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====Encroachment (Ex)====
====Encroachment (Ex)====
A prowler adds 1d6 damage to the any attack made in any round in which they have moved at least 10 feet from their starting position, or from the position from which they last made a melee attack.  Encroachment damage increases by an additional 1d6 per two levelsWhen 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.  This means that encroachment dice are ''not'' a form of precision attack and are never reduced by immunity to precision damage.
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 attack.  By 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.


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. 
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.


====Uncanny Dodge (Ex)====
====Uncanny Dodge (Ex)====

Revision as of 03:27, 19 May 2014

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

Description

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!

Plus, let's get real, these guys can cling to ceilings. How freakin' cool is that?!

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.


Alignment: Any

Hit Die: d6.

Starting Wealth: 4d6 × 10 gp (average: 140 gp)

Class Skills: The prowler's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (Nobility), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.


Table: Prowler

Level BAB Fort Ref Will Encroachment Special
1st +0 +0 +2 +0 1d6 Encroachment, Trapfinding, Skirmisher1
2nd +1 +0 +3 +0 1d6 Uncanny dodge, Loner +2
3rd +2 +1 +3 +1 2d6 Spring attack, Trap sense +1
4th +3 +1 +4 +1 2d6 Shifty1, Evasion
5th +3 +1 +4 +1 3d6 Encroaching Jolt1
6th +4 +2 +5 +2 3d6 Fast movement1 10, Trap sense +2
7th +5 +2 +5 +2 4d6 Fast Stealth1, Freestyle, Loner +4
8th +6/+1 +2 +6 +2 4d6 10-foot step1
9th +6/+1 +3 +6 +3 5d6 Trap sense +3, Acrobatic Stride1
10th +7/+2 +3 +7 +3 5d6 Prowling
11th +8/+3 +3 +7 +3 6d6 Flexible tumbler1
12th +9/+4 +4 +8 +4 6d6 Fast movement1 20, Trap sense +4, Loner +6
13th +9/+4 +4 +8 +4 7d6 Practiced hurdler1
14th +10/+5 +4 +9 +4 7d6 Kip up1
15th +11/+6/+1 +5 +9 +5 8d6 Trap sense +5
16th +12/+7/+2 +5 +10 +5 8d6 Shadow-touched
17th +12/+7/+2 +5 +10 +5 9d6 Circuitous charge, Loner +8
18th +13/+8/+3 +6 +11 +6 9d6 Fast movement1 30, Trap sense +6
19th +14/+9/+4 +6 +11 +6 10d6 Vanish
20th +15/+10/+5 +6 +12 +6 10d6 Danse Macabre1


Class Features

Weapon and Armor Proficiency

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


One Hand Free

Prowlers must keep one of their hands empty of weapons and other objects to use many of their abilities. This limits them to one-handed weapons unless they gain some feat or ability which allows them to wield a two-handed weapon with one hand.

Special abilities which require one hand free are marked with a 1.


Skirmisher1 (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.


Trapfinding (Ex)

A prowler adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A prowler can use Disable Device to disarm magical traps.


Encroachment (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 attack. By definition, encroachment is always usable on the first attack of an encounter. For every attack after the first, the prowler must displace ten feet between every attack if he wishes to use encroachment dice.

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.

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.

Uncanny Dodge (Ex)

Starting at 2nd level, a prowler can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A prowler with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.


Loner (Ex)

Starting at 2nd Level, whenever a Prowler is attacking an enemy that no other ally is threatening, he gains a bonus to all damage rolls he makes. This damage bonus is +2 at second level, and increases by +2 every five levels thereafter. Namely, +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.


Trap Sense (Ex)

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.


Spring Attack (Ex)

At 3rd level, the prowler gains the Spring Attack feat, even if he doesn't meet the prerequisites.


Shifty1 (Ex)

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. This may even occur after 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.


Evasion (Ex)

At 4th level and higher, a prowler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the prowler is wearing light armor or no armor. A helpless prowler does not gain the benefits of evasion.


Encroaching Jolt1 (Ex)

Beginning at 5th level, the first time each round that the prowler inflicts encroachment damage, the struck enemy must make a Reflex save vs. DC 10 + half the prowler's level + DEX modifier. If the opponent fails this save, he takes a penalty to his AC 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.


Fast Movement1 (Ex)

At 6th level, as long as the prowler has one hand free, his base move increases by 10 feet. This increases to 20 feet at level 12, 30 feet at level 18, 40 feet at level 24 and 50 feet at level 30. These bonuses are not additive. E.g., if the prowler began with a move of 30, he would have a move of 40 at level 6, 50 at level 12, 60 at level 18, 70 at level 24 and 80 at level 30.


Fast Stealth1 (Ex)

At 7th level, the prowler gains the ability to move at full speed while using stealth with no penalty, as long as he has one hand free.


Freestyle (Ex)

At 7th level, the prowler gains a swim move equal to half their base move. 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.


10-Foot Step1 (Ex)

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.


Acrobatic Stride1 (Ex)

At 9th level, the prowler may move at full speed through rough terrain, as long as he has one hand free.


Prowling1 (Su)

At 10th level, the prowler gains a climb speed equal to his move 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.


Flexible Tumbler1 (Ex)

Starting at 11th level, when a prowler has one hand free and uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.


Shadow-Touched (Su)

At 16th level, a prowler which moves at least 15 feet from his starting position in a round gains concealment until the start of his next turn. This concealment may be used to initiate stealth, though the standard rules for breaking stealth still apply.


Practiced Hurdler1 (Ex)

At 13th level, a prowler with this ability and one hand free is always considered to have a running start when making jumping checks.


Kip Up1 (Ex)

Beginning at 14th level, a prowler with this ability and 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.


Circuitous Charge (Ex)

Beginning at 17th level, the prowler may take any path he likes during a charge, provided he is able to attack an opponent at the end of his move. He may still take the 5-foot step granted by the Shifty ability after the charge.


Vanish (Su)

At 19th level, once per round, as an immediate action, if the prowler has any concealment or cover, he may make a stealth check to begin (or resume) stealth.


Danse Macabre1 (Ex)

At 20th level, while the prowler has one hand free, he can take an additional 5-foot step action as a free action at any point during his turn. Combined with Shifty and the 10-Foot Step abilities, the prowler can make up to three 10-foot step actions during a round and still execute a full attack.


Prowler Example Build

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.

Example Feats

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.

3rd Level: Weapon Focus, War Whip. More to-hit is good.

5th Level: Dodge. Armor class is always useful. Always.

7th Level: Mobility. Is there anybody who doesn't want this? NOPE!

9th Level: Power Attack. Your to-hits are getting good enough to use this. It's reaaal nice.

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

13th Level: Great Cleave. Find clusters of bad guys, PUNISH THEM.

15th Level: Combat Expertise. Unlocks a lot of nice stuff, and is sweet on it's own.

17th Level: Whirlwind Attack. Aw, HELL yeah! Pop minions, soften up a crowd, just generally wreak havoc. This is awesome, baby.

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.


Epic Prowler

Table: Prowler

Level BAB Fort Ref Will Encroachment Special
21st +16/+11/+6 +7 +13 +7 11d6 Trap sense +7, Encroaching Smash1
22nd +16/+11/+6 +7 +13 +7 11d6 Loner +10, Gets the Jump
23rd +17/+12/+7 +8 +14 +8 12d6 Boneless1
24th +17/+12/+7 +8 +14 +8 12d6 Fast movement1 40, Trap Sense +8
25th +18/+13/+8 +9 +15 +9 13d6 Always Armed1, Strongarm Tactics1
26th +18/+13/+8 +9 +15 +9 13d6 Mugger1
27th +19/+14/+9 +10 +16 +10 14d6 Loner +12, Trap sense +9
28th +19/+14/+9 +10 +16 +10 14d6 Deep Diver, Uncanny Step
29th +20/+15/+10 +11 +17 +11 15d6 Skitter1
30th +20/+15/+10 +11 +17 +11 15d6 Fast movement1 50, Trap sense +10
31st +21/+16/+11 +12 +18 +12 16d6 Plunging Strike1
32nd +21/+16/+11 +12 +18 +12 16d6 Loner +14
33rd +22/+17/+12 +13 +19 +13 17d6 Trap sense +11
34th +22/+17/+12 +13 +19 +13 17d6 Breath Control, Spring-Heeled
35th +23/+18/+13 +14 +20 +14 18d6 Precise Encroaching Smash1
36th Apotheosis!


Epic Class Abilities

Encroaching Smash1 (Ex)

Starting at 21st level, when the prowler uses Encroaching Jolt, the target must save as usual or suffer a penalty to Armor Class. In addition, the prowler may choose to force the target to roll a second saving throw, regardless of the success or failure of the first save. If the target fails this second saving throw, they are knocked prone.


Gets the Jump1 (Ex)

At 22nd level, as long as he has one hand free, the prowlers extraordinary athleticism lets him power his way into action faster than seems possible. Add your Str mod to your inititative rolls.


Boneless1 (Ex)

Beginning at 23rd level, while the prowler has one hand free, he behaves as if he is under the effects of a permanent 'Squeeze' spell. Namely, he may squeeze normally (to half his usual Size) while taking no penalties, and he may squeeze to one quarter his normal size while taking normal squeezing penalties.


Always Armed1 (Ex)

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 Tactics1 (Ex)

Prowlers are not about finesse, they're about athletic power. A prowlers mindset is, 'If it's locked, give it a good smash, that should free it up.' As a result, prowlers can muscle their way past a lot of trouble, as long as they have one hand free. Starting at 25th level, once per round in combat or once per minute out of combat, the Prowler may add 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.


Mugger1 (Ex)

Starting at 26th 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.


Deep Diver (Ex)

Beginning at 28th level, the prowler's athleticism allows them to hold their breath for incredible lengths of time and still act normally. The prowler can hold his breath for five rounds per point of Con he has, and taking actions never reduces the length of time he can hold his breath.


Uncanny Step1 (Ex)

Starting at 28th level, the prowlers athletic movement abilities become frankly superhuman. Once per encounter, as a move action, the Prowler may choose a location they can perceive and simply move themselves there. This is treated as a Dimension Door effect, except the Prowler is not restricted in their actions after they arrive, the maximum distance they can move is ten feet times their level, they can carry no passengers, and they must be unencumbered with one hand free. This ability allows the Prowler to take feats as if they had the Abundant Step class feature, namely, Dimension Door feats.


Skitter1 (Ex)

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.


Plunging Strike1 (Su)

Beginning at 31st 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.


Breath Control (Ex)

At 34th level, the prowler may hold his breath for incredible amounts of time. With breath control, he may hold his breath for five minutes per point of Con he has.


Spring-Heeled1 (Ex)

Beginning at 34th level, the Prowler is incredibly agile. They may now use Uncanny Step once a round, up to three times per encounter. Further, they may use Uncanny Step as a five foot step.


Precise Encroaching Smash1 (Ex)

At 35th level, when the prowler uses Encroaching Jolt, the target must save as usual or suffer a penalty to Armor Class. In addition, the prowler may choose to force the target to roll a second saving throw, regardless of the success or failure of the first save. If the target fails this second saving throw, they are Dazed until the beginning of the prowlers next turn. This ability does not stack with Encroaching Smash. The prowler may use one, or the other, not both.