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Prestige Class: Jungle Skirmisher
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<blockquote data-quote="the Jester" data-source="post: 3140959" data-attributes="member: 1210"><p>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?</p><p></p><p><span style="font-size: 15px"><strong>Jungle Skirmisher</strong></span></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>PREREQUISITES</strong></p><p>To qualify to take levels of jungle skirmisher, a creature must meet the following requirements:</p><p><strong>-Skills:</strong> Hide (8 ranks), Move Silently (8 ranks), Survival (8 ranks)</p><p><strong>-Feats:</strong> Track</p><p></p><p><strong>Class Skills: </strong>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.</p><p></p><p><strong>Base Attack:</strong> Good (as ranger).</p><p><strong>Good Saves:</strong> Fort and Ref.</p><p><strong>Poor Saves:</strong> Will.</p><p></p><p><strong>Level-- Special Abilities</strong></p><p>1-- Brachiation, predictive tracking</p><p>2-- Smart skirmish +1d6</p><p>3-- Scent</p><p>4-- Frightful shot 1/day, smart skirmish +1 AC</p><p>5-- Uncanny tracking</p><p>6-- Smart skirmish +2d6</p><p>7-- Frightful shot 2/day</p><p>8-- Smart skirmish +2 AC</p><p>9-- Hide in plain sight</p><p>10- Frightful shot 3/day, smart skirmish +3d6</p><p></p><p><strong>CLASS FEATURES</strong></p><p><strong>Weapon and Armor Proficiencies:</strong> 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.</p><p></p><p><strong>Brachiation:</strong> At 1st level, a jungle skirmisher gains Brachiation as a bonus feat (see Complete Adventurer).</p><p></p><p><strong>Predictive Tracking (Ex):</strong> 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.</p><p></p><p><strong>Smart Skirmish (Ex):</strong> 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.</p><p></p><p><strong>Scent (Ex): </strong>At 3rd level, the jungle skirmisher gains the scent special quality. </p><p><strong></strong></p><p><strong>Frightful Shot (Ex):</strong> 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.</p><p></p><p><strong>Uncanny Tracking (Ex):</strong> 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.</p><p></p><p><strong>Hide in Plain Sight (Ex):</strong> 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.</p></blockquote><p></p>
[QUOTE="the Jester, post: 3140959, member: 1210"] 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? [size=4][B]Jungle Skirmisher[/B][/size] 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. [B]Hit Die:[/B] d8 [B]PREREQUISITES[/B] To qualify to take levels of jungle skirmisher, a creature must meet the following requirements: [B]-Skills:[/B] Hide (8 ranks), Move Silently (8 ranks), Survival (8 ranks) [B]-Feats:[/B] Track [B]Class Skills: [/B]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. [B]Base Attack:[/B] Good (as ranger). [B]Good Saves:[/B] Fort and Ref. [B]Poor Saves:[/B] Will. [B]Level-- Special Abilities[/B] 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 [B]CLASS FEATURES[/B] [B]Weapon and Armor Proficiencies:[/B] 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. [B]Brachiation:[/B] At 1st level, a jungle skirmisher gains Brachiation as a bonus feat (see Complete Adventurer). [B]Predictive Tracking (Ex):[/B] 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. [B]Smart Skirmish (Ex):[/B] 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. [B]Scent (Ex): [/B]At 3rd level, the jungle skirmisher gains the scent special quality. [B] Frightful Shot (Ex):[/B] 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. [B]Uncanny Tracking (Ex):[/B] 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. [B]Hide in Plain Sight (Ex):[/B] 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. [/QUOTE]
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