmishers are occasionally found among aquari, endari, draegi, githyanki, githzerai, dwarves, half-elves, halflings, hizak-kreen, merfolk, giantkin, sahuagin, or tasloi, but are much less common than standard fighters amongst them. Among these they may be lone warriors or unit captains. Only a few skirmishers are found among the azers, aeragi, celestri, firagi, orcs, half-orcs, nezumi, vanara, spirit-folk, bugbears, wave-kin locathah, harrow sprites, and giants. When they do show up, they're usually the leader of a group.</p><p></p><p><strong><span style="color: Red">Other Classes:</span></strong> Most skirmishers work in teams with other warriors, sometimes alongside other skirmishers. Their comrades tend to be warriors, fighters, barbarians, beast-hunters, rangers, archers, scouts, or samurai, and the occasional buccaneer, bard, spellreaver, paladin, cleric, shaman, or shugenja. Skirmishers tend to work best alongside fighters, rangers, archers, and scouts, usually getting along excellently with such warriors. A few militaries and militias use small groups of skirmishers as mobile attack and patrol units. This is often the case with kobolds, yuan-ti, githrani, gnomes, or halflings, and occasionally with humans, elves, half-elves, flind gnolls, hobgoblins, and kuo-toans.</p><p></p><p>Some skirmishers work as scouts and help coordinate military efforts, while others command forces and let junior officers handle the scouting. A few just roam about as adventurers or mercenaries, however, selling their skills in warcraft and using them to find personal wealth or glory. Skirmishers generally get along well with most wizards, wu jen, psions, psychic warriors, and monks, who often understand the importance of good tactics and strategies in combat, though they rarely encounter skirmishers. Aquari and endari skirmishers are the only ones to work frequently with samurai or monks, but they work well together.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><strong><u>Game Rule Information</u></strong></span></span></em></p><p>Skirmishers have the following game statistics.</p><p><strong><span style="color: Red">Abilities:</span></strong> Intelligence and Wisdom are the most important ability scores for a skirmisher, as most of their class features are based on those scores, especially Intelligence. Strength is important to skirmishers who wish to be effective in melee combat, but they can rely more on Intelligence or Dexterity than a typical fighter could. Similarly, Dexterity is important to skirmishers who wish to be effective in ranged combat, and the light armor that most skirmishers wear makes it even more important. Some of their class features do not function in heavier armors, so Dexterity can be important for boosting a skirmisher's Armor Class and several of their class skills. Constitution is also somewhat helpful for keeping a skirmisher alive, since they focus more on tactical training than on physical training. Charisma helps those skirmishers who intend to become great leaders, negotiators, or spies, but it is not particularly important.</p><p><strong><span style="color: Red">Alignment:</span></strong> Any.</p><p><strong><span style="color: Red">Hit Die:</span></strong> d8.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><strong><u>Class Skills</u></strong></span></span></em></p><p>The skirmisher’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Iaijutsu Focus (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).</p><p><strong><span style="color: Red">Skill Points at 1st Level:</span></strong> (4 + Int modifier) x 4.</p><p><strong><span style="color: Red">Skill Points at Each Additional Level:</span></strong> 4 + Int modifier.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Features</strong></u></span></span></em></p><p>All of the following are class features of the skirmisher.</p><p>[sblock]<strong><span style="color: Red">Weapon and Armor Proficiency:</span></strong> The skirmisher is proficient in the use of all simple weapons, all martial weapons, light armor, medium armor, and shields.</p><p></p><p><strong><span style="color: Red">Bonus Feats:</span></strong> At 1st-level, the skirmisher gets a bonus feat. The skirmisher gains an additional bonus feat every three levels beyond that, such as 4th, 7th, 10th, 13th, 16th, and 19th-level. These bonus feats must be drawn from the following list:</p><p></p><p>Ambidexterity, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Hold the Line), Dirty Fighting, Dodge*** (Mobility, Spring Attack), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Improved Critical* (Power Critical*), Improved Initiative, Leadership (Inspiring Leader***), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Quick Draw, Rapid Reload, Shield Expert, Throw Anything, Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Weapon Finesse*, Weapon Focus* (Lethal Blow*, Weapon Expertise*, Weapon Specialization*), Zen Archery.</p><p></p><p>Some of the bonus feats available to a skirmisher cannot be acquired until the skirmisher has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A skirmisher can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Any feats marked with two asterisks (**) may be selected multiple times by the skirmisher, and their effects stack. A skirmisher can select feats marked with three asterisks (***) more than once, but only up to the limits of that feat, if any. A skirmisher must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.</p><p></p><p></p><p><strong><span style="color: Red">Special Feats:</span></strong> Skirmishers gain access to a small number of feats which are exclusive to the fighter class and a few others. These feats may be taken as skirmisher bonus feats, or chosen as feats from normal character level progression. The skirmisher gains access to the Weapon Specialization feat once he or she is 4th-level or higher in this class, then gains access to the Weapon Expertise feat at 8th-level, and the Lethal Blow feat at 12th-level. The skirmisher does not gain these feats for free, he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally.</p><p></p><p><strong><span style="color: Red">Tactician:</span></strong> The skirmisher is skilled at tactics and evading harm through clever tricks, feints, distracting foes, and making random movements to confuse the enemy. Thus, a skirmisher gains a dodge bonus to AC equal to their Intelligence modifier, if positive. This bonus only applies while the skirmisher is in medium armor, light armor, or no armor, and carrying no more than a medium load. Unlike most other bonuses, dodge bonuses stack with each other. This dodge bonus is lost whenever the character is immobilized or denied their Dexterity bonus to AC (whether or not the skirmisher's Dexterity modifier is positive).</p><p></p><p>Furthermore, Tactician grants the skirmisher a competence bonus on opposed rolls for disarm attempts, trip attempts, and bull rush attempts, equal to one-half the character's Intelligence bonus, rounded down. Lastly, whenever a skirmisher uses the aid another action for an ally, he or she adds their Intelligence modifier, if positive, to the bonus granted. Multiple skirmishers do not stack this benefit for the same ally (only the first skirmisher each round to aid that ally applies this benefit). The bonuses from Tactician will not exceed the skirmisher's level in this class.</p><p></p><p></p><p><strong><span style="color: Red">Weapon Focus:</span></strong> A skirmisher gains two free Weapon Focus feats, regardless of the feat's usual base attack bonus requirement. One of these Weapon Focus feats must be applied to a weapon that is primarily for melee combat, such as a trident or greatsword, while the other Weapon Focus feat must be applied to a weapon that is primarily for ranged combat, such as a shortbow or javelin. The skirmisher's first Weapon Focus bonus feat is gained at 1st-level, and the second Weapon Focus is gained at 2nd-level.</p><p></p><p><strong><span style="color: Red">Skill Plus:</span></strong> Skirmishers gradually learn a few more skills than most other warriors, whenever they can find a chance to get some extra training in, so they can be more prepared for different situations out in the field. They receive 2 extra skill points to spend at 2nd-level in this class, which are not modified by other factors, and another 2 such skill points at every fifth additional level in this class, such as 7th-level and 12th-level.</p><p></p><p></p><p><strong><span style="color: Red">Mobile Combat Techniques (Ex):</span></strong> At 3rd-level, and again at 8th-level, 13th-level, and lastly 18th-level, the skirmisher develops a special technique for enhancing his mobility. Each of these is an extraordinary ability, and only functions while the skirmisher is in light armor or no armor, and carrying no more than a light load, except where noted otherwise. The skirmisher chooses their techniques from amongst the following, and each can only be gained once.</p><p></p><p><em><span style="color: Blue"><strong>Acrobatic Charge:</strong></span></em> This Mobile Combat Technique allows the skirmisher to dash across difficult terrain and perform limited maneuvers in the process. Whenever the skirmisher performs a charge or partial charge action, he or she may make a single direction change of 45 degrees or less (such as charging northwest and then changing direction to charge westward), but the direction change uses up an additional 5 feet worth of movement. In addition, the skirmisher may charge across difficult terrain that would normally prevent it, and may also run across difficult terrain that would normally prevent it, but still suffers any other speed penalties imposed by such terrain as normal. This even allows them to run or charge when swimming, though at the usual reduced speed. Lastly, the skirmisher suffers a 1 point lower penalty to Armor Class when charging through terrain that would not normally reduce speed or prevent charging, if he or she does not make any direction changes. In order to select the Acrobatic Charge ability, the skirmisher must possess 5 or more ranks each in the Balance, Jump, and Tumble skills.</p><p></p><p><em><span style="color: Blue"><strong>Agile Repositioning:</strong></span></em> A skirmisher with this Mobile Combat Technique knows how to push enemies around, catch them off-balance, and help his or her own allies get into better positions too. The skirmisher may bull rush multiple targets with the same action, moving from one target to another, as long as he or she still has movement left from that action. When charging for a bull rush, the targets must all be within the line of the skirmisher's charge, and he or she bull rushes them all along that line, until one successfully resists the bull rush, which ends the charge. Furthermore, regardless of this, the skirmisher no longer provokes attacks of opportunity for movement into, through, or out of opponents' threatened areas when bull rushing that opponent or moving to bull rush another creature within or adjacent to that threatened area.</p><p></p><p>The skirmisher may bull rush allies without an opposed check if the ally consents, to let the skirmisher move them into better positions (the ally may start resisting the bull rush at any point however). In addition, whenever the skirmisher bull rushes an opponent, he or she may make a trip attempt as part of that bull rush, if the bull rush is successful. The trip attempt just requires an opposed check (Strength or Dexterity as appropriate) and does not provoke attacks of opportunity itself. However, if successful, it does not trigger extra attacks from the Cleave, Great Cleave, or Improved Trip feats. Lastly, the skirmisher may use a Dexterity check to make or resist a bull rush attempt instead of a Strength check, when desired.</p><p></p><p><em><span style="color: Blue"><strong>Armored Rush:</strong></span></em> With this ability, the skirmisher knows how to hustle in armor despite its bulk and movement restrictions. He or she ignores 5 feet of movement speed reduction from armor, medium loads, or heavy loads, if any, and suffers no reduction in his or her run speed multiplier for wearing armor or carrying a medium or heavy load. However, in order for Armored Rush to function with heavy armor or a heavy load, the skirmisher must be proficient in heavy armor. Unlike most other Mobile Combat Techniques, Armored Rush functions even in medium or heavy armor and when carrying a medium or heavy load.</p><p></p><p><em><span style="color: Blue"><strong>Defensive Roll:</strong></span></em> The skirmisher can roll with a potentially lethal blow to take less damage from it. Once per day, when a skirmisher would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. He or she makes a Reflex saving throw (DC = damage dealt by that attack) and, if the skirmisher is successful, he or she takes only half damage form the blow. The skirmisher must be aware of the attack and able to react to it in order to use the Defensive Roll ability (if he or she is denied their Dexterity bonus to AC, they cannot roll). Since the effect would not normally allow a Reflex save for half damage, any Evasion or Improved Evasion abilities the skirmisher may possess do not apply to the Defensive Roll. In order to select Defensive Roll as a Mobile Combat Technique, the skirmisher must be at least 8th-level in this class.</p><p></p><p><em><span style="color: Blue"><strong>Diversionary Maneuver:</strong></span></em> This Mobile Combat Technique allows the skirmisher to trick enemies momentarily with swift movements, then strike from an unexpected position. The skirmisher may make one Bluff check to feint in combat as part of movement in a move action (not a charge, partial charge, run, double-move, or move-equivalent action), against a foe that is within 20 feet at the start of the movement (not necessarily within the skirmisher's threatened area) and aware of the skirmisher's position. As long as the skirmisher moves at least 10 feet straight in any direction, does not move in a straight line the entire action, and stops in a position where the targeted foe is within his or her threatened area, the feint may be made at the end of that movement; otherwise, the feint cannot be attempted. The Bluff check suffers a -2 penalty, and the skirmisher's speed is reduced by 5 feet for the accompanying movement. In addition, he or she must give up one of their allowed number of attacks of opportunity for the round in order to make this feint. In order to select Diversionary Maneuver, the skirmisher must have at least 5 ranks each in the Bluff and Tumble skills.</p><p></p><p><em><span style="color: Blue"><strong>Double-Time Hustle:</strong></span></em> Skirmishers with this ability may get short bursts of speed when they need it, at the cost of suffering some momentary fatigue. Once per round, the skirmisher may choose to take an additional move action (not move-equivalent), or an extra double-move action. The latter may only be done if the skirmisher has already taken a double-move action in the same turn. When taking an extra move action, the skirmisher is fatigued afterward for 1 round and suffers 1d4 points of subdual damage. When taking an extra double-move action, the skirmisher is exhausted for 1 round afterward and suffers 2d4 points of subdual damage. However, the skirmisher enjoys a +4 dodge bonus to AC during the extra movement, either way. Double-Time Hustle may be used in medium armor or with a medium load, but only for an extra move action, not an extra double-move action.</p><p></p><p><em><span style="color: Blue"><strong>Evasion:</strong></span></em> With Evasion, a skirmisher suffers no damage on a successful Reflex save against any spell or effect that normally allows a Reflex save for half damage. The skirmisher has become skilled at dodging explosions, monstrous breath weapons, and similar attacks.</p><p></p><p><em><span style="color: Blue"><strong>Fast Climb:</strong></span></em> A skirmisher with this ability is possessed of great skill at climbing, and has learned to climb quickly, efficiently, and nimbly. They retain their Dexterity bonus to Armor Class, if any, when climbing, and opponents do not receive the usual +2 bonus on attack rolls against the ranger when he or she is climbing. Also, the skirmisher suffers no penalty on Climb checks for making an accelerated climb.</p><p></p><p><em><span style="color: Blue"><strong>Fast Movement:</strong></span></em> This Mobile Combat Technique improves the skirmisher's natural base movement speeds by +10 feet. Unlike most other Mobile Combat Techniques, Fast Movement still functions in medium armor or when carrying a medium load.</p><p></p><p><em><span style="color: Blue"><strong>Frantic Dodger:</strong></span></em> A skirmisher with this Mobile Combat Technique is good at dodging various attacks in a hurry and shifting position while they're at it, to make it harder for further attacks to strike. The skirmisher receives a +1 dodge bonus to Armor Class on any round in which he or she has moved at least 5 feet. This bonus improves by +1 after each attack made against the skirmisher in the same round, to a maximum of +5 AC. However, all the scrambling and scurrying about leaves the skirmisher unbalanced and tired for a moment, and he or she suffers a -2 penalty to Dexterity on the following round for every two points of dodge bonus granted by Frantic Dodger on the previous round. The skirmisher may choose on any round not to gain Frantic Dodger's benefits, but chooses at the start of the round. The dodge bonus to AC is lost whenever 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><em><span style="color: Blue"><strong>Greater Fast Movement:</strong></span></em> With this ability, the skirmisher is even faster than before. He or she adds another +10 feet to all of his or her natural base movement speeds. In order to select and use Greater Fast Movement as a Mobile Combat Technique, the skirmisher must already possess the Fast Movement extraordinary ability (from any source). However, unlike that ability, Greater Fast Movement follows the normal restrictions for Mobile Combat Techniques.</p><p></p><p><em><span style="color: Blue"><strong>Hasty Barrage:</strong></span></em> The skirmisher with this Mobile Combat Technique may attack more effectively on the move. Hasty Barrage allows him or her to perform two standard attack actions in the same round as a single move action (not move-equivalent), using the movement as desired before, after, and/or inbetween the attacks. However, he or she suffers a -10 foot penalty to movement speed while doing so, and suffers a -2 penalty on the attack rolls for it. In addition, the skirmisher may make a single standard attack action at any point during a double-move action or run action, but suffers a -10 foot penalty to speed for that movement and a -2 penalty on the attack roll, or -10 feet to speed and -5 to the attack roll if used with a run action. Hasty Barrage cannot be used in the same round as Double-Time Hustle. In order to select Hasty Barrage as a Mobile Combat Technique, the skirmisher must be at least 13th-level in this class.</p><p></p><p><em><span style="color: Blue"><strong>Improved Evasion:</strong></span></em> The skirmisher is even more nimble and skillful at evading area attacks with this ability. Whenever the skirmisher's Evasion ability would apply, they suffer only half damage on a failed Reflex save, and they still retain the benefits of Evasion on a successful save. In order to select and use Improved Evasion as a Mobile Combat Technique, the skirmisher must already possess the Evasion extraordinary ability (from any source), and must be at least 8th-level in this class.</p><p></p><p><em><span style="color: Blue"><strong>Nimble Maneuvering:</strong></span></em> If the skirmisher has acquired this Mobile Combat Technique, then he or she has learned how to make especially great use of special maneuvers while crossing the battlefield. Henceforth, whenever the skirmisher uses the double-move action and does not move in a straight line with it, using at least 15 feet of movement from that ability to move in two or three different directions, the skirmisher doubles his or her Dexterity bonus to Armor Class until his or her next turn (starting once they've moved far enough). The skirmisher knows how to juke, swerve, flip, and roll to make it harder for enemies to get a shot in. In addition, Nimble Maneuvering grants the skirmisher +4 on all Tumble checks made to avoid attacks of opportunity while moving.</p><p></p><p><em><span style="color: Blue"><strong>Uncanny Dodge:</strong></span></em> A skirmisher with this ability can react quickly to ambushes and other situations, moving quickly to avoid surprise attacks. They retain their Dexterity bonus to Armor Class (if any) even when flat-footed or attacked by an invisible foe, but still lose the bonus when immobilized. In addition, the skirmisher gains a +1 bonus on Reflex saves to avoid the effect of traps and also a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge, unlike most other Mobile Combat Techniques, functions regardless of armor worn or load carried.[/sblock]</p><p>The remainder of the Skirmisher's details will be in the next post, due to post size limits.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3444674, member: 13966"] [b]Aurelian Skirmisher, Variant Fighter[/b] [SIZE=3][I][COLOR=Green][B]The Skirmisher, Variant Fighter[/B][/COLOR][/I][/SIZE] The most tactically-gifted and imaginative warriors are skirmishers, soldiers or mercenaries who train professionally in the arts of war and how to out-think their opponents rather than just outfighting them with brute force. A skirmisher picks his battles and uses knowledge of the terrain, weather, obstacles, and other battlefield conditions to overcome less-prepared or less-clever opponents. He or she moves around the battlefield with grace and speed, seeking the best positions from which to attack or defend, using terrain and trickery to avoid harm and keep enemies off-balance. A master of strategy and tactics, the skirmisher doesn't just stand around and flail away like a brutish oaf, he moves around and does everything he can to put the opponent at a disadvantage, while coordinating allied efforts at the same time. He works out superior battle plans and surprises the opposition with superior reflexes. Skirmishers are not quite as tough or skilled as other fighters when it comes to weaponry and fighting styles, but they learn many more tricks, tactics, and stratagems to offset those physical shortcomings. They're still more skilled in combat than the average hunter or thug, but most of it is from using clever tactics, learning from historical battles, and maintaining superior mobility. A skirmisher is especially good at hit-and-run tactics, small-scale battles, and ranged combat support, but plenty capable in melee combat, protracted fights, or large-scale engagements as well. They are slightly better at defense and mobility than at offense, but are very tricky fighters and excellent at using teamwork. Skirmishers are also better at stealth and leadership matters than other fighters. [B][COLOR=Red]Races:[/COLOR][/B] Skirmishers are moderately less common than the standard fighter, in general. They are found most often amongst humans, elves, gnomes, githrani, hobgoblins, flind gnolls, yuan-ti, tengu, kobolds, ogre magi, and kuo-toas. Among githrani, flind gnolls, yuan-ti, and kobolds, skirmishers are roughly as common as standard fighters, and usually lead a group of their kindred or work in small groups of skirmishers that function as hit-and-run raiders. Hobgoblin, elven, gnomish, and kuo-toan commanders and unit leaders are often skirmishers instead of standard fighters. Human commanders are more likely to lead through strength, intimidation, or diplomacy rather than actual mastery of warcraft, but there are still some human commanders that are skirmishers, and many unit commanders or small squads that are skirmishers. Ogre magi and tengu just have the brains and superiority complexes to be inclined towards skirmisher talents, nearly as often as those of standard fighters. Skirmishers are occasionally found among aquari, endari, draegi, githyanki, githzerai, dwarves, half-elves, halflings, hizak-kreen, merfolk, giantkin, sahuagin, or tasloi, but are much less common than standard fighters amongst them. Among these they may be lone warriors or unit captains. Only a few skirmishers are found among the azers, aeragi, celestri, firagi, orcs, half-orcs, nezumi, vanara, spirit-folk, bugbears, wave-kin locathah, harrow sprites, and giants. When they do show up, they're usually the leader of a group. [B][COLOR=Red]Other Classes:[/COLOR][/B] Most skirmishers work in teams with other warriors, sometimes alongside other skirmishers. Their comrades tend to be warriors, fighters, barbarians, beast-hunters, rangers, archers, scouts, or samurai, and the occasional buccaneer, bard, spellreaver, paladin, cleric, shaman, or shugenja. Skirmishers tend to work best alongside fighters, rangers, archers, and scouts, usually getting along excellently with such warriors. A few militaries and militias use small groups of skirmishers as mobile attack and patrol units. This is often the case with kobolds, yuan-ti, githrani, gnomes, or halflings, and occasionally with humans, elves, half-elves, flind gnolls, hobgoblins, and kuo-toans. Some skirmishers work as scouts and help coordinate military efforts, while others command forces and let junior officers handle the scouting. A few just roam about as adventurers or mercenaries, however, selling their skills in warcraft and using them to find personal wealth or glory. Skirmishers generally get along well with most wizards, wu jen, psions, psychic warriors, and monks, who often understand the importance of good tactics and strategies in combat, though they rarely encounter skirmishers. Aquari and endari skirmishers are the only ones to work frequently with samurai or monks, but they work well together. [I][SIZE=2][COLOR=Blue][B][U]Game Rule Information[/U][/B][/COLOR][/SIZE][/I] Skirmishers have the following game statistics. [B][COLOR=Red]Abilities:[/COLOR][/B] Intelligence and Wisdom are the most important ability scores for a skirmisher, as most of their class features are based on those scores, especially Intelligence. Strength is important to skirmishers who wish to be effective in melee combat, but they can rely more on Intelligence or Dexterity than a typical fighter could. Similarly, Dexterity is important to skirmishers who wish to be effective in ranged combat, and the light armor that most skirmishers wear makes it even more important. Some of their class features do not function in heavier armors, so Dexterity can be important for boosting a skirmisher's Armor Class and several of their class skills. Constitution is also somewhat helpful for keeping a skirmisher alive, since they focus more on tactical training than on physical training. Charisma helps those skirmishers who intend to become great leaders, negotiators, or spies, but it is not particularly important. [B][COLOR=Red]Alignment:[/COLOR][/B] Any. [B][COLOR=Red]Hit Die:[/COLOR][/B] d8. [I][SIZE=2][COLOR=Blue][B][U]Class Skills[/U][/B][/COLOR][/SIZE][/I] The skirmisher’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Iaijutsu Focus (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). [B][COLOR=Red]Skill Points at 1st Level:[/COLOR][/B] (4 + Int modifier) x 4. [B][COLOR=Red]Skill Points at Each Additional Level:[/COLOR][/B] 4 + Int modifier. [I][SIZE=2][COLOR=Blue][U][B]Class Features[/B][/U][/COLOR][/SIZE][/I] All of the following are class features of the skirmisher. [sblock][B][COLOR=Red]Weapon and Armor Proficiency:[/COLOR][/B] The skirmisher is proficient in the use of all simple weapons, all martial weapons, light armor, medium armor, and shields. [B][COLOR=Red]Bonus Feats:[/COLOR][/B] At 1st-level, the skirmisher gets a bonus feat. The skirmisher gains an additional bonus feat every three levels beyond that, such as 4th, 7th, 10th, 13th, 16th, and 19th-level. These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Hold the Line), Dirty Fighting, Dodge*** (Mobility, Spring Attack), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Improved Critical* (Power Critical*), Improved Initiative, Leadership (Inspiring Leader***), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Quick Draw, Rapid Reload, Shield Expert, Throw Anything, Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Weapon Finesse*, Weapon Focus* (Lethal Blow*, Weapon Expertise*, Weapon Specialization*), Zen Archery. Some of the bonus feats available to a skirmisher cannot be acquired until the skirmisher has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A skirmisher can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Any feats marked with two asterisks (**) may be selected multiple times by the skirmisher, and their effects stack. A skirmisher can select feats marked with three asterisks (***) more than once, but only up to the limits of that feat, if any. A skirmisher must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. [B][COLOR=Red]Special Feats:[/COLOR][/B] Skirmishers gain access to a small number of feats which are exclusive to the fighter class and a few others. These feats may be taken as skirmisher bonus feats, or chosen as feats from normal character level progression. The skirmisher gains access to the Weapon Specialization feat once he or she is 4th-level or higher in this class, then gains access to the Weapon Expertise feat at 8th-level, and the Lethal Blow feat at 12th-level. The skirmisher does not gain these feats for free, he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally. [B][COLOR=Red]Tactician:[/COLOR][/B] The skirmisher is skilled at tactics and evading harm through clever tricks, feints, distracting foes, and making random movements to confuse the enemy. Thus, a skirmisher gains a dodge bonus to AC equal to their Intelligence modifier, if positive. This bonus only applies while the skirmisher is in medium armor, light armor, or no armor, and carrying no more than a medium load. Unlike most other bonuses, dodge bonuses stack with each other. This dodge bonus is lost whenever the character is immobilized or denied their Dexterity bonus to AC (whether or not the skirmisher's Dexterity modifier is positive). Furthermore, Tactician grants the skirmisher a competence bonus on opposed rolls for disarm attempts, trip attempts, and bull rush attempts, equal to one-half the character's Intelligence bonus, rounded down. Lastly, whenever a skirmisher uses the aid another action for an ally, he or she adds their Intelligence modifier, if positive, to the bonus granted. Multiple skirmishers do not stack this benefit for the same ally (only the first skirmisher each round to aid that ally applies this benefit). The bonuses from Tactician will not exceed the skirmisher's level in this class. [B][COLOR=Red]Weapon Focus:[/COLOR][/B] A skirmisher gains two free Weapon Focus feats, regardless of the feat's usual base attack bonus requirement. One of these Weapon Focus feats must be applied to a weapon that is primarily for melee combat, such as a trident or greatsword, while the other Weapon Focus feat must be applied to a weapon that is primarily for ranged combat, such as a shortbow or javelin. The skirmisher's first Weapon Focus bonus feat is gained at 1st-level, and the second Weapon Focus is gained at 2nd-level. [B][COLOR=Red]Skill Plus:[/COLOR][/B] Skirmishers gradually learn a few more skills than most other warriors, whenever they can find a chance to get some extra training in, so they can be more prepared for different situations out in the field. They receive 2 extra skill points to spend at 2nd-level in this class, which are not modified by other factors, and another 2 such skill points at every fifth additional level in this class, such as 7th-level and 12th-level. [B][COLOR=Red]Mobile Combat Techniques (Ex):[/COLOR][/B] At 3rd-level, and again at 8th-level, 13th-level, and lastly 18th-level, the skirmisher develops a special technique for enhancing his mobility. Each of these is an extraordinary ability, and only functions while the skirmisher is in light armor or no armor, and carrying no more than a light load, except where noted otherwise. The skirmisher chooses their techniques from amongst the following, and each can only be gained once. [I][COLOR=Blue][B]Acrobatic Charge:[/B][/COLOR][/I] This Mobile Combat Technique allows the skirmisher to dash across difficult terrain and perform limited maneuvers in the process. Whenever the skirmisher performs a charge or partial charge action, he or she may make a single direction change of 45 degrees or less (such as charging northwest and then changing direction to charge westward), but the direction change uses up an additional 5 feet worth of movement. In addition, the skirmisher may charge across difficult terrain that would normally prevent it, and may also run across difficult terrain that would normally prevent it, but still suffers any other speed penalties imposed by such terrain as normal. This even allows them to run or charge when swimming, though at the usual reduced speed. Lastly, the skirmisher suffers a 1 point lower penalty to Armor Class when charging through terrain that would not normally reduce speed or prevent charging, if he or she does not make any direction changes. In order to select the Acrobatic Charge ability, the skirmisher must possess 5 or more ranks each in the Balance, Jump, and Tumble skills. [I][COLOR=Blue][B]Agile Repositioning:[/B][/COLOR][/I] A skirmisher with this Mobile Combat Technique knows how to push enemies around, catch them off-balance, and help his or her own allies get into better positions too. The skirmisher may bull rush multiple targets with the same action, moving from one target to another, as long as he or she still has movement left from that action. When charging for a bull rush, the targets must all be within the line of the skirmisher's charge, and he or she bull rushes them all along that line, until one successfully resists the bull rush, which ends the charge. Furthermore, regardless of this, the skirmisher no longer provokes attacks of opportunity for movement into, through, or out of opponents' threatened areas when bull rushing that opponent or moving to bull rush another creature within or adjacent to that threatened area. The skirmisher may bull rush allies without an opposed check if the ally consents, to let the skirmisher move them into better positions (the ally may start resisting the bull rush at any point however). In addition, whenever the skirmisher bull rushes an opponent, he or she may make a trip attempt as part of that bull rush, if the bull rush is successful. The trip attempt just requires an opposed check (Strength or Dexterity as appropriate) and does not provoke attacks of opportunity itself. However, if successful, it does not trigger extra attacks from the Cleave, Great Cleave, or Improved Trip feats. Lastly, the skirmisher may use a Dexterity check to make or resist a bull rush attempt instead of a Strength check, when desired. [I][COLOR=Blue][B]Armored Rush:[/B][/COLOR][/I] With this ability, the skirmisher knows how to hustle in armor despite its bulk and movement restrictions. He or she ignores 5 feet of movement speed reduction from armor, medium loads, or heavy loads, if any, and suffers no reduction in his or her run speed multiplier for wearing armor or carrying a medium or heavy load. However, in order for Armored Rush to function with heavy armor or a heavy load, the skirmisher must be proficient in heavy armor. Unlike most other Mobile Combat Techniques, Armored Rush functions even in medium or heavy armor and when carrying a medium or heavy load. [I][COLOR=Blue][B]Defensive Roll:[/B][/COLOR][/I] The skirmisher can roll with a potentially lethal blow to take less damage from it. Once per day, when a skirmisher would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. He or she makes a Reflex saving throw (DC = damage dealt by that attack) and, if the skirmisher is successful, he or she takes only half damage form the blow. The skirmisher must be aware of the attack and able to react to it in order to use the Defensive Roll ability (if he or she is denied their Dexterity bonus to AC, they cannot roll). Since the effect would not normally allow a Reflex save for half damage, any Evasion or Improved Evasion abilities the skirmisher may possess do not apply to the Defensive Roll. In order to select Defensive Roll as a Mobile Combat Technique, the skirmisher must be at least 8th-level in this class. [I][COLOR=Blue][B]Diversionary Maneuver:[/B][/COLOR][/I] This Mobile Combat Technique allows the skirmisher to trick enemies momentarily with swift movements, then strike from an unexpected position. The skirmisher may make one Bluff check to feint in combat as part of movement in a move action (not a charge, partial charge, run, double-move, or move-equivalent action), against a foe that is within 20 feet at the start of the movement (not necessarily within the skirmisher's threatened area) and aware of the skirmisher's position. As long as the skirmisher moves at least 10 feet straight in any direction, does not move in a straight line the entire action, and stops in a position where the targeted foe is within his or her threatened area, the feint may be made at the end of that movement; otherwise, the feint cannot be attempted. The Bluff check suffers a -2 penalty, and the skirmisher's speed is reduced by 5 feet for the accompanying movement. In addition, he or she must give up one of their allowed number of attacks of opportunity for the round in order to make this feint. In order to select Diversionary Maneuver, the skirmisher must have at least 5 ranks each in the Bluff and Tumble skills. [I][COLOR=Blue][B]Double-Time Hustle:[/B][/COLOR][/I] Skirmishers with this ability may get short bursts of speed when they need it, at the cost of suffering some momentary fatigue. Once per round, the skirmisher may choose to take an additional move action (not move-equivalent), or an extra double-move action. The latter may only be done if the skirmisher has already taken a double-move action in the same turn. When taking an extra move action, the skirmisher is fatigued afterward for 1 round and suffers 1d4 points of subdual damage. When taking an extra double-move action, the skirmisher is exhausted for 1 round afterward and suffers 2d4 points of subdual damage. However, the skirmisher enjoys a +4 dodge bonus to AC during the extra movement, either way. Double-Time Hustle may be used in medium armor or with a medium load, but only for an extra move action, not an extra double-move action. [I][COLOR=Blue][B]Evasion:[/B][/COLOR][/I] With Evasion, a skirmisher suffers no damage on a successful Reflex save against any spell or effect that normally allows a Reflex save for half damage. The skirmisher has become skilled at dodging explosions, monstrous breath weapons, and similar attacks. [I][COLOR=Blue][B]Fast Climb:[/B][/COLOR][/I] A skirmisher with this ability is possessed of great skill at climbing, and has learned to climb quickly, efficiently, and nimbly. They retain their Dexterity bonus to Armor Class, if any, when climbing, and opponents do not receive the usual +2 bonus on attack rolls against the ranger when he or she is climbing. Also, the skirmisher suffers no penalty on Climb checks for making an accelerated climb. [I][COLOR=Blue][B]Fast Movement:[/B][/COLOR][/I] This Mobile Combat Technique improves the skirmisher's natural base movement speeds by +10 feet. Unlike most other Mobile Combat Techniques, Fast Movement still functions in medium armor or when carrying a medium load. [I][COLOR=Blue][B]Frantic Dodger:[/B][/COLOR][/I] A skirmisher with this Mobile Combat Technique is good at dodging various attacks in a hurry and shifting position while they're at it, to make it harder for further attacks to strike. The skirmisher receives a +1 dodge bonus to Armor Class on any round in which he or she has moved at least 5 feet. This bonus improves by +1 after each attack made against the skirmisher in the same round, to a maximum of +5 AC. However, all the scrambling and scurrying about leaves the skirmisher unbalanced and tired for a moment, and he or she suffers a -2 penalty to Dexterity on the following round for every two points of dodge bonus granted by Frantic Dodger on the previous round. The skirmisher may choose on any round not to gain Frantic Dodger's benefits, but chooses at the start of the round. The dodge bonus to AC is lost whenever the skirmisher is immobilized or denied a Dexterity bonus to AC (even if his or her Dexterity modifier is not positive). [I][COLOR=Blue][B]Greater Fast Movement:[/B][/COLOR][/I] With this ability, the skirmisher is even faster than before. He or she adds another +10 feet to all of his or her natural base movement speeds. In order to select and use Greater Fast Movement as a Mobile Combat Technique, the skirmisher must already possess the Fast Movement extraordinary ability (from any source). However, unlike that ability, Greater Fast Movement follows the normal restrictions for Mobile Combat Techniques. [I][COLOR=Blue][B]Hasty Barrage:[/B][/COLOR][/I] The skirmisher with this Mobile Combat Technique may attack more effectively on the move. Hasty Barrage allows him or her to perform two standard attack actions in the same round as a single move action (not move-equivalent), using the movement as desired before, after, and/or inbetween the attacks. However, he or she suffers a -10 foot penalty to movement speed while doing so, and suffers a -2 penalty on the attack rolls for it. In addition, the skirmisher may make a single standard attack action at any point during a double-move action or run action, but suffers a -10 foot penalty to speed for that movement and a -2 penalty on the attack roll, or -10 feet to speed and -5 to the attack roll if used with a run action. Hasty Barrage cannot be used in the same round as Double-Time Hustle. In order to select Hasty Barrage as a Mobile Combat Technique, the skirmisher must be at least 13th-level in this class. [I][COLOR=Blue][B]Improved Evasion:[/B][/COLOR][/I] The skirmisher is even more nimble and skillful at evading area attacks with this ability. Whenever the skirmisher's Evasion ability would apply, they suffer only half damage on a failed Reflex save, and they still retain the benefits of Evasion on a successful save. In order to select and use Improved Evasion as a Mobile Combat Technique, the skirmisher must already possess the Evasion extraordinary ability (from any source), and must be at least 8th-level in this class. [I][COLOR=Blue][B]Nimble Maneuvering:[/B][/COLOR][/I] If the skirmisher has acquired this Mobile Combat Technique, then he or she has learned how to make especially great use of special maneuvers while crossing the battlefield. Henceforth, whenever the skirmisher uses the double-move action and does not move in a straight line with it, using at least 15 feet of movement from that ability to move in two or three different directions, the skirmisher doubles his or her Dexterity bonus to Armor Class until his or her next turn (starting once they've moved far enough). The skirmisher knows how to juke, swerve, flip, and roll to make it harder for enemies to get a shot in. In addition, Nimble Maneuvering grants the skirmisher +4 on all Tumble checks made to avoid attacks of opportunity while moving. [I][COLOR=Blue][B]Uncanny Dodge:[/B][/COLOR][/I] A skirmisher with this ability can react quickly to ambushes and other situations, moving quickly to avoid surprise attacks. They retain their Dexterity bonus to Armor Class (if any) even when flat-footed or attacked by an invisible foe, but still lose the bonus when immobilized. In addition, the skirmisher gains a +1 bonus on Reflex saves to avoid the effect of traps and also a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge, unlike most other Mobile Combat Techniques, functions regardless of armor worn or load carried.[/sblock] The remainder of the Skirmisher's details will be in the next post, due to post size limits. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
3E D&D Aurelia setting & houserules material (now with magic items!)
Top