Prowler

From Epic Path
Jump to navigation Jump to search

Go back to Reese's Campaign page.

Alignment: Any.

Hit Die: d6.

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), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), 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: 8 + Int modifier.


Table: Prowler

Level BAB Fort Ref Will Encroachment Special
1st +0 +0 +2 +0 1d6 Trapfinding, Skirmisher
2nd +1 +0 +3 +0 1d6 Uncanny dodge
3rd +2 +1 +3 +1 2d6 Spring attack, Trap sense +1
4th +3 +1 +4 +1 2d6 Shifty, Evasion
5th +3 +1 +4 +1 3d6 Disruption
6th +4 +2 +5 +2 3d6 Fast movement 10, Trap sense +2
7th +5 +2 +5 +2 4d6 Fast Stealth
8th +6/+1 +2 +6 +2 4d6 Surefooted
9th +6/+1 +3 +6 +3 5d6 Trap sense +3
10th +7/+2 +3 +7 +3 5d6 Prowling
11th +8/+3 +3 +7 +3 6d6 Flexible tumbler
12th +9/+4 +4 +8 +4 6d6 Fast movement 20, Trap sense +4
13th +9/+4 +4 +8 +4 7d6 Practiced hurdler
14th +10/+5 +4 +9 +4 7d6 Flowing grace
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
18th +13/+8/+3 +6 +11 +6 9d6 Fast movement 30, Trap sense +6
19th +14/+9/+4 +6 +11 +6 10d6 Vanish
20th +15/+10/+5 +6 +12 +6 10d6 15-foot step


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.


Skirmisher (Ex)

If the prowler has one hand free, he may add his DEX modifier to attack and damage rolls for melee attacks, in addition to his STR modifier.


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 their first attack made in any round in which they have moved at least 10 feet from their starting position. Encroachment damage increases by an additional 1d6 per two levels, up to 10d6 at level 19. Encroachment damage may be used only once per round.


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.


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.


Spring Attack (Ex)

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


Shifty (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 Jolt (Ex)

At 5th level, if the prowler has one hand free when he inflicts encroachment damage on an opponent, the opponent 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. Disruption lasts until the beginning of the opponent's next turn.


Fast Movement (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 and 30 feet at level 18. 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 and 60 at level 18.


Fast Stealth (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.


Surefooted (Ex)

At 8th level, the prowler may move at full speed through rough terrain, as long as he has one hand free.


Prowling (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. He cannot, however, use the run action while climbing.


Flexible Tumbler (Ex)

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

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 Hurdler (Ex)

A prowler with this ability and one hand free is always considered to have a running start when making jumping checks.


Flowing Grace (Ex)

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. 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)

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 after the charge granted by the Shifty ability.


Vanish (Su)

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.


15-Foot Step (Ex)

While the prowler has one hand free, any time the prowler takes a 5-foot step action, he may move up to 15 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 30 feet per round, without provoking, and still make a full attack.