- 1 Description
- 2 Class Features
- 2.1 Weapon and Armor Proficiency
- 2.2 One Hand Free
- 2.3 Skirmisher1 (Ex)
- 2.4 Trapfinding (Ex)
- 2.5 Encroachment (Ex)
- 2.6 Uncanny Dodge (Ex)
- 2.7 Loner (Ex)
- 2.8 Trap Sense (Ex)
- 2.9 Spring Attack (Ex)
- 2.10 Shifty1 (Ex)
- 2.11 Evasion (Ex)
- 2.12 Encroaching Jolt1 (Ex)
- 2.13 Fast Movement1 (Ex)
- 2.14 Fast Stealth1 (Ex)
- 2.15 Freestyle (Ex)
- 2.16 10-Foot Step1 (Ex)
- 2.17 Stunts1 (Ex)
- 2.18 Prowling1 (Su)
- 2.19 Flexible Tumbler1 (Ex)
- 2.20 Shadow-Touched (Su)
- 2.21 Practiced Hurdler1 (Ex)
- 2.22 Kip Up1 (Ex)
- 2.23 Circuitous Charge (Ex)
- 2.24 Vanish (Su)
- 2.25 Danse Macabre1 (Ex)
- 3 Epic Prowler
- 4 Epic Class Abilities
- 4.1 Encroaching Smash1 (Ex)
- 4.2 Gets the Jump1 (Ex)
- 4.3 Uncanny Step1 (Ex)
- 4.4 Always Armed1 (Ex)
- 4.5 Strong-Arm Tactics1 (Ex)
- 4.6 Plunging Strike1 (Su)
- 4.7 Deep Diver (Ex)
- 4.8 Boneless1 (Ex)
- 4.9 Skitter1 (Ex)
- 4.10 Mugger1 (Ex)
- 4.11 Breath Control (Ex)
- 4.12 Spring-Heeled1 (Ex)
- 4.13 Precise Encroaching Smash1 (Ex)
For some, the world moves too slowly. The pace of day to day life never allows for that visceral joy that comes from being in the heat of a life-or-death situation. Some prefer to live life to its fullest, and seek the pleasures of the now, with little care for the dangers such a life might entail. Some find they are only truly alive when walking along the apex of a six-story rooftop, or gliding like a whisper through a well-guarded keep. Such people feel most at home in civilized places, where the bustle of the commoners and the roaring community of the taverns can give them a mask to hide behind. These people are no mere rogues, seeking to fatten their purses, or liberate a treasure from some odious politician's vault. They're in it for the thrill.
Role: Prowlers are extremely mobile combatants, rarely staying in one place for long. They operate best when picking off the enemies at the fringes of a battle, or when herding these stragglers into the middle of a kill zone. Prowlers are excellent strikers but also powerful debuffers. Some prowlers also excel at combat maneuvers, using them to shatter the lines of the opposing forces.
Hit Die: d6
Starting Wealth: 250 gp
Natural Talent: At character creation, all characters get natural talent with their bailiwick skill, and one additional skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
Skill Ranks per Level: 6 + Int modifier.
Recommended Ability Score Priority: STR (to-hit, damage, class abilities) and DEX (to-hit, class abilities, armor class) are vital. After that, CON, INT, WIS and CHA are all interchangeable, depending on your vision for your character, but none of them are important beyond their standard uses: hit points/fort saves (CON), skill points (INT), will saves (WIS) and social skills (CHA).
|1st||+0||+0||+2||+0||1d6||-||-||Encroachment, Trapfinding, Skirmisher|
|2nd||+1||+0||+3||+0||1d6||+2||-||Uncanny Dodge, Loner|
|3rd||+2||+1||+3||+1||2d6||+2||+1||Spring Attack, Trap Sense|
|6th||+4||+2||+5||+2||3d6||+2||+2||Fast Movement +10|
|7th||+5||+2||+5||+2||4d6||+4||+2||Fast Stealth, Freestyle|
|12th||+9/+4||+4||+8||+4||6d6||+6||+4||Fast Movement +20|
|18th||+13/+8/+3||+6||+11||+6||9d6||+8||+6||Fast Movement +30|
Weapon and Armor Proficiency
Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.
One Hand Free
Prowlers must keep one of their hands empty of weapons and other objects to use many of their abilities. This limits them to one-handed weapons unless they gain some feat or ability which allows them to wield a two-handed weapon with one hand.
Special abilities which require one hand free are marked with a 1.
If the prowler has one hand free, he may add his DEX modifier to attack rolls (but not damage) for melee attacks, in addition to his STR modifier. This class ability does not stack with the Weapon Finesse feat.
A prowler adds a +1 training bonus to Perception and Spycraft skill checks made to locate traps and to Disable Device skill checks. This bonus increases to +2 at level 12, and +3 at level 24. A prowler can use Disable Device to disarm magical traps.
A prowler adds 1d6 damage to any melee attack they make, provided they have displaced at least 10 feet from the position from which they last made an attack. By definition, encroachment is always usable on the first attack of an encounter. For every attack after the first, the prowler must displace 10 feet between every melee attack, in order to qualify for Encroachment. (Prowler abilities like Shifty or 10-Foot Step may help here.)
Encroachment damage can be applied to any qualifying melee attacks, including bonus attacks or attacks of opportunity. It cannot be applied to ranged attacks, or non-weapon attacks (such as spells and spell-like abilities).
Encroachment is not precision damage, it is bonus damage. Bonus damage is not multiplied on a critical hit, and deals damage of the same type as the weapon or effect which produced it.
Uncanny Dodge (Ex)
Starting at 2nd level, a prowler can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A prowler with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Starting at 2nd Level, whenever a Prowler is attacking an enemy that no other ally is threatening, he gains a bonus to all damage rolls he makes. This damage bonus is +2 at second level, and increases by +2 every five levels thereafter (see Tables Prowler and Epic Prowler).
Trap Sense (Ex)
At 3rd level, a prowler gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the prowler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Spring Attack (Ex)
At 3rd level, the prowler gains the Spring Attack feat, even if he doesn't meet the prerequisites.
Beginning at 4th level, if the prowler has one hand free, he may make a 5-foot step at any point during his turn as a free action, up to once per round. Shifty may be used before or after moving or taking actions which normally end your turn immediately, such as a charge. The prowler may even use this ability after he has taken a 5-foot step. Shifty may only be used during the prowler's turn.
At 4th level and higher, a prowler can avoid even magical and unusual attacks with great agility. 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 prowler is wearing light armor or no armor. A helpless prowler does not gain the benefits of evasion.
Encroaching Jolt1 (Ex)
Beginning at 5th level, the first time each round that the prowler inflicts encroachment damage, the struck enemy must make a Reflex save vs. DC 10 + half the prowler's level + DEX modifier. If the opponent fails this save, he takes a penalty to his AC (including touch and flat-footed AC) equal to the prowler's STR mod. Encroaching Jolt lasts until the beginning of the opponent's next turn. The prowler must be adjacent to his target and have one hand free to use this ability.
A prowler's Encroaching Jolt is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
Fast Movement1 (Ex)
At 6th level, as long as the prowler has one hand free, his base land speed increases by 10 feet. This increases to 20 feet at level 12, 30 feet at level 18, 40 feet at level 24 and 50 feet at level 30. These bonuses are not additive. E.g., if the prowler began with a move of 30, he would have a move of 40 at level 6, 50 at level 12, 60 at level 18, 70 at level 24 and 80 at level 30.
Fast Stealth1 (Ex)
At 7th level, the prowler gains the ability to move at full speed while using stealth with no penalty, as long as he has one hand free.
At 7th level, the prowler gains a Lesser Swim move equal to half their base land speed. This ability does not confer any method of breathing underwater, so you might want to consider that. If they already have a swim move higher than this because they're cheating, add 5 feet of move to this movement. Increases to the prowler's base land speed also affect the prowler's swim speed.
10-Foot Step1 (Ex)
Starting at 8th level, while the prowler has one hand free, any time the prowler takes a 5-foot step action, he may move up to 10 feet. This movement does not provoke opportunity attacks, and is treated in all ways like the 5-foot step action, except that the prowler can move further. Coupled with the Shifty ability, this allows the prowler to move up to 20 feet per round, without provoking, and still make a full attack.
At 9th level, the prowler may move at full speed through rough terrain, as long as he has one hand free.
At 10th level, the prowler gains a Greater Climb speed equal to his base land speed. The prowler can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The prowler must have one hand free to climb in this manner. The prowler also gains a +2 class bonus on Might skill checks made to climb; furthermore, he need not make Might checks to traverse a vertical or horizontal surface (even upside down). A prowler retains his Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against him. However, he cannot use the run action while climbing. Increases to the prowler's base land speed also affect the prowler's climb speed.
Flexible Tumbler1 (Ex)
Starting at 11th level, when a prowler has one hand free and uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase.
At 16th level, a prowler which moves at least 15 feet from his starting position in a round gains concealment until the start of his next turn. This concealment may be used to initiate stealth, though the standard rules for breaking stealth still apply.
Practiced Hurdler1 (Ex)
At 13th level, a prowler with this ability and one hand free is always considered to have a running start when making jumping checks.
Kip Up1 (Ex)
Beginning at 14th level, a prowler with this ability and at least one hand free may make an Acrobatics check to stand up from prone as part of his move action, using up 5 feet of his movement speed for the move action. The DC of this check is the highest Maneuver Defense of all threatening enemies. The prowler makes a single Acrobatics check. If he equals or exceeds the highest Maneuver Defense value among the foes, the opponent with the highest Maneuver Defense cannot make an attack of opportunity against him. For every +2 by which he exceeded the target DC, he can deny one additional threatening enemy its attack of opportunity against him as well, to a maximum of the number of enemies actually threatening his square. Even if he provokes one or more attacks of opportunity, he may still complete his move, assuming he's still alive. If there are no opponents threatening the prowler when he kips up, the DC of this Acrobatics check is 20.
Circuitous Charge (Ex)
Beginning at 17th level, the prowler may take any path he likes during a charge, provided he is able to attack an opponent at the end of his move. He may still take the 5-foot step granted by the Shifty ability after the charge.
At 19th level, once per round, as an immediate action, if the prowler has any concealment or cover, he may make a stealth check to begin (or resume) stealth.
Danse Macabre1 (Ex)
At 20th level, while the prowler has one hand free, he can take an additional 5-foot step action as a free action at any point during his turn. Combined with Shifty and the 10-Foot Step abilities, the prowler can make up to three 10-foot step actions during a round and still execute a full attack.
Table: Epic Prowler
|22nd||+16/+11/+6||+7||+13||+7||11d6||+10||+7||Gets the Jump|
|24th||+17/+12/+7||+8||+14||+8||12d6||+10||+8||Fast movement +40|
|25th||+18/+13/+8||+9||+15||+9||13d6||+10||+8||Always Armed, Strong-Arm Tactics|
|28th||+19/+14/+9||+10||+16||+10||14d6||+12||+9||Deep Diver, Boneless|
|30th||+20/+15/+10||+11||+17||+11||15d6||+12||+10||Fast movement +50|
|34th||+22/+17/+12||+13||+19||+13||17d6||+14||+11||Breath Control, Spring-Heeled|
|35th||+23/+18/+13||+14||+20||+14||18d6||+14||+11||Precise Encroaching Smash|
Epic Class Abilities
Encroaching Smash1 (Ex)
Starting at 21st level, when the prowler uses Encroaching Jolt, the target must save as usual or suffer a penalty to Armor Class. In addition, the prowler may choose to force the target to roll a second saving throw, regardless of the success or failure of the first save. If the target fails this second saving throw, they are knocked prone.
Gets the Jump1 (Ex)
At 22nd level, as long as he has one hand free, the prowler's extraordinary athleticism lets him power his way into action faster than seems possible. Add your STR mod to your initiative rolls.
Uncanny Step1 (Ex)
Starting at 23rd level, the prowlers athletic movement abilities become frankly superhuman. Once per encounter, as a move action, the Prowler may choose a location they can perceive and simply move themselves there. This is treated as a Dimension Door effect, except the Prowler is not restricted in their actions after they arrive, the maximum distance they can move is ten feet times their level, they can carry no passengers, and they must be unencumbered with one hand free. This ability allows the Prowler to take feats as if they had the Abundant Step class feature, namely, Dimension Door feats.
Always Armed1 (Ex)
Beginning at 25th level, while the prowler has one hand free, he gains the benefit of the Catch Off-Guard (Feat) and Improvised Weapon Mastery (Feat) feats even if he does not meet the requirements. He may use Encroachment dice with Improvised weapons.
Strong-Arm Tactics1 (Ex)
Prowlers are not about finesse, they're about athletic power. A prowlers mindset is, 'If it's locked, give it a good smash, that should free it up.' As a result, prowlers can muscle their way past a lot of trouble, as long as they have one hand free. Starting at 25th level, once per round in combat or once per minute out of combat, the Prowler may add a +1 training bonus to any d20 roll he likes, as long as that roll was not already modified by a training bonus. This bonus increases to +2 at 29th level, and +3 at 33rd level. This includes but is not limited to saving throws, skill checks, ability checks, etc. This can't be used for attack rolls, sorry.
Plunging Strike1 (Su)
Beginning at 26th level, the prowler may, as a standard action, add his falling damage to his encroachment dice, assuming he deliberately leaped at his target. He must succeed in a ranged touch attack against the target, with a -1 to-hit per ten feet of falling distance. If the prowler hits the target with the ranged touch attack, he calculates his normal attack damage, adds his encroachment dice, and adds the falling damage (up to 20d6), while taking no falling damage himself. Accidental falls may not be used for Plunging Strike attacks, and if the prowler misses the ranged touch attack, he is rendered prone in the nearest available space adjacent to his target and takes full falling damage himself as normal. Plunging Strike can be used with either Uncanny Step or Spring-Heeled, namely, the prowler may appear above his victim ay whatever height he can reach and plunge down upon them.
Deep Diver (Ex)
Beginning at 28th level, the prowler's athleticism allows them to hold their breath for incredible lengths of time and still act normally. The prowler can hold his breath for five rounds per point of Con he has, and taking actions never reduces the length of time he can hold his breath.
Beginning at 28th level, while the prowler has one hand free, he behaves as if he is under the effects of a permanent Squeeze spell. Namely, he may squeeze normally (to half his usual Size) while taking no penalties, and he may squeeze to one quarter his normal size while taking normal squeezing penalties.
At 29th level, the prowler takes no penalties from being prone and can take all movement actions normally while prone, including taking a normal or double move, or even a charge. If the prowler engages in melee while prone, he does not suffer the -4 penalty to his attacks, nor does he grant his attackers the +4 bonus to their to-hit rolls. The prowler may go prone and remain prone on any solid surface as a free action.
Starting at 31st level, while the prowler has one hand free, up to once per round, he may attack an enemy against whom he is stealthed as a touch attack.
Breath Control (Ex)
At 34th level, the prowler may hold his breath for incredible amounts of time. With breath control, he may hold his breath for five minutes per point of Con he has.
Beginning at 34th level, the Prowler is incredibly agile. They may now use Uncanny Step once a round. Further, they may use Uncanny Step as a five foot step during their attack sequence.
Precise Encroaching Smash1 (Ex)
At 35th level, when the prowler uses Encroaching Jolt, the target must save as usual or suffer a penalty to Armor Class. In addition, the prowler may choose to force the target to roll a second saving throw, regardless of the success or failure of the first save. If the target fails this second saving throw, they are Dazed until the beginning of the prowlers next turn. This ability does not stack with Encroaching Smash. The prowler may use one, or the other, not both.