Proud Tortoise
2013-10-03, 05:51 PM
This is a base class based on RWBY's Weisse and cobbled together out of the Scout and Swashbuckler base classes, with some extra abilities.
The Skirmisher
The skirmisher uses her magical abilities to move quickly around the battlefield. While often not as physically powerful as other melee fighters, their quickness in battle makes up for it- and their speed and other abilities mean they can control the engagements they are involved in.
{table=head]Lv. | BAB | F/W |R | Special
1 | +0 | 0 | 2 | Skirmish (+1d6), Weapon Finesse, Acrobatic
2 | +1 | 0 | 3 | Uncanny Dodge, Mobility, Mandala
3 | +2 | 1 | 3 | Skirmish (+1d6, +1 AC), Insightful strike, Skate (self) +10 ft
4 | +3 | 1 | 4 | Evasion, Spring Attack
5 | +3 | 1 | 4 | Skirmish (+2d6, +1 AC), Mandala (Repulsion)
6 | +4 | 2 | 5 | Skate (Uneven ground) +20 ft, Mandala (Shield)
7 | +5 | 2 | 5 | Skirmish (+2d6, +2 AC), Acrobatic Charge
8 | +6+ | 2 | 6 | Air Jump, Pounce, Mandala (Itinerance, 10 ft)
9 | +6+ | 3 | 6 | Skirmish (+3d6, +2 AC), Skate (Unsolid),
10 | +7+ | 3 | 7 | Skate (any target), Mandala (Binding)
11 | +8+ | 3 | 7 | Skirmish (+3d6, +3 AC)
12 | +9+ | 4 | 8 | Acrobatic skill mastery, Red Light
13 | +9+ | 4 | 8 | Skirmish (+4d6, +3 AC)
14 | +10+ | 4 | 9 | Green Light, Skate +30 ft
15 | +11+ | 5 | 9 | Skirmish (+4d6, +4 AC), Improved Pounce
16 | +12+ | 5 | 10 | Blue Light
17 | +12+ | 5 | 10 | Skirmish (+5d6, +4 AC)
18 | +13+ | 6 | 11 | Mandala (15 ft)
19 | +14+ | 6 | 11 | Skirmish (+5d6, +5 AC)
20 | +15+ | 6 | 12 | Mandala (Multitude), White Light[/table]
(The +'s after the BAB just stand for the extra attacks.)
• Hit die: d10
• Class Skills (6 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Class Features: All of the following are class features of the skirmisher.
Weapon and Armor Proficiency: Skirmishers are proficient with all simple and martial weapons except bows and crossbows, and with light armor. Some of the skirmisher’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A skirmisher gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Skirmish (Ex): Functions just as the scout ability, above, except ranged weapons do not gain any bonus damage.
Acrobatic (Ex): When making a Climb or a Jump check, the skirmisher may use either her Str or Dex modifier, whichever is the higher.
Uncanny Dodge (Ex): Starting at 2nd level, a skirmisher cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Mobility (Ex): At 2nd level, the skirmisher gains Mobility as a bonus feat, even if she does not meet the prerequisites. (If already taken, choose a different bonus feat.)
Mandala (Su): Starting at 2nd level, the skirmisher can create magical discs called mandalas. This ability is usable once per day per two levels, but the skirmisher can only maintain one at a time. Creating one is a swift action, and it lasts for a maximum of five rounds. To maintain a mandala, the skirmisher must maintain concentration, which takes a swift action each turn, as well as remaining within (100 + level x 5) feet of the mandala. If the skirmisher takes damage, she must make a Concentration check (DC equal to damage taken) or lose concentration, dispelling the mandala.
A mandala is five feet in diameter, circular, and has no real thickness, being constructed of magical force. It appears as a circle of white light, with symmetrical designs inside (the exact appearance is determined by the skirmisher). The disc can be rendered invisible, but this may only be used if the mandala lies flat on a surface. It has hardness (level/2), with 5 HP per level. If the skirmisher choses to use a move action to maintain it rather than a swift action, it restores 2 HP/level of damage to the mandala. It can be created on any flat surface (solid or not), either flat on the surface or vertically, like a wall. At the option of the creator, the mandala may have a slippery surface. If a slippery mandala is flat on a surface, Characters walking on it must spend 2 squares of movement to enter the square, and the DC for Balance and Tumble checks increases by +5.
At 5th level, the skirmisher gains the Repulsion ability. With a free action (not necessarily on her own turn) the skirmisher can grant a circumstance bonus to the Jump check, equal to the skirmisher’s level, of anyone jumping off the disc, and the Jump DC is not doubled for lack of a running start. The DC for vertical jumps is half the norm. In addition, this power can be used to knock enemies into the air. With a move action, the skirmisher can launch any creature standing on a mandala ten feet into the air. Their trajectory is not under their control, so they must make a reflex save [DC = 10 + ½ Skirmisher level + Int modifier] or land prone and take 1d6 damage.
At 6th level, the skirmisher gains the Shield ability. She can spend one daily use of her Mandala power to make a magical shield held in her off hand which lasts for one hour per level. She is automatically proficient with the shield, which has no weight, no armor check penalty, and grants a +2 shield bonus to AC.
At 8th level, the skirmisher gains the Itinerance ability. She can now create a mandala without requiring a surface to attach it to (that is, in midair). With a standard action, she can move an already-created mandala up to 20 feet. With a full-round action, she can move it up to 30 feet. This ability can be used to make a bull-rush attempt against an enemy (it counts as medium size and uses your intelligence modifier instead of your strength modifier) or for other uses, at the DM’s discretion. If a mandala is not fixed to a surface, it can be moved 5 ft with a Strength check opposing the Intelligence check of the skirmisher, and can support 1000 pounds of weight.
Also starting at 8th level, the skirmisher can create mandalas up to 10 feet in diameter, which count as Large size for the purposes of bull rush attempts.
At 10th level, the skirmisher gains the Binding ability. This costs one use of the Mandala ability, and allows her to create a series of mandalas that hold an opponent immobile. With a ranged touch attack, the mandalas constrict the target and hold it in a fixed position. An Escape Artist or Strength check [DC = 10 + ½ level + Int modifier] lets the target escape its bonds, which dissipate. The mandalas last for the same amount of time as a standard mandala and the same swift action must be taken each round to maintain them.
Starting at 18th level, the skirmisher can create mandalas up to 15 feet in diameter, which count as Huge size for the purposes of bull rush attempts.
At 20th level the skirmisher gains the Multitude ability. The Mandala ability is now usable at will, can be used as often as desired within the space of one minute, and up to three can be maintained at a time with the same swift action each round. Two mandalas add 10 to the Concentration DC to maintain them if hit, and three mandalas add 20.
Insightful Strike (Ex): At 3rd level, a skirmisher becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the skirmisher’s insightful strike. A skirmisher cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Skate (Su): Starting at 3rd level, by magically creating repulsive disks beneath her feet, a scout can raise her base land speed by 10 ft at will, as a free action. This increases to 20 ft at 6th level and to 30 ft at 14th level. This ability can only be used on a flat, solid surface. If the skirmisher makes a turn of 90 degrees or more, she must succeed on a DC 10 Balance check or fall prone. Starting at 6th level, she may use this ability to move at full speed over any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain), so long as it is solid ground, and does not actually touch the ground while skating. Starting at 9th level, she may use this ability over any level surface, even if it is not solid (such as water). Starting at 10th level, she may grant this bonus to an ally instead, in which case she does not gain the bonus for that turn, and the ally must make a DC 10 Balance check or slip and fall prone.
Evasion (Ex): Beginning at 4th level, a skirmisher can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Spring Attack (Ex): At 4nd level, the skirmisher gains Spring Attack as a bonus feat, even if she does not meet the prerequisites. (If already taken, choose a different bonus feat.)
Acrobatic Charge (Ex): A skirmisher of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain. Using this ability while skating requires a DC 16 Balance check.
Air Jump (Su): Starting at 8th level, by creating magical, repellant discs beneath her feet, the skirmisher can move through the air at will. For the purposes of the skirmisher’s movement, there are platforms or walls in midair that allow her to jump from one to the next. She must still make jump checks, but gains a circumstance bonus equal to the skirmisher’s level due to the repellant force. In addition, the DC for vertical jumps is half the norm. This ability can be used multiple times in succession, but the skirmisher must begin and end her move on a solid surface. Only a number of discs equal to (level/4) can be created per round.
Pounce (Ex): At 8th level, the skirmisher gains Bounding Attack (PH2) as a bonus feat, even if she does not meet the prerequisites.
Acrobatic Skill Mastery (Ex): At 12th level, a skirmisher becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Jump or Tumble check, a skirmisher may take 10 even if stress and distractions would normally prevent her from doing so.
Red Light: Starting at 12th level, you can cause your weapon to become briefly immobile, to block an opponent’s blow. If you are fighting defensively, you can designate a single opponent as your target. (Designating an opponent is a free action usable once per round.) If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest attack bonus for that weapon. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. If the attack is blocked, your opponent makes a Fortitude save. The DC is equal to the damage the attack would have done- roll the damage dice to find the DC. You cannot use this ability if your Dexterity bonus to AC does not apply against your opponent’s attack.
Green Light: Starting at 14th level, when you score a critical hit against a target, you can drive your weapon in for extra damage. You deal your skirmish damage in addition to the damage normally dealt with a critical hit. Your critical multiplier applies only to your normal damage, not your skirmish damage.
Improved Pounce: At 15th level, the skirmisher gains Rapid Blitz (PH2) as a bonus feat, even if she does not meet the prerequisites.
Blue Light: Starting at 16th level, you can make a stunning attack against your opponent. You may take a full attack action but make only one attack. You get a +1 on your attack roll, and if it hits, the defender must make a Fortitude save [DC= 10 + ½ character level + Int modifier] or be stunned for one round.
White Light: At 20th level, the skirmisher can make a devastating attack twice per day. She adds her Intelligence bonus to her attack roll (in addition to any other modifiers) and deals 30 extra damage on a single attack. This damage is multiplied on a critical hit.
The Skirmisher
The skirmisher uses her magical abilities to move quickly around the battlefield. While often not as physically powerful as other melee fighters, their quickness in battle makes up for it- and their speed and other abilities mean they can control the engagements they are involved in.
{table=head]Lv. | BAB | F/W |R | Special
1 | +0 | 0 | 2 | Skirmish (+1d6), Weapon Finesse, Acrobatic
2 | +1 | 0 | 3 | Uncanny Dodge, Mobility, Mandala
3 | +2 | 1 | 3 | Skirmish (+1d6, +1 AC), Insightful strike, Skate (self) +10 ft
4 | +3 | 1 | 4 | Evasion, Spring Attack
5 | +3 | 1 | 4 | Skirmish (+2d6, +1 AC), Mandala (Repulsion)
6 | +4 | 2 | 5 | Skate (Uneven ground) +20 ft, Mandala (Shield)
7 | +5 | 2 | 5 | Skirmish (+2d6, +2 AC), Acrobatic Charge
8 | +6+ | 2 | 6 | Air Jump, Pounce, Mandala (Itinerance, 10 ft)
9 | +6+ | 3 | 6 | Skirmish (+3d6, +2 AC), Skate (Unsolid),
10 | +7+ | 3 | 7 | Skate (any target), Mandala (Binding)
11 | +8+ | 3 | 7 | Skirmish (+3d6, +3 AC)
12 | +9+ | 4 | 8 | Acrobatic skill mastery, Red Light
13 | +9+ | 4 | 8 | Skirmish (+4d6, +3 AC)
14 | +10+ | 4 | 9 | Green Light, Skate +30 ft
15 | +11+ | 5 | 9 | Skirmish (+4d6, +4 AC), Improved Pounce
16 | +12+ | 5 | 10 | Blue Light
17 | +12+ | 5 | 10 | Skirmish (+5d6, +4 AC)
18 | +13+ | 6 | 11 | Mandala (15 ft)
19 | +14+ | 6 | 11 | Skirmish (+5d6, +5 AC)
20 | +15+ | 6 | 12 | Mandala (Multitude), White Light[/table]
(The +'s after the BAB just stand for the extra attacks.)
• Hit die: d10
• Class Skills (6 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Class Features: All of the following are class features of the skirmisher.
Weapon and Armor Proficiency: Skirmishers are proficient with all simple and martial weapons except bows and crossbows, and with light armor. Some of the skirmisher’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A skirmisher gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Skirmish (Ex): Functions just as the scout ability, above, except ranged weapons do not gain any bonus damage.
Acrobatic (Ex): When making a Climb or a Jump check, the skirmisher may use either her Str or Dex modifier, whichever is the higher.
Uncanny Dodge (Ex): Starting at 2nd level, a skirmisher cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Mobility (Ex): At 2nd level, the skirmisher gains Mobility as a bonus feat, even if she does not meet the prerequisites. (If already taken, choose a different bonus feat.)
Mandala (Su): Starting at 2nd level, the skirmisher can create magical discs called mandalas. This ability is usable once per day per two levels, but the skirmisher can only maintain one at a time. Creating one is a swift action, and it lasts for a maximum of five rounds. To maintain a mandala, the skirmisher must maintain concentration, which takes a swift action each turn, as well as remaining within (100 + level x 5) feet of the mandala. If the skirmisher takes damage, she must make a Concentration check (DC equal to damage taken) or lose concentration, dispelling the mandala.
A mandala is five feet in diameter, circular, and has no real thickness, being constructed of magical force. It appears as a circle of white light, with symmetrical designs inside (the exact appearance is determined by the skirmisher). The disc can be rendered invisible, but this may only be used if the mandala lies flat on a surface. It has hardness (level/2), with 5 HP per level. If the skirmisher choses to use a move action to maintain it rather than a swift action, it restores 2 HP/level of damage to the mandala. It can be created on any flat surface (solid or not), either flat on the surface or vertically, like a wall. At the option of the creator, the mandala may have a slippery surface. If a slippery mandala is flat on a surface, Characters walking on it must spend 2 squares of movement to enter the square, and the DC for Balance and Tumble checks increases by +5.
At 5th level, the skirmisher gains the Repulsion ability. With a free action (not necessarily on her own turn) the skirmisher can grant a circumstance bonus to the Jump check, equal to the skirmisher’s level, of anyone jumping off the disc, and the Jump DC is not doubled for lack of a running start. The DC for vertical jumps is half the norm. In addition, this power can be used to knock enemies into the air. With a move action, the skirmisher can launch any creature standing on a mandala ten feet into the air. Their trajectory is not under their control, so they must make a reflex save [DC = 10 + ½ Skirmisher level + Int modifier] or land prone and take 1d6 damage.
At 6th level, the skirmisher gains the Shield ability. She can spend one daily use of her Mandala power to make a magical shield held in her off hand which lasts for one hour per level. She is automatically proficient with the shield, which has no weight, no armor check penalty, and grants a +2 shield bonus to AC.
At 8th level, the skirmisher gains the Itinerance ability. She can now create a mandala without requiring a surface to attach it to (that is, in midair). With a standard action, she can move an already-created mandala up to 20 feet. With a full-round action, she can move it up to 30 feet. This ability can be used to make a bull-rush attempt against an enemy (it counts as medium size and uses your intelligence modifier instead of your strength modifier) or for other uses, at the DM’s discretion. If a mandala is not fixed to a surface, it can be moved 5 ft with a Strength check opposing the Intelligence check of the skirmisher, and can support 1000 pounds of weight.
Also starting at 8th level, the skirmisher can create mandalas up to 10 feet in diameter, which count as Large size for the purposes of bull rush attempts.
At 10th level, the skirmisher gains the Binding ability. This costs one use of the Mandala ability, and allows her to create a series of mandalas that hold an opponent immobile. With a ranged touch attack, the mandalas constrict the target and hold it in a fixed position. An Escape Artist or Strength check [DC = 10 + ½ level + Int modifier] lets the target escape its bonds, which dissipate. The mandalas last for the same amount of time as a standard mandala and the same swift action must be taken each round to maintain them.
Starting at 18th level, the skirmisher can create mandalas up to 15 feet in diameter, which count as Huge size for the purposes of bull rush attempts.
At 20th level the skirmisher gains the Multitude ability. The Mandala ability is now usable at will, can be used as often as desired within the space of one minute, and up to three can be maintained at a time with the same swift action each round. Two mandalas add 10 to the Concentration DC to maintain them if hit, and three mandalas add 20.
Insightful Strike (Ex): At 3rd level, a skirmisher becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the skirmisher’s insightful strike. A skirmisher cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Skate (Su): Starting at 3rd level, by magically creating repulsive disks beneath her feet, a scout can raise her base land speed by 10 ft at will, as a free action. This increases to 20 ft at 6th level and to 30 ft at 14th level. This ability can only be used on a flat, solid surface. If the skirmisher makes a turn of 90 degrees or more, she must succeed on a DC 10 Balance check or fall prone. Starting at 6th level, she may use this ability to move at full speed over any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain), so long as it is solid ground, and does not actually touch the ground while skating. Starting at 9th level, she may use this ability over any level surface, even if it is not solid (such as water). Starting at 10th level, she may grant this bonus to an ally instead, in which case she does not gain the bonus for that turn, and the ally must make a DC 10 Balance check or slip and fall prone.
Evasion (Ex): Beginning at 4th level, a skirmisher can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Spring Attack (Ex): At 4nd level, the skirmisher gains Spring Attack as a bonus feat, even if she does not meet the prerequisites. (If already taken, choose a different bonus feat.)
Acrobatic Charge (Ex): A skirmisher of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain. Using this ability while skating requires a DC 16 Balance check.
Air Jump (Su): Starting at 8th level, by creating magical, repellant discs beneath her feet, the skirmisher can move through the air at will. For the purposes of the skirmisher’s movement, there are platforms or walls in midair that allow her to jump from one to the next. She must still make jump checks, but gains a circumstance bonus equal to the skirmisher’s level due to the repellant force. In addition, the DC for vertical jumps is half the norm. This ability can be used multiple times in succession, but the skirmisher must begin and end her move on a solid surface. Only a number of discs equal to (level/4) can be created per round.
Pounce (Ex): At 8th level, the skirmisher gains Bounding Attack (PH2) as a bonus feat, even if she does not meet the prerequisites.
Acrobatic Skill Mastery (Ex): At 12th level, a skirmisher becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Jump or Tumble check, a skirmisher may take 10 even if stress and distractions would normally prevent her from doing so.
Red Light: Starting at 12th level, you can cause your weapon to become briefly immobile, to block an opponent’s blow. If you are fighting defensively, you can designate a single opponent as your target. (Designating an opponent is a free action usable once per round.) If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest attack bonus for that weapon. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. If the attack is blocked, your opponent makes a Fortitude save. The DC is equal to the damage the attack would have done- roll the damage dice to find the DC. You cannot use this ability if your Dexterity bonus to AC does not apply against your opponent’s attack.
Green Light: Starting at 14th level, when you score a critical hit against a target, you can drive your weapon in for extra damage. You deal your skirmish damage in addition to the damage normally dealt with a critical hit. Your critical multiplier applies only to your normal damage, not your skirmish damage.
Improved Pounce: At 15th level, the skirmisher gains Rapid Blitz (PH2) as a bonus feat, even if she does not meet the prerequisites.
Blue Light: Starting at 16th level, you can make a stunning attack against your opponent. You may take a full attack action but make only one attack. You get a +1 on your attack roll, and if it hits, the defender must make a Fortitude save [DC= 10 + ½ character level + Int modifier] or be stunned for one round.
White Light: At 20th level, the skirmisher can make a devastating attack twice per day. She adds her Intelligence bonus to her attack roll (in addition to any other modifiers) and deals 30 extra damage on a single attack. This damage is multiplied on a critical hit.