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eftexar
2011-07-31, 12:58 AM
Traceur (3.5)

Abilities: Intelligence is your most important score because it contributes to skill points, and, indirectly, your mobility. Your second most important scores are dexterity and strength, as they enhance your mobility both in and out of battle.

Organization: Traceurs often are part of a larger group of traceurs who they are often comrades with. A traceur will almost always treat another traceur with respect, regardless of their alignment or goals.

Alignment: A traceur may be of any alignment, although their dedication to improvement often lends to lawful and neutral alignments.

Religion: A traceur may be of any religion although many worship gods who promote self-improvement.

Background: Traceurs are usually outcasts, whether they be street urchins or the rebellious children of nobels, and usually because of their own choices.

Races: A traceur may be of any race, although humans, elves, and other similarly built races are more likely to be a traceur than others.

Other Classes: A traceur will get along with fighters or maybe even rogues, but have a disdain for those that rely on magic.

Role: Your purpose is to be as mobile as possible, using this mobility to navigate areas other party members can't and confounding your enemies.

Class Features

Hit Die: d8

Starting Gold: As Rogue

Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points: 6 + int

{table=head] Level | Base Attack Bonus | Fort Save | Refx Save | Will Save | Special
1st| +0 | +2 | +2 | +0 | Quick Draw
2nd| +1 | +3 | +3 | +0 | Roulade
3rd| +2 | +3 | +3 | +1 | Superior Quick Draw, Saut de bras
4th| +3 | +4 | +4 | +1 | Kong Vault
5th| +3 | +4 | +4 | +1 | Special Ability
6th| +4 | +5 | +5 | +2 | Swift Squeeze, Lâché
7th| +5 | +5 | +5 | +2 | Up the Hill, Équilibre
8th| +6/+1 | +6 | +6 | +2 | Parkour
9th| +6/+1 | +6 | +6 | +3 | Special Ability
10th| +7/+2 | +7 | +7 | +3 | Planche
11th| +8/+3 | +7 | +7 | +3 | Corner Perch, Atterrissage
12th| +9/+4 | +8 | +8 | +4 | Passe muraille
13th| +9/+4 | +8 | +8 | +4 | Special Ability
14th| +10/+5 | +9 | +9 | +4 | Wall Jump
15th| +11/+6/+1 | +9 | +9 | +5 | Extra Swift, Limitless Jump
16th| +12/+7/+2 | +10 | +10 | +5 | Downhill Run, Far Jump
17th| +12/+7/+2 | +10 | +10 | +5 | Special Ability
18th| +13/+8/+3 | +11 | +11 | +6 | Superior Balance
19th| +14/+9/+4 | +11 | +11 | +6 | Twisted Charge, Franchissement
20th| +15/+10/+5 | +12 | +12 | +6 | Saut de précision, Freedom
[/table]

Weapons and Armor Proficiencies: You are proficient with all simple and martial weapons. You are not proficient with armor or with any shields.

Class Abilities

Lv1 > Quick Draw:
You gain the benefits of the quick draw feat, even if you lack the prerequisites. You may also sheathe such a weapon as a free action.

Lv5, 9, 13, 17 > Special Ability:
At each level indicated you may choose a new ability from one of the following:

Acrobatic Attack
If you succeed on a Tumble check to move through an enemy’s space, your enemy must make a reflex save (DC of your tumble check). Upon a failed save your next melee or ranged attack during your current turn catches that foe flatfooted.

Kickflip
If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity. As part of this action you may take a 5ft step if you have not yet taken a 5ft step this round.

Group Fake-Out
This ability works exactly like the skill trick (see page 88 of the complete scoundrel), except it has no limits to uses per encounter.

Stealthy Draw
If you have successfully hidden a weapon with sleight of hand you may draw it as an immediate action. An opponent that was unaware you had hidden it is treated as being flatfooted against the first attack you make after you drew it, in that turn. If your first attack is not against an unaware opponent you lose this benefit.

Quick Strike
If an opponent provokes an attack of opportunity from you, you may draw a weapon and make a single attack with it as an immediate action. You may draw a weapon as if with stealthy draw as part of this action, if you possess that special ability.

Stealth Strike
Requirements: Quick Strike and Stealthy Draw
If you use quick strike with a weapon drawn from concealment and succesfully hit your foe, your subject must make a fortitude save DC of 10 + 1/2 level + dexterity modifier or be stunned just long enough to prevent the attack sequence that provoked your attack of opportunity.

Mosquito’s Bite
This ability works exactly like the skill trick (see page 88 of the complete scoundrel), except it has no limits to uses per encounter.

Mid-Air Assault
When you make a jump check, you can spend an immediate action to make a single attack against an opponent in mid jump. This ability was created by Realms of Chaos (http://www.giantitp.com/forums/showthread.php?t=171328) as a skill trick.

Evasion
You gain the benefits of the evasion ability as per the rogue.

Improved Evasion
Requirements: Evasion
You gain the benefits of the improved evasion ability as per the rogue.

Uncanny Dodge
You gain the benefits of the uncanny dodge ability as per the rogue.

Improved Evasion
Requirements: Evasion
You gain the benefits of the improved uncanny dodge ability as per the rogue.

Opportunistic
You may make an attack of opportunity against an opponent who has just been struck in melee by another character. You may not gain more than one attack against any particular target in this way per round.

Defensive Roll
Anytime you are struck by 'melee trap' that doesn't allow a save or a melee attack you may attempt a reflex save DC of 10 + 1/2 the attack roll. If you successfully make a save you may half all damage taken. This does not affect other effects of the attack. You must have and expend an attack of opportunity to use this. This effect does not function with evasion, improved evasion, or other similar abilities.

Improved Defensive Roll
Requirements: Defensive Roll (traceur variant)
Anytime you are struck by 'ranged trap' that doesn't allow a save, a ranged attack, or a magic effect that targets you specifically that doesn't allow a save; you you may attempt a reflex save DC of 10 + 1/2 the attack roll (or a DC of 15 + caster level for spells without attack rolls). If you successfully make a save you may half all damage taken. This does not affect other effects of the attack. You must have and expend an attack of opportunity to use this. This effect does not function with evasion, improved evasion, or other similar abilities.

Escape Confinement
You may attempt to negate any magic or psionic effect that attempts to hamper or stop your movement. Doing so is a free action, that may only be used once per round, and requires an escape artist check versus the DC of the effect. If the effect lacks a DC it gains one at 10 + 1/2 users level + relevant modifier.



Lv2 > Roulade:
When tumbling to avoid falling damage you may treat it as if you had fallen an additional 5ft less per 10 your exceed the tumble check.

Lv3 > Saut de bras:
If you make a jump check immediately after a making a jump check within the last round and have not yet moved, you may add your dexterity modifier (in addition to strength) to that jump check.

Lv3 > Superior Quick Draw:
You may draw a weapon as an immediate action. If used in response to being granted an attack of opportunity it does not allow you to make an attack (for that attack of opportunity).

Lv4 > Kong Vault:
If you make an attempt to jump over a surface and would have missed it by 5 x dexterity modifier feet or less, you may use this as an immediate action to make up the distance, however you may not continue your jump and instead fall over the otherside (if the object or surface is less than 10ft wide) or land prone on the surface.

Lv6 > Lâché:
When falling (or jumping down) or launching yourself at surface you may grab any surface you would be capable of climbing on or any considerable protrusion with a reflex save as an immediate action. The DC for this save is equal to 5 less than the DCs as would be present to start climbing such a surface.

Lv6 > Swift Squeeze:
When squeezing through a tight space, you may spend a swift action to move your full speed. This benefit does not work with any space that requires the use of Franchissement to squeeze through.

Lv7 > Équilibre:
If you make a successful balance check while moving across a precarious and/or narrow surface you may move at your full base speed and may even run.

Lv7 > Up the Hill:
You may move your normal speed up stairs and slopes.

Lv8 > Parkour:
You may move along walls and ceilings as you could move across any surface, with the exception that when on any surface that your head is below your feet you may not take any action that requires leaving the surface without falling. You must land on level footing at the end of the action that involved this movement or you fall (shame on you for defying gravity). Additionally it requires double your normal movement to move while upside down or to move upward and half your normal movement to move downward.

Lv10 > Planche:
You may launch yourself from a protrusion you are hanging from, making a jump check as if you had a running start, even if you normally wouldn’t be able to jump in such a situation.

Lv11 > Atterrissage:
You minimize all damage die caused from falling or jumping down.

Lv11 > Corner Perch:
This ability works exactly like the skill trick (see page 86 of the complete scoundrel), except it has no limits to uses per encounter.

Lv12 > Passe muraille:
You may jump straight into a mostly-vertical object without risking damage. Instead you launch yourself up the surface as if your jump check were twice what it actually was. Used in this way your jump may not exceed more than 10ft over the object and this movement ends with you on top of the object if there is enough room (otherwise you fall over the other side).

Lv14 > Wall Jump:
If you make a jump check adjacent to a surface (or that would cause you to be adjacent to it) you may execute a swift action (at any point during the jump where you are adjacent to a surface) to push off of it with another jump check as if you had made a running jump. You may take a standard action (if you haven’t used it) while pushing off the wall. This new jump must be a horizontal jump.
If in a round by round encounter you ‘hang in midair ‘ when you push off of the wall until your next round when you initiate the next jump. You may still use your standard action after ‘hanging in midair’
If someone strikes you while you are pushing off of a surface you must make a balance check DC of their attack roll. If their attack had no roll, then your check is equal to the amount of damage dealt to a maximum of their level (or the level of the trap). If either case does not apply you do not need to make a balance check.

Lv15 > Limitless Jump:
Your height does not limit your jumping distance (horizontal or vertical). Additionally you may use the horizontal jumping chart for vertical jumps.

Lv15 > Extra Swift:
You may perform two swift/immediate actions per round, instead of just one. The additional swift/immediate action may only be used for the use of an ability granted by the traceur class.

Lv16 > Far Jump:
You may perform jumps that exceed your movement. In doing so you hang in midair at your maxed out distance. This ability only applies in campaigns where jumping is limited by your movement.

Lv16 > Downhill Run:
When falling, instead of grabbing onto a surface, you may run down a surface within unarmed reach. Doing so takes a standard action to initiate but otherwise functions as parkour. Hazardous surfaces may cause damage or require balance checks (the balance check would be the same as for climbing, or would be a DC of 25 if normally unclimbable).

Lv18 > Superior Balance:
You can fight normally even while balancing or climbing (no penalties), although you must keep at least one hand free to climb. In addition, you are not flat-footed when using Balance to move along narrow and/or precarious surfaces.

Lv19 > Franchissement:
You may squeeze through any space as if you were two sizes smaller.

Lv19 > Twisted Charge:
You may charge through difficult or occupied terrain. Additionally, during a charge, you may make one turn of no more than 90 degrees.

Lv20 > Saut de précision:
While falling (or Jumping Down) you may control your descent. For every 10ft you fall you may shift your position in any sideways direction 5ft.
Alternatively you may hasten your fall dropping at double the normal speed or slow your fall to half speed (you may not double your double speed or half your halved speed, but may undo the other with the other) as a swift action at any point.

Lv20 > Freedom:
You ignore all difficult terrain not actively sustained by an opponent and/or by magic.

HappyBlanket
2011-07-31, 10:47 AM
You've looked at the Skill Tricks in Complete Scoundrel, right? They could provide precedent for most maneuvers, and they don't require actions (they're part of your Move), but you'll want the Traceur to have the ability to use them multiple times an encounter.

eftexar
2011-07-31, 05:28 PM
Alright I think I'll implement some abilities based of off skill tricks. What I wonder is, is whether or not I could add 5 or 6 more abilities to the class without creating balance issues? Somebody with the ability to fly wouldn't have much use for this class, so I was thinking about adding some abilities that bring this class a bit more combat capability to make it more worth it or increase the number of special abilities.
Edit- i think I'm safe adding more abilities. Many of the abilities listed are not much more effective than a skill trick (other than being usable at will). And here I thought it would be much simpler to implement a parkour style class...

gkathellar
2011-07-31, 08:24 PM
Almost every one of these class abilities wouldn't be unreasonable to possess by Level 5-8. Freedom in particular stands out — it's a capstone only slightly better than Woodland Stride.

At the very least, locking down this guy's movement should be next to impossible — but you can still render him useless with one Forcecage.

EDIT: Swordsage'd ... by the OP? Dishonor! Truly, only a swordsage can kill a swordsage.

eftexar
2011-08-01, 05:51 PM
So do you think I should shift the abilities back so that you gain more of them at lower levels (and then add some new ones) or do you think the class is reasonable as is? I'm having more difficulty balancing than usual, because the combat capabilities of this class rely more on the creativity of the player.
Another option I was thinking of, was to add another set of special abilities making one an offensive set and the other a defensive set. I think it might add more combat capability without making it too overdone. If I add more stuff though, I might want to reduce hit points or drop the fortitude save to maintain balance.