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Annalia
2006-08-12, 08:11 PM
A Skirmisher is a fighter that relies on mobility to win a fight. He is a specialist of hit and run tactics and often seems to be everywhere on the battlefield. Lightly armored and dexterous, the skirmisher knows how to move and strike fast.

Dexterity is the most important stat for a skirmisher. It improves his AC and, for most of them, his chances to hit. The skirmisher also needs a good constitution to augment his average hit points.

HD: d6

Requirements
BAB +4
Dodge, Mobility, Combat Reflexes
Skirmish +1d6

Skill Points per level: 4 + Int Modifier
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex).

Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Skirmish +1d6, Battlefield Presence
2 +2 +0 +3 +0 Fast Movement +10 ft
3 +3 +1 +3 +1 Skirmish (+1d6, +1 AC)
4 +4 +1 +4 +1 Hit and Run
5 +5 +1 +4 +1 Skirmish (+2d6, +1 AC), Improved Mobility
6 +6 +2 +5 +2 Fast Movement +10 ft
7 +7 +2 +5 +2 Skirmish (+2d6, +2 AC)
8 +8 +2 +6 +2 Free Movement
9 +9 +3 +6 +3 Skirmish (+3d6, +2 AC)
10 +10 +3 +7 +3 Greater Mobility, Fast Movement +10 ft

Weapon and Armor Proficiencies: A Skirmisher gains proficiency with simple and martial weapons. It does not gain proficiency with any armor or shield.

Skirmish (Ex): As the Scout's Skirmish class feature.

Battlefield Presence (Ex): A Skirmisher always seems to be everywhere on the battlefield. He can, as an immendiate action, move at half his speed in any direction. The Skirmisher can use this ability a number of times per day equal to ˝ his skirmisher class level. A Skirmisher wearing medium or heavy armor looses this ability.

Fast Movement: As the Barbarian's Fast Movement ability.

Hit and Run (Ex): At 4th level, a Skirmisher learns to use hit and runs tactics very efficiently. He gains the ability to separate a move action in two. For example, a Skirmisher with a speed of 40' could move 10', attack (as a standard action) and move 30' again, thus finishing his move action. A Skirmisher wearing medium or heavy armor looses this ability.

Improved Mobility: At 5th level, the bonus to AC a Skirmisher gains from Mobility improves to +6.

Free Movement (Ex): At 8th level, a skirmisher know how to get out of bounds and move freely on a difficult terrain. This ability works like the Freedom of Movement spell, except that it is always active. A Skirmisher wearing medium or heavy armor looses this ability. Also, see the Scout's Free Movement ability.

Greater Mobility: At 10th level, the bonus to AC a Skirmisher gains from Mobility improves to +8.

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First, any of you have tips on how to keep the table straight?

And second, what d'you think about it? I fear it might be too powerful. What I'm looking for is a good Scout PrC that isn't Dervish. Helps, tips, comments, etc. are welcomed. :)

Raum
2006-08-13, 12:09 AM
First, any of you have tips on how to keep the table straight?
Using a graphic is probably easiest, /list comes in second with /table a distant third. Mostly because /table is a major PITA.


And second, what d'you think about it? I fear it might be too powerful. What I'm looking for is a good Scout PrC that isn't Dervish. Helps, tips, comments, etc. are welcomed. :)
I'd suggest dropping the hit die to d6 and the attack bonus to 3/4. It's potentially overpowered as it stands.

I do like the abilities though, they mesh well.

Annalia
2006-08-13, 12:36 AM
Using a graphic is probably easiest, /list comes in second with /table a distant third. Mostly because /table is a major PITA.

I'll see what I can do about that tomorrow.


I'd suggest dropping the hit die to d6 and the attack bonus to 3/4. It's potentially overpowered as it stands.

I do like the abilities though, they mesh well.

Hmm, dropping the HD to d6 might be a good idea. I really want to keep the BAB though, so unless it's really necessary I'll leave it be.

And thanks, I'd really want to try it someday.

So, I'll be waiting for a couple more feedback before making changes at it. :)

kanachi
2006-08-13, 09:38 AM
I would move Battlefield Presence to a later level as it is that which overpowers the class to me. Swap its position with hit and run (which is basicly just shot on the run/spring attack combined) and though powerful its not overwhelming. Apart from that i like it alot, nice and simple and effective.

I still think i would go pure 20 scout though

Annalia
2006-08-13, 09:59 AM
I would move Battlefield Presence to a later level as it is that which overpowers the class to me. Swap its position with hit and run (which is basicly just shot on the run/spring attack combined) and though powerful its not overwhelming. Apart from that i like it alot, nice and simple and effective.

I still think i would go pure 20 scout though

How so? I agree it's a powerful ability but I would've thought limiting it to a number of times equal to half his Skirmisher level would do the trick. If you look at it, it means that a 1st level Skirmisher will be able to get his Skirmish bonus on a full-round attack only once a day.

A rogue will do it much more often and will have a better bonus since Sneak Attack improves faster than skirmish.

Edit: And, I really don't want to sound like I don't apreciate the help. I just want to expose why I did it like that.

Annalia
2006-08-13, 11:45 PM
Alright, I lowered the HD to a d6. It does nerf the class well, since they'd require a good Con even more to make up for it if they want to stand a chance in battle. Introducing a bit of MAD (cause Str and Int wouldn't hurt them either) is good. :)

Other suggestions?

The_Logic_Ninja
2006-08-14, 02:55 AM
I haven't looked the fine details over, but what you may want to do, if you haven't already, is compare it to the Highland Stalker, which is a full-BAB Skirmish-progression PrC.

Falrin
2006-08-14, 09:47 AM
And what's up with those class skills? I see you want a more fighter approach, but a scout/skirmisher without spot, listen, survival, hide, ...

It doesn't seem right. You now have a scout who can fight a litlle better, but lacks the most basic scouting abillities. I think you hurt them enough by going with 4 skillpoints, so I'd give them some more classskills.

Annalia
2006-08-14, 11:50 AM
And what's up with those class skills? I see you want a more fighter approach, but a scout/skirmisher without spot, listen, survival, hide, ...

It doesn't seem right. You now have a scout who can fight a litlle better, but lacks the most basic scouting abillities. I think you hurt them enough by going with 4 skillpoints, so I'd give them some more classskills.

First, you now have a scout that fights a lot better. 'cause he can lend full-round skirmishes once in a while.

As for the skill points, the Skirmisher is not meant to be Scout-like when it comes to skill. When you become a skirmisher, you focus your training on mobile fighting and forget about the exploring part of the scout. That's why it lacks Spot/Listen/etc. I considered adding them, but unless you have a high Int (which isn't a priority, really), you'll be wanting to be able to move on the battlefield easily (thus Swim, Tumble, Climb, Jump).

Hey, an idea just came to me. This guy'd need Acrobatic Charge, but if I'm to add that, I need to nerf something else. Ideas?

Edit: And good idea TLN, I'm going to fetch my CAdv.

kanachi
2006-08-14, 12:15 PM
I would say that spot and listen would be a must for a mobile fighter especialy if he/she is supsosed to represent someone who is always "aware" of the combat around them. You could even argue a case for the class providing a slow burning bonus to spot checks as you level up.

Up to you though, but thats how i would play it.

Fax Celestis
2006-08-14, 12:48 PM
Battlefield Presence breaks this class. Horribly.

Why? Because, as an immediate action, it means that when the big ogre comes up to smash you, you zip away and he can't hit you.

It basically makes AC irrelevant.

I mean, seriously. Grab yourself Power Attack and a reach weapon. When the ogre gets into a threatened square, grab your Attack of Opportunity, dump all your AC into your attack for massive damage, and then use Battlefield Presence to move fifteen feet backwards. He's out of range of you now, and you've essentially got yourself a free (massively damaging) attack.

On his turn, no less.

And you even get your skirmish damage if you moved earlier in the round!

kailin
2006-08-14, 02:00 PM
Battlefield Presence doesn't break this class. However, it can't actually be used until 2nd level, so you may want to move it up there.

For hit and run, I don't understand why you didn't just say that the Skirmisher gets Spring Attack as a bonus feat.

At first I didn't like the full BAB for a character with bonus damage, but then I looked over Scout and the skirmish ability, and it really doesn't seem that bad.

What does still bug me is the three fast movement boosts that work so well with Battlefield Presence. He has pretty much the same fast movement as a monk which, considering his high BAB, skirmish, battlefield presence, and the fact that he'll be coming into this class with fast movement already, seems excessive.

I'd cut it down to one boost at first level (swapping places with Battlefield Presence) and one at sixth, so by that point he'll be able to move 30 feet as an immediate action.

And since we're on the subject of skirmish full attacks anyway, can't a scout/psychic warrior pull it off by manifesting Psionic Lion's Charge?

Annalia
2006-08-14, 03:21 PM
Battlefield Presence breaks this class. Horribly.

Why? Because, as an immediate action, it means that when the big ogre comes up to smash you, you zip away and he can't hit you.

It basically makes AC irrelevant.

I mean, seriously. Grab yourself Power Attack and a reach weapon. When the ogre gets into a threatened square, grab your Attack of Opportunity, dump all your AC into your attack for massive damage, and then use Battlefield Presence to move fifteen feet backwards. He's out of range of you now, and you've essentially got yourself a free (massively damaging) attack.

On his turn, no less.

And you even get your skirmish damage if you moved earlier in the round!

Woah, I hadn't considered it that way. I wanted the Skirmisher to be able to move in time to get AoO even when it's not his turn. That's the first objective, enabling him to skirmish is only a side-effect. I could add a 'when an opponent makes an action that would normally provoke an attack of opportunity' clause.

But, wait, he still provokes an AoO by moving away. Which is nullified by the fact he gets those Mobility bonuses. Okay, I'll add the clause.


What does still bug me is the three fast movement boosts that work so well with Battlefield Presence. He has pretty much the same fast movement as a monk which, considering his high BAB, skirmish, battlefield presence, and the fact that he'll be coming into this class with fast movement already, seems excessive.

I'd cut it down to one boost at first level (swapping places with Battlefield Presence) and one at sixth, so by that point he'll be able to move 30 feet as an immediate action.

Yes, I've been considering cutting on the Fast Movement thing.

Here's a few changes I'm also about to make:
Fast movement at 1st level and 10th level
Battlefield Presence at 2nd level with the above clause added
Change Free Movement for Acrobatic Charge.
Add Spot and Listen

Fax Celestis
2006-08-14, 03:25 PM
But, wait, he still provokes an AoO by moving away. Which is nullified by the fact he gets those Mobility bonuses. Okay, I'll add the clause.
Not if he AoOs with a reach weapon and then runs, unless his opponent has reach too.