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CopperElfCleric
2019-09-29, 02:42 AM
Fey Scout


Fey Scouts give themselves almost wholly to nature, seeking to return to their untamed roots of frivolity and wildness. The song of the Plane of Faerie calls strongly to them and they eventually become fey creatures themselves.

Requirements

Alignment: Any good or chaotic

Race: Elf or Half-elf

Skills: Hide 5 ranks , Knowledge (nature) 5 ranks , Move Silently 5 ranks , Survival 8 ranks

Feats: Mobility


Hit die: d10

Skill points: 4 + Int

Class Features:

Weapon and Armor Proficiency: You gain no proficiency with any weapons or armor. If you wear heavy armor, you do not benefit from your fast movement ability.

Fast Movement (Ex): Your land speed is faster than the norm for your race by 10 feet while wearing light, medium, or no armor. This increase stacks with similar increases, such as that from the barbarian class. See the barbarian class feature, page 25 of the Player's Handbook.

Trackless Step (Ex): You cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Primal Rage (Su): At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling rage. Releasing a primal rage is a free action that does not provoke attacks of opportunity. A primal rage induces a state of feral frenzy that lasts for a number of rounds equal to 3 + your Con modifier (minimum 1). You can use your primal rage ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Using a primal rage always requires you to move, so you cannot use a primal scream if you cannot move.

In this feral frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack takes a —5 attack penalty (or —2 with the Multiattack feat).

In addition to these effects, a primal rage confers additional benefits as you gain levels, as described below. All effects are cumulative.

Enemies Shaken: Starting at 4th level, your primal rage makes enemies within 30 feet shaken when you activate the ability. This is a cerebral, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + your class level + your Cha modifier). On a failed save, a creature is shaken for a number of rounds equal to your class level. Creatures with more Hit Dice than you are immune to this effect.

Feral Pounce: At 6th level, you gain the ability to pounce on an opponent in the round in which you activate your primal rage. If you charge a foe in the same round that you rage, you may make a full attack, instead of the normal single attack allowed after a charge.

Enemies Cower: Beginning at 8th level, your primal rage can immobilize enemies with fear when you activate the ability. This is a visual, mind-affecting fear effect. It functions like the enemies shaken ability described above, except that any enemy with less than half your Hit Dice that fails its Will save is cowering instead of shaken.

Fey Healing: At 10th level, when you activate your primal rage ability, you gain fast healing 5 for the duration of your feral frenzy, as long as you have at least 1 hit point.

If you also have the rage class feature, you can rage and use your primal rage at the same time, gaining the benefits of both abilities.

Scent(Ex): At 2nd level, you learn to rely on senses that most other people never even suspect. You gain the scent special ability. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, it drops to 15 feet. You do not detect the exact location of the source—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source's location.

Endure Elements(Sp): Starting at 3rd level, you can use endure elements on yourself at will. Your caster level is equal to your fey scout class level.

Nondetection(sp): Starting at 3rd level, you can use this ability as a sorcerer of your class level 2 times a day.

Hide in Plain Sight(Ex): Beginning at 5th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook.

Unfettered Stride(Ex): At 7th level, you gain the ability to move through or across a variety of terrain features without it affecting your movement or skill checks. This ability applies to bogs, rubble, undergrowth, ice sheets, and natural stone floors. See Chapter 3 of the Dungeon Master's Guide for the effect of terrain on movement and skill checks.

Commune with Nature(sp): At 7th level you can use this ability 3 times a day as a sorcerer of your class level.

Feyheart: At 9th level, your mystic bond with nature changes your very being. Your type becomes fey (augmented humanoid), and you gain these feats, without meeting their prerequisites; Fey Heritage, Fey Legacy, Fey Power, Fey Presence, Fey Skin, Fey Fate.

Advancement


Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Fast movement, trackless step
2nd +2 +3 +3 +0 Primal rage, scent
3rd +3 +3 +3 +1 Endure elements, Nondetection
4th +4 +4 +4 +1 Primal rage (enemies shaken)
5th +5 +4 +4 +1 Hide in plain sight
6th +6 +5 +5 +2 Primal rage (pounce)
7th +7 +5 +5 +2 Unfettered stride, Commune with nature
8th +8 +6 +6 +2 Primal rage (enemies cower)
9th +9 +6 +6 +3 Feyheart
10th +10 +7 +7 +3 Primal rage (fast healing)

Maat Mons
2019-09-29, 04:42 PM
To make things easier on us, maybe you could highlight what changes you've made from Wild Runner?