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Skirmisher--new base class
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<blockquote data-quote="Vrecknidj" data-source="post: 1651655" data-attributes="member: 7301"><p>Okay, I've watched enough players go the Ftr/Rog route now (or their variants with Rgr, Bbn, or any combination of the 4) to feel like dropping a new class on my players. Before I give them the option, though, I'd like to run it by you folks.</p><p></p><p>Please check over this for balance issues and the like. The idea here is that the skirmisher is a much more rogue-ish fighter than a plain fighter, and a much better combat-ish rogue than a plain rogue, but that this class doesn't have access to the trap-based stuff that rogues or the great BAB that the fighter has.</p><p></p><p><strong>SKIRMISHER</strong></p><p>The skirmisher is a combatant who utilizes the fighting prowess of the fighter and rogue. The skirmisher doesn’t gain quite as much combat proficiency as the fighter or the trap-based skills of the rogue. Instead, the skirmisher attempts to maximize his ability to engage in combat.</p><p>Alignment: Any.</p><p>Hit Die: d8.</p><p></p><p><strong>Class Skills</strong></p><p>The skirmisher’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).</p><p>Skill Points at 1st Level: (4 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>BAB = Rogue, Good saves = Fort, Ref</p><p>Level Special</p><p>1st Sneak attack +1d6</p><p>2nd Bonus feat</p><p>3rd Evasion</p><p>4th Sneak attack +2d6</p><p>5th Bonus feat</p><p>6th Uncanny dodge</p><p>7th Sneak attack +3d6</p><p>8th Bonus feat</p><p>9th Improved uncanny dodge</p><p>10th Sneak attack +4d6</p><p>11th Bonus feat</p><p>12th Improved evasion</p><p>13th Sneak attack +5d6</p><p>14th Bonus feat</p><p>15th Special ability</p><p>16th Sneak attack +6d6</p><p>17th Bonus feat</p><p>18th Special ability</p><p>19th Sneak attack +7d6</p><p>20th Bonus feat</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the skirmisher.</p><p>Weapon and Armor Proficiency: A skirmisher is proficient with all simple and martial weapons, and with medium and light armor and shields (excluding tower shields).</p><p></p><p><strong>Sneak Attack:</strong> If a skirmisher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.</p><p>The skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the skirmisher flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied.</p><p>Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p>A skirmisher can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A skirmisher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p></p><p><strong>Bonus Feats: </strong> At 2nd level, a skirmisher gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The skirmisher gains an additional bonus feat at 5th level and every three skirmisher levels thereafter (8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A skirmisher must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.</p><p>These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A skirmisher is not limited to the list of fighter bonus feats when choosing these feats.</p><p></p><p><strong>Evasion (Ex):</strong> At 2nd level and higher, a skirmisher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the skirmisher is wearing light armor or no armor. A helpless skirmisher does not gain the benefit of evasion.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> Starting at 4th level, a skirmisher can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.</p><p>If a skirmisher already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.</p><p><strong>Improved Uncanny Dodge (Ex):</strong> A skirmisher of 8th level or higher can no longer be flanked.</p><p>This defense denies another skirmisher the ability to sneak attack the character by flanking her, unless the attacker has at least four more skirmisher levels than the target does.</p><p>If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum skirmisher level required to flank the character.</p><p></p><p><strong>Improved Evasion (Ex):</strong> This ability works like evasion, except that while the skirmisher still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless skirmisher does not gain the benefit of improved evasion.</p><p>Special Abilities: On attaining 15th level, and again at 18th level, a skirmisher gains a special ability of her choice from among the following options.</p><p></p><p><em>Crippling Strike (Ex):</em> A skirmisher with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.</p><p></p><p><em>Defensive Roll (Ex):</em> The skirmisher can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points 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. To use this ability, the skirmisher must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the skirmisher’s evasion ability does not apply to the defensive roll.</p><p></p><p><em>Opportunist (Ex):</em> Once per round, the skirmisher can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the skirmisher’s attack of opportunity for that round. Even a skirmisher with the Combat Reflexes feat can’t use the opportunist ability more than once per round.</p></blockquote><p></p>
[QUOTE="Vrecknidj, post: 1651655, member: 7301"] Okay, I've watched enough players go the Ftr/Rog route now (or their variants with Rgr, Bbn, or any combination of the 4) to feel like dropping a new class on my players. Before I give them the option, though, I'd like to run it by you folks. Please check over this for balance issues and the like. The idea here is that the skirmisher is a much more rogue-ish fighter than a plain fighter, and a much better combat-ish rogue than a plain rogue, but that this class doesn't have access to the trap-based stuff that rogues or the great BAB that the fighter has. [B]SKIRMISHER[/B] The skirmisher is a combatant who utilizes the fighting prowess of the fighter and rogue. The skirmisher doesn’t gain quite as much combat proficiency as the fighter or the trap-based skills of the rogue. Instead, the skirmisher attempts to maximize his ability to engage in combat. Alignment: Any. Hit Die: d8. [B]Class Skills[/B] The skirmisher’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex). Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. BAB = Rogue, Good saves = Fort, Ref Level Special 1st Sneak attack +1d6 2nd Bonus feat 3rd Evasion 4th Sneak attack +2d6 5th Bonus feat 6th Uncanny dodge 7th Sneak attack +3d6 8th Bonus feat 9th Improved uncanny dodge 10th Sneak attack +4d6 11th Bonus feat 12th Improved evasion 13th Sneak attack +5d6 14th Bonus feat 15th Special ability 16th Sneak attack +6d6 17th Bonus feat 18th Special ability 19th Sneak attack +7d6 20th Bonus feat [B]Class Features[/B] All of the following are class features of the skirmisher. Weapon and Armor Proficiency: A skirmisher is proficient with all simple and martial weapons, and with medium and light armor and shields (excluding tower shields). [B]Sneak Attack:[/B] If a skirmisher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the skirmisher flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A skirmisher can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A skirmisher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. [B]Bonus Feats: [/B] At 2nd level, a skirmisher gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The skirmisher gains an additional bonus feat at 5th level and every three skirmisher levels thereafter (8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A skirmisher must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A skirmisher is not limited to the list of fighter bonus feats when choosing these feats. [B]Evasion (Ex):[/B] At 2nd level and higher, a skirmisher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the skirmisher is wearing light armor or no armor. A helpless skirmisher does not gain the benefit of evasion. [B]Uncanny Dodge (Ex):[/B] Starting at 4th level, a skirmisher can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a skirmisher already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead. [B]Improved Uncanny Dodge (Ex):[/B] A skirmisher of 8th level or higher can no longer be flanked. This defense denies another skirmisher the ability to sneak attack the character by flanking her, unless the attacker has at least four more skirmisher levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum skirmisher level required to flank the character. [B]Improved Evasion (Ex):[/B] This ability works like evasion, except that while the skirmisher still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless skirmisher does not gain the benefit of improved evasion. Special Abilities: On attaining 15th level, and again at 18th level, a skirmisher gains a special ability of her choice from among the following options. [I]Crippling Strike (Ex):[/I] A skirmisher with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. [I]Defensive Roll (Ex):[/I] The skirmisher can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points 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. To use this ability, the skirmisher must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the skirmisher’s evasion ability does not apply to the defensive roll. [I]Opportunist (Ex):[/I] Once per round, the skirmisher can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the skirmisher’s attack of opportunity for that round. Even a skirmisher with the Combat Reflexes feat can’t use the opportunist ability more than once per round. [/QUOTE]
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Skirmisher--new base class
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