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P_larker
2013-07-29, 04:57 PM
Hi all,

This is both my first post, and first attempt at making a class. Any thoughts and improvements that you think of would be great.

Front Runner:

Must be medium or small creature

Front Runners are the army’s scouts and experts in movement, moving in and out of the wilderness often alone silently and quickly. They strike with silent small weaponry allowing them to slip by unseen and unheard. Always looking for weaknesses to exploit to help the rest of the party she is an expert in tracking and recon. Her intense training allows her to move at incredible speeds for long periods of time, often they are without the need of traditional mounts, for even they have difficulty keeping up. Slippery, fast and quiet, Front Runners move in, and return with information, unknown and unheard.

1D8 HP

Weapon and Armour Proficiencies – Front Runners are proficient with all Light Martial and Simple Weapons, Light Armour, as well as Short Bows and Hand X-bows. Front Runners treat bucklers as light shields for the purpose of shield attacks.

Skills – Acrobatics, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge Nature, Knowledge Local, Knowledge Dungeoneering, Knowledge Geography, Linguistics, Perception, Profession, Ride, Stealth, Survival, Swim

Skill Points – 6

http://i.imgur.com/ZpDObnu.png

Streaking Slice – as a standard action after a move action make an attack while streaking past an enemy, Ignore the first AoO from the target, for every 10 feet moved prior to attacking +1 attack and +1 precision damage with a maximum of 1+ Front Runner Level. Make a single attack with a light weapon and continue moving in a straight line up to half your speed.
Endurance – Beginning at first level a Front Runner gains the Endurance feat for the long distances she has travelled.

Combat Style Feat (Ex)
At 1st level, a front runner must select one combat style to pursue. The Front Runner’s expertise manifests in the form of bonus feats at 1nd, 4th, 8th, 12th, and 16th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the Front Runners's chosen style feats apply only when she wears light or no armor. She loses all benefits of her combat style feats when wearing heavy or medium armor. Combat Style Options

Archery
If the front runner selects archery style, he can choose from the following list whenever he gains a combat style feat:
• At 1st level she must take Point Blank Shot or Rapid Reload.
• At 4th level she can take Far Shot, Focused Shot, Precise Shot,.
• At 8th level, she adds Rapid Shot Crossbow Mastery, Improved Precise Shot, Parting Shot, to the list.
• At 12th level, she adds Point Blank Master, Manyshot and Shot on the Run to the list.
• At 16th level, she adds Pinpoint Targeting

Thrown Weapon
If the Front runner selects thrown weapon style, she can choose from the following list whenever he gains a combat style feat:
• At 1st level she must take Point Blank Shot or Distance Thrower.
• At 4th level she can take Deadly Aim, Focused Throw(shot), Throw Anything and Precise Shot,
• At 8th level, she adds Close Quarter Thrower and Improved Precise Shot to the list.
• At 12th level, she adds and Charging Hurler Shot on the Run, and Point Blank Master to the list.
• At 16th level, she adds Pinpoint Targeting

Mounted Combat
If the Front runner selects mounted combat style, he can choose from the following list whenever he gains a combat style feat:
• At 1st level she must take Mounted Combat or Mounted Archery,
• At 4th level she can take Ride-By Attack, and Trick Riding.
• At 8th level, she adds Mounted Shield and Spirited Charge to the list.
• At 12th level, she adds Mounted Skirmisher and Trample to the list.
• At 16h level, she adds Unseat

Two-Weapon Combat
If the front runner selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat:
• At 1st level she must take Quick Draw, or Two-Weapon Fighting.
• At 4th level she adds take Double Slice, or Improved Shield Bash,
• At 8th level, she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
• At 12th level, she adds and Two-Weapon Rend, and Break Guard to the list.
• At 16th level, she adds Greater Two-Weapon Fighting and Shield Slam

Single Blade Combat
If the Front runner selects single blade style, he can choose from the following list whenever he gains a combat style feat:
• At 1st level she must take either Weapon Focus or Weapon Finesse
• At 4th level she adds Piranha Strike, Power Attack, and Combat Expertise
• At 8th level she adds, Improved Dirty Trick, Trip, Disarm, Steal and Blind Fight
• At 12th level she adds, Weapon Specialization, Greator Weapon Focus, and Shattered Defenses
• At 16th level she adds Penetrating Strike, Greator Weapon Specialization

Favored Terrain - At 2nd level, a Front Runner may select a type of terrain from Table: Ranger Favored Terrains. The Front Runner gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A Front Runner traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 7th level and every five levels thereafter, the front runner 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 Front Runner’s bonuses do not stack; he simply uses whichever bonus is higher.

Evasion - At 3rd level and higher, a front runner can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the front runner is wearing light armor or no armor. A helpless front runner does not gain the benefit of evasion.

Warriors Wisdom – Add Wisdom Modifier to Damage Rolls when using Streaking Slice

Uncanny Dodge – Starting at 5th level, a Front Runner can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Front Runner with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Double Cut – Make two attacks at your full BAB against a single enemy you are Streaking Slicing.

Advanced Warriors Wisdom – Add Wisdom Modifier to all Attack Rolls with Light weapons or short bows.

Improved Evasion - This works like evasion, except that while the front runner still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless front runner does not gain the benefit of improved evasion.

Improved Uncanny Dodge – A Front Runner of 11th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Front Runner.

Fast Combat Maneuver – Beginning at level 6 a Front runner may make a single combat maneuver in place of a Streaking Slice attack, if the combat maneuver is successful, the foe is affected by the combat maneuver. Streaking Slice gives the same +1 to CMB and CMD for every 10 feet moved prior to attacking. Trip, Disarm, Sunder, Dirty Trick, and Steal.

Incredible Reflexes – Ό Front Runner per Day Reroll a failed reflex save.

Infinite Warriors Wisdom – Add Wisdom Modifier to all Damage rolls with Light weapons, thrown weapons or shortbows.

Triple Cut – Make three attacks at your full BAB against a single enemy you are Streaking Slicing.

Master Front Runner – Upon a successful critical hit while streaking slice, the Master Front Runner may choose to do his precision damage instead to an ability score. She rolls damage normally and halves the precision damage and applies it to any ability. Bonuses to movement now stack. She learns the fly skill and twice per day as a move action lasting for 1hour she may move so swiftly that she hovers off the ground at a maximum of 15feet.

Talent:
Woodland Stride (Ex) - A Front Runner 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) - A Front Runner 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.

Trap Finding - A Front Runner adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Front Runner can use Disable Device to disarm magic traps.

Fast Stealth – Gain Rogue Talent Fast Stealth, move at full speed while stealthed

Uncanny Eye - +3 Initiative and Perception when looking for danger.

Unbroken Stare - +6 Initiative and Perception when looking for danger. (req. Uncanny Eye, Front runner level +6)

Heavy Runner – A Front Runner can use a one handed non-light martial weapon in his primary hand for Streaking Slice (req. Front Runner Level +5)

Thundering Slice – A Front Runner can use a two handed weapon in two hands for Streaking Slice (Req. Front Runner level +7)

Wall Scramble (Ex) -Benefit: A front runner with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the front runner is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.

Strong Stroke (Ex) - Benefit: A front runner with this talent rolls twice when making Swim checks and takes the better result. If she already rolls twice while making a Swim check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the front runner is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Swim checks.

Stand Up (Ex) - Benefit: A front runner with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Sniper’s Eye (Ex) - Benefit: A front runner with this talent can apply her Streaking Slice damage on ranged attacks targeting foes, bonus still applys to 10 Ft per +1.

Slow Reactions (Ex) -Benefit: Opponents damaged by the Front Runner’s Streaking Slice can't make attacks of opportunity for 1 round. (Req. Front Runner Level 8+)

Rope Master (Ex) - A front runner with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.

Quick Disguise (Ex)- A front runner with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the front runner to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female front runner wants to disguise herself as a male of a different race, that takes 2 minutes.

Quick Disable (Ex) - It takes a front runner with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Peerless Maneuver (Ex) - Once per day, a front runner with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. Special: A front runner can use this ability one additional time per day for every 5 front runner levels she possesses.

Nimble Climber (Ex)- When a front runner with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The front runner does not take falling damage when she stops her fall in this manner.

Ledge Walker (Ex) - This ability allows a front runner to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a front runner with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Hard to Fool (Ex) - : Once per day, a front runner with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. Special: A front runner can use this ability one additional time per day for every 5 front runner levels she possesses.

Fast Picks (Ex) - A front runner with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action. Normal: Picking a lock takes a full-round action.

Expert Leaper (Ex) - When making jump checks, the front runner is always considered to have a running start. Also, when the front runner deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

Assault Leader (Ex) - Once per day, when the Front Runner misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Long Gone: Treat one square you passed through during your Streaking Slice as occupied for the purpose of flanking

Mounted Slice: A mounted Front Runner can add the Streaking Slice bonus even while mounted, in addition, his mount acts as part of him avoiding the first AoO the target gets.

Improved Steaking Slice: Avoid a second AoO from any creature after striking the target. (Req. Front Runner level 12+)

Trap Spotter (Ex) - Whenever a front runner with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

P_larker
2013-07-31, 12:21 PM
I'm mostly just curious if this is over-powered, or if it fits neatly into a class that isn't being used.