NeoSeraphi
2012-02-16, 12:33 PM
The Swift Ambusher
Alignment: Any
HD: d8
Class Skills: All skills are class skills for the swift ambusher.
Skill Points: 10+Int per level
{table=head]Level|BAB|Fort|Ref|Will|Special|Fast Movement
1st|+0|+0|+2|+2|Trapfinding, Sneak Attack +1d6, Skirmish +1d6|-
2nd|+1|+0|+3|+3|Bonus Feat|-
3rd|+2|+1|+3|+3|Sneak Attack +2d6, Skirmish +1d6/+1 AC, Bonus Skill Trick|-
4th|+3|+1|+4|+4|Fierce Ambush (Shaken)|+10'
5th|+3|+1|+4|+4|Sneak Attack +3d6, Skirmish +2d6/+1 AC|+10'
6th|+4|+2|+5|+5|Bonus Feat, Evasion, Bonus Skill Trick|+10'
7th|+5|+2|+5|+5|Sneak Attack +4d6, Skirmish +2d6/+2 AC|+10'
8th|+6/+1|+2|+6|+6|Fierce Ambush (Sickened)|+20'
9th|+6/+1|+3|+6|+6|Sneak Attack +5d6, Skirmish +3d6/+2 AC, Bonus Skill Trick|+20'
10th|+7/+2|+3|+7|+7|Bonus Feat|+20'
11th|+8/+3|+3|+7|+7|Sneak Attack +6d6, Skirmish +3d6/+3 AC|+20'
12th|+9/+4|+4|+8|+8|Fierce Ambush (Stunned), Bonus Skill Trick|+30'
13th|+9/+4|+4|+8|+8|Sneak Attack +7d6, Skirmish +4d6/+3 AC|+30'
14th|+10/+5|+4|+9|+9|Bonus Feat|+30'
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +8d6, Skirmish +4d6/+4 AC, Bonus Skill Trick|+30'
16th|+12/+7/+2|+5|+10|+10|Fierce Ambush (Panicked)|+40'
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +9d6, Skirmish +5d6/+4 AC|+40'
18th|+13/+8/+3|+6|+11|+11|Bonus Feat, Bonus Skill Trick|+40'
19th|+14/+9/+4|+6|+11|+11|Sneak Attack +10d6, Skirmish +5d6/+5 AC|+40'
20th|+15/+10/+5|+6|+12|+12|Fierce Ambush (Death)|+50'
[/table]
Class Features: All of the following are the swift ambusher's class features.
Weapon and Armor Proficiency: Swift ambushers are proficient with all simple weapons, as well as the shortbow, longbow, kukri, and rapier. The swift ambusher is proficient with light armor and light shields.
Trapfinding (Ex): Swift ambushers are able to find traps with a Search DC above 20, and are able to use the Disable Device skill to disable magical traps. If a swift ambusher exceeds the DC of the Disable Device check by 10 or more, she may disable the trap long enough for her party to pass over it unharmed, then rearm it.
Sneak Attack (Ex): If a swift ambusher 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 swift ambusher’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 swift ambusher flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two class levels thereafter. Should the swift ambusher 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.
With a sap (blackjack) or an unarmed strike, a swift ambusher can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A swift ambusher 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 swift ambusher 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 swift ambusher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Design Notes:
Yes, I chose not to fix Sneak Attack with this class. This is primarily due to my concern about the calculated CR of creatures who are immune to critical hits. These monsters are meant to screw precision strikers, hard. I personally have no problem with that, mostly because rogues are able to shine pretty well in all other types of combat, and giving them a gimp is helpful to the fighters and barbarians who otherwise have problems dealing their damage unless they're ubercharging. For those of you who love rogues and want them to be awesome, well, you can always find a rogue fix. My duelist, in my signature, has a fixed version of Sneak Attack, as does my darkstalker.
Skirmish (Ex): A swift ambusher relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
Swift ambushers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a swift ambusher gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the swift ambusher has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19thlevel).
A swift ambusher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
If she gains the skirmish ability from another class, the bonuses stack.
A swift ambusher may treat her skirmish damage dice as if they were sneak attack dice for the purposes of qualifying for and activating Ambush feats.
Design Notes:
And the skirmish ability, which is obviously momentum-based and not precision-based, applies to all creatures. So the swift hunter isn't completely gimped against creatures immune to precision damage, but she still has her damage severely reduced against them.
Bonus Feat (Ex): A swift ambusher is a multi-talented master of many arts. At 2nd level, and every 4 levels after that, the swift ambusher may select any feat she qualifies for and gain it as a bonus feat.
Bonus Skill Trick (Ex): At 3rd level, and every 3 levels after that, a swift ambusher receives a bonus skill trick (Complete Scoundrel). She must meet all the prerequisites for that skill trick, but she need not spend any skill points to obtain it. If a swift ambusher does not meet the prerequisites for any skill trick, she may hold her bonus skill trick until she meets the prerequisites for a skill trick, at which point she may choose from the skill tricks she qualifies for.
Fierce Ambush (Ex): A swift ambusher is able to surprise and destroy her foes in a single strike. Starting at 4th level, whenever the swift ambusher successfully deals bonus damage from both her Sneak Attack and Skirmish class features to the same creature, it must make a Will save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or be shaken for 1 minute. This benefit only applies to the first successful simultaneous Sneak Attack and Skirmish the swift ambusher makes on the creature each round.
Starting at 8th level, the first time a swift ambusher simultaneously delivers bonus damage from her Sneak Attack and Skirmish class features to a creature in a round, that creature must also make a Fortitude save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or be sickened for 1 minute.
Starting at 12th level, the first time a swift ambusher simultaneously delivers bonus damage from her Sneak Attack and Skirmish class features to a creature in a round, that creature must also make a Fortitude save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or be stunned for 1 round.
Starting at 16th level, any time a creature would be shaken by the swift ambusher's Fierce Ambush ability, she may choose to render them panicked for 1 minute instead.
Starting at 20th level, the first time a swift ambusher simultaneously delivers bonus damage from her Sneak Attack and Skirmish class features to a creature in a round, that creature must also make a Fortitude save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or die.
Fast Movement (Ex): A swift ambusher lives up to her name. At 4th level, she receives a +10' bonus to her land speed. This increases by another +10' at 8th level, and every 4 class levels after that, to a maximum of +50' at 20th level.
Evasion (Ex): A swift ambusher is able to avoid even magical attacks with ease. Starting at 6th level, whenever the swift ambusher succeeds her Reflex save against an effect that deals half damage or a partial effect on a successful saving throw, she instead takes no damage. A swift ambusher in medium or heavy armor or carrying a medium or heavy load does not gain the benefits of evasion. A helpless or unconscious swift ambusher does not gain the benefits of evasion.
Alignment: Any
HD: d8
Class Skills: All skills are class skills for the swift ambusher.
Skill Points: 10+Int per level
{table=head]Level|BAB|Fort|Ref|Will|Special|Fast Movement
1st|+0|+0|+2|+2|Trapfinding, Sneak Attack +1d6, Skirmish +1d6|-
2nd|+1|+0|+3|+3|Bonus Feat|-
3rd|+2|+1|+3|+3|Sneak Attack +2d6, Skirmish +1d6/+1 AC, Bonus Skill Trick|-
4th|+3|+1|+4|+4|Fierce Ambush (Shaken)|+10'
5th|+3|+1|+4|+4|Sneak Attack +3d6, Skirmish +2d6/+1 AC|+10'
6th|+4|+2|+5|+5|Bonus Feat, Evasion, Bonus Skill Trick|+10'
7th|+5|+2|+5|+5|Sneak Attack +4d6, Skirmish +2d6/+2 AC|+10'
8th|+6/+1|+2|+6|+6|Fierce Ambush (Sickened)|+20'
9th|+6/+1|+3|+6|+6|Sneak Attack +5d6, Skirmish +3d6/+2 AC, Bonus Skill Trick|+20'
10th|+7/+2|+3|+7|+7|Bonus Feat|+20'
11th|+8/+3|+3|+7|+7|Sneak Attack +6d6, Skirmish +3d6/+3 AC|+20'
12th|+9/+4|+4|+8|+8|Fierce Ambush (Stunned), Bonus Skill Trick|+30'
13th|+9/+4|+4|+8|+8|Sneak Attack +7d6, Skirmish +4d6/+3 AC|+30'
14th|+10/+5|+4|+9|+9|Bonus Feat|+30'
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +8d6, Skirmish +4d6/+4 AC, Bonus Skill Trick|+30'
16th|+12/+7/+2|+5|+10|+10|Fierce Ambush (Panicked)|+40'
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +9d6, Skirmish +5d6/+4 AC|+40'
18th|+13/+8/+3|+6|+11|+11|Bonus Feat, Bonus Skill Trick|+40'
19th|+14/+9/+4|+6|+11|+11|Sneak Attack +10d6, Skirmish +5d6/+5 AC|+40'
20th|+15/+10/+5|+6|+12|+12|Fierce Ambush (Death)|+50'
[/table]
Class Features: All of the following are the swift ambusher's class features.
Weapon and Armor Proficiency: Swift ambushers are proficient with all simple weapons, as well as the shortbow, longbow, kukri, and rapier. The swift ambusher is proficient with light armor and light shields.
Trapfinding (Ex): Swift ambushers are able to find traps with a Search DC above 20, and are able to use the Disable Device skill to disable magical traps. If a swift ambusher exceeds the DC of the Disable Device check by 10 or more, she may disable the trap long enough for her party to pass over it unharmed, then rearm it.
Sneak Attack (Ex): If a swift ambusher 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 swift ambusher’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 swift ambusher flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two class levels thereafter. Should the swift ambusher 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.
With a sap (blackjack) or an unarmed strike, a swift ambusher can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A swift ambusher 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 swift ambusher 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 swift ambusher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Design Notes:
Yes, I chose not to fix Sneak Attack with this class. This is primarily due to my concern about the calculated CR of creatures who are immune to critical hits. These monsters are meant to screw precision strikers, hard. I personally have no problem with that, mostly because rogues are able to shine pretty well in all other types of combat, and giving them a gimp is helpful to the fighters and barbarians who otherwise have problems dealing their damage unless they're ubercharging. For those of you who love rogues and want them to be awesome, well, you can always find a rogue fix. My duelist, in my signature, has a fixed version of Sneak Attack, as does my darkstalker.
Skirmish (Ex): A swift ambusher relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
Swift ambushers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a swift ambusher gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the swift ambusher has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19thlevel).
A swift ambusher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
If she gains the skirmish ability from another class, the bonuses stack.
A swift ambusher may treat her skirmish damage dice as if they were sneak attack dice for the purposes of qualifying for and activating Ambush feats.
Design Notes:
And the skirmish ability, which is obviously momentum-based and not precision-based, applies to all creatures. So the swift hunter isn't completely gimped against creatures immune to precision damage, but she still has her damage severely reduced against them.
Bonus Feat (Ex): A swift ambusher is a multi-talented master of many arts. At 2nd level, and every 4 levels after that, the swift ambusher may select any feat she qualifies for and gain it as a bonus feat.
Bonus Skill Trick (Ex): At 3rd level, and every 3 levels after that, a swift ambusher receives a bonus skill trick (Complete Scoundrel). She must meet all the prerequisites for that skill trick, but she need not spend any skill points to obtain it. If a swift ambusher does not meet the prerequisites for any skill trick, she may hold her bonus skill trick until she meets the prerequisites for a skill trick, at which point she may choose from the skill tricks she qualifies for.
Fierce Ambush (Ex): A swift ambusher is able to surprise and destroy her foes in a single strike. Starting at 4th level, whenever the swift ambusher successfully deals bonus damage from both her Sneak Attack and Skirmish class features to the same creature, it must make a Will save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or be shaken for 1 minute. This benefit only applies to the first successful simultaneous Sneak Attack and Skirmish the swift ambusher makes on the creature each round.
Starting at 8th level, the first time a swift ambusher simultaneously delivers bonus damage from her Sneak Attack and Skirmish class features to a creature in a round, that creature must also make a Fortitude save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or be sickened for 1 minute.
Starting at 12th level, the first time a swift ambusher simultaneously delivers bonus damage from her Sneak Attack and Skirmish class features to a creature in a round, that creature must also make a Fortitude save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or be stunned for 1 round.
Starting at 16th level, any time a creature would be shaken by the swift ambusher's Fierce Ambush ability, she may choose to render them panicked for 1 minute instead.
Starting at 20th level, the first time a swift ambusher simultaneously delivers bonus damage from her Sneak Attack and Skirmish class features to a creature in a round, that creature must also make a Fortitude save (DC 10+1/2 the swift ambusher's class level+her Dexterity modifier) or die.
Fast Movement (Ex): A swift ambusher lives up to her name. At 4th level, she receives a +10' bonus to her land speed. This increases by another +10' at 8th level, and every 4 class levels after that, to a maximum of +50' at 20th level.
Evasion (Ex): A swift ambusher is able to avoid even magical attacks with ease. Starting at 6th level, whenever the swift ambusher succeeds her Reflex save against an effect that deals half damage or a partial effect on a successful saving throw, she instead takes no damage. A swift ambusher in medium or heavy armor or carrying a medium or heavy load does not gain the benefits of evasion. A helpless or unconscious swift ambusher does not gain the benefits of evasion.