homerjay
2007-02-06, 04:16 PM
Traceur
Tekrik was abandoned at an early age when his mother died of the plague and his father was drafted by the barons army. He quickly developed an aptitude for escaping thugs in the cities grungy alleys. He was often confronted by gangs looking for trouble and strating learning to use everything in reach be it a ladder or a horseshoe to his advantage. Then one day as he was routinely stealing a loaf of bread he caught a glimpse of a young woman dressed in simple clothing perched on a nearby rooftop watching him. She was unarmed, disheveled and yet captivatingly beautiful. She fled when he made eye-contact and so he decided to follow her. he climbed fences, scaled walls and leapt from rooftops to balconies and when he finally caught her he was greeted. He was surrounded by a group of young athletic people, humans and non-humans alike, all lean and strong looking with dirty looking clothes. He at first was nervous thinking he was being brought into a trap, until an Elvish male with a braided ponytail stook out his hand and said "I am Erutaron, Master Traceur. Care to see if you're ready for us?"
Alignment: Any
Hit Die: d8.
Class Skills:
The Traceur class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class FeaturesAll of the following are class features of the Traceur.
Weapon and Armor Proficiency: Traceur are proficient with all simple weapons, plus the Handaxe, Kukri, Sap, Shuriken, Short bow, Short Sword, and Scimitar. Traceur are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a Traceur loses her AC bonus, as well as her fast movement ability.
AC Bonus (Ex): When unarmored and unencumbered, the Traceur adds her Wisdom bonus (if any) to her AC. This ability does not stack with the Monks or Ninjas AC ability. In addition, a Traceur gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Tracouer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Traceur is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Fast Movement (Ex): At 1st level, a Traceur gains an enhancement bonus to her speed, as shown on the Table. A Traceur in armor or carrying a medium or heavy load loses this extra speed.
Parkour (Ex): Starting at 1st level the Traceur shows extreme athletic aptitude. Due to her extensive training a Traceur gains a bonus to her Balance, Climb, Jump, and Tumble Skill Checks equal to her Traceur level.
Bonus Feats: At 1st level, a Traceur gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Traceur gain an additional bonus feat at 3rd level and every four Traceur levels thereafter (7th, 11th, 15th, and 19th). These bonus feats must be drawn from the feats noted below. A Traceur must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The Traceur bonus feats are: Acrobatic, Acrobatic Strike (PHB2), Agile, Alertness, Athletic, Combat Acrobat (PHB2), Combat expertise, Combat Reflexes, Dash, Dodge, Evasive Reflexes (ToB), Mobility, Spring Attack, Endurance, Improved Initiative, Lightning Reflexes, and Run.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Traceur is not limited to the list of Traceur bonus feats when choosing these feats.
Bonus Skill Trick: At 2nd level the Traceur gain a bonus Movement skill trick that she meets the prerequisite for. This skill trick must be taken form the traceur’s list of skill tricks. The traceur gains an additional skill trick at 4th, 6th, 8th, and 10th level. The traceur does not need to spend skill points to obtain these tricks, and they do not count against the traceurs normal allowed skill tricks. The Traceur’s bonus skill tricks are: Back on Your Feet, Corner Perch, Extreme Leap, Leaping Climber, Nimble Charge, Nimble Stand, Slipping Past, Speedy Ascent, Twisted Charge, Up the Hill, Walk the Walls, and Wall Jumper.
Improvised Weapon (Ex): living life on the street the Traceur has learned to use thing around her as weapons. At 2nd level the Traceur no longer has -4 penalty when using an improvised weapon.
Uncanny Dodge (Ex): At 3rd level, a Traceur retains his Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a Traceur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Lightning Strike (Ex): Traceurs have learned that time spent honing there skills have left their offence a little weakened, however with their training they have learned that they are quick with their attacks as long as they keep moving. At 3rd level when the Traceur makes a full attack and she moves at least 5ft she may make another attack made at her highest base attack bonus. at 9th level the Tracuer gains another attack at her Highest Base attack bonus with a -5 penalty, and at 15th level she gain an additional attack made at her highest Base Attack Bonus with a -10 penalty.
Trap Sense (Ex): Starting at 4th level, a Traceur gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every four Traceur levels thereafter (8th, 12th, 16th, and 20th level). Trap sense bonuses gained from multiple classes stack.
Evasion (Ex): At 5th level or higher if a Traceur 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 a Traceur is wearing light armor or no armor. A helpless Traceur does not gain the benefit of evasion.
Perfect Landing (Ex): At 5th level or higher, a Traceur knows how to land a fall to reduce injury. When first using this ability, she takes damage as if the fall were 10 feet shorter than it actually is. The Traceur’s ability to land the fall (that is, to reduce the effective distance of the fall) improves with her Traceur level. If the Traceur is within arm’s reach of a wall she can use it to slow her descent; doubling the fall reduction (i.e. a 5th level Traceur will reduce her fall by 10ft but if the Traceur is adjacent to a wall she will reduce her fall 20ft) until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Great Leap: 6th Level Complete Adventure Page 8
Flawless Stride: 7th Level Complete Adventure Page 13
Untiring (Ex): A Traceur can seem to run for hours on end. When hustling a Traceur receives the normal non-lethal damage that anyone receives for hustling; however she no longer becomes fatigued from the damage gained from hustling.
Improved Uncanny Dodge (Ex): At 10th level and higher, a Traceur can no longer be flanked. This defense denies a rogue the ability to sneak attack the Traceur by flanking him, unless the attacker has at least four more rogue levels than the target has Traceur levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Evasion (Ex): At 14th level, a Traceur’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Traceur does not gain the benefit of improved evasion.
Defensive Roll (Ex): At 16th level once per round, when the traceur would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex save (DC is equal to damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll, if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, evasion does not apply to the defensive roll.
Elusive(Ex): At 18th level the Traceur no longer suffers extra damage granted by Devastating Hit, Power Attack, Powerful Charge, and Overkill.
Level BAB Fort Ref Will AC Speed
Bonus Bonus Special
1st +0 +2 +2 +0 +0 +10ft Bonus Feat, Parkour
2nd +1 +3 +3 +0 +0 +10ft Bonus Skill Trick, Improvised Weapon
3rd +2 +3 +3 +1 +0 +20ft Uncanny dodge, Bonus feat, Lightning Strike
4th +3 +4 +4 +1 +0 +20ft Bonus Skill Trick, Trap sense +1
5th +3 +4 +4 +1 +1 +20ft Evasion, Perfect Landing 10ft
6th +4/ +5 +5 +2 +1 +30ft Bonus Skill Trick, Great Leap
7th +5/ +5 +5 +2 +1 +30ft Bonus feat, Perfect Landing 15ft, Flawless Stride
8th +6/ +6 +6 +2 +1 +30ft Bonus Skill Trick, Trap sense +2
9th +6/ +6 +6 +3 +1 +40ft Perfect Landing 20ft, Untiring, Lightning Strike
10th +7/ +7 +7 +3 +2 +40ft Bonus Skill Trick, Improved Uncanny dodge
11th +8// +7 +7 +3 +2 +40ft Bonus feat, Perfect Landing 25ft
12th +9// +8 +8 +4 +2 +50ft Trap sense +3
13th +9// +8 +8 +4 +2 +50ft Perfect Landing 30ft
14th +10// +9 +9 +4 +2 +50ft Improved Evasion
15th +11// +9 +9 +5 +3 +60ft Bonus feat, Perfect Landing 35ft, Lightning Strike
16th +12/// +10 +10 +5 +3 +60ft Trap sense +4, Defensive Roll
17th +12/// +10 +10 +5 +3 +60ft Perfect Landing 40ft
18th +13/// +11 +11 +6 +3 +70ft Elusive
19th +14/// +11 +11 +6 +3 +70ft Bonus feat, Perfect Landing 45ft
20th +15/// +12 +12 +6 +4 +70ft Trap sense +5,
Thats it Let me know what you think.
Tekrik was abandoned at an early age when his mother died of the plague and his father was drafted by the barons army. He quickly developed an aptitude for escaping thugs in the cities grungy alleys. He was often confronted by gangs looking for trouble and strating learning to use everything in reach be it a ladder or a horseshoe to his advantage. Then one day as he was routinely stealing a loaf of bread he caught a glimpse of a young woman dressed in simple clothing perched on a nearby rooftop watching him. She was unarmed, disheveled and yet captivatingly beautiful. She fled when he made eye-contact and so he decided to follow her. he climbed fences, scaled walls and leapt from rooftops to balconies and when he finally caught her he was greeted. He was surrounded by a group of young athletic people, humans and non-humans alike, all lean and strong looking with dirty looking clothes. He at first was nervous thinking he was being brought into a trap, until an Elvish male with a braided ponytail stook out his hand and said "I am Erutaron, Master Traceur. Care to see if you're ready for us?"
Alignment: Any
Hit Die: d8.
Class Skills:
The Traceur class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class FeaturesAll of the following are class features of the Traceur.
Weapon and Armor Proficiency: Traceur are proficient with all simple weapons, plus the Handaxe, Kukri, Sap, Shuriken, Short bow, Short Sword, and Scimitar. Traceur are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a Traceur loses her AC bonus, as well as her fast movement ability.
AC Bonus (Ex): When unarmored and unencumbered, the Traceur adds her Wisdom bonus (if any) to her AC. This ability does not stack with the Monks or Ninjas AC ability. In addition, a Traceur gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Tracouer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Traceur is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Fast Movement (Ex): At 1st level, a Traceur gains an enhancement bonus to her speed, as shown on the Table. A Traceur in armor or carrying a medium or heavy load loses this extra speed.
Parkour (Ex): Starting at 1st level the Traceur shows extreme athletic aptitude. Due to her extensive training a Traceur gains a bonus to her Balance, Climb, Jump, and Tumble Skill Checks equal to her Traceur level.
Bonus Feats: At 1st level, a Traceur gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Traceur gain an additional bonus feat at 3rd level and every four Traceur levels thereafter (7th, 11th, 15th, and 19th). These bonus feats must be drawn from the feats noted below. A Traceur must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The Traceur bonus feats are: Acrobatic, Acrobatic Strike (PHB2), Agile, Alertness, Athletic, Combat Acrobat (PHB2), Combat expertise, Combat Reflexes, Dash, Dodge, Evasive Reflexes (ToB), Mobility, Spring Attack, Endurance, Improved Initiative, Lightning Reflexes, and Run.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Traceur is not limited to the list of Traceur bonus feats when choosing these feats.
Bonus Skill Trick: At 2nd level the Traceur gain a bonus Movement skill trick that she meets the prerequisite for. This skill trick must be taken form the traceur’s list of skill tricks. The traceur gains an additional skill trick at 4th, 6th, 8th, and 10th level. The traceur does not need to spend skill points to obtain these tricks, and they do not count against the traceurs normal allowed skill tricks. The Traceur’s bonus skill tricks are: Back on Your Feet, Corner Perch, Extreme Leap, Leaping Climber, Nimble Charge, Nimble Stand, Slipping Past, Speedy Ascent, Twisted Charge, Up the Hill, Walk the Walls, and Wall Jumper.
Improvised Weapon (Ex): living life on the street the Traceur has learned to use thing around her as weapons. At 2nd level the Traceur no longer has -4 penalty when using an improvised weapon.
Uncanny Dodge (Ex): At 3rd level, a Traceur retains his Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a Traceur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Lightning Strike (Ex): Traceurs have learned that time spent honing there skills have left their offence a little weakened, however with their training they have learned that they are quick with their attacks as long as they keep moving. At 3rd level when the Traceur makes a full attack and she moves at least 5ft she may make another attack made at her highest base attack bonus. at 9th level the Tracuer gains another attack at her Highest Base attack bonus with a -5 penalty, and at 15th level she gain an additional attack made at her highest Base Attack Bonus with a -10 penalty.
Trap Sense (Ex): Starting at 4th level, a Traceur gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every four Traceur levels thereafter (8th, 12th, 16th, and 20th level). Trap sense bonuses gained from multiple classes stack.
Evasion (Ex): At 5th level or higher if a Traceur 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 a Traceur is wearing light armor or no armor. A helpless Traceur does not gain the benefit of evasion.
Perfect Landing (Ex): At 5th level or higher, a Traceur knows how to land a fall to reduce injury. When first using this ability, she takes damage as if the fall were 10 feet shorter than it actually is. The Traceur’s ability to land the fall (that is, to reduce the effective distance of the fall) improves with her Traceur level. If the Traceur is within arm’s reach of a wall she can use it to slow her descent; doubling the fall reduction (i.e. a 5th level Traceur will reduce her fall by 10ft but if the Traceur is adjacent to a wall she will reduce her fall 20ft) until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Great Leap: 6th Level Complete Adventure Page 8
Flawless Stride: 7th Level Complete Adventure Page 13
Untiring (Ex): A Traceur can seem to run for hours on end. When hustling a Traceur receives the normal non-lethal damage that anyone receives for hustling; however she no longer becomes fatigued from the damage gained from hustling.
Improved Uncanny Dodge (Ex): At 10th level and higher, a Traceur can no longer be flanked. This defense denies a rogue the ability to sneak attack the Traceur by flanking him, unless the attacker has at least four more rogue levels than the target has Traceur levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Evasion (Ex): At 14th level, a Traceur’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Traceur does not gain the benefit of improved evasion.
Defensive Roll (Ex): At 16th level once per round, when the traceur would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex save (DC is equal to damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll, if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, evasion does not apply to the defensive roll.
Elusive(Ex): At 18th level the Traceur no longer suffers extra damage granted by Devastating Hit, Power Attack, Powerful Charge, and Overkill.
Level BAB Fort Ref Will AC Speed
Bonus Bonus Special
1st +0 +2 +2 +0 +0 +10ft Bonus Feat, Parkour
2nd +1 +3 +3 +0 +0 +10ft Bonus Skill Trick, Improvised Weapon
3rd +2 +3 +3 +1 +0 +20ft Uncanny dodge, Bonus feat, Lightning Strike
4th +3 +4 +4 +1 +0 +20ft Bonus Skill Trick, Trap sense +1
5th +3 +4 +4 +1 +1 +20ft Evasion, Perfect Landing 10ft
6th +4/ +5 +5 +2 +1 +30ft Bonus Skill Trick, Great Leap
7th +5/ +5 +5 +2 +1 +30ft Bonus feat, Perfect Landing 15ft, Flawless Stride
8th +6/ +6 +6 +2 +1 +30ft Bonus Skill Trick, Trap sense +2
9th +6/ +6 +6 +3 +1 +40ft Perfect Landing 20ft, Untiring, Lightning Strike
10th +7/ +7 +7 +3 +2 +40ft Bonus Skill Trick, Improved Uncanny dodge
11th +8// +7 +7 +3 +2 +40ft Bonus feat, Perfect Landing 25ft
12th +9// +8 +8 +4 +2 +50ft Trap sense +3
13th +9// +8 +8 +4 +2 +50ft Perfect Landing 30ft
14th +10// +9 +9 +4 +2 +50ft Improved Evasion
15th +11// +9 +9 +5 +3 +60ft Bonus feat, Perfect Landing 35ft, Lightning Strike
16th +12/// +10 +10 +5 +3 +60ft Trap sense +4, Defensive Roll
17th +12/// +10 +10 +5 +3 +60ft Perfect Landing 40ft
18th +13/// +11 +11 +6 +3 +70ft Elusive
19th +14/// +11 +11 +6 +3 +70ft Bonus feat, Perfect Landing 45ft
20th +15/// +12 +12 +6 +4 +70ft Trap sense +5,
Thats it Let me know what you think.