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View Full Version : [D&D 3.5 base class] The Skirmisher [PEACH]



Kree West
2014-07-03, 10:45 PM
I'm running a low-magic, combat heavy, trap light campaign. One of the players wanted to play a rouge but many of its class features would have been underpowered. So I homebrewed up this variant which is a combat heavy, swift, sneak attack, rouge. Ability placement (what level) and some class features are based on the rouge.

"I bet you didn't see that coming" -Ivan Quickgrass. Skirmishers are trained in fighting swiftly, getting into the enemy formation, eliminating key targets, and getting out. WIP


Basic Features

Hit Dice: d10

Base Attack Bonus: three fourths level (rounding down)

Skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Profession, Search, Spot, Tumble

Skill Points: 4 + Intelligence modifier (x4 at first level)

Weapon Proficiency: A skirmisher is proficient with all simple and martial weapons.

Armor Proficiency: A skirmisher is proficient with light armor.


Complex Features

Sneak Attack: At 1st level, a skirmisher becomes adept at attacking enemies in their weak spot. Before rolling for an attack against a flat-footed or flanked opponent you may declare the attack is a sneak attack. You deal 1d6 additional damage per time you gain this class feature. Certain creatures like plants, constructs, and undead are immune to sneak attack damage. At every other odd level thereafter the bonus sneak attack damage increases by 1d6.


Two-Weapon Fighting: At 1st level, a skirmisher gains two-weapon fighting as a bonus feat even if they would not normally meet its prerequisites.


Evasion: At 2nd level, a skirmisher gains the evasion class feature. See rouge for more information.


Improved Initiative: At 3rd level, a skirmisher gains improved initiative as a bonus feat even if they would not normally meet its prerequisites.


Strike First: At 3rd level, a skirmisher may attack an enemy before it attacks them. After an enemy rolls for an attack make an initiative roll. If the initiative roll is higher than the attack roll you may make an attack of opportunity against the attacker. However, if the attack roll is higher the attacker gets an additional 1d6 damage. You may only use this class feature once per day/one half skirmisher level (rounding down).


Uncanny Dodge: At 4th level, a skirmisher gains the uncanny dodge class feature. See rouge for more information.


Disengage: At 6th level, a skirmisher becomes adept at slipping away from enemies. After making a successful attack against an enemy, they gain no attack of opportunities against the skirmisher for the duration of the skirmisher’s turn.


Ignore Terrain: At 7th level, a skirmisher is able to walk on broken stones as if they were smooth marble. When walking on difficult terrain a skirmisher may make a DC 18 balance check to treat one 5ft. square of difficult terrain as normal terrain.


Improved Uncanny Dodge: At 8th level, a skirmisher gains the improved uncanny dodge class feature. See rouge for more information.


Masterful Feint: At 9th level, a skirmisher can fake out an enemy to make a deadly strike. Upon a successful feint you may sneak attack the target as though they were flat footed.


Improved Evasion: At 10th level, a skirmisher gains the improved evasion class feature: See rouge for more information.


Improved Flanking: At 10th level, a skirmisher may treat an enemy as flanked if the skirmisher and an ally are both threaten the target.


Evade: At 11th level, a skirmisher can dodge out of the way of blows with ease. As a move action you can make a evade roll (1d20 + dexterity modifier + skirmisher level) afterwards the skirmisher may choose to replace their AC with the result of the evade roll until the start of the skirmisher’s next turn.


Double Strike: At 12th level, a skirmisher, as a full round action, may make an attack with both weapons. Both attacks gets a bonus equal to one half of their skirmisher level.


Opportunist: At 13th level, a skirmisher may make an attack of opportunity against an enemy who has been damaged in melee by another character since the skirmisher’s previous turn. This does not count as an attack of opportunity in terms of the limit of such attacks you may make in a round.


Swift Blow: At 15th level, a skirmisher may use a swift action to make an attack with either their off-hand or on-hand weapon.


Weakening Strike: At 16th level, any target damaged by a skirmisher’s sneak attack takes a -1 penalty to AC that goes away in one hour. This ability does stack.


Act First: At 18th level, a skirmisher may reroll their initiative as many times as they like. The skirmisher may take the result of any roll made by this ability. However every time they do this they take a -1 penalty to their next attack roll. The penalty of this ability stacks.

Superior Speed: At 20th level, a skirmisher may take two consecutive turns in a row. For the purpose of abilities this counts as one turn. A skirmisher may use this ability once per day/one half (rounding up) the skirmisher’s dexterity modifier.