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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Deepwood Skirmisher PrC
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="Ruvion" data-source="post: 2394728" data-attributes="member: 878"><p>I designed this for a friend of mine who plays an archer constantly paranoid that he would die in a given encounter...Heheh. Sorry I coudn't tabulate this...can someone help with the codes? Comments? Suggestions? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p><span style="color: DarkSlateGray"><span style="font-size: 15px"><strong>Deepwood Skirmisher</strong></span></span></p><p>Hit Die: d8</p><p></p><p>Requirements</p><p>Race: Any humanoid.</p><p>Base Attack Bonus: +6.</p><p>Hide: 3 ranks.</p><p>Move Silently: 3 ranks.</p><p>Knowledge (geography): 3 ranks.</p><p>Feats: Dodge, Improved Initiative, Run.</p><p></p><p>Class Skills</p><p>The Deepwood Skirmisher’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).</p><p></p><p>Skill Points at Each Level: 4 + Int modifier.</p><p></p><p></p><p>Table: The Deepwood Skirmisher</p><p>Class Level Base Attack Bonus Fort Save Ref Save Will Save Special</p><p>1st +1 +2 +2 +0 Skirmish +1d6</p><p>2nd +2 +3 +3 +0 Improved Haven (+1 AC/+5%), Haze 1/day</p><p>3rd +3 +3 +3 +1 Precision Insight +1 </p><p>4th +4 +4 +4 +1 Fast Movement +10 ft., Improved Mobility +2</p><p>5th +5 +4 +4 +1 Skirmish +2d6, Haze 2/day</p><p>6th +6 +5 +5 +2 Precision Insight +2, Greater Haven (+2 AC, +1 Ref/+10%)</p><p>7th +7 +5 +5 +2 Fast Movement +20 ft.</p><p>8th +8 +6 +6 +2 Improved Mobility +4, Haze 3/day</p><p>9th +9 +6 +6 +3 Skirmish +3d6, Precision Insight +3</p><p>10th +10 +7 +7 +3 Unstoppable, Foxhole (improved cover/+15%) </p><p></p><p></p><p>Class Description</p><p>The Deepwood Skirmishers are lightly armored warriors who have mastered the art of hit and run and provoking a chase. Charged with the important job of enticing unruly opponents/armies into a rash attack they can also serve in auxiliary roles such as field medics or artillery. Barbarians and rangers excel in this prestige class.</p><p></p><p>Class Features</p><p>Weapon and Armor Proficiency: The Deepwood Skirmishers gain proficiency in dagger, short sword, javelin, and sling. They are also proficient with light armor and buckler.</p><p>Skirmish (Ex): When wearing light (must be light category) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed additional precision bonus damage once per round applied on any one declared attack (on one projectile if using Manyshot). The attack must be delivered from at least within 30 ft. if ranged. The precision damage is only applied when you are able to target the vulnerable areas like a sneak attack and your target vulnerable to critical hits.</p><p>Improved Haven (Ex): When wearing light (category must be light) or no armor and you are concealed or taking cover you increase the cover or concealment bonus/miss chance by the indicated amount. Improved Precise Shot and other abilities that ignore or negate concealment or cover only decrease your cover by +4 or concealment by 20%. This bonus does not affect total cover or total concealment and does not work if you have displacement (since it doesn’t grant concealment but rather similar to total concealment).</p><p>Haze (Sp): You gain the ability to use blur (as the spell) at the indicated number of day. However you can only target self with this ability and the caster level and duration are equal to your class level.</p><p>Precision Insight (Ex): When wearing light (category must be light) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed attack bonus as insight bonus to attack rolls when attacking enemies within 30 ft. that have cover or concealment (not total cover or total concealment however) or when you are flanking a target with another skirmisher.</p><p>Fast Movement (Ex/Su): Starting at level 4, while fighting wearing light or no armor, you gain +10 ft. to speed as racial bonus (does not stack with barbarian’s or monk’s fast movement). At level 7, you gain a further +10 ft. to speed as enhancement bonus.</p><p>Improved Mobility (Ex): If you have the Mobility feat, then you increase the AC bonus from Mobility by the indicated amount.</p><p>Greater Haven (Ex): As Improved Haven except when taking cover you gain +6 to AC and +3 to all Reflex saves and concealment miss chance increases to 30%.</p><p>Unstoppable (Su): As long as you have moved more than 5 ft. that round you are under the effect of freedom of movement (as the spell).</p><p>Foxhole (Ex): As Greater Haven except when taking cover you gain improved cover (that is you now gain +8 to AC, +4 to all Reflex saves, and +10 to Hide checks) and concealment miss chance increases to 35%.</p><p>Epic Notes: You continue to increase Skirmish, Haze, and Precision Insight at the listed progression. You gain Epic feats every 3 levels.</p><p>Tactics: This class works well with Spring Attack, Shot on the Run, Many Shot feats because of the Skirmish Ability.</p></blockquote><p></p>
[QUOTE="Ruvion, post: 2394728, member: 878"] I designed this for a friend of mine who plays an archer constantly paranoid that he would die in a given encounter...Heheh. Sorry I coudn't tabulate this...can someone help with the codes? Comments? Suggestions? :D [COLOR=DarkSlateGray][SIZE=4][B]Deepwood Skirmisher[/B][/SIZE][/COLOR] Hit Die: d8 Requirements Race: Any humanoid. Base Attack Bonus: +6. Hide: 3 ranks. Move Silently: 3 ranks. Knowledge (geography): 3 ranks. Feats: Dodge, Improved Initiative, Run. Class Skills The Deepwood Skirmisher’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Table: The Deepwood Skirmisher Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +0 Skirmish +1d6 2nd +2 +3 +3 +0 Improved Haven (+1 AC/+5%), Haze 1/day 3rd +3 +3 +3 +1 Precision Insight +1 4th +4 +4 +4 +1 Fast Movement +10 ft., Improved Mobility +2 5th +5 +4 +4 +1 Skirmish +2d6, Haze 2/day 6th +6 +5 +5 +2 Precision Insight +2, Greater Haven (+2 AC, +1 Ref/+10%) 7th +7 +5 +5 +2 Fast Movement +20 ft. 8th +8 +6 +6 +2 Improved Mobility +4, Haze 3/day 9th +9 +6 +6 +3 Skirmish +3d6, Precision Insight +3 10th +10 +7 +7 +3 Unstoppable, Foxhole (improved cover/+15%) Class Description The Deepwood Skirmishers are lightly armored warriors who have mastered the art of hit and run and provoking a chase. Charged with the important job of enticing unruly opponents/armies into a rash attack they can also serve in auxiliary roles such as field medics or artillery. Barbarians and rangers excel in this prestige class. Class Features Weapon and Armor Proficiency: The Deepwood Skirmishers gain proficiency in dagger, short sword, javelin, and sling. They are also proficient with light armor and buckler. Skirmish (Ex): When wearing light (must be light category) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed additional precision bonus damage once per round applied on any one declared attack (on one projectile if using Manyshot). The attack must be delivered from at least within 30 ft. if ranged. The precision damage is only applied when you are able to target the vulnerable areas like a sneak attack and your target vulnerable to critical hits. Improved Haven (Ex): When wearing light (category must be light) or no armor and you are concealed or taking cover you increase the cover or concealment bonus/miss chance by the indicated amount. Improved Precise Shot and other abilities that ignore or negate concealment or cover only decrease your cover by +4 or concealment by 20%. This bonus does not affect total cover or total concealment and does not work if you have displacement (since it doesn’t grant concealment but rather similar to total concealment). Haze (Sp): You gain the ability to use blur (as the spell) at the indicated number of day. However you can only target self with this ability and the caster level and duration are equal to your class level. Precision Insight (Ex): When wearing light (category must be light) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed attack bonus as insight bonus to attack rolls when attacking enemies within 30 ft. that have cover or concealment (not total cover or total concealment however) or when you are flanking a target with another skirmisher. Fast Movement (Ex/Su): Starting at level 4, while fighting wearing light or no armor, you gain +10 ft. to speed as racial bonus (does not stack with barbarian’s or monk’s fast movement). At level 7, you gain a further +10 ft. to speed as enhancement bonus. Improved Mobility (Ex): If you have the Mobility feat, then you increase the AC bonus from Mobility by the indicated amount. Greater Haven (Ex): As Improved Haven except when taking cover you gain +6 to AC and +3 to all Reflex saves and concealment miss chance increases to 30%. Unstoppable (Su): As long as you have moved more than 5 ft. that round you are under the effect of freedom of movement (as the spell). Foxhole (Ex): As Greater Haven except when taking cover you gain improved cover (that is you now gain +8 to AC, +4 to all Reflex saves, and +10 to Hide checks) and concealment miss chance increases to 35%. Epic Notes: You continue to increase Skirmish, Haze, and Precision Insight at the listed progression. You gain Epic feats every 3 levels. Tactics: This class works well with Spring Attack, Shot on the Run, Many Shot feats because of the Skirmish Ability. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Deepwood Skirmisher PrC
Top