AtlasSniperman
2014-09-06, 12:12 AM
Requirements:
Skills: Balance 9 ranks, Tumble 9 ranks, Jump 12 ranks
Feats: Combat Reflexes, [Combat Acrobat] or [Agile Athlete and Run]
Special: To qualify for this prestige class a character needs to have Combat Reflexes, as well as EITHER Combat Acrobat or Agile Athlete and Run. Certain class abilities require one or the other, if a character has both sets, he must chose which type of class ability he gains. Once the choice is made it cannot be changed.
Hit Dice: d6
Class Skills: Balance(Dex), Climb(Str), Craft(Int), Hide(Dex), Jump(Str), Knowledge(architecture and engineering)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Wis), Search(Int), Spot(Wis), Tumble(Dex)
Skill Points at each level: 6+Int Modifier
Level
BaseAttack
Fort
Ref
Will
Acrobatic Roll
Special
1st
+0
+2
+2
+0
20 ft.
Acrobatic Skill Mastery
2nd
+1
+3
+3
+0
20 ft.
Hotstep
3rd
+2
+3
+3
+1
40 ft.
Evasion
4th
+3
+4
+4
+1
40 ft.
Master Ascender or Swift Runner
5th
+3
+4
+4
+1
60 ft.
Wall-Kick or City-Shielded
6th
+4
+5
+5
+2
60 ft.
Attack on the Run
7th
+5
+5
+5
+2
80 ft.
Crash
8th
+6/+1
+6
+6
+2
80 ft.
Falling Opportunist
9th
+6/+1
+6
+6
+3
100 ft.
Sprinting Flanker
10th
+7
+7
+7
+3
100 ft.
On the Wind
Weapon and Armor Proficiency: Springbok's gain no proficiency with any weapon or armor.
Acrobatic Roll: When landing from a fall, a Springbok may perform an acrobatic roll to lessen his impact. To perform an acrobatic roll, the springbok can move up to a number of squares depending on his level to decrease the fall damage of the fall by 20ft per square moved. The Springbok may move into an adjacent square, except the square he moved FROM, or any square adjacent to it.
A springbok can ONLY use his acrobatic roll when using the jump down action, or when using the "Falling Opportunist" or "On the wind" abilities(see below)
This ability functions similar to a Monk's Slow fall ability, but does not require an adjacent wall. Slow Fall and Acrobatic Roll do stack
Acrobatic Skill Mastery: The Springbok is so agile that he can make use of certain skills reliably even under adverse conditions. Upon gaining the first level of this prestige class, when making a Jump or Tumble check, he may take 10 even if stress and distractions would normally prevent him from doing so.
At 4th level, If the Springbok has selected Combat Acrobat for class abilities, he can also always take 10 on Climb checks. He also gains the ability to always take 10 on Balance checks at 7th level.
At 4th level, if the Springbok has selected Agile Athlete for class abilities, he can always take 10 on Balance checks. He also gains the ability to always take 10 on Climb checks at 7th level.
Hotstep(Ex): At 2nd level and higher, a springbok's balance and grip become so sure that he ignores modifiers to Balance, Climb and Tumble checks from slippery surfaces
Evasion(Ex): A 3rd level, a Springbok gains the evasion ability. 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 Springbok is wearing light armor or no armor. A helpless Springbok (such as one who is unconscious of paralyzed) does not gain the benefit of the ability.
At 4th level a springbok gains either Master Ascender OR Swift Runner.
Master Ascender: A 4th level springbok, who focus' on Combat Acrobat, gains a climb speed equal to half his normal land speed. In addition he gains a +8 bonus on Climb checks
Swift Runner: A 4th level springbok, who focus' on Agile Athlete, gains the ability to ignore difficult terrain whilst running or charging.
At 5th level a springbok gains either Wall-Warrior OR City-shielded
Wall-Warrior: At 5th level, a springbok who focus' on Combat Acrobat, gains a special combat maneuver "Wall kick". If a target is adjacent to any large vertical surface the springbok can climb, the springbok may make a move action through the target's square similar to as described in the tumble skill in Player's Handbook p.84. When the Springbok does this he may make an attack of opportunity against the target's flat-footed ac. The springbok must have a 20ft running start to do this, and cannot perform this maneuver more than once per round.
City-Shielded: At 5th level, a springbok who focus' on Agile Athlete gains the ability to utilize his environment in his defense. While in any area with a high density of objects; dungeons, citys, jungles etc, he may add his Intelligence modifier to armorclass.
Attack on the Run: At 6th level, a Springbok gains the benefit of the Spring Attack, and Shot on the Run feats when wearing light or no armor, even if he does not meet the prerequisites.
Crash: When a springbok becomes skilled enough with his acrobatic roll, he becomes able to dispurse his fall damage into a single target rather than a momentum roll. Doing so requires a successful touch attack against the target, suffering a -2 penalty per 20 foot fallen. If successful, the target takes 1d6 points of damage per 10ft the springbok fell. The springbok also takes 1d6 fall damage when attempting a Crash attack.
Falling Opportunist: When falling past an opponent, a springbok can use his superior speed to strike at the minutist opportunity. If an 8th level or higher springbok falls past a target, he may make an attack of opportunity against the target. If he decides not to, the target cannot himself make an attack of opportunity against the springbok
Sprinting Flanker: By timing a fakeout just right, a sprinting Springbok can attempt to assist an ally in a fight. If a springbok moves through a square from where he WOULD grant an ally flanking during a move action, he can elect to grant that ally the benefit of flanking for that round only. The Springbok cannot use this ability to flank multiple opponents, or grant himself flanking. This ability also does not prevent the opponent from taking an attack of opportunity on the springbok if it is eligible
On the Wind: The greatest, and most skilled springbok's have perfected the art of jumping and falling such that they can effectively "ride" strong enough winds. The Springbok replaces the wind effects from the Dungeon Master's Guide p.95 with the following effects.
Wind Force
Wind Speed
Benefit
Strong
21-30mph
Special
Severe
31-50mph
Free Running Start
Windstorm
51-74mph
Half longjump DC
Hurricane or higher
75+ mph
Half highjump DC, Fall damage adjustment
Special: Small characters gain benefits as if the wind is one level worse. So a small springbok in Strong winds gains the benefit of "Free running start"
Free running start: A springbok in severe or worse winds needn't make a 20ft. Running start when making a jump check
Half Longjump DC: The Longjump DC's are halved in this wind level
Half Highjump DC: The Highjump DC's are halved in this wind level
Fall damage adjustment: For purposes of Springbok abilities, treat any distance fallen in this wind level as halved. E.g. A springbok 'falling' 80 ft to "Crash" an opponent, only deals damage as if he fell 40ft
Skills: Balance 9 ranks, Tumble 9 ranks, Jump 12 ranks
Feats: Combat Reflexes, [Combat Acrobat] or [Agile Athlete and Run]
Special: To qualify for this prestige class a character needs to have Combat Reflexes, as well as EITHER Combat Acrobat or Agile Athlete and Run. Certain class abilities require one or the other, if a character has both sets, he must chose which type of class ability he gains. Once the choice is made it cannot be changed.
Hit Dice: d6
Class Skills: Balance(Dex), Climb(Str), Craft(Int), Hide(Dex), Jump(Str), Knowledge(architecture and engineering)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Wis), Search(Int), Spot(Wis), Tumble(Dex)
Skill Points at each level: 6+Int Modifier
Level
BaseAttack
Fort
Ref
Will
Acrobatic Roll
Special
1st
+0
+2
+2
+0
20 ft.
Acrobatic Skill Mastery
2nd
+1
+3
+3
+0
20 ft.
Hotstep
3rd
+2
+3
+3
+1
40 ft.
Evasion
4th
+3
+4
+4
+1
40 ft.
Master Ascender or Swift Runner
5th
+3
+4
+4
+1
60 ft.
Wall-Kick or City-Shielded
6th
+4
+5
+5
+2
60 ft.
Attack on the Run
7th
+5
+5
+5
+2
80 ft.
Crash
8th
+6/+1
+6
+6
+2
80 ft.
Falling Opportunist
9th
+6/+1
+6
+6
+3
100 ft.
Sprinting Flanker
10th
+7
+7
+7
+3
100 ft.
On the Wind
Weapon and Armor Proficiency: Springbok's gain no proficiency with any weapon or armor.
Acrobatic Roll: When landing from a fall, a Springbok may perform an acrobatic roll to lessen his impact. To perform an acrobatic roll, the springbok can move up to a number of squares depending on his level to decrease the fall damage of the fall by 20ft per square moved. The Springbok may move into an adjacent square, except the square he moved FROM, or any square adjacent to it.
A springbok can ONLY use his acrobatic roll when using the jump down action, or when using the "Falling Opportunist" or "On the wind" abilities(see below)
This ability functions similar to a Monk's Slow fall ability, but does not require an adjacent wall. Slow Fall and Acrobatic Roll do stack
Acrobatic Skill Mastery: The Springbok is so agile that he can make use of certain skills reliably even under adverse conditions. Upon gaining the first level of this prestige class, when making a Jump or Tumble check, he may take 10 even if stress and distractions would normally prevent him from doing so.
At 4th level, If the Springbok has selected Combat Acrobat for class abilities, he can also always take 10 on Climb checks. He also gains the ability to always take 10 on Balance checks at 7th level.
At 4th level, if the Springbok has selected Agile Athlete for class abilities, he can always take 10 on Balance checks. He also gains the ability to always take 10 on Climb checks at 7th level.
Hotstep(Ex): At 2nd level and higher, a springbok's balance and grip become so sure that he ignores modifiers to Balance, Climb and Tumble checks from slippery surfaces
Evasion(Ex): A 3rd level, a Springbok gains the evasion ability. 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 Springbok is wearing light armor or no armor. A helpless Springbok (such as one who is unconscious of paralyzed) does not gain the benefit of the ability.
At 4th level a springbok gains either Master Ascender OR Swift Runner.
Master Ascender: A 4th level springbok, who focus' on Combat Acrobat, gains a climb speed equal to half his normal land speed. In addition he gains a +8 bonus on Climb checks
Swift Runner: A 4th level springbok, who focus' on Agile Athlete, gains the ability to ignore difficult terrain whilst running or charging.
At 5th level a springbok gains either Wall-Warrior OR City-shielded
Wall-Warrior: At 5th level, a springbok who focus' on Combat Acrobat, gains a special combat maneuver "Wall kick". If a target is adjacent to any large vertical surface the springbok can climb, the springbok may make a move action through the target's square similar to as described in the tumble skill in Player's Handbook p.84. When the Springbok does this he may make an attack of opportunity against the target's flat-footed ac. The springbok must have a 20ft running start to do this, and cannot perform this maneuver more than once per round.
City-Shielded: At 5th level, a springbok who focus' on Agile Athlete gains the ability to utilize his environment in his defense. While in any area with a high density of objects; dungeons, citys, jungles etc, he may add his Intelligence modifier to armorclass.
Attack on the Run: At 6th level, a Springbok gains the benefit of the Spring Attack, and Shot on the Run feats when wearing light or no armor, even if he does not meet the prerequisites.
Crash: When a springbok becomes skilled enough with his acrobatic roll, he becomes able to dispurse his fall damage into a single target rather than a momentum roll. Doing so requires a successful touch attack against the target, suffering a -2 penalty per 20 foot fallen. If successful, the target takes 1d6 points of damage per 10ft the springbok fell. The springbok also takes 1d6 fall damage when attempting a Crash attack.
Falling Opportunist: When falling past an opponent, a springbok can use his superior speed to strike at the minutist opportunity. If an 8th level or higher springbok falls past a target, he may make an attack of opportunity against the target. If he decides not to, the target cannot himself make an attack of opportunity against the springbok
Sprinting Flanker: By timing a fakeout just right, a sprinting Springbok can attempt to assist an ally in a fight. If a springbok moves through a square from where he WOULD grant an ally flanking during a move action, he can elect to grant that ally the benefit of flanking for that round only. The Springbok cannot use this ability to flank multiple opponents, or grant himself flanking. This ability also does not prevent the opponent from taking an attack of opportunity on the springbok if it is eligible
On the Wind: The greatest, and most skilled springbok's have perfected the art of jumping and falling such that they can effectively "ride" strong enough winds. The Springbok replaces the wind effects from the Dungeon Master's Guide p.95 with the following effects.
Wind Force
Wind Speed
Benefit
Strong
21-30mph
Special
Severe
31-50mph
Free Running Start
Windstorm
51-74mph
Half longjump DC
Hurricane or higher
75+ mph
Half highjump DC, Fall damage adjustment
Special: Small characters gain benefits as if the wind is one level worse. So a small springbok in Strong winds gains the benefit of "Free running start"
Free running start: A springbok in severe or worse winds needn't make a 20ft. Running start when making a jump check
Half Longjump DC: The Longjump DC's are halved in this wind level
Half Highjump DC: The Highjump DC's are halved in this wind level
Fall damage adjustment: For purposes of Springbok abilities, treat any distance fallen in this wind level as halved. E.g. A springbok 'falling' 80 ft to "Crash" an opponent, only deals damage as if he fell 40ft