Prestige Class: Jungle Skirmisher

the Jester

Legend
I thought I'd try my hand at a scout-based prestige class, and this is what I came up with. I'm actually more worried about how it balances against the ranger than against the scout, though... Whaddaya think?

Jungle Skirmisher

Deep in the jungles of Cydra, certain individuals practice the art of stalking and killing prey much more dangerous than most of the beasts of the jungle: they stalk intelligent enemies, humanoid and monstrous alike. They have learned the art of misdirection, a talent for concealment and trickery, and the skills necessary to bring down their prey.

Most jungle skirmishers begin their careers as scouts, though it is not unheard of for rangers or rogues (or even for other classes) to take up this path. The skill requirements make most other entry paths difficult.

Hit Die: d8

PREREQUISITES
To qualify to take levels of jungle skirmisher, a creature must meet the following requirements:
-Skills: Hide (8 ranks), Move Silently (8 ranks), Survival (8 ranks)
-Feats: Track

Class Skills: Balance (dex), Bluff (cha), Climb (str), Craft (int), Handle Animal (cha), Heal (wis), Hide (dex), Knowledge (nature) (int), Listen (wis), Move Silently (dex), Spot (wis), Survival (wis), Swim (str), Use Rope (dex). Skill points per level: 4 + int bonus.

Base Attack: Good (as ranger).
Good Saves: Fort and Ref.
Poor Saves: Will.

Level-- Special Abilities
1-- Brachiation, predictive tracking
2-- Smart skirmish +1d6
3-- Scent
4-- Frightful shot 1/day, smart skirmish +1 AC
5-- Uncanny tracking
6-- Smart skirmish +2d6
7-- Frightful shot 2/day
8-- Smart skirmish +2 AC
9-- Hide in plain sight
10- Frightful shot 3/day, smart skirmish +3d6

CLASS FEATURES
Weapon and Armor Proficiencies: A jungle skirmisher gains proficiency in the blowgun, club, dagger, greatclub, hand axe, longbow (including composite longbow), longspear, shortbow (including composite shortspear), shortspear and throwing axe.

Brachiation: At 1st level, a jungle skirmisher gains Brachiation as a bonus feat (see Complete Adventurer).

Predictive Tracking (Ex): By learning how his preferred quarry thinks, the jungle skirmisher learns to predict their movements. This gives him a competence bonus equal to his intelligence bonus when making Survival checks to track a creature with an intelligence score of 3 or higher. Furthermore, when tracking such a foe, the jungle skirmisher can move at normal speed without taking a penalty to his Survival check. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Smart Skirmish (Ex): Using erratic movements and sudden changes of position, the jungle skirmisher learns to trick intelligent adversaries into exposing their weaknesses. Except for the fact that it only works against enemies with an intelligence score of at least 3, this ability works just like the scout’s skirmish ability (see Complete Adventurer). Smart skirmish stacks with skirmish, sneak attack, sudden strike and other similar abilities.

Scent (Ex): At 3rd level, the jungle skirmisher gains the scent special quality.

Frightful Shot (Ex):
A jungle skirmisher can daunt his enemies with a display of deadly skill. If the jungle skirmisher inflicts skirmish damage on an intelligent foe with a ranged weapon, he may choose to declare a frightful shot. The target must make a Will save (DC 10 + class level + dex bonus) or be shaken. This is a fear effect.

Uncanny Tracking (Ex): A jungle skirmisher can see the signs of a creature’s passage when in wooded areas (including jungles, forests and similar terrains), even when the creature leaves no normal trail. This includes creatures that can pass without trace, flying creatures and even incorporeal creatures. The jungle skirmisher does this by noting the disturbances to the normal patterns of the surrounding jungle (or forest, etc). The DC to track a creature that normally cannot be tracked increases by 10.

Hide in Plain Sight (Ex): Beginning at 9th level, the jungle skirmisher can use the Hide skill in wooded terrain even while being observed. See the ranger class feature in the Player’s Handbook for full details. A jungle skirmisher loses this benefit when not in wooded terrain, when wearing medium or heavy armor or when carrying a medium or heavy load.
 

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I think it is just a tad overbalanced. Very interesting concept though.

BTW, I made you a class progression chart. To put it in your post, reply to my response using quote function then copy it. Then paste it where you want it in your post.

Code:
[b]           Base      Fort  Ref   Will
Level  Attack Bonus  Save  Save  Save  Special[/b]
  1         +1        +0    +0    +0   Brachiation, Predictive Tracking
  2         +2        +1    +1    +1   Smart Skirmish +1d6
  3         +3        +1    +1    +1   Scent
  4         +4        +2    +2    +1   Frightful Shot 1/day, Smart Skirmish +1 AC
  5         +5        +2    +2    +2   Uncanny Tracking
  6         +6        +3    +3    +2   Smart Skirmish +2d6
  7         +7        +3    +3    +2   Frightful Shot 2/day
  8         +8        +4    +4    +3   Smart Skirmish +2 AC
  9         +9        +4    +4    +3   Hide In Plain Sight
 10        +10        +5    +5    +3   Frightful Shot 3/day, Smart Skirmish +3d6
EDIT: In contemplation, I think it is just fine. Well done. :cool:
 
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I dislike Smart Skirmish. It would annoy me greatly as a DM. Not only would I have to tell PCs that their opponent was a bear with a high Int before the Druid was ready to reveal himself, but I'd be annoyned keeping track of different ACs.

Many mindless things are immune to sneak attack (and therefore skirmish) anyway, so I don't see this as a huge restriction. Just another thing to keep track of.

But I see the "int > 3" thing pervades a few class abilities, so clearly it's something you do not have trouble tracking. Oh well, diff'rent strokes and all that.

In terms of power, seems fine. The reduction in skill points will hurt a Rogue, Ranger or Scout significantly, so the BAB seems fine. Perhaps require Brachiation (CV Feat) instead of giving it at 1st level, but otherwise fine.

-- N
 

Hey, thanks for the feedback! :D

Okay, regarding Smart Skirmish: first, I'd like to find a better name for the ability. ;) Second, now that you point out the bookkeeping issues, I need to at least somewhat rethink the ability. I detest abilities that come with significant bookkeepiing burdens. I guess my easiest 'fix' is to say that the damage bonus applies only to intelligent creatures, while the AC bonus always applies. Or maybe it always applies as long as at least one of the jungle skirmisher's foes has an intelligence of at least 3?

Hmm. Let the mulling commence.
 

I think it works fine. I guess I can see where you want the skirmish ability to be slightly different than the scout's, but I would just keep the standard skirmish ability rules and call it good. Of course, that's just my opinion.
 

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