Prowler: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
 
(185 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[Category:Epic Path]]
[[Category:Epic Path]][[Category:Character Classes]][[Category:Prowler]]
[[Category:Character Classes]]
[[Image:Epic_Prowler.jpg|280px|right|Let's see.... Up that wall, across, then drop on him. Easy.]]
[[Category:Prowler]]
<div class="toclimit-2" style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
''Go back to the [[Epic Path]] page.''
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.


[[Image:Epic_Prowler.jpg|384px|right|Let's see.... Up that wall, across, then drop on him. Easy.]]
==== Role ====
=== Description ===
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.
Have you ever seen an Errol Flynn movie? Or how about Raiders of the Lost Ark? Errol Flynn, Indiana Jones, heck, Jackie Chan? Those guys were all prowlers.


Prowlers are not exactly thieves.  They can be sneaky, and they can crack safes and take care of traps. And for sure, they like getting into places they shouldn't be in and they like going where others simply can't go. But don't get the wrong idea!  Prowlers are not some broody loner of a class, they actually really enjoy being part of a team, and thanks to the amazing debuff of their Encroaching Jolt power, they're really good at grouping.  In a party, their superb mobility, more-than-decent damage, and helpful debuffs make them extremely valuable. But at the same time, their Loner buff really rewards them for going off on their own and being all dark and mysterious. Ooooh, tension!
'''Alignment:''' Any
 
'''Hit Die:''' d6
 
'''Starting Wealth:''' 250 gp
 
===== 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_.28Ex.29|Skirmisher]] class feature.
 
<div style="color:#734f96">
:* '''Melee To-Hit:''' Base Attack Bonus (BAB) + Strength Modifier + Dexterity Modifier
:* '''Ranged To-Hit:''' Base Attack Bonus (BAB) + Dexterity Modifier
</div>
 
====== Base Weapon Damage: ======
:A prowler's base weapon damage numbers are calculated normally, except that they can add their Dexterity Modifier to their melee damage, due to their [[#Skirmisher_.28Ex.29|Skirmisher]] class feature.
 
<div style="color:#734f96">
:* '''Melee Damage:''' Base Weapon Damage + Strength Modifier + Dexterity Modifier
:* '''Thrown Weapon Damage:''' Base Weapon Damage + Strength Modifier
:* '''Projectile Weapon Damage:''' Base Weapon Damage ''(may add Strength Modifier <small>only if the weapon has the [[Mighty (Quality)|Mighty]] quality)''</small>
</div>
 
===== Base Armor Class: =====
:A prowler's base armor class is 10.
 
<div style="color:#734f96">
:* '''Armor Class:''' 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Racial Size Modifier <small>''(if any)''</small>
</div>


Plus, let's get real, these guys can cling to ceilings. How freakin' cool is that?!
===== Maneuver Defense: =====
:A prowler's maneuver defense is calculated normally.


So, if you like being stealthy and secret-agent-like, but are sick to death of always being a Rogue, try a Prowler.  They're seriously different, but also seriously good.
<div style="color:#734f96">
:* '''Maneuver Defense:''' 10 + &frac12; Character Level <small>''(round down)''</small> + Strength Modifier + Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Size Modifier
</div>


=====Skills:=====
: Prowlers get <span style="color:#734f96">'''''6 + Int modifier'''''</span> skill ranks per Prowler [[class level]].


'''Alignment:''' Any
<div style="margin-left:1.5em">
* '''Bailiwick Skill:''' [[Spycraft]]
: Your bailiwick skill is always considered a [[Natural Talent]] skill, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
* '''Linked Skill:''' [[Knowledge (Local)]]
: You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill.  Remember that you can never place more skill ranks into a skill than your [[character level]]. Your Linked skill, as a [[Knowledge]] skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.


'''Hit Die:''' d6.
* '''Natural Talent:'''
: You may choose one skill (in addition to your Bailiwick skill) to be a [[Natural Talent]] at 1st level, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.


'''Starting Wealth:''' 4d6 x 10 gp (average: 140 gp)
: 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 [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]]. Because ''natural talents'' are gained at particular character levels, dual-classed and multi-classed characters receive the same number of ''natural talent'' skills (and at the same levels) as a single-classed character.


'''Class Skills:''' The prowler's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Logic) (Int), Knowledge (Nobility), Linguistics (Int), Perception (Wis), Perform (Cha), [[Profession]] (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spycraft (Special), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).
* '''Suggested Skills:'''
: The following skills may be somewhat more applicable or useful to this class than others.  This list is by no means intended to limit which skills you choose for your character.  Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead.  These are ''just'' suggestions.
::* [[Disable Device]]
::* [[Movement]]
::* [[Sleight of Hand]]
</div>


'''Skill Ranks per Level:''' 6 + Int modifier.
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


== 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_.28Levels_1_-_5.29|Courageous Prowler (Levels 1 - 5)]] class tier table, below.


=== Table: Prowler ===
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
{| border="1" cellpadding="5" style="text-align:center"
|-
! Level || width="125" | BAB || Fort || Ref || Will || width="125" | Encroachment || width="400" | Special
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Fort || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Ref || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Will || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Favored Class Feature
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk
|-
|-
! 1st
! align="center" | Fav
| +0 || +0 || +2 || +0 || 1d6 || Align="Left" | Encroachment, Trapfinding, Skirmisher<sup>1</sup>
| &emsp; +0 || &emsp; -4 || &emsp; -8 || &emsp; -12 || &emsp; +0 || &emsp; +2 || &emsp; +0 || &emsp; 10 || [[#Spring_Attack_.28Ex.29|Spring Attack]]
|}
 
=== Spring Attack (Ex) ===
If prowler is your favored class, you gain the [[Spring Attack (Feat)|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 (Feat)|Dodge]] and [[Mobility (Feat)|Mobility]]), and if you decide you want them, they must be selected using your normal feat selection.
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Courageous Prowler (Levels 1 - 5) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|prowler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 2nd
! align="center" | 1st
| +1 || +0 || +3 || +0 || 1d6 || Align="Left" | Uncanny dodge, Loner +2
| &emsp; +0 || &emsp; -4 || &emsp; -8 || &emsp; -12 || &emsp; +0 || &emsp; +2 || &emsp; +0 || &emsp; 10 || [[#Skirmisher_.28Ex.29|Skirmisher]], [[#Encroachment_.28Ex.29|Encroachment]], [[#Shifty_.28Ex.29|Shifty]]
|-
|-
! 3rd
! align="center" | 2nd
| +2 || +1 || +3 || +1 || 2d6 || Align="Left" | Spring attack, Trap sense +1
| &emsp; +1 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; -11 <sup>''(+1)''</sup> || &emsp; +0 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +0 || &emsp; 10 || [[#Loner_I_.28Ex.29|Loner I]]
|-
|-
! 4th
! align="center" | 3rd
| +3 || +1 || +4 || +1 || 2d6 || Align="Left" | Shifty<sup>1</sup>, Evasion
| &emsp; +2 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; -10 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +1 <sup>''(+1)''</sup> || &emsp; 10 || [[#Uncanny_Dodge_.28Ex.29|Uncanny Dodge]]
|-
|-
! 5th
! align="center" | 4th
| +3 || +1 || +4 || +1 || 3d6 || Align="Left" | Encroaching Jolt<sup>1</sup>
| &emsp; +3 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; +1 || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +1 || &emsp; 10 || [[#Fast_Movement_I_.28Ex.29|Fast Movement I]], [[#Saboteur_.28Ex.29|Saboteur]]
|-
|-
! 6th
! align="center" | 5th
| +4 || +2 || +5 || +2 || 3d6 || Align="Left" | Fast movement<sup>1</sup> 10, Trap sense +2
| &emsp; +3 || &emsp; -1 || &emsp; -5 || &emsp; -9 || &emsp; +1 || &emsp; +4 || &emsp; +1 || &emsp; 10 || [[#Imperiling_Jolt_I_.28Ex.29|Imperiling Jolt I]]
|-
|}
! 7th
 
| +5 || +2 || +5 || +2 || 4d6 || Align="Left" | Fast Stealth<sup>1</sup>, Freestyle, Loner +4
{{ClassProficiency|Prowler}}
|-
 
! 8th
=== Skirmisher (Ex) ===
| +6/+1 || +2 || +6 || +2 || 4d6 || Align="Left" | 10-foot step<sup>1</sup>
Beginning at 1st level, the prowler may add their Dexterity modifier to all of their melee attack rolls and melee damage.  This is in addition to the normal calculations for melee to-hits.
|-
 
! 9th
The prowler must have one hand free to use this class feature.
| +6/+1 || +3 || +6 || +3 || 5d6 || Align="Left" | Trap sense +3, Stunts<sup>1</sup>
 
|-
=== Encroachment (Ex) ===
! 10th
Beginning at 1st level, if the prowler displaces at least 10 feet from the position from which they attempted their most recent 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_.28Ex.29|Shifty]] and [[#Ten-Foot_Step_.28Ex.29|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.
| +7/+2 || +3 || +7 || +3 || 5d6 || Align="Left" | Prowling
 
|-
"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) &mdash; this would not displace them 10 feet from their starting space, even though they have used up 10 feet of movement.
! 11th
 
| +8/+3 || +3 || +7 || +3 || 6d6 || Align="Left" | Flexible tumbler<sup>1</sup>
''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).
|-
 
! 12th
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.
| +9/+4 || +4 || +8 || +4 || 6d6 || Align="Left" | Fast movement<sup>1</sup> 20, Trap sense +4, Loner +6
 
|-
<div style="margin-left:1.5em">
! 13th
==== Encroachment Damage ====
| +9/+4 || +4 || +8 || +4 || 7d6 || Align="Left" | Practiced hurdler<sup>1</sup>
''Encroachment'' grants +1d6 bonus damage to qualifying attacks, plus an additional +1d6 per two Prowler [[class level]]s, 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.
</div>
 
=== 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 gain a +1 [[circumstance bonus]] to-hit, and +3 points of [[bonus damage]], with all melee attacks they perform against that enemy.  These bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.
 
=== 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.
 
=== Saboteur (Ex) ===
At 4th level, the prowler gains the [[Saboteur (Feat)|Saboteur]] feat as a bonus feat.
 
=== Imperiling Jolt I (Ex) ===
At 5th level, once per round, after any one attack in which the prowler inflicts [[#Encroachment_.28Ex.29|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) + STR modifier. If the opponent fails this save, they suffer a &minus;5 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 [[tank]]s and [[threat]]s, 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 [[synergy|synergies]].
 
:<small>'''''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.''</small>
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Intrepid Prowler (Levels 6 - 10) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|prowler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 14th
! align="center" | 6th
| +10/+5 || +4 || +9 || +4 || 7d6 || Align="Left" | Kip up<sup>1</sup>
| &emsp; +4 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Skirmisher_.28Intrepid_Tier.29|Skirmisher]], [[#Encroachment_.28Intrepid_Tier.29|Encroachment]], [[#Shifty_.28Intrepid_Tier.29|Shifty]]''</small>, [[#Freestyle_.28Ex.29|Freestyle]]
|-
|-
! 15th
! align="center" | 7th
| +11/+6/+1 || +5 || +9 || +5 || 8d6 || Align="Left" | Trap sense +5
| &emsp; +5 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +5 || &emsp; +2 || &emsp; 10 || [[#Evasion_.28Ex.29|Evasion]], [[#Loner_II_.28Ex.29|Loner II]]
|-
|-
! 16th
! align="center" | 8th
| +12/+7/+2 || +5 || +10 || +5 || 8d6 || Align="Left" | Shadow-touched
| &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; 10 || [[#Ten-Foot_Step_.28Ex.29|Ten-Foot Step]]
|-
|-
! 17th
! align="center" | 9th
| +12/+7/+2 || +5 || +10 || +5 || 9d6 || Align="Left" | Circuitous charge, Loner +8
| &emsp; +6 || &emsp; +2 || &emsp; -2 || &emsp; -6 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; 10 || [[#Fast_Movement_II_.28Ex.29|Fast Movement II]], [[#Trap_Seeker_.28Ex.29|Trap Seeker]]
|-
|-
! 18th
! align="center" | 10th
| +13/+8/+3 || +6 || +11 || +6 || 9d6 || Align="Left" | Fast movement<sup>1</sup> 30, Trap sense +6
| &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; 10 || [[#Imperiling_Jolt_II_.28Ex.29|Imperiling Jolt II]], [[#Fast_Stealth_.28Ex.29|Fast Stealth]]
|-
! 19th
| +14/+9/+4 || +6 || +11 || +6 || 10d6 || Align="Left" | Vanish
|-
! 20th
| +15/+10/+5 || +6 || +12 || +6 || 10d6 || Align="Left" | Danse Macabre<sup>1</sup>
|}
|}


{{ClassProficiency|Prowler}}


=== Class Features ===
=== Skirmisher (Intrepid Tier) ===
If you do not already have the ''Skirmisher'' class feature, you gain it at 6th level. See [[#Skirmisher_.28Ex.29|Skirmisher]] for details on how this works.


====Weapon and Armor Proficiency====
=== Encroachment (Intrepid Tier) ===
Prowlers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.
If you do not already have the ''Encroachment'' class feature, you gain it at 6th level. See [[#Encroachment_.28Ex.29|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_.28Ex.29|Shifty]] for details on how this works.


====One Hand Free====
=== Freestyle (Ex) ===
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.
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.


Special abilities which require one hand free are marked with a <sup>1</sup>.
=== Evasion (Ex) ===
{{Evasion|level=7th|class=prowler}}


=== Loner II (Ex) ===
At 7th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they gain a +1 [[circumstance bonus]] to-hit, and +3 points of [[bonus damage]], with all melee attacks they perform against that enemy.  These bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.


====Skirmisher<sup>1</sup> (Ex)====
=== Ten-Foot Step (Ex) ===
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.
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_.28Ex.29|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_.28Ex.29|Encroachment]] is available for most of their attacks.


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


====Trapfinding (Ex)====
=== Fast Movement II (Ex) ===
A prowler adds 1/2 his level to Perception and Spycraft skill checks made to locate traps and to Disable Device skill checks (minimum +1)A prowler can use Disable Device to disarm magical traps.
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 fasterThe 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.


====Encroachment (Ex)====
=== Trap Seeker (Ex) ===
A prowler adds 1d6 damage to any attack they make, provided they have displaced at least 10 feet from the position from which they last made a melee attackBy definition, encroachment is always usable on the first attack of an encounterFor every attack after the first, the prowler must displace ten feet between every attack if he wishes to use encroachment dice.
Beginning at 9th level, up to once per encounter when a trap is present in the encounter, the prowler may [[slide]] up to half their Walk speed towards the trap's origin space as a [[swift action]]The prowler must be aware of the trap and have line of effect to its origin space in order to use this class featureEach square of the prowler's slide must be closer to the trap's origin space than the previous square. Squares that are equidistant to the origin space from their previous space may not be part of their path when using this class feature, unless there is no other unblocked, unoccupied square that could bring them closer.


Encroachment damage can be used for normal melee attacks, bonus melee attacks, or attacks of opportunity. Note that if used for attacks of opportunity or bonus attacks, it is unlikely that the Prowler will be able to use Encroachment more than once for such purposes unless they have some method of displacing ten feet between attacks while outside of their turn.
=== Imperiling Jolt II (Ex) ===
If you do not already have the ''Imperiling Jolt'' class feature, you gain it at 10th level. See [[#Imperiling_Jolt_.28Ex.29|Imperiling Jolt]] for details on how this works.


Encroachment damage increases by an additional 1d6 per two levels(see Tables: Prowler and Epic Prowler).  When combined with other prowler abilities, such as shifty, the prowler may apply Encroachment damage to any attack during a full attack action, as long as they displace an additional 10 feet between each attack. Any attack made without first displacing 10 feet from the location of their previous attack cannot make use of encroachment dice.  Encroachment dice are bonus damage dice, and are not multiplied when a critical hit is confirmed.  Encroachment dice are ''not'' a form of precision attack and are never reduced by immunity to precision damage.
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) + STR 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) + STR modifier). This option is useful if you intend to multi-class.


=== 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.


====Uncanny Dodge (Ex)====
The prowler must have one hand free to use this class feature.
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.


<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


====Loner (Ex)====
== Heroic Prowler (Levels 11 - 15) ==
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 makesThis damage bonus is +2 at second level, and increases by +2 every five levels thereafterNamely, +2 damage at 2nd Level, +4 damage at 7th Level, +6 damage at 12th Level, +8 damage at 17th Level, +10 damage at 22nd Level, +12 damage at 27th Level, and +14 damage at 32nd Level.
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|prowler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 11th
| &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +7 || &emsp; +3 || &emsp; 10 || <small>''[[#Skirmisher_.28Heroic_Tier.29|Skirmisher]], [[#Encroachment_.28Heroic_Tier.29|Encroachment]], [[#Shifty_.28Heroic_Tier.29|Shifty]]''</small>, [[#Shadow-Touched_.28Su.29|Shadow-Touched]], [[#Stunts!_.28Ex.29|Stunts!]]
|-
! align="center" | 12th
| &emsp; +9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; 10 || [[#Prowling_.28Su.29|Prowling]], [[#Loner_III_.28Ex.29|Loner III]]
|-
! align="center" | 13th
| &emsp; +9 || &emsp; +5 || &emsp; +1 || &emsp; -3 || &emsp; +4 || &emsp; +8 || &emsp; +4 || &emsp; 10 || [[#Vanish_.28Su.29|Vanish]], [[#Flexible_Tumbler_.28Ex.29|Flexible Tumbler]]
|-
! align="center" | 14th
| &emsp; +10 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; 10 || [[#Fast_Movement_III_.28Ex.29|Fast Movement III]], [[#Unexpected_Angle_I_.28Ex.29|Unexpected Angle I]]
|-
! align="center" | 15th
| &emsp; +11 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +9 || &emsp; +5 <sup>''(+1)''</sup> || &emsp; 10 || [[#Imperiling_Jolt_III_.28Ex.29|Imperiling Jolt III]], [[#Practiced_Hurdler_.28Ex.29|Practiced Hurdler]]
|}


{{ClassProficiency|Prowler}}


====Trap Sense (Ex)====
=== Skirmisher (Heroic Tier) ===
At 3rd level, a prowler gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three prowler levels. Trap sense bonuses gained from multiple classes stack. Furthermore, when a prowler is within 10 feet of a trap, he gets a perception check as a free action to notice it. This check is typically made in secret by the GM.
If you do not already have the ''Skirmisher'' class feature, you gain it at 11th level. See [[#Skirmisher_.28Ex.29|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_.28Ex.29|Encroachment]] for details on how this works.


====Spring Attack (Ex)====
=== Shifty (Heroic Tier) ===
At 3rd level, the prowler gains the Spring Attack feat, even if he doesn't meet the prerequisites.
If you do not already have the ''Shifty'' class feature, you gain it at 11th level. See [[#Shifty_.28Ex.29|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_.28Ex.29|Imperiling Jolt]] for details on how this works.


====Shifty<sup>1</sup> (Ex)====
=== Shadow-Touched (Su) ===
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. ''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 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]] (automatically miss on a natural result of a 6 or less on the d20) 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.


=== [http://www.youtube.com/watch?v=No9po1rNZd0 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 [[#Ten-Foot_Step_.28Ex.29|10-foot steps]], if they have that class feature) into it.


====Evasion (Ex)====
The prowler must have one hand free to use this class feature.
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.


=== 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.


====Encroaching Jolt<sup>1</sup> (Ex)====
The prowler must have one hand free to use this class feature.
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.
=== Loner III (Ex) ===
At 12th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they gain a +1 [[circumstance bonus]] to-hit, and +4 points of [[bonus damage]], with all melee attacks they perform against that enemy.  These bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.


=== 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.)


====Fast Movement<sup>1</sup> (Ex)====
=== Flexible Tumbler (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.
At 13th level, the prowler no longer suffers a -10 penalty for moving at their full speed when performing a [[Acrobatics#Tumble|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.


====Fast Stealth<sup>1</sup> (Ex)====
The prowler must have one hand free to use this class feature.
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.


=== Unexpected Angle I (Ex) ===
At 14th level, any time the prowler performs a [[full attack action]] and has one hand free, they may make one additional bonus attack at their highest attack value. 


====Freestyle (Ex)====
In addition, the prowler may [[Slide]] up to 10 feet, either before or after this bonus attack, regardless of whether the attack hits or misses. This movement may not be split; it must all be used at the same time, and any unused movement is lost. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement.
At 7th level, the prowler gains a 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.


The bonus attack provided by ''Unexpected Angle I'' stacks with bonus attacks gained from [[Haste (Sorcerer/Wizard Spell)|Haste]] spells, a weapon enchanted with the [[Speed (Melee Weapon Magic Property)|Speed]] magic property, the [[#Unexpected_Angle_II_.28Ex.29|Unexpected Angle II]] class feature, or any other similar sources of a bonus attack during a full attack action.


====10-Foot Step<sup>1</sup> (Ex)====
''Unexpected Angle I'' can never be used more than once per round, even with the use of action points.
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.


=== Imperiling Jolt III (Ex) ===
If you do not already have the ''Imperiling Jolt'' class feature, you gain it at 15th level. See [[#Imperiling_Jolt_.28Ex.29|Imperiling Jolt]] for details on how this works.


====[http://www.youtube.com/watch?v=No9po1rNZd0 Stunts!]<sup>1</sup> (Ex)====
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 -7 to the target's AC, if they fail their Reflex saving throw).
At 9th level, the prowler may move at full speed through rough terrain, as long as he has one hand free.


=== Practiced Hurdler (Ex) ===
At 15th level, a prowler with this ability is always considered to have a running start when attempting a [[Acrobatics#Long_Jump|Long Jump]] or [[Acrobatics#High_Jump|High Jump]], even if they do not move any distance prior to attempting the jump.


====Prowling<sup>1</sup> (Su)====
<div class="topbanner">
At 10th level, the prowler gains a 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 +8 class bonus on Climb skill checks; furthermore, he need not make Climb 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.
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


== Undaunted Prowler (Levels 16 - 20) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|prowler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 16th
| &emsp; +12 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; 10 || <small>''[[#Skirmisher_.28Undaunted_Tier.29|Skirmisher]], [[#Encroachment_.28Undaunted_Tier.29|Encroachment]], [[#Shifty_.28Undaunted_Tier.29|Shifty]]''</small>, [[#Circuitous_Charge_.28Ex.29|Circuitous Charge]], [[#Breath_Control_.28Ex.29|Breath Control]]
|-
! align="center" | 17th
| &emsp; +12 || &emsp; +8 || &emsp; +4 || &emsp; +0 || &emsp; +5 || &emsp; +10 || &emsp; +5 || &emsp; 10 || [[#Kip_Up_.28Ex.29|Kip Up]], [[#Loner_IV_.28Ex.29|Loner IV]]
|-
! align="center" | 18th
| &emsp; +13 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; 10 || [[#Danse_Macabre_.28Ex.29|Danse Macabre]]
|-
! align="center" | 19th
| &emsp; +14 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +11 || &emsp; +6 || &emsp; 10 || [[#Fast_Movement_IV_.28Ex.29|Fast Movement IV]]
|-
! align="center" | 20th
| &emsp; +15 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; 10 || [[#Toppling_Jolt_.28Ex.29|Toppling Jolt]]
|}
{{ClassProficiency|Prowler}}
=== Skirmisher (Undaunted Tier) ===
If you do not already have the ''Skirmisher'' class feature, you gain it at 16th level. See [[#Skirmisher_.28Ex.29|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_.28Ex.29|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_.28Ex.29|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 [[Asphyxiating|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.


====Flexible Tumbler<sup>1</sup> (Ex)====
=== Loner IV (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 by 10.
At 17th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they gain a +1 [[circumstance bonus]] to-hit, and +15 points of [[bonus damage]], with all melee attacks they perform against that enemy.  These bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.


=== 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_.28Ex.29|Shifty]] and the [[#Ten-Foot_Step_.28Ex.29|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.


====Shadow-Touched (Su)====
The prowler must have one hand free to use this class feature.
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.


=== 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.


====Practiced Hurdler<sup>1</sup> (Ex)====
The prowler must have one hand free to use this class feature.
At 13th level, a prowler with this ability and one hand free is always considered to have a running start when making jumping checks.


=== Toppling Jolt (Ex) ===
At 20th level, once per round, after any one attack in which the prowler inflicts [[#Encroachment_.28Ex.29|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) + STR 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.


====Kip Up<sup>1</sup> (Ex)====
''Toppling Jolt'' can be used in the same round in which [[#Imperiling_Jolt_.28Ex.29|Imperiling Jolt]] used, but not with the same attack.  
Beginning at 14th level, a prowler with this ability and one hand free may make an acrobatics check to stand up from prone as part of his move action, using 5 feet of move. If there is one opponent threatening the brawler at the start of his move, the DC of this check is equal to the CMD of the opponent. If there is more than one opponent, the brawler must make an acrobatics check against the CMD of each opponent. If he fails any of these rolls, the opponent(s) may make an opportunity attack against the brawler, but he may still complete his move (if he's still alive). If there are no opponents threatening the brawler when he begins his move, the DC of this check is 20.


''Toppling Jolt'' is a condition, so monsters with roles, such as [[threat]]s and [[heavy|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 [[synergy|synergies]].


====Circuitous Charge (Ex)====
<div class="topbanner">
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.
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


== Valorous Prowler (Levels 21 - 25) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|prowler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 21st
| &emsp; +16 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Skirmisher_.28Valorous_Tier.29|Skirmisher]], [[#Encroachment_.28Valorous_Tier.29|Encroachment]], [[#Shifty_.28Valorous_Tier.29|Shifty]]''</small>, [[#Uncanny_Step_I_.28Su.29|Uncanny Step I]]
|-
! align="center" | 22nd
| &emsp; +16 || &emsp; +12 || &emsp; +8 || &emsp; +4 || &emsp; +7 || &emsp; +13 || &emsp; +7 || &emsp; 10 || [[#Moxie_.28Ex.29|Moxie]], [[#Loner_V_.28Ex.29|Loner V]]
|-
! align="center" | 23rd
| &emsp; +17 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; 10 || [[#Strong-Arm_Tactics_I_.28Ex.29|Strong-Arm Tactics I]], [[#Unexpected_Angle_II_.28Ex.29|Unexpected Angle II]]
|-
! align="center" | 24th
| &emsp; +17 || &emsp; +13 || &emsp; +9 || &emsp; +5 || &emsp; +8 || &emsp; +14 || &emsp; +8 || &emsp; 10 || [[#Fast_Movement_V_.28Ex.29|Fast Movement V]], [[#Trap_Avoider_.28Su.29|Trap Avoider]]
|-
! align="center" | 25th
| &emsp; +18 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; 10 || [[#Imperiling_Jolt_IV_.28Ex.29|Imperiling Jolt IV]], [[#Mugger_.28Ex.29|Mugger]]
|}


====Vanish (Su)====
{{ClassProficiency|Prowler}}
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.


=== Skirmisher (Valorous Tier) ===
If you do not already have the ''Skirmisher'' class feature, you gain it at 21st level. See [[#Skirmisher_.28Ex.29|Skirmisher]] for details on how this works.


====Danse Macabre<sup>1</sup> (Ex)====
=== Encroachment (Valorous Tier) ===
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.
If you do not already have the ''Encroachment'' class feature, you gain it at 21st level. See [[#Encroachment_.28Ex.29|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_.28Ex.29|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 (Sorcerer/Wizard Spell)|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


=== Prowler Example Build ===
This class feature counts as though the prowler has the ability to cast the [[Dimension Door (Sorcerer/Wizard Spell)|Dimension Door]] spell (even though they can't), for purposes of qualifying for certain feats.
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!


Human, base stats: Str 16, Dex 18, Con 14, int 12, Wis 9, Chr 12.
=== 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).


Example Feats
=== Loner V (Ex) ===
At 22nd Level, whenever the prowler is attacking an enemy that no other ally is threatening, they gain a +1 [[circumstance bonus]] to-hit, and +25 points of [[bonus damage]], with all melee attacks they perform against that enemy.  These bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.


1st Level: Exotic Weapon Proficiency: War Whip, Combat Reflexes. A good solid weapon that has inclusive reach. Trust us, you will love the flexibility as you start jockeying for encroachment damage.
=== 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.


3rd Level: Weapon Focus, War Whip. More to-hit is good.
=== Unexpected Angle II (Ex) ===
At 23rd level, any time the prowler performs a [[full attack action]] and has one hand free, they may make one additional bonus attack at their highest attack value.


5th Level: Dodge. Armor class is always useful. Always.
In addition, the prowler may [[Slide]] up to 10 feet, either before or after this bonus attack, regardless of whether the attack hits or misses. This movement may not be split; it must all be used at the same time, and any unused movement is lost. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement.


7th Level: Mobility. Is there anybody who doesn't want this? NOPE!
The bonus attack provided by ''Unexpected Angle II'' stacks with bonus attacks gained from [[Haste (Sorcerer/Wizard Spell)|Haste]] spells, a weapon enchanted with the [[Speed (Melee Weapon Magic Property)|Speed]] magic property, the [[#Unexpected_Angle_I_.28Ex.29|Unexpected Angle I]] class feature, or any other similar sources of a bonus attack during a full attack action.


9th Level: Power Attack. Your to-hits are getting good enough to use this. It's reaaal nice.
''Unexpected Angle II'' can never be used more than once per round, even with the use of action points.


11th Level: Cleave. You have a lot of maneuver and a reach weapon. Cleave is awesome for you.
=== 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.


13th Level: Great Cleave. Find clusters of bad guys, PUNISH THEM.
The prowler must have one hand free to use this class feature.


15th Level: Combat Expertise. Unlocks a lot of nice stuff, and is sweet on it's own.
=== Trap Avoider (Su) ===
Beginning at 24th level, once per encounter, when the prowler would suffer damage from an a trap, they can declare that they suffer no damage nor any secondary effects from that trap's attack.  The prowler should declare they are using this ability after the trap has already hit, but before damage is resolved.


17th Level: Whirlwind Attack. Aw, HELL yeah! Pop minions, soften up a crowd, just generally wreak havoc. This is awesome, baby.
This class feature only protects against one attack action initiated by a trap, '''''not''''' all attacks the trap makes during the round in which ''Trap Avoider'' is activated.


19th Level: Second Chance. Why is this awesome, seems kinda bad... Well, it lets you be SURE to land that Encroaching Jolt!  This is a big deal, if you need the debuff, you NEED the debuff.
=== Imperiling Jolt IV (Ex) ===
If you do not already have the ''Imperiling Jolt'' class feature, you gain it at 25th level. See [[#Imperiling_Jolt_.28Ex.29|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) + STR modifier; or 12 + half your prowler class level (rounding down) + STR modifier, if you also possess the [[#Imperiling_Jolt_II_.28Ex.29|Imperiling Jolt II]] class feature), -OR-
::* You may now calculate the saving throw DC of ''Imperiling Jolt'' using your DEX modifier instead of your STR 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 [[stealth]]ed, 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.


=== Epic Prowler ===
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


==== Table: Prowler ====
== Mythic Prowler (Levels 26 - 30) ==
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
! Level || width="125" | BAB || Fort || Ref || Will || width="125" | Encroachment || width="400" | Special
|- style="{{class-gradient|prowler}}"
|-
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
! 21st
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
| +16/+11/+6 || +7 || +13 || +7 || 11d6 || Align="Left" | Trap sense +7, Encroaching Smash<sup>1</sup>
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! 22nd
| +16/+11/+6 || +7 || +13 || +7 || 11d6 || Align="Left" | Loner +10, Gets the Jump
|-
! 23rd
| +17/+12/+7 || +8 || +14 || +8 || 12d6 || Align="Left" | Uncanny Step
|-
! 24th
| +17/+12/+7 || +8 || +14 || +8 || 12d6 || Align="Left" | Fast movement<sup>1</sup> 40, Trap Sense +8
|-
|-
! 25th
! align="center" | 26th
| +18/+13/+8 || +9 || +15 || +9 || 13d6 || Align="Left" | Always Armed<sup>1</sup>, Strongarm Tactics<sup>1</sup>
| &emsp; +18 || &emsp; +14 || &emsp; +10 || &emsp; +6 || &emsp; +9 || &emsp; +15 || &emsp; +9 || &emsp; 10 || <small>''[[#Skirmisher_.28Mythic_Tier.29|Skirmisher]], [[#Encroachment_.28Mythic_Tier.29|Encroachment]], [[#Shifty_.28Mythic_Tier.29|Shifty]]''</small>, [[#Plunging_Strike_.28Ex.29|Plunging Strike]], [[#Breathing_Mastery_.28Ex.29|Breathing Mastery]]
|-
|-
! 26th
! align="center" | 27th
| +18/+13/+8 || +9 || +15 || +9 || 13d6 || Align="Left" | Plunging Strike<sup>1</sup>
| &emsp; +19 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; 10 || [[#Always_Armed_.28Ex.29|Always Armed]], [[#Loner_VI_.28Ex.29|Loner VI]]
|-
|-
! 27th
! align="center" | 28th
| +19/+14/+9 || +10 || +16 || +10 || 14d6 || Align="Left" | Loner +12, Trap sense +9
| &emsp; +19 || &emsp; +15 || &emsp; +11 || &emsp; +7 || &emsp; +10 || &emsp; +16 || &emsp; +10 || &emsp; 10 || [[#Shadow-Souled_.28Su.29|Shadow-Souled]], [[#Strong-Arm_Tactics_II_.28Ex.29|Strong Arm Tactics II]]
|-
|-
! 28th
! align="center" | 29th
| +19/+14/+9 || +10 || +16 || +10 || 14d6 || Align="Left" | Deep Diver, Boneless<sup>1</sup>
| &emsp; +20 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; 10 || [[#Fast_Movement_VI_.28Ex.29|Fast Movement VI]]
|-
|-
! 29th
! align="center" | 30th
| +20/+15/+10 || +11 || +17 || +11 || 15d6 || Align="Left" | Skitter<sup>1</sup>
| &emsp; +20 || &emsp; +16 || &emsp; +12 || &emsp; +8 || &emsp; +11 || &emsp; +17 || &emsp; +11 || &emsp; 10 || [[#Imperiling_Jolt_V_.28Ex.29|Imperiling Jolt V]], [[#Boneless_.28Ex.29|Boneless]]
|-
! 30th
| +20/+15/+10 || +11 || +17 || +11 || 15d6 || Align="Left" | Fast movement<sup>1</sup> 50, Trap sense +10
|-
! 31st
| +21/+16/+11 || +12 || +18 || +12 || 16d6 || Align="Left" | Mugger<sup>1</sup>
|-
! 32nd
| +21/+16/+11 || +12 || +18 || +12 || 16d6 || Align="Left" | Loner +14
|-
! 33rd
| +22/+17/+12 || +13 || +19 || +13 || 17d6 || Align="Left" | Trap sense +11
|-
! 34th
| +22/+17/+12 || +13 || +19 || +13 || 17d6 || Align="Left" | Breath Control, Spring-Heeled
|-
! 35th
| +23/+18/+13 || +14 || +20 || +14 || 18d6 || Align="Left" | Precise Encroaching Smash<sup>1</sup>
|-
! 36th
| colspan="6" | Apotheosis!
|}
|}


{{ClassProficiency|Prowler}}
=== Skirmisher (Mythic Tier) ===
If you do not already have the ''Skirmisher'' class feature, you gain it at 26th level. See [[#Skirmisher_.28Ex.29|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_.28Ex.29|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_.28Ex.29|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. 


==== Epic Class Abilities ====
Plunging Strike can be used with [[#Uncanny_Step_I_.28Su.29|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.


====Encroaching Smash<sup>1</sup> (Ex)====
=== Breathing Mastery (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]].
If you do not already have the ''Breath Control'' class feature, you gain it at 26th level. See [[#Breath_Control_.28Ex.29|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 (Sorcerer/Wizard Spell)|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.


====Gets the Jump<sup>1</sup> (Ex)====
''Breathing Mastery'' is even active outside of combat.  As long as the prowler can safely take a few quick breaths at least once every 5 minutes, they are not subject to effects or attacks that rely on the target inhaling somethingThis means that ''Breathing Mastery'' is useful against traps, but it is not (usually) useful against ongoing environmental effects.
At 22nd level, as long as he has one hand free, the prowlers extraordinary athleticism lets him power his way into action faster than seems possibleAdd your Str mod to your inititative rolls.


=== 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_.28Ex.29|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).


====Uncanny Step<sup>1</sup> (Ex)====
=== Loner VI (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 freeThis ability allows the Prowler to take feats as if they had the Abundant Step class feature, namely, Dimension Door feats.
At 27th Level, whenever the prowler is attacking an enemy that no other ally is threatening, they gain a +1 [[circumstance bonus]] to-hit, and +35 points of [[bonus damage]], with all melee attacks they perform against that enemyThese bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.


=== Shadow-Souled (Su) ===
If you do not already have the ''Shadow-Touched'' class feature, you gain it at 28th level. See [[#Shadow-Touched_.28Su.29|Shadow-Touched]] for details on how this works.


====Always Armed<sup>1</sup> (Ex)====
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]] (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) 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).
Beginning at 25th level, while the prowler has one hand free, he gains the benefit of the [Catch Off Guard] and [Improvised Weapon Mastery] feats even if he does not meet the requirements. He may use Encroachment dice with Improvised weapons.


=== 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_.28Ex.29|Strong-Arm Tactics I]] for details on how this works.


====Strong-arm Tactics<sup>1</sup> (Ex)====
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.
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 his Str mod to any d20 roll he likes, as long as that roll was not already modified by his Str.  This includes but is not limited to saving throws, skill checks, ability checks, etc.  This can't be used for attacks, sorry.


=== 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.


====Plunging Strike<sup>1</sup> (Su)====
The prowler must have one hand free to use this class feature.
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.


=== 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_.28Ex.29|Imperiling Jolt I]] for details on how this works.


====Deep Diver (Ex)====
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 -7 to the target's AC, if they fail their Reflex saving throw.  The penalty becomes -9 to the target's AC if you also possess the [[#Imperiling_Jolt_III_.28Ex.29|Imperiling Jolt III]] class feature).
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.


=== 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.


====Boneless<sup>1</sup> (Ex)====
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.
Beginning at 28th level, while the prowler has one hand free, he behaves as if he is under the effects of a permanent [http://www.d20pfsrd.com/magic/all-spells/s/squeeze 'Squeeze'] spellNamely, 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.


<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


== Legendary Prowler (Levels 31 - 35) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|prowler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|prowler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|prowler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|prowler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|prowler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|prowler}}" | Class Features
|- style="{{linear-gradient|bottom|#545aa7, #000036, #000000}}; color: #dde6f0;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 31st
| &emsp; +21 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Skirmisher_.28Legendary_Tier.29|Skirmisher]], [[#Encroachment_.28Legendary_Tier.29|Encroachment]], [[#Shifty_.28Legendary_Tier.29|Shifty]]''</small>, [[#Uncanny_Step_II_.28Su.29|Uncanny Step II]]
|-
! align="center" | 32nd
| &emsp; +21 || &emsp; +17 || &emsp; +13 || &emsp; +9 || &emsp; +12 || &emsp; +18 || &emsp; +12 || &emsp; 10 || [[#Solitary_Slayer_.28Ex.29|Solitary Slayer]], [[#Loner_VII_.28Ex.29|Loner VII]]
|-
! align="center" | 33rd
| &emsp; +22 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; 10 || [[#Skitter_.28Su.29|Skitter]], [[#Strong-Arm_Tactics_III_.28Ex.29|Strong-Arm Tactics III]]
|-
! align="center" | 34th
| &emsp; +22 || &emsp; +18 || &emsp; +14 || &emsp; +10 || &emsp; +13 || &emsp; +19 || &emsp; +13 || &emsp; 10 || [[#Fast_Movement_VII_.28Ex.29|Fast Movement VII]]
|-
! align="center" | 35th
| &emsp; +23 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; 10 || [[#Confounding_Jolt_.28Ex.29|Confounding Jolt]]
|}


====Skitter<sup>1</sup> (Ex)====
{{ClassProficiency|Prowler}}
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.


=== Skirmisher (Legendary Tier) ===
If you do not already have the ''Skirmisher'' class feature, you gain it at 31st level. See [[#Skirmisher_.28Ex.29|Skirmisher]] for details on how this works.


====Mugger<sup>1</sup> (Ex)====
=== Encroachment (Legendary Tier) ===
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.
If you do not already have the ''Encroachment'' class feature, you gain it at 31st level. See [[#Encroachment_.28Ex.29|Encroachment]] for details on how this works.


In addition, beginning at 31st level, Encroachment uses d8's instead of d6's.  You still gain the same number of dice as before, based on your Prowler class level (i.e. +1d8 bonus damage per two Prowler class levels you possess, rounding up, for all qualifying melee attacks).


=== Shifty (Legendary Tier) ===
If you do not already have the ''Shifty'' class feature, you gain it at 31st level. See [[#Shifty_.28Ex.29|Shifty]] for details on how this works.


====Breath Control (Ex)====
=== Uncanny Step II (Su) ===
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.
If you do not already have the ''Uncanny Step I'' class feature, you gain it at 31st level. See [[#Uncanny_Step_I_.28Su.29|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 gain a +1 [[circumstance bonus]] to-hit, and +45 points of [[bonus damage]], with all melee attacks they perform against that enemy.  These bonuses stack with all other sources of bonus damage the prowler might possess, including the ''Loner'' class feature, as well as [[#Encroachment_.28Ex.29|Encroachment]], weapon magic properties, etc.
=== 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_.28Ex.29|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_.28Ex.29|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) + STR 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_.28Ex.29|Imperiling Jolt]] and [[#Toppling_Jolt_.28Ex.29|Toppling Jolt]] are used, but not with the same attack.
''Confounding Jolt'' is a condition, so monsters with roles, such as [[threat]]s and [[heavy|heavies]], who have partial or total immunity to conditions are also partially or totally immune to ''Confounding Jolt''.  However, ''Confounding Jolt'' can be used to trigger [[synergy|synergies]].
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
== Apotheotic Prowler (Levels 36+) ==
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
|- style="{{class-gradient|prowler}}"
! width="30" | Level || Class Features
|-
! 36+
| colspan="21" align="left" | [[#Apotheosis!|Apotheosis!]]
|}


====Spring-Heeled<sup>1</sup> (Ex)====
=== Apotheosis! ===
Beginning at 34th level, the Prowler is incredibly agileThey may now use Uncanny Step once a round.  Further, they may use Uncanny Step as a five foot step during their attack sequence.
Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselvesThis 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).


====Precise Encroaching Smash<sup>1</sup> (Ex)====
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 offersCharacters 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 dreamGMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting taskHowever, 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.
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 saveIf the target fails this second saving throw, they are [[Dazed]] until the beginning of the prowlers next turnThis ability does not stack with Encroaching SmashThe prowler may use one, or the other, not both.

Latest revision as of 02:18, 5 March 2024

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

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

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, except that they can add their Dexterity Modifier to their melee damage, due to their Skirmisher class feature.
  • Melee Damage: Base Weapon Damage + Strength Modifier + Dexterity 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 + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
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
Skills:
Prowlers get 6 + Int modifier skill ranks per Prowler class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
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. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
Page-divider-1.png

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 Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -4   -8   -12   +0   +2   +0   10 Spring Attack

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 if you decide you want them, they must be selected using your normal feat selection.

Page-divider-1.png

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   -4   -8   -12   +0   +2   +0   10 Skirmisher, Encroachment, Shifty
2nd   +1 (+1)   -3 (+1)   -7 (+1)   -11 (+1)   +0   +3 (+1)   +0   10 Loner I
3rd   +2 (+1)   -2 (+1)   -6 (+1)   -10 (+1)   +1 (+1)   +3   +1 (+1)   10 Uncanny Dodge
4th   +3 (+1)   -1 (+1)   -5 (+1)   -9 (+1)   +1   +4 (+1)   +1   10 Fast Movement I, Saboteur
5th   +3   -1   -5   -9   +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 and melee 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 recent 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 gain a +1 circumstance bonus to-hit, and +3 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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.

Saboteur (Ex)

At 4th level, the prowler gains the Saboteur feat as a bonus feat.

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) + STR modifier. If the opponent fails this save, they suffer a −5 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.
Page-divider-1.png

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)   +0 (+1)   -4 (+1)   -8 (+1)   +2 (+1)   +5 (+1)   +2 (+1)   10 Skirmisher, Encroachment, Shifty, Freestyle
7th   +5 (+1)   +1 (+1)   -3 (+1)   -7 (+1)   +2   +5   +2   10 Evasion, Loner II
8th   +6 (+1)   +2 (+1)   -2 (+1)   -6 (+1)   +2   +6 (+1)   +2   10 Ten-Foot Step
9th   +6   +2   -2   -6   +3 (+1)   +6   +3 (+1)   10 Fast Movement II, Trap Seeker
10th   +7 (+1)   +3 (+1)   -1 (+1)   -5 (+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 gain a +1 circumstance bonus to-hit, and +3 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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 Seeker (Ex)

Beginning at 9th level, up to once per encounter when a trap is present in the encounter, the prowler may slide up to half their Walk speed towards the trap's origin space as a swift action. The prowler must be aware of the trap and have line of effect to its origin space in order to use this class feature. Each square of the prowler's slide must be closer to the trap's origin space than the previous square. Squares that are equidistant to the origin space from their previous space may not be part of their path when using this class feature, unless there is no other unblocked, unoccupied square that could bring them closer.

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) + STR 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) + STR modifier). This option is useful if you intend to multi-class.

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.

Page-divider-1.png

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)   +4 (+1)   +0 (+1)   -4 (+1)   +3   +7   +3   10 Skirmisher, Encroachment, Shifty, Shadow-Touched, Stunts!
12th   +9 (+1)   +5 (+1)   +1 (+1)   -3 (+1)   +4 (+1)   +8 (+1)   +4 (+1)   10 Prowling, Loner III
13th   +9   +5   +1   -3   +4   +8   +4   10 Vanish, Flexible Tumbler
14th   +10 (+1)   +6 (+1)   +2 (+1)   -2 (+1)   +4   +9 (+1)   +4   10 Fast Movement III, Unexpected Angle I
15th   +11 (+1)   +7 (+1)   +3 (+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 (automatically miss on a natural result of a 6 or less on the d20) 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 gain a +1 circumstance bonus to-hit, and +4 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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.

Unexpected Angle I (Ex)

At 14th level, any time the prowler performs a full attack action and has one hand free, they may make one additional bonus attack at their highest attack value.

In addition, the prowler may Slide up to 10 feet, either before or after this bonus attack, regardless of whether the attack hits or misses. This movement may not be split; it must all be used at the same time, and any unused movement is lost. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement.

The bonus attack provided by Unexpected Angle I stacks with bonus attacks gained from Haste spells, a weapon enchanted with the Speed magic property, the Unexpected Angle II class feature, or any other similar sources of a bonus attack during a full attack action.

Unexpected Angle I can never be used more than once per round, even with the use of action points.

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 -7 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.

Page-divider-1.png

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)   +8 (+1)   +4 (+1)   +0 (+1)   +5   +10 (+1)   +5   10 Skirmisher, Encroachment, Shifty, Circuitous Charge, Breath Control
17th   +12   +8   +4   +0   +5   +10   +5   10 Kip Up, Loner IV
18th   +13 (+1)   +9 (+1)   +5 (+1)   +1 (+1)   +6 (+1)   +11 (+1)   +6 (+1)   10 Danse Macabre
19th   +14 (+1)   +10 (+1)   +6 (+1)   +2 (+1)   +6   +11   +6   10 Fast Movement IV
20th   +15 (+1)   +11 (+1)   +7 (+1)   +3 (+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 gain a +1 circumstance bonus to-hit, and +15 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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) + STR 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.

Page-divider-1.png

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)   +12 (+1)   +8 (+1)   +4 (+1)   +7 (+1)   +13 (+1)   +7 (+1)   10 Skirmisher, Encroachment, Shifty, Uncanny Step I
22nd   +16   +12   +8   +4   +7   +13   +7   10 Moxie, Loner V
23rd   +17 (+1)   +13 (+1)   +9 (+1)   +5 (+1)   +8 (+1)   +14 (+1)   +8 (+1)   10 Strong-Arm Tactics I, Unexpected Angle II
24th   +17   +13   +9   +5   +8   +14   +8   10 Fast Movement V, Trap Avoider
25th   +18 (+1)   +14 (+1)   +10 (+1)   +6 (+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 gain a +1 circumstance bonus to-hit, and +25 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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.

Unexpected Angle II (Ex)

At 23rd level, any time the prowler performs a full attack action and has one hand free, they may make one additional bonus attack at their highest attack value.

In addition, the prowler may Slide up to 10 feet, either before or after this bonus attack, regardless of whether the attack hits or misses. This movement may not be split; it must all be used at the same time, and any unused movement is lost. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement.

The bonus attack provided by Unexpected Angle II stacks with bonus attacks gained from Haste spells, a weapon enchanted with the Speed magic property, the Unexpected Angle I class feature, or any other similar sources of a bonus attack during a full attack action.

Unexpected Angle II can never be used more than once per round, even with the use of action points.

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 Avoider (Su)

Beginning at 24th level, once per encounter, when the prowler would suffer damage from an a trap, they can declare that they suffer no damage nor any secondary effects from that trap's attack. The prowler should declare they are using this ability after the trap has already hit, but before damage is resolved.

This class feature only protects against one attack action initiated by a trap, not all attacks the trap makes during the round in which Trap Avoider is activated.

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) + STR modifier; or 12 + half your prowler class level (rounding down) + STR 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 DEX modifier instead of your STR 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.

Page-divider-1.png

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   +14   +10   +6   +9   +15   +9   10 Skirmisher, Encroachment, Shifty, Plunging Strike, Breathing Mastery
27th   +19 (+1)   +15 (+1)   +11 (+1)   +7 (+1)   +10 (+1)   +16 (+1)   +10 (+1)   10 Always Armed, Loner VI
28th   +19   +15   +11   +7   +10   +16   +10   10 Shadow-Souled, Strong Arm Tactics II
29th   +20 (+1)   +16 (+1)   +12 (+1)   +8 (+1)   +11 (+1)   +17 (+1)   +11 (+1)   10 Fast Movement VI
30th   +20   +16   +12   +8   +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 few quick breaths 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 gain a +1 circumstance bonus to-hit, and +35 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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 (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) 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 -7 to the target's AC, if they fail their Reflex saving throw. The penalty becomes -9 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.

Page-divider-1.png

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)   +17 (+1)   +13 (+1)   +9 (+1)   +12 (+1)   +18 (+1)   +12 (+1)   10 Skirmisher, Encroachment, Shifty, Uncanny Step II
32nd   +21   +17   +13   +9   +12   +18   +12   10 Solitary Slayer, Loner VII
33rd   +22 (+1)   +18 (+1)   +14 (+1)   +10 (+1)   +13 (+1)   +19 (+1)   +13 (+1)   10 Skitter, Strong-Arm Tactics III
34th   +22   +18   +14   +10   +13   +19   +13   10 Fast Movement VII
35th   +23 (+1)   +19 (+1)   +15 (+1)   +11 (+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.

In addition, beginning at 31st level, Encroachment uses d8's instead of d6's. You still gain the same number of dice as before, based on your Prowler class level (i.e. +1d8 bonus damage per two Prowler class levels you possess, rounding up, for all qualifying melee attacks).

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 gain a +1 circumstance bonus to-hit, and +45 points of bonus damage, with all melee attacks they perform against that enemy. These bonuses stack with all other sources of bonus damage the prowler might possess, including the Loner class feature, as well as Encroachment, weapon magic properties, etc.

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) + STR 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 Confounding Jolt. However, Confounding Jolt can be used to trigger synergies.

Page-divider-1.png

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. 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.