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View Full Version : The pointman ( Nonmagical wilderness warrior) (PF)



ProudGrognard
2012-10-10, 06:06 AM
For many years, I have been trying to play a hardened wilderness warrior. It is a well established fantasy archetype, from the Last of the Mohicans to Aragorn himself. However, starting from the ranger and then cutting back was always a bit difficult, because the "Protector of the Wilds" thing was very strong in the class makeup. Moreover, the ranger was always a bit underpowered, and cutting out his 'Nature loving' stuff meant cutting out his most powerful abilities.

However, the publishing of several archetypes in PF recently had presented a panoply of abilities that could be used to create the Wilderness Warrior archetype. In what follows, I cut out the spells, wild empathy and animal companion and replaced them with other abilities from several archetypes. I purposefully overloaded the mix a bit, because the animal companion and the spells were powerful abilities in the makeup of the original ranger, and their substitutes I find generally weaker.
The result is the following class. I would value your insight on the strength, versatility and coolness of the class.

Pointman

Pointmen are warriors that act as advanced, self sufficient scouts in hostile territory. While they share many of the ranger 's capabilities, they lack their love of nature. For them, the wilderness is their field of battle and they have a mentality closer to the fighter's than the ranger 's. Some of them have a love for the field that they work in, but others just see it as a means to an end. Thus, their relationship with the true protectors of the wilds is ambivalent. In any case, no one can dispute their abilities.

Hit Die: d10
Starting Wealth: 5d6 × 10 gp
Class Skills:Climb (Str), Craft (Int), Disable device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge(Local), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). (Notice the Disable Device and Knowledge(Local) addition!)
Skill Ranks per Level: 6 + Int modifier.
BAB: +1 /level
Saves: Fort,Dex good,Will Bad

1)Target focus (+2/+2, 1/ day), Improved tracking
2) Combat style feat, Trapfinding
3)Endurance, 1st favored terrain
4)Pointman's reconnaisance, Target focus (+2/+2, 2/ day)
5)Target focus (+4/+4, 2/ day), Pointman's tricks, Combat style feat
6)Advantageous terrain, Bonus feat
7)Woodland stride, Target focus (+4/+4, 3/ day), Pointman's tricks
8)Swift tracker, 2nd favored terrain, Infilitration
9)Evasion, Pointman's tricks
10)Target focus (+6/+6, 4/ day), Combat style feat
11)Quarry, Pointman's tricks
12)Camouflage, Bonus feat
13)3rd favored terrain, Target focus (+6/+6, 5/ day), Pointman's tricks
14)Combat style feat
15)Target focus (+8/+8, 5/ day), Pointman's tricks
16)Improved evasion, Target focus(+8/+8, 6/ day)
17)Hide in plain sight, Pointman's tricks
18)4th favored terrain, combat style feat
19)Improved quarry, (+8/+8, 7/ day), Pointman's tricks
20)Target focus(+10/+10, 7/ day), Master of the field

Weapon and Armor Proficiency: A pointman is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Target focus (Ex)
At 1st level, once per day, the pointman can focus on a single enemy within line of sight as a swift action. That creature remains the pointman ’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the pointman designates a new focus, whichever occurs first. The pointman gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the pointman can use this ability one additional time per day.

Improved Tracking (Ex)
At 1st level, the pointman also gains a +2 bonus on Survival skill checks when following or identifying tracks. He or she also adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the pointman can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the pointman is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.

Combat Style Feat (Ex)
At 2nd level, a pointman must select one combat style to pursue. The pointman's expertise manifests in the form of bonus feats at 2nd, 5th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

He is also considered to have all the feats that are prerequisites for the combat style feats he has selected, for the purpose of qualifying for feats. For example, if he chooses Precise Shot as his bonus feat, he is considered to have Point Black Shot when selecting feats that may have the latter as prerequisite. (This is to enable combat style feats to truly be active)
The options are as follows:

Archery
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 5th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Crossbow
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
At 5th level, he adds Crossbow Mastery and Improved Precise Shot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Mounted Combat
Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.
At 5th level, he adds Mounted Shield and Spirited Charge to the list.
At 10th level, he adds Mounted Skirmisher and Unseat to the list.

Natural Weapon
Aspect of the Beast, Improved Natural Weapon, Rending Claws, and Weapon Focus.
At 5th level, he adds Eldritch Claws and Vital Strike to the list.
At 10th level, he adds Multiattack and Improved Vital Strike to the list.

Two-Handed Weapon
Cleave, Power Attack, Pushing Assault, and Shield of Swings.
At 5th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Two-Weapon Combat
Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.
At 5th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Weapon and Shield
Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.
At5th level, he adds Saving Shield and Shield Master to the list.
At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.

Trapfinding (Ex)
At 2nd level, pointman adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A pointman can use Disable Device to disarm magic traps.

Endurance
A pointman gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex)
At 3rd level, a pointman may select a type of terrain from: Cold (ice, glaciers, snow, and tundra),Desert (sand and wastelands),Forest (coniferous and deciduous),Jungle,Mountain (including hills),Plains,Planes (pick one, other than Material Plane,Swamp,Underground (caves and dungeons),Urban (buildings, streets, and sewers),Water (above and below the surface).
The pointman gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A pointman traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the pointman may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the pointman's bonuses do not stack; he simply uses whichever bonus is higher.

Pointman's reconnaisance (Ex)
At 4th level, a pointman can see the layout of the field very fast indeed and direct his companions accordingly. By spending a move action, he grants half his target focus bonus against the target of his ability to all allies within 30 feet who can see or hear him. This bonus lasts for a minute and does not stack with any favored enemy bonuses or target focus bonuses possessed by his allies; they use whichever bonus is higher.

Pointman's tricks (Ex)
At 5th level, a pointman learns the use of pointman’s tricks, which typically grant a boon or bonus to the pointman or a nearby ally. At 5th level, the pointman learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A pointman can use these tricks a total number of times per day equal to 1/2 his pointman level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Tricks can be retrained in every level that the pointman learns a new trick. A pointman cannot select an individual trick more than once.

The following is a list of hunter tricks and their effects.

Aiding Attack (Ex): The pointman can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the pointman’s next turn gains a +2 circumstance bonus on that attack roll.

Catfall (Ex): The pointman can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the pointman takes no damage from the fall, he does not fall prone.

Chameleon Step (Ex): The pointman can move up to twice his speed as a move action. The pointman does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the pointman can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the pointman suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Defensive Bow Stance (Ex): The pointman can use this trick as a swift action. For a number of rounds equal to half his level + his Wisdom modifier, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The pointman can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The pointman can use this trick as a free action before he makes an attack. For a number of rounds equal to half his level + his Wisdom modifier, if his attacks hit, the target takes a –2 penalty on all attack rolls for 1 round.

Targeted Attack (Ex): The pointman can use this trick as a free action when he makes an attack against the target of his Target Focus ability. The pointman doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

Hobbling Attack (Ex): The pointman can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

Quick Climb (Ex): The pointman can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the pointman can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the pointman can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The pointman can swim at his full speed as a move action without penalty.

Pointman’s Counsel (Ex): As a swift action, the pointman can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The pointman must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Rattling Strike (Ex): The pointman can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4+the pointman's Wis modifier rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the pointman may reroll his attack at a –3 penalty. Using this ability is an immediate action.

Sic 'Em (Ex): The pointman can use this trick as a swift action. An ally makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the pointman to make this attack.

Skill Sage (Ex): As a free action, the pointman can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the pointman can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): The pointman can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The pointman can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1d4 rounds.

Trick Shot (Ex): As a standard action, the pointman can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the pointman gains a +10 insight bonus on Perception checks for a number of rounds equal to half his level + his Wisdom modifier.

Upending Strike (Ex): The pointman can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The pointman can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The pointman can make a single attack at his highest base attack bonus against the creature who attacked his ally.

Advantageous Terrain (Ex)
At 5th level, when a pointman is within one of his favorite terrains, he can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of studying terrain, the pointman designates a 60-foot-radius-burst area from a single square within line of sight. Depending on how many rounds the pointman spends studying the area, he or his allies gain the following benefits for 10 minutes per ranger level he possesses. (For example, if he spends 2 rounds, he or his allies gain the first two benefits.)

1st Round: Allies within line of sight and that can hear the pointman gain a +2 bonus on initiative checks while within the advantageous terrain area.
2nd Round: Allies within line of sight and that can hear the pointman gain a +2 on Perception, Stealth, and Survival checks while within the advantageous terrain area.
3rd Round: The pointman’s movement is not hampered by difficult terrain while within the advantageous terrain area. Furthermore, the pointman can take 10 on Climb and Swim checks and checks to jump while within the area, even when in immediate danger or distracted.

Woodland Stride (Ex)
Starting at 7th level, a pointman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex)
Beginning at 8th level, a pointman can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Infiltration (Ex)
At 8th level, once per day, a pointman can choose a single terrain type that is not his favored terrain. For the next hour per half his pointman level, he treats that terrain as if it were one of his favored terrains.

Evasion (Ex)
When he reaches 9th level, a pointman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the pointman is wearing light armor, medium armor, or no armor. A helpless pointman does not gain the benefit of evasion.

Quarry (Ex)
At 11th level, a pointman can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a pointman can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A pointman can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the pointman sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Camouflage (Ex)
A pointman of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Improved Evasion (Ex)
At 16th level, a pointman's evasion improves. This ability works like evasion, except that while the pointman still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless pointman does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex)
While in any of his favored terrains, a pointman of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex)
At 19th level, the pointman's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex)

Master of the field (Ex)
A pointman of 20th level becomes a master of the wilderness. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a foe at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the pointman's level + the pointman's Wisdom modifier. A pointman can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A pointman can use this ability once per day for every five levels he possesses.

ProudGrognard
2012-10-11, 06:35 AM
Dear co- forumites, share your wisdom with me! 66 views and not one comment?

ProudGrognard
2012-10-15, 02:06 PM
Last try: 166 views and not one comment?

Seharvepernfan
2012-10-15, 02:28 PM
It's basically a ranger/rogue, like 3.5's scout, that mixes none of the magic of the ranger and none of the urban-ness or sophisticated trickery of the rogue. I like it. I think it's probably a bit more powerful than either the ranger or the rogue. If allowed, I would play one over any other PF class.

I was going to comment on the power/balance of the class, then realized it was PF, which I am not knowledgeable about.

ProudGrognard
2012-10-16, 01:39 AM
Thanks Senar! What you say is what I was aiming at.