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- Join Date
- Mar 2011
The Rescuer (3,5 Base Class, PEACH)The Rescuer
Not all heroes rely on magical skill or mastery of the initiator's art to save lives. Rescuers are individuals dedicated to goal of saving lives however possible, even if doing so puts their own lives at risk. Willing to rush into almost any imaginable sort of danger (and many sorts that would be unimaginable to most) rescuers use a combination of martial skill and medical know-how to save anyone who might be in harm's way.
Adventures: Rescuers frequently take a mission-based approach to adventuring, gravitating to instances where people have found themselves in peril. Other rescuers attach themselves to a particular adventuring party, seeing their fellow adventures as those who are most likely going to be in need of being rescued.
Characteristics: Rescuers possess a wide variety of skills, which enable them to manage virtually whatever situation they find themselves having to deal with. In particular, rescuers have extensive training in mundane methods of healing, enabling them to pull those they're saving from the brink of death. Additionally, rescuers are capable combatants and are especially talented at finding ways of disabling their foes without actually killing them. Finally, rescuers have a unique talent when it comes to keeping track of their allies, meaning they always seem to know when they need to rush to save them.
Alignment: While virtually all rescuers follow a selfless creed of self-endangerment for the benefit of others, there is nothing stopping a wicked individual from learning their skills. As such, rescuers may be of any alignment.
Religion: Most rescuers are at least nominally religious, offering prayers to their deity of choice before taking on a particularly hazardous mission or otherwise putting themselves in danger. While deities of healing such as Pelor are certainly popular, quite a few rescuers will choose to venerate deities of luck, having seen chance decided people's fate far too many times.
Background: Rescuers are often trained in small academies where they can develop the multitude of skills they need to succeed in their missions. Such academies are usually connected to either a local guard troop or the national military, training rescuers to supplement their other forces. On rare occasions, however, an individual may learn these skills through focused individual effort and study. While such instances are rare, these self-taught rescuers can be among the most dedicated members of the class.
Races: The bulk of rescuers are humans and half-elves, whose flexibility lends itself well towards mastering the numerous skills a rescuer needs to succeed. Half-orcs make up a surprisingly substantial minority, craving the respect that rescuers are frequently afforded and finding themselves well adapted to the the physical demands of the profession.
Other Classes: Rescuers tend to get along well with most other classes, as almost any adventurer can see the value in having someone around who's dedicated to making sure they make it through the adventure alive. Paladins in particular respect the selfless nature of many rescuers, though some of the more severe members of the class can chafe at rescuers preference for non-lethal tactics. Rogues, meanwhile, are often more standoffish around rescuers due to their frequent association with town guards.
Role: Like rogues, rescuers are capable of acting as scouts thanks to their typically high awareness and trapfinding ability, though they lack the rogue's talent for stealth. In combat, rescuers rely on their training to quickly disable their opponents and render them unconscious or otherwise unable to fight back. Additionally, while rescuers lack the ability to provide magical healing their extensive mastery of mundane healing techniques can help save their allies from otherwise lethal situations.
GAME RULE INFORMATION
Rescuers have the following game statistics
Abilities: Wisdom is extremely useful to rescuers as it is the key ability for many of their skills and powers a number of their abilities. As rescuers often find themselves in melee combat, Strength and Constitution are also valuable. Finally, Dexterity can also be useful to rescuers as they are typically lightly armored.
Alignment: Rescuers can be of any alignment.
Hit Die: D8
Starting Age: As bard
Starting Gold: As cleric
Balance, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Gather Information, Handle Animal, Heal, Jump, Knowledge (local), Listen, Open Lock, Profession, Search, Sense Motive, Speak Language, Spot, Swim, Tumble, Use Rope
Skill Points at 1st level: (8 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 8 + Intelligence Modifier
Level BAB Fort Ref Will Special 1st +0 +2 +2 +2 Subduing Strikes+1d4, Trapfinding 2nd +1 +3 +3 +3 Focused Skill, Medical Training 3rd +2 +3 +3 +3 AC Bonus, Status 4th +3 +4 +4 +4 Subduing Strikes +2d4 5th +3 +4 +4 +4 Focused Skill, Stunning Strike 6th +4 +5 +5 +5 Medical Training (Second Wind) 7th +5 +5 +5 +5 Subduing Strikes +3d4 8th +6 +6 +6 +6 Focused Skill 9th +6 +6 +6 +6 Status (know conditions) 10th +7 +7 +7 +7 Medical Training (Rapid Heal checks), Subduing Strikes +4d4 11th +8 +7 +7 +7 Focused Skill, Improved Stunning Strike 12th +9 +8 +8 +8 Rush to the Rescue 13th +9 +8 +8 +8 Subduing Strikes +5d4 14th +10 +9 +9 +9 Focused Skill, Medical Training (Improved First Aid) 15th +11 +9 +9 +9 Status (telepathy) 16th +12 +10 +10 +10 Subduing Strikes +6d4 17th +12 +10 +10 +10 Focused Skill, Greater Stunning Strike 18th +13 +11 +11 +11 Medical Training (resuscitation) 19th +14 +11 +11 +11 Subduing Strikes +7d4 20th +15 +12 +12 +12 Adrenaline Rush, Focused Skill
Weapon and Armor Proficiencies: Rescuers are proficient with all simple and martial weapons. A rescuer is proficient with light armor, but not shields.
Subduing Strikes (Ex): Whenever possible rescuers prefer to avoid killing their opponents, opting instead to render them unconscious if at all possible. To this end, rescuers possess significant training in the art of inflicting non-lethal damage. A rescuer takes no penalty on their attacks when attempting to deal non-lethal damage with a weapon that would typically deal normal damage. Furthermore, whenever the rescuer makes an attack that would deal non-lethal damage their attack inflicts an additional 1d4 points of non-lethal damage. This extra damage increases to +2d4 at 4th level and every three levels past that (+3d4 at 7th, +4d4 at 10th, +5d4 at 13th, +6d4 at 16th and +7d4 at 19th).
Trapfinding (Ex): A rescuer can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.
Focused Skill (Ex): At 2nd level a rescuer may select any Strength or Dexterity-based skill that they possess at least 1 rank in. From that point on, the rescuer receives an insight bonus to all uses of that skill equal to their Wisdom modifier. At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th) a rescuer may select an additional skill to which this bonus applies.
Medical Training (Ex): While rescuers lack access to true healing magic, they possess extensive skill with mundane medical techniques. Starting at 2nd level, a rescuer receives an insight bonus on all Heal checks equal to one-half their class level (rounded down). Furthermore, a rescuer may use the Heal skill without provoking Attacks of Opportunity.
At 6th level, a rescuer gains the ability to grant their allies a second wind to carry them through a fight (or at least get them sufficiently mobile to get out of danger). As a standard action, a rescuer can allow a living creature to heal a number of hp equal to double the rescuer's class level with a DC 20 Heal check. For every 10 points by which the rescuer surpasses this DC, their target may heal an additional amount of hp equal to the rescuer's class level (so triple their class level at DC 30, quadruple their class level at DC 40, etc.). A creature may not benefit from this healing more often than once an hour.
Starting at 10th level, a rescuer's develops the ability to treat common injuries much more rapidly. A rescuer gains the ability to perform any use of the Heal skill that would typically take a standard action (such as first aid) as a move action instead. Additionally, by taking a -20 penalty on the check a rescuer may attempt to perform any of these uses of the Heal skill as a swift action.
At 14th level, a rescuer develops the ability to treat additional conditions with the Heal skill. These new uses each take a standard action (this time is not automatically reduced by the normal time reduction ability gained at 10th level, however the rescuer can still take a -20 penalty to attempt these uses as a swift action).
As a DC 20 Heal check, the rescuer may remove dazed, fatigued, or sickened condition from an individual.
As a DC 25 Heal check, the rescuer may remove the exhausted, nauseated, or stunned condition from an individual.
As a DC 35 Heal check, the rescuer may remove a negative level, the blinded or the deafened condition from an individual.
A rescuer may only attempt to remove one condition with a given Heal check.
At 18th level, a rescuer's mastery of medical techniques reaches its zenith, enabling them to bring someone back from the brink of death. As a full round action, the rescuer may attempt to revive a creature that has just died and is relatively whole with a special Heal check. The DC for this check is 40 for a creature that has been dead for 1 round, and the DC increase by 5 for each additional round the creature has been dead. If the check succeeds, the target is brought back to -1 hp and is considered stable, with no loss of level.
AC Bonus (Ex): Starting at 3rd level a rescuer receives a bonus to their AC equal to their Wisdom modifier (if positive) as long as they are unencumbered and wearing no more than light armor. This bonus to AC applies even against touch attacks or when the rescuer is flatfooted, however the rescuer loses this bonus if they are immobilized or helpless, wears medium or heavy armor or carries a medium or heavy load.
Status (Su): Rescuers often find themselves needing to work with teams in order to succeed in their missions and as such have developed the ability to keep track of their allies even if separated. Starting at 3rd level, a rescuer may designate a number of willing individuals equal to the rescuer's Wisdom modifier that the rescuer can track. As long as a designated individual remains within a distance of 100 ft. per class level of the rescuer the rescuer instinctively knows the general location and approximate health of that individual. If the rescuer has direct line of effect to a designated individual then they can determine that individual's precise location, otherwise the rescuer can only determine the approximate direction and distance of the individual. Additionally, the rescuer knows if a targeted individual is healthy (at full hp), injured (below full hp but above half hp), badly injured (below half hp but above 0 hp), dying (0 to -9 hp), or dead.
A rescuer may designate a willing individual within 10 ft to be a target of their status ability as a full-round action. Once this designation is made, the individual remains targeted by this ability until the rescuer rescinds the designation, which they may do as a free action. If the rescuer's Wisdom modifier is somehow reduced below the current number of creatures they have targeted by this ability the rescuer must select which individuals will no longer be targeted by this ability.
Beginning at 9th level, the rescuer automatically knows any conditions that affect an individual targeted by their status ability and is aware of any active spell effects on the targeted individual. This knowledge only extends to the type of condition or name of the spell in question and does not provide any information regarding the source of the spell or effect.
At level 15, the rescuer is able to strengthen the mental bond created by their status ability to enable mental communication. Any individual effected by a given rescuer's status ability gains the ability to telepathically communicate with the rescuer or any individual the rescuer has targeted with their ability as long as all individuals are within range of the rescuer's status ability.
Stunning Strike (Ex): At 5th level, a rescuer furthers their ability to disrupt their opponents in combat by striking at key pressure points. As a standard action, the rescuer may make a melee attack that deals no damage. If the attack hits, the target must succeed on a Fortitude save (DC = 10 + 1/2 the rescuer's class level (rounded up) + the rescuer's Wisdom modifier) or be stunned for 1 round. The rescuer may use this ability a number of times per day equal to 3 + their Wisdom modifier.
Improved Stunning Strike (Ex): Beginning at 11th level, whenever an opponent fails their save against the rescuer's stunning strike ability they are stunned for 1d4 rounds.
Furthermore, a rescuer of 11th level or higher may use their stunning strike ability to stun creatures that normally would be immune to stunning. Such creatures receive a +4 bonus on their Fortitude saves to avoid being stunned and are stunned for 1 round on a failed save instead of 1d4.
Rush to the Rescue (Ex): Starting at 12th level, a rescuer develops the ability to react at incredible speeds when their allies need them the most. Whenever an ally within 30 feet of the rescuer drops below 0 hp or is otherwise rendered helpless, the rescuer may take a move action as an immediate action. Movement taken as part of this ability does not count against the rescuer's maximum movement for the round.
Greater Stunning Strike (Ex): A normal creature who fails their save against the stunning strike ability of a rescuer of 15th level or higher is now stunned for 2d4 rounds, and is stunned for 1 round even on a successful save.
Furthermore, creatures that are normally immune to stunning no longer receive a bonus to their Fortitude saves to avoid being stunned and are now stunned for 1d4 rounds on a failed save.
Adrenaline Rush (Ex): At level 20, a rescuer masters the ability to harness the adrenal rush that accompanies danger to act with preternatural quickness for a brief period. During the first round of any combat encounter the rescuer may choose to activate this ability as a swift action. If the rescuer chooses to do so, all of their movement speeds are doubled and they gain the ability to take an extra standard action each round on their turn. These benefits last for a number of rounds equal to the rescuer's Wisdom modifier. In order to use this ability the rescuer must choose to activate it during the first round they are able to act during a given encounter.
The rescuer can use this ability three times per day.
Last edited by Alabenson; 2018-07-17 at 05:50 PM.
- Join Date
- Mar 2011
Re: The Rescuer (3,5 Base Class, PEACH)Spoiler: Class VariantsRescuer Variant: The Tracker
The tracker is specialist in locating and chasing down individuals no matter where they may be hiding, trading knowledge of how to deal with traps and certain combat techniques for an unparalleled ability to find anyone anywhere.
Add Knowledge (nature) and Survival to the tracker's class skills. Remove Disable Device and Open Lock from their class skill list.
The tracker has all the class features as a rescuer except as noted below.
Track: The tracker gains Track as a bonus feat at 1st level.
Quarry (Su): At 5th level, the tracker gains the ability to designate a single creature as their quarry as a full round action. To designate a creature as their quarry, a target must either be within 30 ft. of the tracker or the tracker must know the target's name and have a relatively accurate description of the target's appearance. Once designated, the target will remain the tracker's quarry until they are killed or the tracker rescinds the designation, which they can do as a free action. A tracker can only have one creature designated as their quarry at a time. As long as the tracker and their quarry remain on the same plane, the tracker has at least a vague idea of where their quarry is. If the tracker has direct line of sight to their quarry then they automatically can identify their target, regardless of any disguises or illusions hiding the quarry's identity. If the tracker is within at least 100 ft. per class level of their quarry, they can determine the rough direction and distance they are from their target. If the target is beyond that distance, the tracker can only determine the rough direction their quarry is in (North, West, South, etc.).
At 11th level, the tracker gains the ability to track their quarry even across planar boundaries. If a tracker's quarry is on a different plane, the tracker can automatically identify which plane they are on and can detect any portals to that plane within 100 ft. per class level.
Starting at 15th level, the tracker's quarry ability gains the power to bypass most methods of magically blocking magical detection short of mind blank, wish, or miracle, and even these powerful spells offer no guarantees. If a tracker's quarry has one of these spells cast on them or has the spell as a continuous effect (such as from an item), then the tracker must make a Wisdom check with a DC equal to the caster level of the spell. If the tracker fails, then their ability to track their quarry is suppressed for 24 hours, or until the effect blocking it is removed. If the tracker succeeds, however, then their quarry ability functions normally for 24 hours, at which point they must succeed at another Wisdom check of the effect is still active.
Trapfinding: The tracker does not receive the trapfinding ability at 1st level.
Stunning Strike: The tracker does not receive the stunning strike ability at 5th level.
Improved Stunning Strike: The tracker does not receive the improved stunning strike ability at 11th level.
Greater Stunning Strike: The tracker does not receive the greater stunning strike ability at 15th level.
Rescuer Variant: The Undercover Agent
The undercover agent is a specialist in deception, trading the rescuer's medical knowledge for the ability to take on false identities able to withstand nearly any level of scrutiny.
Add Bluff, Disguise and Intimidate to the undercover agent's skill list. Remove Heal from the skill list.
The undercover agent has all the class features as a rescuer except as noted below.
Cover Identity (Ex): At 2nd level, the undercover agent develops a specific false identity. The undercover agent receives a circumstance bonus to Disguise checks to disguise themselves as their cover identity equal to one-half their class level (rounded up) and may add their Wisdom modifier to Bluff checks made to remain in-character. Furthermore, even efforts to magically read the undercover agent's identity can be fooled by this disguise; an individual targeting the undercover agent with a spell such as detect evil or detect thoughts must succeed at a caster level check opposed by the undercover agent's Bluff check or receive information consistent with the cover identity. An undercover agent may retire a given cover identity and create a new one, however this process takes a week of uninterrupted practice.
At levels 6, 10, 14, and 18, the undercover agent may develop an additional cover identity.
Medical Training: The undercover agent does not receive the Medical Training ability at 2nd level, nor the additional benefits at 6th, 10th, 14th and 18th level.