I would like to appologize in advanced for the sloppy table, heh it's hardly even readable, but I can't figgure out how to make it look as it should. If someone would be so kind as to instruct me I would be more then happy to edit it. Thanks!
The Step
The step are essentially elite messengers used in long term battles to get messages from
one place to another as quickly as possible.
In Your Campaign: The step could be an elite group of athletes trained to be
wartime messengers. Some time in the past of your campaign there could have
been a long stand off in which a general or ruler decided they needed the
advantage of speedy messengers without the use of magic.
Hit Die: d6
Requirements
To qualify to become a member of The Step a character must fulfill all the following criteria
Feats: Run, Endurance
Movement rate: 50ft
Class Skills
The Steps class skills (and key ability for each skill) are Concentration (Con) Climb (Str)
Move Silently (Dex) Tumble (Dex) Craft (Int) Profession (Wis) Hide (Dex) Jump Str
Skill Points at each level: 2+int modifier
Level Base Attack Bonus Fort Save Ref Save Will Save Special Movement Bonus
1 +0 +2 +2 +0 Quick StepMobility +10
2 +1 +3 +3 +0 Uncanny Dodge
3 +1 +3 +3 +1 Improved Run
4 +2 +4 +4 +1 Unnatural speed 1/day
5 +2 +4 +4 +1 Quicker Step +10
6 +2 +5 +5 +2 Improved Uncanny Dodge
7 +3 +5 +5 +2 Unnatural Speed 2/day
8 +3 +6 +6 +2
9 +3 +6 +6 +3 Speedy Step
10 +4 +7 +7 +3 Unnatural speed 3/day +10
Weapon and Armor Proficiency: Members of the step gain no new weapon or armor proficiency.
They do benefit from staying in light or no armor however, as most of their abilities will not function
in medium or heavy armor.
Quick Step (Ex): The step has learned how to move efficiently in battle. Starting at
1rst level The step may move an additional 5 ft when making a 5ft shift (for a total of 10ft)
without provoking an attack of opportunity. The step may only use this ability while wearing
light armor or no armor and carrying a light load
Mobility: The step gains Mobility as a bonus feat at 1rst level as long as it is in light armor or
no armor and carrying a light load.
Uncanny Dodge: Starting at second level a member of The Step 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 member of The Step already has Uncanny dodge from a different class, She automatically
gains improved uncanny dodge instead
Improved Uncanny Dodge: A member of the step of 6th level or higher can no longer
be flanked; she can react to opponents on opposite sides of her as easily as she can
react to a single attacker. This defense denies a rogue the ability to sneak attack the
character by flanking here, unless the attacker has four more rouge levels then
the character has the step levels.
If he character has Uncanny dodge 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 rogue level required to flank the character.
Improved Run: Starting at 3rd level a member of the step can run at 6x their speed
instead of the 5x the run feat normally allows.
Unnatural Speed (Su): Starting at 4th level the step gains the ability to reach with
in themselves for a burst of energy. The step gains the ability to make one additional
movement action (only for the sake of movement its self.) per round for a number of
rounds equal to 3+ its constitution modifier. It gains the ability to do this once more
per day at level 7 and again at level 10. The step can only use this ability while wearing
light or no armor and carrying a light load.
Quicker Step (Ex): The step has learned how to move even more efficiently in battle.
Starting at 5th level The step may move an additional 10 ft when making a 5ft shift
(for a total of 15ft) without provoking an attack of opportunity. The step may only
use this ability while wearing light armor or no armor and carrying a light load
Speedy Step (Ex): The step has learned how to move even more efficiently in battle.
Starting at 5th level The step may move an additional 15 ft when making a 5ft shift
(for a total of 20ft) without provoking an attack of opportunity. The step may only use
this ability while wearing light armor or no armor and carrying a light load.
The Step
The step are essentially elite messengers used in long term battles to get messages from
one place to another as quickly as possible.
In Your Campaign: The step could be an elite group of athletes trained to be
wartime messengers. Some time in the past of your campaign there could have
been a long stand off in which a general or ruler decided they needed the
advantage of speedy messengers without the use of magic.
Hit Die: d6
Requirements
To qualify to become a member of The Step a character must fulfill all the following criteria
Feats: Run, Endurance
Movement rate: 50ft
Class Skills
The Steps class skills (and key ability for each skill) are Concentration (Con) Climb (Str)
Move Silently (Dex) Tumble (Dex) Craft (Int) Profession (Wis) Hide (Dex) Jump Str
Skill Points at each level: 2+int modifier
Level Base Attack Bonus Fort Save Ref Save Will Save Special Movement Bonus
1 +0 +2 +2 +0 Quick StepMobility +10
2 +1 +3 +3 +0 Uncanny Dodge
3 +1 +3 +3 +1 Improved Run
4 +2 +4 +4 +1 Unnatural speed 1/day
5 +2 +4 +4 +1 Quicker Step +10
6 +2 +5 +5 +2 Improved Uncanny Dodge
7 +3 +5 +5 +2 Unnatural Speed 2/day
8 +3 +6 +6 +2
9 +3 +6 +6 +3 Speedy Step
10 +4 +7 +7 +3 Unnatural speed 3/day +10
Weapon and Armor Proficiency: Members of the step gain no new weapon or armor proficiency.
They do benefit from staying in light or no armor however, as most of their abilities will not function
in medium or heavy armor.
Quick Step (Ex): The step has learned how to move efficiently in battle. Starting at
1rst level The step may move an additional 5 ft when making a 5ft shift (for a total of 10ft)
without provoking an attack of opportunity. The step may only use this ability while wearing
light armor or no armor and carrying a light load
Mobility: The step gains Mobility as a bonus feat at 1rst level as long as it is in light armor or
no armor and carrying a light load.
Uncanny Dodge: Starting at second level a member of The Step 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 member of The Step already has Uncanny dodge from a different class, She automatically
gains improved uncanny dodge instead
Improved Uncanny Dodge: A member of the step of 6th level or higher can no longer
be flanked; she can react to opponents on opposite sides of her as easily as she can
react to a single attacker. This defense denies a rogue the ability to sneak attack the
character by flanking here, unless the attacker has four more rouge levels then
the character has the step levels.
If he character has Uncanny dodge 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 rogue level required to flank the character.
Improved Run: Starting at 3rd level a member of the step can run at 6x their speed
instead of the 5x the run feat normally allows.
Unnatural Speed (Su): Starting at 4th level the step gains the ability to reach with
in themselves for a burst of energy. The step gains the ability to make one additional
movement action (only for the sake of movement its self.) per round for a number of
rounds equal to 3+ its constitution modifier. It gains the ability to do this once more
per day at level 7 and again at level 10. The step can only use this ability while wearing
light or no armor and carrying a light load.
Quicker Step (Ex): The step has learned how to move even more efficiently in battle.
Starting at 5th level The step may move an additional 10 ft when making a 5ft shift
(for a total of 15ft) without provoking an attack of opportunity. The step may only
use this ability while wearing light armor or no armor and carrying a light load
Speedy Step (Ex): The step has learned how to move even more efficiently in battle.
Starting at 5th level The step may move an additional 15 ft when making a 5ft shift
(for a total of 20ft) without provoking an attack of opportunity. The step may only use
this ability while wearing light armor or no armor and carrying a light load.
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