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New homemade Scout PRC help
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<blockquote data-quote="LiL KiNG" data-source="post: 5415983" data-attributes="member: 83799"><p>So it seems as if the Scout class and it's skirmish ability were fairly new before D&D moved on to 4e, and they didn't release much supporting material for them in the way of feats or decent PRCs, so in an attempt to create a new PRC that builds on the Scouts theme I modified the Highland Stalker PRC into the Deep Woods Stalker and am looking for opinions on its balance. </p><p> </p><p>Thanks.</p><p>KiNG</p><p> </p><p>Deep Woods Stalker</p><p>Hit Die: D8</p><p>Skill Points: 6+Int Mod per level</p><p>Class Skills: (as Scout)</p><p> </p><p>Entry Requirements;</p><p>Alignment: Any Non-Evil</p><p>Base Attack Bonus: +5</p><p>Skills: Knowledge (Nature) 5 ranks, Listen 5 ranks, Search 5 ranks, Spot 5 ranks, Survival 5 ranks</p><p>Feats: Track</p><p>Special: Favored Enemy or Trapfinding</p><p> </p><p>Progression;</p><p>Lvl BAB Fort/Reflex/Will Ability</p><p>1 +1 0/2/0 Favored Enemy, Skirmish (1d6)</p><p>2 +2 0/3/0 Uncanny Dodge</p><p>3 +3 1/3/1 Swift Tracker</p><p>4 +4 1/4/1 Skirmish (1d6, +1AC), Stalker's Sight</p><p>5 +5 1/4/1 Camouflage</p><p>6 +6 2/5/2 Flawless Stride</p><p>7 +7 2/5/2 Skirmish (2d6, +1AC), Evasion</p><p>8 +8 2/6/2 Stalker's Sight</p><p>9 +9 3/6/3 Movement +10 ft., Clean Kill</p><p>10 +10 3/7/3 Skirmish (2d6, +2AC), Hide in Plain Sight</p><p> </p><p>Favored Enemy; Deep Woods Stalkers are adept at hunting creatures that infest the woods, as such they may select one of the following as their Favored Enemy with a +2 bonus (see Ranger class ability); Aberrations, Giants, Humaniod (goblinoid), Humaniod (orc), Magical Beast or Plant (DM's may modify this listing as they see fit). Deep Woods Stalker levels stack with other class levels that grant a favored enemy when determining levels for gaining new favored enemies and damage bonuses.</p><p> </p><p>Skirmish; As the Scout's ability. Skirmish progression stacks with other class levels that grant the skirmish ability.</p><p> </p><p>Uncanny Dodge; As the Rogue ability. If a Deep Woods Stalker already has Uncanny Dodge from another class, they instead gain Improved Uncanny Dodge.</p><p> </p><p>Swift Tracker; As the Ranger's ability.</p><p> </p><p>Stalker's Sight; At 4th level the Deep Woods Stalker gains low-light vision, if they already have low-light vision from a racial ability (such as Elf) they instead gain improved low-light vision (x4 normal vision range). At 8th level the Deep Woods Stalker gains Darkvision 60 ft. range, if the Deep Woods Stalker already has darkvision from a racial ability (such as half-orc) they instead add an additional 30 ft. to the existing darkvision range.</p><p> </p><p>Camouflage; As the Ranger's ability.</p><p> </p><p>Flawless Stride; As the Scout's ability.</p><p> </p><p>Evasion; As the Rogue's ability.</p><p> </p><p>Movement; Deep Woods Stalker's are adept at stalking and chasing down their prey, they gain a bonus to their movement types of +10 ft.</p><p> </p><p>*Signature Ability* Clean Kill (looking for a better name!); Proficient at fighting their favored enemy a Deep Woods Stalker knows where to strike. 1/day + Int Mod, the Deep Woods Stalker may, as a full round action, make a single strike (melee or ranged) at thier highest BAB against their favored enemy, the target must make a Fortitude Save DC 10 + damage dealt + the Deep Woods Stalker's applicable Favored Enemy Bonus or Die. As a death effect, abilities and spells such as Death Ward can protect against this attack and rule's for precision damage apply as well (e.g. without a way to critically strike a Construct, this ability has no effect even if Constructs are one of the Deep Woods Stalker's Favored Enemies. As well, ranged attack rules for applying precision damage).</p><p> </p><p>Hide in Plain Sight; As the Ranger's Ability.</p></blockquote><p></p>
[QUOTE="LiL KiNG, post: 5415983, member: 83799"] So it seems as if the Scout class and it's skirmish ability were fairly new before D&D moved on to 4e, and they didn't release much supporting material for them in the way of feats or decent PRCs, so in an attempt to create a new PRC that builds on the Scouts theme I modified the Highland Stalker PRC into the Deep Woods Stalker and am looking for opinions on its balance. Thanks. KiNG Deep Woods Stalker Hit Die: D8 Skill Points: 6+Int Mod per level Class Skills: (as Scout) Entry Requirements; Alignment: Any Non-Evil Base Attack Bonus: +5 Skills: Knowledge (Nature) 5 ranks, Listen 5 ranks, Search 5 ranks, Spot 5 ranks, Survival 5 ranks Feats: Track Special: Favored Enemy or Trapfinding Progression; Lvl BAB Fort/Reflex/Will Ability 1 +1 0/2/0 Favored Enemy, Skirmish (1d6) 2 +2 0/3/0 Uncanny Dodge 3 +3 1/3/1 Swift Tracker 4 +4 1/4/1 Skirmish (1d6, +1AC), Stalker's Sight 5 +5 1/4/1 Camouflage 6 +6 2/5/2 Flawless Stride 7 +7 2/5/2 Skirmish (2d6, +1AC), Evasion 8 +8 2/6/2 Stalker's Sight 9 +9 3/6/3 Movement +10 ft., Clean Kill 10 +10 3/7/3 Skirmish (2d6, +2AC), Hide in Plain Sight Favored Enemy; Deep Woods Stalkers are adept at hunting creatures that infest the woods, as such they may select one of the following as their Favored Enemy with a +2 bonus (see Ranger class ability); Aberrations, Giants, Humaniod (goblinoid), Humaniod (orc), Magical Beast or Plant (DM's may modify this listing as they see fit). Deep Woods Stalker levels stack with other class levels that grant a favored enemy when determining levels for gaining new favored enemies and damage bonuses. Skirmish; As the Scout's ability. Skirmish progression stacks with other class levels that grant the skirmish ability. Uncanny Dodge; As the Rogue ability. If a Deep Woods Stalker already has Uncanny Dodge from another class, they instead gain Improved Uncanny Dodge. Swift Tracker; As the Ranger's ability. Stalker's Sight; At 4th level the Deep Woods Stalker gains low-light vision, if they already have low-light vision from a racial ability (such as Elf) they instead gain improved low-light vision (x4 normal vision range). At 8th level the Deep Woods Stalker gains Darkvision 60 ft. range, if the Deep Woods Stalker already has darkvision from a racial ability (such as half-orc) they instead add an additional 30 ft. to the existing darkvision range. Camouflage; As the Ranger's ability. Flawless Stride; As the Scout's ability. Evasion; As the Rogue's ability. Movement; Deep Woods Stalker's are adept at stalking and chasing down their prey, they gain a bonus to their movement types of +10 ft. *Signature Ability* Clean Kill (looking for a better name!); Proficient at fighting their favored enemy a Deep Woods Stalker knows where to strike. 1/day + Int Mod, the Deep Woods Stalker may, as a full round action, make a single strike (melee or ranged) at thier highest BAB against their favored enemy, the target must make a Fortitude Save DC 10 + damage dealt + the Deep Woods Stalker's applicable Favored Enemy Bonus or Die. As a death effect, abilities and spells such as Death Ward can protect against this attack and rule's for precision damage apply as well (e.g. without a way to critically strike a Construct, this ability has no effect even if Constructs are one of the Deep Woods Stalker's Favored Enemies. As well, ranged attack rules for applying precision damage). Hide in Plain Sight; As the Ranger's Ability. [/QUOTE]
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