Jodah
2012-02-16, 12:38 AM
This is meant to be a tier 4 base class. I believe that it is balanced, but I look forward to hearing what you guys have to say. Thanks for looking it over, and feel free to use it if you wish.
Traceur
Hit die: d6
Skill points: 8+Int
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), “movement skill tricks”.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fast Movement
1st|
+0|
+0|
+2|
+0|Quick to act +1, Skirmish (+1d6), Brachiation|+10
2nd|
+1|
+0|
+3|
+0|Dodge, Evasion|+10
3rd|
+2|
+1|
+3|
+1|Skirmish (+1d6, +1 AC)|+10
4th|
+3|
+1|
+4|
+1|Slow fall (20ft)|+10
5th|
+3|
+1|
+4|
+1|Quick to act +2, Skirmish, Flying Leap (+2d6, +1AC)|+10
6th|
+4|
+2|
+5|
+2|Acrobatic Charge, Mobility|+20
7th|
+5|
+2|
+5|
+2|Skirmish (+2d6, +2AC)|+20
8th|
+6|
+2|
+6|
+2|Spatial Awareness, Slow fall (40ft) |+20
9th|
+6|
+3|
+6|
+3|Skirmish (+3d6, +2AC)|+20
10th|
+7|
+3|
+7|
+3|Quick to act +3, Acrobatic Mastery, Roof walker|+20
11th|
+8|
+3|
+7|
+3|Skirmish (+3d6, +3AC)|+30
12th|
+9|
+4|
+8|
+4|Slow fall (60ft)|+30
13th|
+9|
+4|
+8|
+4|Skirmish (+4d6, +3AC), Improved Evasion|+30
14th|
+10|
+4|
+9|
+4|Spring attack|+30
15th|
+11|
+5|
+9|
+5|Quick to act +4, Skirmish (+4d6, +4AC)|+30
16th|
+12|
+5|
+10|
+5|Spatial Awareness (x2), Slow fall (80ft)|+40
17th|
+12|
+5|
+10|
+5|Skirmish (+5d6, +4AC)|+40
18th|
+13|
+6|
+11|
+6|Bounding assault|+40
19th|
+14|
+6|
+11|
+6|Skirmish (+5d6, +5AC)|+40
20th|
+15|
+6|
+12|
+6|Quick to act +5, Acrobatic Supremacy, Slow fall (100ft)|+40[/table]
Fluff
A traceur is also commonly called a free-runner in our every day vernacular. Masters of movement these men are able to do seemingly impossible stunts with a fluidity the suggests their locomotion is easy and carefree. In truth, they have to practice for years before they can even perform half the risks they do.
Free form acrobats, they leap and jump from building to building, swing from tree to tree, moving along without impedance. From the towers of Sharn to the sprawls of modern cities, from the forests of elves to the caverns of the dwarves, the traceur is mobile in any environment
A traceur is proficient with simple weapons and light armor. Many of the traceur special abilities do not work when wearing medium or heavy armor.
A traceur has the movement skill tricks from complete scoundrel as "class skills." Meaning that the traceur need only pay 1 skill point each for these tricks.
Fast Movement: Traceurs are experts at movement and move in the most efficient ways possible. A traceur begins with a 10ft bonus to his base land speed, which improves as he becomes more skilled. A traceur loses this ability when wearing medium or heavy armor, or is carrying a medium or heavy load.
Quick to Act: A traceur reacts almost preternaturally fast to external stimuli. While not able to predict when trouble will strike, he is always first to recover and first to move. A traceur receives +1 to his initiative at first level, this bonus improves by 1 at 5th, 10th, 15th, and 20th level.
Skirmish: A traceur augments his ability to both dole out and avoid damage by keeping in constant motion. This ability works like the Scout ability of the same name.
Brachiation: A traceur's movement mastery is not limited to the ground, he can also call upon his skills to perform even unorthodox modes of locomotion. At first level, the traceur gains Brachiation as a bonus feat.
Evasion: At second level, a traceur can avoid even magical and unusual attacks with great agility. This ability works the same as the rogue ability of the same name.
Dodge: Traceurs have great skill in avoiding others. He gains dodge as a bonus feat.
Slow Fall: Traceurs have an innate skill staying safe from the minor failures they may experience. In addition, sometimes falling is part of the plan. As long as they are within arms reach of a wall, a traceur takes no damage from falling up to 20ft. This is improves to 40 at level 8, 60 at level 12, 80 at level 16, and 100 at level 20.
Flying Leap (sp): Starting at level 5, traceurs can modify the laws of physics for a brief time. Once per day, they can jump off of any surface and fly as the spell for a number of rounds equal to their jump check divided by 3, rounded down. Your fly speed is equal to you land speed. When the duration end, you begin to fall immediately. Traceurs gain an additional use of this ability every odd numbered level. This ability is only usable if the traceur has no more than a light load and no heavier than light armor.
Acrobatic Charge: A traceur of 6th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Mobility: At 6th level, a traceur is good enough at dodging that it is nigh impossible to hit him if you even get the chance. The traceur gains mobility as a bonus feat.
Spatial Awareness: At 8th level the traceur has achieved an exceptional spatial awareness, intuitively knowing where to land the jump or where the next foothold will lie. The traceur receives a bonus to his acrobatic skills equal to 2 + his wisdom modifier (minimum 1). At 16th level this bonus is doubled. Acrobatic skills are Balance, Climb, Jump, and Tumble.
Acrobatic Mastery: A traceur eventually has mastered his skills of locomotion, at 10th level and following he can take 10 on all acrobatic skills, even when under stress.
Roof Walker: The traceur is urban by nature, and one of the best places for a traceur to practice his skills is the roof top. The traceur gains the roof walker tactical feat as a bonus feat at level 10.
Improved evasion: At level 13, the traceur gains improved evasion
Spring Attack: The traceur gains spring attack as a bonus feat at level 14.
Bounding Assault: The traceur gains bounding assault as a bonus feat at level 18.
Acrobatic Supremacy: At level 20, the traceur becomes so good at acrobatics that, without any effort, he can make an extraordinary displays of dexterity. The traceur can now take 20 on any acrobatic skill, even under stress and without taking additional time.
BRACHIATION (CAdv)
You can swing through trees like a monkey.
Prerequisites: Climb 4 ranks, Jump 4 ranks.
Benefit: You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests (see page 87 of the Dungeon Master’s Guide).
ROOFWALKER [TACTICAL] (Cityscape)
You are adept at moving and fi ghting on rooftops and ledges.
Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge, Mobility.
Benefit: The Roofwalker feat enables the use of three tactical maneuvers.
Fleet of Feet: You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a –5 penalty on your Balance check.
Graceful Drop: If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down (PH 77), you take falling damage as if you had dropped 20 fewer feet than you actually did.
Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you.
BOUNDING ASSAULT (PHB 2)
You can move and attack with superior speed and power
Prerequisite: Dex 13, Dodge, Mobility, Spring Attack, Base Attack Bonus +12.
Benefit: When using the spring attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the spring attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents, or split your attacks between them.
Traceur
Hit die: d6
Skill points: 8+Int
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), “movement skill tricks”.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fast Movement
1st|
+0|
+0|
+2|
+0|Quick to act +1, Skirmish (+1d6), Brachiation|+10
2nd|
+1|
+0|
+3|
+0|Dodge, Evasion|+10
3rd|
+2|
+1|
+3|
+1|Skirmish (+1d6, +1 AC)|+10
4th|
+3|
+1|
+4|
+1|Slow fall (20ft)|+10
5th|
+3|
+1|
+4|
+1|Quick to act +2, Skirmish, Flying Leap (+2d6, +1AC)|+10
6th|
+4|
+2|
+5|
+2|Acrobatic Charge, Mobility|+20
7th|
+5|
+2|
+5|
+2|Skirmish (+2d6, +2AC)|+20
8th|
+6|
+2|
+6|
+2|Spatial Awareness, Slow fall (40ft) |+20
9th|
+6|
+3|
+6|
+3|Skirmish (+3d6, +2AC)|+20
10th|
+7|
+3|
+7|
+3|Quick to act +3, Acrobatic Mastery, Roof walker|+20
11th|
+8|
+3|
+7|
+3|Skirmish (+3d6, +3AC)|+30
12th|
+9|
+4|
+8|
+4|Slow fall (60ft)|+30
13th|
+9|
+4|
+8|
+4|Skirmish (+4d6, +3AC), Improved Evasion|+30
14th|
+10|
+4|
+9|
+4|Spring attack|+30
15th|
+11|
+5|
+9|
+5|Quick to act +4, Skirmish (+4d6, +4AC)|+30
16th|
+12|
+5|
+10|
+5|Spatial Awareness (x2), Slow fall (80ft)|+40
17th|
+12|
+5|
+10|
+5|Skirmish (+5d6, +4AC)|+40
18th|
+13|
+6|
+11|
+6|Bounding assault|+40
19th|
+14|
+6|
+11|
+6|Skirmish (+5d6, +5AC)|+40
20th|
+15|
+6|
+12|
+6|Quick to act +5, Acrobatic Supremacy, Slow fall (100ft)|+40[/table]
Fluff
A traceur is also commonly called a free-runner in our every day vernacular. Masters of movement these men are able to do seemingly impossible stunts with a fluidity the suggests their locomotion is easy and carefree. In truth, they have to practice for years before they can even perform half the risks they do.
Free form acrobats, they leap and jump from building to building, swing from tree to tree, moving along without impedance. From the towers of Sharn to the sprawls of modern cities, from the forests of elves to the caverns of the dwarves, the traceur is mobile in any environment
A traceur is proficient with simple weapons and light armor. Many of the traceur special abilities do not work when wearing medium or heavy armor.
A traceur has the movement skill tricks from complete scoundrel as "class skills." Meaning that the traceur need only pay 1 skill point each for these tricks.
Fast Movement: Traceurs are experts at movement and move in the most efficient ways possible. A traceur begins with a 10ft bonus to his base land speed, which improves as he becomes more skilled. A traceur loses this ability when wearing medium or heavy armor, or is carrying a medium or heavy load.
Quick to Act: A traceur reacts almost preternaturally fast to external stimuli. While not able to predict when trouble will strike, he is always first to recover and first to move. A traceur receives +1 to his initiative at first level, this bonus improves by 1 at 5th, 10th, 15th, and 20th level.
Skirmish: A traceur augments his ability to both dole out and avoid damage by keeping in constant motion. This ability works like the Scout ability of the same name.
Brachiation: A traceur's movement mastery is not limited to the ground, he can also call upon his skills to perform even unorthodox modes of locomotion. At first level, the traceur gains Brachiation as a bonus feat.
Evasion: At second level, a traceur can avoid even magical and unusual attacks with great agility. This ability works the same as the rogue ability of the same name.
Dodge: Traceurs have great skill in avoiding others. He gains dodge as a bonus feat.
Slow Fall: Traceurs have an innate skill staying safe from the minor failures they may experience. In addition, sometimes falling is part of the plan. As long as they are within arms reach of a wall, a traceur takes no damage from falling up to 20ft. This is improves to 40 at level 8, 60 at level 12, 80 at level 16, and 100 at level 20.
Flying Leap (sp): Starting at level 5, traceurs can modify the laws of physics for a brief time. Once per day, they can jump off of any surface and fly as the spell for a number of rounds equal to their jump check divided by 3, rounded down. Your fly speed is equal to you land speed. When the duration end, you begin to fall immediately. Traceurs gain an additional use of this ability every odd numbered level. This ability is only usable if the traceur has no more than a light load and no heavier than light armor.
Acrobatic Charge: A traceur of 6th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Mobility: At 6th level, a traceur is good enough at dodging that it is nigh impossible to hit him if you even get the chance. The traceur gains mobility as a bonus feat.
Spatial Awareness: At 8th level the traceur has achieved an exceptional spatial awareness, intuitively knowing where to land the jump or where the next foothold will lie. The traceur receives a bonus to his acrobatic skills equal to 2 + his wisdom modifier (minimum 1). At 16th level this bonus is doubled. Acrobatic skills are Balance, Climb, Jump, and Tumble.
Acrobatic Mastery: A traceur eventually has mastered his skills of locomotion, at 10th level and following he can take 10 on all acrobatic skills, even when under stress.
Roof Walker: The traceur is urban by nature, and one of the best places for a traceur to practice his skills is the roof top. The traceur gains the roof walker tactical feat as a bonus feat at level 10.
Improved evasion: At level 13, the traceur gains improved evasion
Spring Attack: The traceur gains spring attack as a bonus feat at level 14.
Bounding Assault: The traceur gains bounding assault as a bonus feat at level 18.
Acrobatic Supremacy: At level 20, the traceur becomes so good at acrobatics that, without any effort, he can make an extraordinary displays of dexterity. The traceur can now take 20 on any acrobatic skill, even under stress and without taking additional time.
BRACHIATION (CAdv)
You can swing through trees like a monkey.
Prerequisites: Climb 4 ranks, Jump 4 ranks.
Benefit: You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests (see page 87 of the Dungeon Master’s Guide).
ROOFWALKER [TACTICAL] (Cityscape)
You are adept at moving and fi ghting on rooftops and ledges.
Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge, Mobility.
Benefit: The Roofwalker feat enables the use of three tactical maneuvers.
Fleet of Feet: You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a –5 penalty on your Balance check.
Graceful Drop: If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down (PH 77), you take falling damage as if you had dropped 20 fewer feet than you actually did.
Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you.
BOUNDING ASSAULT (PHB 2)
You can move and attack with superior speed and power
Prerequisite: Dex 13, Dodge, Mobility, Spring Attack, Base Attack Bonus +12.
Benefit: When using the spring attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the spring attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents, or split your attacks between them.