View Full Version : [Class] Pathfinder

2006-09-25, 07:41 PM
Basically this is my attempt at a covert ops style ranger/scout base class who specialises in ranged combat and giving other members of the party bonuses with their ranged weapons. Its quite different and interesting i think, but Iím pretty sure it needs some work so all your suggestions are more than welcome!


Abilities: Dexterity is extremely important to pathfinders, it not allows them to damage move and perform their role as a covert operative effectively but also helps bolster their AC and incur increased damage upon their targets. Wisdom and Intelligence are relevant to a pathfinder and their skills. A pathfinder with a respectable constitution allows them to survive in the field.
Alignment: Any. Pathfinders in military service are usually lawful.
Hit Die: d8
Starting Gold: 5d4 x 10gp

Class Skills:

A pathfinder and the key abilities for each are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Cha), Knowledge (Architecture) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each additional level: 6 + Int modifier

Pathfinder Stat Block

| Level | BAB | Fort | Ref | Will | RAB* | Special

| 1 | 0 | 2 | 2 | 0 | +1| Steady Aim (Dex Bonus to Damage), Track, Trapfinding

| 2 | 1 | 3 | 3 | 0 | +1| Spotter, Stealthy

| 3 | 2 | 3 | 3 | 1 | +1| Fast Movement (+10ft), Trackless Step

| 4 | 3 | 4 | 4 | 1 | +1| Darkvision (60ft), Sure Shot (Once Per Day)

| 5 | 3 | 4 | 4 | 1 | +2| Steady Aim (Dex Bonus +2 to Damage)

| 6 | 4 | 5 | 5 | 2 | +2| Way Watcher (+2)

| 7 | 5 | 5 | 5 | 2 | +2| Flawless Stride

| 8 | 6/1 | 6 | 6 | 2 | +2| Camouflage, Signal, Swift Tracker

| 9 | 6/1 | 6 | 6 | 3 | +3| Evasion, Steady Aim (Dex Bonus +4 Damage)

| 10 | 7/2 | 7 | 7 | 3 | +3| Darkvision (90ft)

| 11 | 8/3 | 7 | 7 | 3 | +3| Fast Movement (+20ft)

| 12 | 9/4 | 8 | 8 | 4 | +3| Inspire Aim, Sure Shot (Twice Per Day)

| 13 | 9/4 | 8 | 8 | 4 | +4| Steady Aim (Dex Bonus +6 to Damage)

| 14 | 10/5| 9 | 9 | 4 | +4| Hide In Plain Sight

| 15 | 11/6/1| 9 | 9 | 5 | +4| Improved Spotter, Steady Aim (60ft)

| 16 | 12/7/2| 10 | 10 | 5 | +4| Way Watcher (+4)

| 17 | 12/7/2| 10 | 10 | 5 | +5| Steady Aim (dex Bonus +8 to Damage)

| 18 | 13/8/4| 11 | 11 | 6 | +5| Ranged Flank Attack

| 19 | 14/9/4| 11 | 11 | 6 | +5|

| 20 | 15/10/5| 12 | 12 | 6 | +5| Sure Shot (Three Per Day)

* Stands for Ranged Attack Bonus (see bellow for details).

Weapon and Armour Proficiency:

Pathfinders are proficient with all simple weapons, plus the Throwing Axe, Handaxe, Sap, Short Sword, Short Bow, Longbow, Bolas, Hand Crossbow, Repeating Crossbow (Hand, Light and Heavy), Net and Shuriken

Ranged Attack Bonus (Ex):

A pathfinder while unskilled with melee weapons is a very potent ranged combatant. The pathfinder is considered to have a full (fighters) base attack bonus when using ranged weapons. This is represented by a bonus given to the pathfinder as they increase in level which makes up for the failings in their base attack bonus.

In essence the pathfinder is to be considered to have two separate base attack bonuses the first when using melee weapons and the second using ranged weapons.

The Inspire Aim class feature (see bellow) allows this ranged attack bonus to be sacrificed to offers a benefit to the pathfinders allies.

Steady Aim (Ex):

A pathfinder is a peerless master of steadying her aim to achieve (and regularly replicate) deadly ranged attacks. Fortune is a factor that rarely affects a pathfinderís aim once she is allowed to steady herself.

If a pathfinder moves no more than 10 feet in a round she may add her dexterity bonus to her first attacks damage (as precision damage). The extra damage only applies to the first attack the pathfinders makes within her turn.

Only movement types which involve a physical exertion (such and running, jumping, tumbling or flying) are considered for the purpose of determining if a pathfinder may apply their precision damage to their attacks. Methods of transportation such as teleportation may be used (at the dungeon masters discretion) to allow the pathfinder to move beyond 10 feet and still apply her precision damage.

The extra damage only applies against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. A pathfinder 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 shaken or otherwise fearful pathfinder must pass a DC 15 concentration check in order to apply this damage.

Upon attaining 5th level a pathfinder gains an additional +2 damage on top of their dexterity bonus, this bonus increases every 4 levels thereafter (+4 at 9th level, +6 at 13th level and +8 at 17th level).

Untill a pathfinder has reached 18th level she must be within 30 feet of her target to apply this damage, however upon attaining 18th level the pathfinder is able to increase the range at which she may apply this additional damage to 60 feet.

Track (Ex):

Pathfinders studiously observe their surroundings for clues as to the whereabouts of others. They gain Track as a bonus feat (see page 101 of the playerís handbook).

Trapfinding (Ex):

A Pathfinder is constantly exposed to the reality of traps littering the environments within which they operate. A Pathfinder can use the search skill to locate traps with a DC higher than 20, and she can use the disable device skill to bypass or disarm a trap be it standard or magical. See the rogue class feature, page 50 of the players handbook.

Spotter (Ex):

A 2nd level pathfinder is an expert of reconnaissance and ranged combat tactics. A well positioned pathfinder may use her knowledge and cunning to allow her allies to make ranged attacks that may normally be beyond their ability.

A pathfinder in a position to clearly see a target that has soft or normal cover from one of more of her allies may attempt to provide them with tactical information to better assist any ranged attacks they make. Any AC bonuses provided to the target by such cover against ranged attacks from the pathfinders allies are reduced by 2. This only affects attacks made by the pathfinderís allies with ranged weapons and within 30 feet of her current position.

A pathfinder must be able to communicate clearly to her allies via some means (such as speech or telepathy) in order to provide them with the information they need to benefit from her observations.

Stealthy (Ex):

A pathfinder who attains 2nd level often acts covertly and is highly skilled at avoiding detection she therefore gains the stealthy feat (page 101, players handbook) as a bonus feat.

Trackless step (Ex):

Beginning at 3rd level a pathfinder cannot be tracked in natural surroundings. See the druid class feature, page 36 of the players handbook.

Fast Movement (Ex):

Starting at 3rd level a pathfinder gains a +10 foot enhancement bonus to her base land speed. At 11th level this bonus increases to +20 feet. See the monk class feature, page 41 of the players handbook.

A pathfinder loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.

Darkvision (Ex):

At 4th level and beyond the pathfinder is considered to be accustomed to working in poorly lit environments and gains darkvision to a range of 60 feet. If the pathfinder already has darkvision from some other source (racial bonus) the bonuses will stack.

Later at 7th level the pathfinder's darkvision range increases to 90.

Way Watcher (Ex):

A pathfinder who attains 6th level has become hugely observant of her surroundings and ready to both react and respond to any situation in the minimum time required.

The pathfinder gains a +2 bonus to her initiative, spot and listen checks. At 16th level this bonus increases to +4.

Sure Shot (Ex):

Upon attaining 4th level the pathfinders ranged attacks become so well honed that once per day she may re-role a single ranged attack. She must except the result of this re-role regardless of its result (even if it is worse).

At 12th level the pathfinder may use this ability twice per day and may even re-role her first re-role should she so desire. Upon Reaching 20th level the pathfinder gains a third use of this ability.

Flawless Stride (Ex):

Starting at 7th level a pathfinder can move through any sort of terrain that slows movement (such as undergrowth, rubble and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires climb or swim checks to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede movement.

A pathfinder loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.

Camouflage (Ex):

Beginning at 8th level a pathfinder can use the hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the players handbook.

A pathfinder loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.

Signal (Ex):

Starting at 8th level the pathfinder may attempt to disguise tactical information within the mimicked sounds of nature to her allies. This rather unusual ability enables the pathfinder to covertly communicate tactical information to her allies without giving away her position.

The pathfinder may send a message of no more than 25 words per minute to any of her allies within audible range. To send the message without giving away her position the pathfinder must pass a DC 20 Knowledge (Nature) skill check. Should she fail her enemies may be able to become aware of her location on a DC 20 spot check, they also might be able to understand the failed message themselves is they succeed in passing a DC 20 Knowledge (Nature) skill check of their own.

As successful message must be heard by the pathfinders allies in order to be understood and therefore requires a DC 15 listen check, a failed message however can prove more difficult to understand and requires a DC 20 listen check.

This ability may be used in conjunction with the Spotter ability (see above).

Swift Tracker (Ex):

Starting at 8th level a pathfinder can move at her normal speed while following tracks without taking the normal -5 penalty. In addition she takes only a -10 penalty (instead of a-20) when moving at up to twice her normal speed while tracking.

A pathfinder loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.

Evasion (Ex):

At 9th level a pathfinder can attempt to avoid even magical and unusual attacks with great agility. See the monk class feature, page 41 of the players handbook.

Inspire Aim (Ex):

Starting at 12th level a pathfinder may provide any allies within 30 feet of her position with tactical information regarding a target that can greatly improve their accuracy with ranged weapons.

The pathfinder may opt to give up her ranged attack bonus (not her full attack bonus) and instead provide it to all her allies within 30 feet of her position as either an attack bonus or precision damage bonus against a single target (who the pathfinder selects beforehand) as a free action. The ranged attack bonus may be divided by each ally of the pathfinder as they see fit (either as an attack or damage bonus, or as a mixture of the two).

For example Jeega, a 12th level pathfinder, chooses to give up her +3 ranged attack bonus and thus provides both Keldure and Ellisha (both 12th level fighters) with 3 points each to use either as additional damage or to improve their accuracy. Keldure opts to use the entire bonus to improve his attack bonus while Ellisha uses only 1 point to improve her attack bonus and the other 2 points as bonus precision damage.

A Target must be alive with a discernable anatomy for either the attack bonus or precision damage bonus to be effective. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The character making the ranged attack must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

This ability may not be used in the same turn in which a pathfinder also uses her signal, spotter, steady aim or sure shot abilities.

Hide in Plain Sight (Ex):

Beginning at 14th level a pathfinder can use the hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the players handbook.

A pathfinder loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.

Improved Spotter (Ex):

At 15th level the pathfinder who is in a position where she can clearly see a target may provide information to her allies which eliminates any bonuses to AC a target main be gaining from soft or normal cover against their ranged attacks.

Ranged flank attack (Ex):

At 18th level the pathfinder may position herself in a ranged flanking position with an ally (a clear line of sight to the target, directly opposites her ally and within 30feet of her ally). Only the pathfinders ally and not the pathfinder herself will benefit from the flanking bonus.

Fax Celestis
2006-09-25, 07:54 PM
I like the idea, but it makes the Rogue, the Ranger, and the Scout pretty much obsolete. Tone it down a bit, take out some of those abilities.

I'd recommend dropping the Darkvision, the Ranged Pin and Disarm, the Blindsight, and toning down the Fast Movement a bit, perhaps as a +10/+15/+20 progression, instead of a +10/+20/+30.

2006-09-25, 08:52 PM
yer its deffonatly over powered (i like to put all my ideas in first and see what people think) i would say though that its not as good as the ranger, scout or rouge in their specialist areas.

the rogue will produce alot more damage on average per level for example. A 20th level rouge produces +30 damage on average with its sneak attack while a 20th level pathfinder (who started with 18 dex and kept boosting it) can expect to see +18 damage. Thats ignoring magic items and other random stuff of course.

I think i'll probably end up changing the fast movement down to +10 at 3rd and +20 at 11th and dropping +30 at 19th.

I'll probably keep also keep the 30 foot darkvision but loose its progression. though this leaves a few levels a little light, it probably evens out in the end.

and as for blindsight i kind of agree, but if removed 20th level becomes quite poor, so i'll probably need to think up something that can fit in there that suitible.

Thanks for the advice, i was thinking similar things myself.

2006-09-26, 11:05 AM
I've made a few changes, take a look and see what you think :)

2006-09-26, 05:09 PM
Is there no way for a pathfinder to use their steady aim ability multiple times in a turn?

Scouts, rouges and other skilful characters can all achieve multiple precision attacks with the correct combination of feats (scout + greater manyshot for example)

2006-09-27, 05:31 AM
I did toy with the idea for a while but i'm not so sure it would be balanced. I was thinking of allowing a pathfinder with the greater manyshot feat to gain precision damage on multiple atack, what do you guys think? would that be balanced?

2006-09-27, 07:53 PM
EDIT: I've changed the hit dice to d6 rather than d8 and removed the +30ft fast movement i had at 19th level that shouldn't have been there anyway :)