Prowler 1.0

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Let's see.... Up that wall, across, then drop on him. Easy.

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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.

One Hand Free

Prowlers must keep one of their hands empty of weapons and other objects to use many of their abilities. They use this free hand to greatly improve their mobility by pushing off, flipping over, or twisting around, objects, obstacles, and enemies on the battlefield. As a result, prowlers can only wield one-handed weapons (unless they gain some feat or ability that allows them to wield a two-handed weapon with one hand), and they can never use a buckler or shield.

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 are also powerful debuffers, making their enemies more vulnerable to attack. Some prowlers also excel at combat maneuvers, using them to shatter the lines of the opposing forces.

Alignment: Any

Hit Die: d6

Starting Wealth: 250 gp

Skill Ranks per Level: 6 + Int modifier.

Recommended Ability Score Priority:
  • Strength: primary; used for many class features, and melee to-hit and damage.
  • Dexterity: secondary; used for many class features, melee and ranged to-hit, and AC.
  • Constitution: tertiary (optional); useful to bolster durability in close combat.
  • Intelligence: low priority.
  • Wisdom: low priority.
  • Charisma: low priority.
Base To-Hit:
A prowler's base to-hit numbers are calculated normally, except that they can add their Dexterity Modifier to their melee to-hits, due to their Skirmisher class feature.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier + Dexterity Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A prowler's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A prowler's base armor class is 10.
  • Armor Class: 10 + Armor bonus + Dexterity modifier + Shield Bonus + Size Modifier
Maneuver Defense:
A prowler's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
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Favored Class: Prowler

If the Prowler class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Prowler (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Class Bailiwick Linked Skill
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   n/a   +0   +2   +0   10 Spycraft Knowledge (Local)

Natural Talent (Ex)

At 1st level, all characters receive two Natural Talent skills: one in their bailiwick skill, and one in any other 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.

All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.

Spring Attack (Ex)

If prowler is your favored class, you gain the Spring Attack feat as a bonus feat at 1st level, even though you may not meet the prerequisites. You do not gain the prerequisite feats (Dodge and Mobility), and they most be selected using your normal feat selection, if you decide you want them.

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Courageous Prowler (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -5   -10   -   +0   +2   +0   10 Skirmisher, Encroachment, Shifty
2nd   +1 (+1)   -4 (+1)   -9 (+1)   -   +0   +3 (+1)   +0   10 Loner I
3rd   +2 (+1)   -3 (+1)   -8 (+1)   -   +1 (+1)   +3   +1 (+1)   10 Uncanny Dodge
4th   +3 (+1)   -2 (+1)   -7 (+1)   -   +1   +4 (+1)   +1   10 Fast Movement I, Trapfinding
5th   +3   -2   -7   -   +1   +4   +1   10 Imperiling Jolt I

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Ex)

Beginning at 1st level, the prowler may add their Dexterity modifier to all of their melee attack rolls (but not damage). This is in addition to the normal calculations for melee to-hits.

The prowler must have one hand free to use this class feature.

Encroachment (Ex)

Beginning at 1st level, if the prowler displaces at least 10 feet from the position from which they attempted their most last melee attack, they add bonus damage to the damage of their next attack, assuming the attack hits. The prowler must displace at least 10 feet between each attack in order to qualify for Encroachment. Prowler class features such as Shifty and Ten-Foot Step make this much easier to accomplish each round. Encroachment may always be used on the prowler's first attack of an encounter, since they have almost certainly walked around a bit since their last encounter.

"Displacing 10 feet" means the prowler must be at least 10 feet away from the square in which they performed the previous attack. They cannot, for example, move one space away, and then move one space back (thus returning to their starting space) — this would not displace them 10 feet from their starting space, even though they have used up 10 feet of movement.

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 bonus damage, and therefore is not multiplied on a critical hit. The damage type of Encroachment's bonus damage is always the same as the damage type dealt by the weapon or effect that produced it.

Encroachment Damage

Encroachment grants +1d6 bonus damage to qualifying attacks, plus an additional +1d6 per two Prowler class levels, not counting the first level in which Encroachment was acquired.

That is, with 1 level of the prowler class, it deals +1d6 bonus damage with all qualifying attacks; at 3 levels of the prowler class, it deals +2d6 bonus damage; at 5 levels of the prowler class, it deals +3d6 bonus damage; etc.

Shifty (Ex)

Beginning at 1st level, the prowler may make a 5-foot step at any point during their turn as a free action, up to once per round. Shifty may be used before or after moving or after taking actions which normally end your turn immediately. The prowler may even use this ability after they have used a move action to move, or taken other 5-foot steps. Shifty may only be used during the prowler's turn.

The prowler must have one hand free to use this class feature.

Loner I (Ex)

At 2nd Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Uncanny Dodge (Ex)

At 3rd level, a prowler can react to danger before their senses would normally allow them to do so. The prowler cannot be caught flat-footed, even if the attacker is invisible. They can still be made flat-footed if an opponent successfully uses a feint maneuver against them.

Fast Movement I (Ex)

At 4th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Trapfinding (Ex)

A prowler adds a +1 training bonus to Perception and Spycraft skill checks made to locate traps and to Disable Device skill checks made to disarm traps. This bonus increases by an additional +1 if the prowler has at least 3 tiers of the Prowler class (i.e. at least 11 Prowler levels), and another +1 if the prowler has at least 6 tiers of the Prowler class (i.e. at least 26 Prowler levels).

Imperiling Jolt I (Ex)

At 5th level, once per round, after any one attack in which the prowler inflicts Encroachment damage, the prowler may also declare they are using Imperiling Jolt on that enemy. When activated, the struck enemy must make a Reflex save vs. DC 10 + half the prowler's level (rounding down) + DEX modifier. If the opponent fails this save, they suffer a -3 penalty to their AC until the beginning of the opponent's next turn. The prowler must be adjacent to their target and have one hand free to use this ability.

Imperiling Jolt is not considered a 'condition' to which roles, such as tanks and threats, are partially immune. As a result, it stacks with any condition the target might already have, and therefore Imperiling Jolt cannot be used to trigger synergies.

Pro Tip: Because of its short duration, it can be advantageous to hold your action until immediately after your opponent's turn, so that your Imperiling Jolt lasts for an entire round. Remember that the AC penalty makes it easier for all of your allies to hit the opponent, not just you.
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Intrepid Prowler (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +4 (+1)   -1 (+1)   -6 (+1)   -   +2 (+1)   +5 (+1)   +2 (+1)   10 Skirmisher, Encroachment, Shifty, Freestyle
7th   +5 (+1)   +0 (+1)   -5 (+1)   -   +2   +5   +2   10 Evasion, Loner II
8th   +6 (+1)   +1 (+1)   -4 (+1)   -   +2   +6 (+1)   +2   10 Ten-Foot Step
9th   +6   +1   -4   -   +3 (+1)   +6   +3 (+1)   10 Fast Movement II, Trap Sense
10th   +7 (+1)   +2 (+1)   -3 (+1)   -   +3   +7 (+1)   +3   10 Imperiling Jolt II, Fast Stealth

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Intrepid Tier)

If you do not already have the Skirmisher class feature, you gain it at 6th level. See Skirmisher for details on how this works.

Encroachment (Intrepid Tier)

If you do not already have the Encroachment class feature, you gain it at 6th level. See Encroachment for details on how this works.

Shifty (Intrepid Tier)

If you do not already have the Shifty class feature, you gain it at 6th level. See Shifty for details on how this works.

Freestyle (Ex)

At 6th level, the prowler gains a Lesser Swim move equal to half their Walk 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, such as from a racial trait, they add 5 feet of move to this movement. Increases to the prowler's Walk speed also affect their swim speed.

Evasion (Ex)

Beginning at 7th level, a prowler can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw can be mitigated with this ability. If the prowler succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the prowler fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.

Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the prowler is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Loner II (Ex)

At 7th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Ten-Foot Step (Ex)

Starting at 8th level, any time the prowler takes a 5-foot step action, they 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. This means the prowler can use their normal 5-foot step, as well as their Shifty ability, to move up to 20 feet per round without provoking, and perform their full attack action with all of its attacks. It is now much easier for the prowler to displace 10 feet between attacks of their full attack action, ensuring that Encroachment is available for most of their attacks.

The prowler must have one hand free to use this class feature.

Fast Movement II (Ex)

At 9th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Trap Sense (Ex)

At 9th level, the prowler gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses each increase by a further +1 for every experience tier the prowler has beyond the first two. This means that the bonuses both increase to +2 when the prowler possesses three tiers of the prowler class (i.e. at least 11 Prowler class levels), +3 when they possess four tiers of the prowler class (i.e. at least 16 Prowler class levels), +4 when they possess five tiers of the prowler class (i.e. at least 21 Prowler class levels), +5 when they possess six tiers of the prowler class (i.e. at least 26 Prowler class levels), and a maximum of +6 when they possess all seven tiers of the prowler class (i.e. at least 31 Prowler class levels).

Imperiling Jolt II (Ex)

If you do not already have the Imperiling Jolt class feature, you gain it at 10th level. See Imperiling Jolt for details on how this works.

If you already have the Imperiling Jolt class feature from a previous tier of the Prowler class, it improves at 10th level, instead. You may choose one of the following two options:

  • Increase the Reflex saving throw DC by +1 (i.e., 11 + half your Prowler class level (rounding down) + DEX modifier), -OR-
  • You may now calculate the saving throw DC of Imperiling Jolt using your character level instead of your Prowler class level (i.e., 10 + half character level (rounding down) + DEX modifier).

Fast Stealth (Ex)

At 10th level, the prowler gains the ability to move at full speed while using stealth without suffering the -10 penalty for doing so.

The prowler must have one hand free to use this class feature.

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Heroic Prowler (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +8 (+1)   +3 (+1)   -2 (+1)   -   +3   +7   +3   10 Skirmisher, Encroachment, Shifty, Shadow-Touched, Stunts!
12th   +9 (+1)   +4 (+1)   -1 (+1)   -   +4 (+1)   +8 (+1)   +4 (+1)   10 Prowling, Loner III
13th   +9   +4   -1   -   +4   +8   +4   10 Vanish, Flexible Tumbler
14th   +10 (+1)   +5 (+1)   +0 (+1)   -   +4   +9 (+1)   +4   10 Fast Movement III
15th   +11 (+1)   +6 (+1)   +1 (+1)   -   +5 (+1)   +9   +5 (+1)   10 Imperiling Jolt III, Practiced Hurdler

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Heroic Tier)

If you do not already have the Skirmisher class feature, you gain it at 11th level. See Skirmisher for details on how this works.

Encroachment (Heroic Tier)

If you do not already have the Encroachment class feature, you gain it at 11th level. See Encroachment for details on how this works.

Shifty (Heroic Tier)

If you do not already have the Shifty class feature, you gain it at 11th level. See Shifty for details on how this works.

Imperiling Jolt (Heroic Tier)

If you do not already have the Imperiling Jolt class feature, you gain it at 11th level. See Imperiling Jolt for details on how this works.

Shadow-Touched (Su)

At 11th level, any time the prowler ends their turn at least 15 feet away from the space in which they began their turn, they gain partial concealment (20% miss chance) until the start of their next turn. The concealment occurs as soon as they displace the full 15 feet from their starting space, but it will dissipate if they move closer to their starting space before the end of their turn. While active, the concealment provided by Shadow-Touched may also be used to initiate a stealth stance, if the prowler wishes.

Stunts! (Ex)

At 11th level, the prowler is no longer slowed down by difficult terrain on the ground. They can move at their normal speed through ground-based difficult terrain, and even make 5-foot steps (or 10-foot steps, if they have that class feature) into it.

The prowler must have one hand free to use this class feature.

Prowling (Su)

At 12th level, the prowler gains a Greater Climb speed equal to their Walk speed. The prowler can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The prowler also gains a +2 class bonus on Movement skill checks made to climb; furthermore, they need not make Movement checks to traverse a vertical or horizontal surface (even upside down). However, the prowler cannot use the run action while climbing. Increases to the prowler's Walk speed also affect the prowler's climb speed.

The prowler must have one hand free to use this class feature.

Loner III (Ex)

At 12th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Vanish (Su)

At 13th level, once per round as an immediate action, if the prowler has at least partial concealment or partial cover, they may make a stealth check to enter a stealth stance. (Normally, entering stealth requires total cover or total concealment.)

Flexible Tumbler (Ex)

At 13th level, the prowler no longer suffers a -10 penalty for moving at their full speed when performing a Tumble (Acrobatics) check to pass through a threatened square without provoking an attack of opportunity.

Fast Movement III (Ex)

At 14th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Imperiling Jolt III (Ex)

If you do not already have the Imperiling Jolt class feature, you gain it at 15th level. See Imperiling Jolt for details on how this works.

If you already have the Imperiling Jolt class feature from a previous tier of the Prowler class, it improves at 10th level, instead. The AC penalty inflicted by Imperiling Jolt is increased by an additional -2 (to a total of a -5 to the target's AC, if they fail their Reflex saving throw).

Practiced Hurdler (Ex)

At 15th level, a prowler with this ability is always considered to have a running start when attempting a Long Jump or High Jump, even if they do not move any distance prior to attempting the jump.

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Undaunted Prowler (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +12 (+1)   +7 (+1)   +2 (+1)   -   +5   +10 (+1)   +5   10 Skirmisher, Encroachment, Shifty, Circuitous Charge, Breath Control
17th   +12   +7   +2   -   +5   +10   +5   10 Kip Up, Loner IV
18th   +13 (+1)   +8 (+1)   +3 (+1)   -   +6 (+1)   +11 (+1)   +6 (+1)   10 Danse Macabre
19th   +14 (+1)   +9 (+1)   +4 (+1)   -   +6   +11   +6   10 Fast Movement IV
20th   +15 (+1)   +10 (+1)   +5 (+1)   -   +6   +12 (+1)   +6   10 Toppling Jolt

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Undaunted Tier)

If you do not already have the Skirmisher class feature, you gain it at 16th level. See Skirmisher for details on how this works.

Encroachment (Undaunted Tier)

If you do not already have the Encroachment class feature, you gain it at 16th level. See Encroachment for details on how this works.

Shifty (Undaunted Tier)

If you do not already have the Shifty class feature, you gain it at 16th level. See Shifty for details on how this works.

Circuitous Charge (Ex)

At 16th level, the prowler can take any path they like during a charge maneuver, as long as all squares in their path are unblocked and unoccupied, and the length of the path they travel is no greater than their walk speed. The prowler is no longer required to charge in a straight line, or to end their charge in the space closest to their target enemy. They may use any movement type they possess (e.g. walking, climbing, or swimming) during the charge, even combining them during their movement.

All other rules related to performing a charge still apply.

Breath Control (Ex)

At 16th level, the prowler becomes very proficient at holding their breath while underwater. The prowler no longer needs to surface for air while swimming underwater, for the duration of an encounter, or for up to 5 minutes outside of combat. After the encounter (or after 5 minutes have passed), they must surface for air, or they begin to asphyxiate.

Breath Control does not provide the prowler any benefits against other environmental effects that affect breathing creatures, such as toxic clouds of gas. It only applies to holding their breath while underwater (or under the surface of any other liquid besides water). See Holding Your Breath for how to deal with these hazards.

Kip Up (Ex)

At 17th level, the prowler may make an Acrobatics check to stand up from quelled, prone, or splayed as part of a move action, possibly avoiding attacks of opportunity, and only using up 5 feet of their 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 their result equals or exceeds the highest Maneuver Defense value among the threatening foes, that opponent (the one with the highest Maneuver Defense) cannot make an attack of opportunity against the prowler as they stand up. For every +2 by which they exceed the target DC, they can deny one additional threatening enemy its attack of opportunity against them as well, to a maximum of the number of enemies actually threatening their square.

Even if the prowler provokes one or more attacks of opportunity, they may still stand up from prone and complete their move (minus 5 feet for the act of kipping up), assuming they are still alive. If there are no opponents threatening the prowler when they kip up, the DC of the Acrobatics check is 20.

The prowler must have one hand free to use this class feature.

Loner IV (Ex)

At 17th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Danse Macabre (Ex)

At 18th level, the prowler can take an additional 5-foot step action as a free action at any point during their turn. Combined with Shifty and the Ten-Foot Step class features, the prowler can make up to three 10-foot step actions during a round without sacrificing any attacks from their full attack action to do so.

The prowler must have one hand free to use this class feature.

Fast Movement IV (Ex)

At 19th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Toppling Jolt (Ex)

At 20th level, once per round, after any one attack in which the prowler inflicts Encroachment damage, the prowler may also declare they are using Toppling Jolt on that enemy. When activated, the struck enemy must make a Reflex save vs. DC 11 + half the prowler's level (rounding down) + DEX modifier. If the opponent fails this save, they are knocked prone. The prowler must be adjacent to their target and have one hand free to use this ability.

Toppling Jolt can be used in the same round in which Imperiling Jolt used, but not with the same attack.

Toppling Jolt is a condition, so monsters with roles, such as threats and heavies, who have partial or total immunity to conditions are also partially or totally immune to Toppling Jolt. However, Toppling Jolt can be used to trigger synergies.

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Valorous Prowler (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +16 (+1)   +11 (+1)   +6 (+1)   -   +7 (+1)   +13 (+1)   +7 (+1)   10 Skirmisher, Encroachment, Shifty, Uncanny Step I
22nd   +16   +11   +6   -   +7   +13   +7   10 Moxie, Loner V
23rd   +17 (+1)   +12 (+1)   +7 (+1)   -   +8 (+1)   +14 (+1)   +8 (+1)   10 Strong-Arm Tactics I
24th   +17   +12   +7   -   +8   +14   +8   10 Fast Movement V, Trap Spotter
25th   +18 (+1)   +13 (+1)   +8 (+1)   -   +9 (+1)   +15 (+1)   +9 (+1)   10 Imperiling Jolt IV, Mugger

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Valorous Tier)

If you do not already have the Skirmisher class feature, you gain it at 21st level. See Skirmisher for details on how this works.

Encroachment (Valorous Tier)

If you do not already have the Encroachment class feature, you gain it at 21st level. See Encroachment for details on how this works.

Shifty (Valorous Tier)

If you do not already have the Shifty class feature, you gain it at 21st level. See Shifty for details on how this works.

Uncanny Step (Su)

Starting at 21st level, the prowler's athletic movement abilities become frankly superhuman. Once per encounter, in place of a 5-foot step, the Prowler may choose a location they can perceive and simply move themselves there. This is treated as a Dimension Door effect, with the following exceptions:

  • the prowler's turn does not immediately end after they teleport, they can complete the remaining actions of their turn as normal
  • the maximum distance they can teleport is equal to 10 feet x their prowler class level
  • the prowler cannot carry any passengers with them
  • the prowler cannot be encumbered (i.e., carrying no more than a light load)
  • the prowler must have one hand free

This class feature counts as though the prowler has the ability to cast the Dimension Door spell (even though they can't), for purposes of qualifying for certain feats.

Moxie (Ex)

At 22nd level, the prowler gains a bonus to their initiative checks equal to the number of tiers in the Prowler class they possess, including this one. That is, if the prowler has 22 class levels of Prowler at this point (5 tiers), they gain a +5 bonus to their initiative checks. This bonus increases at the first level of each additional tier the prowler takes in the Prowler class, to a maximum of +7 if they take all seven tiers (i.e. at Prowler level 31).

Loner V (Ex)

At 22nd Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Strong-Arm Tactics I (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. Starting at 23rd 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 they perform except to-hit rolls, and as long as that roll is not already being modified by a training bonus. Strong Arm Tactics can be used with skill checks, saving throws, and even combat maneuvers, but not to-hit rolls.

Fast Movement V (Ex)

At 24th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Trap Spotter (Ex)

At 24th level, whenever the prowler sets off a trap, they are allowed to make an immediate Perception check to spot that trap before it actually goes off. If that roll is successful, the trap does not go off and the prowler has now spotted it instead. (phew!) Trap Spotter may only be used once per trap. It is the player's responsibility to declare the use of this class feature after the GM has declared that the trap has been sprung by the prowler. Note that if a trap is triggered by someone other than the prowler with this class feature, this class feature does not help them or the prowler in any way, even if the trap's effects include the prowler.

Prowlers that are actively searching for traps and have this class feature effectively gain a second perception roll when a trap goes off (assuming their active perception roll failed to spot it). This does not mean they roll two dice, or roll twice all the time; only when they've set off the trap does Trap Spotter's immediate perception check occur. Prowlers that weren't actively looking for traps but have this class feature only get the immediate perception roll described above.

Trap Spotter effectively rolls back time on the trap's effect to a time before it went off, if the prowler succeeds on their perception check. While this may seem like a supernatural ability, what is actually happening is the prowler is spotting it before it goes off. It plays out that the check happens after the trap is triggered, but that is purely a game effect, not what happens in the story.

Imperiling Jolt IV (Ex)

If you do not already have the Imperiling Jolt class feature, you gain it at 25th level. See Imperiling Jolt for details on how this works.

If you already have the Imperiling Jolt class feature from a previous tier of the Prowler class, it improves at 25th level, instead. You may choose one of the following two options:

  • Increase the Reflex saving throw DC by +1 (i.e., 11 + half your Prowler class level (rounding down) + DEX modifier; or 12 + half your prowler class level (rounding down) + DEX modifier, if you also possess the Imperiling Jolt II class feature), -OR-
  • You may now calculate the saving throw DC of Imperiling Jolt using your STR modifier instead of your DEX modifier (i.e., 10 + half your Prowler class level (rounding down) + STR modifier).

Mugger (Ex)

At 25th level, if the prowler attacks an enemy against whom they are stealthed, they may resolve their next attack against that enemy as a melee touch attack instead of a regular melee attack. This is in addition to the enemy being flat-footed against the attack (since they are unaware of the prowler's presence), so it is very likely to hit. Mugger may never be used more than once per round, even with the use of action points.

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Mythic Prowler (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +18   +13   +8   -   +9   +15   +9   10 Skirmisher, Encroachment, Shifty, Plunging Strike, Breathing Mastery
27th   +19 (+1)   +14 (+1)   +9 (+1)   -   +10 (+1)   +16 (+1)   +10 (+1)   10 Always Armed, Loner VI
28th   +19   +14   +9   -   +10   +16   +10   10 Shadow-Souled, Strong Arm Tactics II
29th   +20 (+1)   +15 (+1)   +10 (+1)   -   +11 (+1)   +17 (+1)   +11 (+1)   10 Fast Movement VI
30th   +20   +15   +10   -   +11   +17   +11   10 Imperiling Jolt V, Boneless

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Mythic Tier)

If you do not already have the Skirmisher class feature, you gain it at 26th level. See Skirmisher for details on how this works.

Encroachment (Mythic Tier)

If you do not already have the Encroachment class feature, you gain it at 26th level. See Encroachment for details on how this works.

Shifty (Mythic Tier)

If you do not already have the Shifty class feature, you gain it at 26th level. See Shifty for details on how this works.

Plunging Strike (Ex)

At 26th level, the prowler may, as a standard action, add their falling damage to their encroachment dice, assuming they deliberately leap at their target. The prowler must succeed on 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, they calculate their normal attack damage, add their encroachment dice, and add their falling damage (up to a maximum of 20d6), while taking no falling damage themselves. Accidental falls may not be used for Plunging Strike attacks, and if the prowler misses the ranged touch attack, they suffer the falling damage themselves, as normal, and are rendered prone in the nearest available space adjacent to their target.

Plunging Strike can be used with Uncanny Step if the prowler also possesses that class feature, to teleport above their victim at whatever height they can reach and plunge down upon their unsuspecting foe.

Breathing Mastery (Ex)

If you do not already have the Breath Control class feature, you gain it at 26th level. See Breath Control for details on how this works.

If you do already have the Breath Control class feature from a previous tier of the Prowler class, it improves at 26th level, instead. The prowler no longer needs to breathe at all during an encounter, rendering them immune to asphyxiation, inhaled poisons, harmful cloud effects, such as Stinking Cloud, etc. The prowler's vision is still obscured by any obscuring effects of cloud-based spells or effects, but they do not suffer damage from them, or gain any status conditions that are caused by breathing in atmospheric vapors. This is an extraordinary ability, so it even works in areas of antimagic. The prowler has trained themselves to simply take breaths only when necessary, and only when there is no danger around.

Breathing Mastery is even active outside of combat. As long as the prowler can safely take a breath at least once every 5 minutes, they are not subject to effects or attacks that rely on the target inhaling something. This means that Breathing Mastery is useful against traps, but it is not (usually) useful against ongoing environmental effects.

Always Armed (Ex)

Beginning at 27th level, the prowler can turn anything into a weapon. The prowler gains the Catch Off-Guard (Feat) and Improvised Weapon Mastery (Feat) feats as bonus feats, even if they do not meet the requirements for these feats. The prowler may apply their Encroachment damage to any attacks made with improvised weapons, assuming they qualify for it (i.e. have displaced at least 10 feet since their last attack).

Loner VI (Ex)

At 27th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Shadow-Souled (Su)

If you do not already have the Shadow-Touched class feature, you gain it at 28th level. See Shadow-Touched for details on how this works.

If you do already have the Shadow-Touched class feature from a previous tier of the Prowler class, it improves at 28th level, instead. Any time the prowler ends their turn at least 30 feet away from the space in which they began their turn, they gain total concealment (50% miss chance) until the start of their next turn. The concealment occurs as soon as they displace the full 30 feet from their starting space, but it will dissipate if they move closer to their starting space before the end of their turn. The prowler still gains the effects of Shadow-Touched (partial concealment), if they displace at least 15 feet from their starting space, but that effect is replaced by Shadow-Souled if they displace at least 30 feet from their starting space (i.e. the two effects do not stack).

Strong Arm Tactics II (Ex)

If you do not already have the Strong-Arm Tactics I class feature, you gain it at 28th level. See Strong-Arm Tactics I for details on how this works.

If you already have the Strong-Arm Tactics I class feature from a previous tier of the Prowler class, it improves at 28th level, instead. The training bonus provided by Strong-Arm Tactics increases by +1. Strong-Arm Tactics can still only be used a maximum of once per round (or once per minute outside of combat), and can only be applied to d20 rolls that are not to-hit rolls.

Fast Movement VI (Ex)

At 29th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Imperiling Jolt V (Ex)

If you do not already have the Imperiling Jolt class feature, you gain it at 30th level. See Imperiling Jolt I for details on how this works.

If you already have the Imperiling Jolt class feature from a previous tier of the Prowler class, it improves at 30th level, instead. The AC penalty inflicted by Imperiling Jolt is increased by an additional -2 (to a total of a -5 to the target's AC, if they fail their Reflex saving throw. The penalty becomes -7 to the target's AC if you also possess the Imperiling Jolt III class feature).

Boneless (Ex)

At 30th level, the prowler is able to contort their body as if they are double-jointed and inhumanly flexible. The prowler can squeeze into a space up to one size category smaller than their actual size with no penalties, and they may squeeze into a space up to two size categories smaller than their normal size while taking only normal squeezing penalties.

While this ability does allow a sized-medium prowler to squeeze into a 5-foot space with an ally who is also sized-medium without taking penalties for doing so, please note that the ally will still suffer the normal squeezing penalties (unless they also have some way of avoiding those penalties). Therefore, the ally must be willing for the prowler to enter their space, or such actions are not allowed.

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Legendary Prowler (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +21 (+1)   +16 (+1)   +11 (+1)   -   +12 (+1)   +18 (+1)   +12 (+1)   10 Skirmisher, Encroachment, Shifty, Uncanny Step II
32nd   +21   +16   +11   -   +12   +18   +12   10 Solitary Slayer, Loner VII
33rd   +22 (+1)   +17 (+1)   +12 (+1)   -   +13 (+1)   +19 (+1)   +13 (+1)   10 Skitter, Strong-Arm Tactics III
34th   +22   +17   +12   -   +13   +19   +13   10 Fast Movement VII
35th   +23 (+1)   +18 (+1)   +13 (+1)   -   +14 (+1)   +20 (+1)   +14 (+1)   10 Confounding Jolt

Weapon and Armor Proficiency

Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Skirmisher (Legendary Tier)

If you do not already have the Skirmisher class feature, you gain it at 31st level. See Skirmisher for details on how this works.

Encroachment (Legendary Tier)

If you do not already have the Encroachment class feature, you gain it at 31st level. See Encroachment for details on how this works.

Shifty (Legendary Tier)

If you do not already have the Shifty class feature, you gain it at 31st level. See Shifty for details on how this works.

Uncanny Step II (Su)

If you do not already have the Uncanny Step I class feature, you gain it at 31st level. See Uncanny Step I for details on how this works.

If you do already have the Uncanny Step I class feature from a previous tier of the Prowler class, it improves at level 31, instead. You may now use Uncanny Step up to once per round, instead of once per encounter.

Solitary Slayer (Ex)

Beginning at 32nd level, each time the prowler attacks an enemy that is not threatened by any of the prowler's allies, they gain a +1 bonus to-hit with every attack after the first that they make before the end of their current turn. That is, their first attack against the enemy is made with no bonus, but their second attack gains a +1 bonus to-hit, the third attack gains a +2 bonus to-hit, etc. The bonuses accumulate regardless of whether their attacks hit or miss, but they only apply to enemies that are not threatened by any of the prowler's allies. The bonuses reset at the end of the prowler's turn (i.e. they do not apply to any attacks of opportunity, and they do not carry over to future rounds).

Loner VII (Ex)

At 32nd Level, whenever the prowler is attacking an enemy that no other ally is threatening, they inflict +2 points of bonus damage with all damage rolls they make against that enemy. The bonus damage from Loner stacks with all other sources of bonus damage the prowler might possess, such as Encroachment, and other iterations of the Loner class feature.

Skitter (Su)

At 33rd 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 performing a charge. If the prowler engages in melee while prone, they do not suffer the normal penalty to their attacks for being prone, nor do they grant their attackers the normal bonus to their to-hit rolls. The prowler may go prone and remain prone on any solid surface as a free action during their turn.

Strong-Arm Tactics III (Ex)

If you do not already have the Strong-Arm Tactics I class feature, you gain it at 33rd level. See Strong-Arm Tactics I for details on how this works.

If you already have the Strong-Arm Tactics I class feature from a previous tier of the Prowler class, it improves at 33rd level, instead. The training bonus provided by Strong-Arm Tactics increases by +1. Strong-Arm Tactics can still only be used a maximum of once per round (or once per minute outside of combat), and can only be applied to d20 rolls that are not to-hit rolls.

Fast Movement VII (Ex)

At 34th level, the prowler learns to use their free hand to push off, flip over, or twist around nearby objects and surfaces to allow themselves to move faster. The prowler's Walk speed increases by 5 feet. This additional movement speed stacks with any other increases to the prowler's Walk speed, including the increase provided by other iterations of the Fast Movement class feature.

The prowler must have one hand free to use this class feature.

Confounding Jolt (Ex)

At 35th level, once per round, after any one attack in which the prowler inflicts Encroachment damage, the prowler may also declare they are using Confounding Jolt on that enemy. When activated, the struck enemy must make a Reflex save vs. DC 12 + half the prowler's level (rounding down) + DEX modifier. If the opponent fails this save, they become dazed until the start of the prowler's next turn. The prowler must be adjacent to their target and have one hand free to use this ability.

Confounding Jolt can be used in the same round in which Imperiling Jolt and Toppling Jolt are used, but not with the same attack.

Confounding Jolt is a condition, so monsters with roles, such as threats and heavies, who have partial or total immunity to conditions are also partially or totally immune to Toppling Jolt. However, Confounding Jolt can be used to trigger synergies.

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Apotheotic Prowler (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task, to put it mildly. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.