Prowler

From Epic Path
Jump to navigation Jump to search

Go back to Reese's Campaign page.


Description: Have you ever seen an Errol Flynn movie? Or how about Raiders of the Lost Ark? Those guys were prowlers.

Prowlers are not exactly thieves. 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 group adventures, 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.


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, Skirmisher1
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 Encroaching Jolt1
6th +4 +2 +5 +2 3d6 Fast movement 10, Trap sense +2
7th +5 +2 +5 +2 4d6 Fast Stealth, Freestyle
8th +6/+1 +2 +6 +2 4d6 10-foot step
9th +6/+1 +3 +6 +3 5d6 Trap sense +3, Acrobatic Stride
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 Kip up
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 Danse Macabre

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.

Skirmisher (Ex)1

If the prowler has one hand free, he may add his DEX modifier to attack rolls (but not damage) for melee attacks, in addition to his STR modifier.

Trapfinding (Ex)

Starting at 1st level, 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 the 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. Beginning at level 8, 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.

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. 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.

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)1

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 have one hand free to use this ability.

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.

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' of move to this movement.

10-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 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 Stride (Ex)

At 9th 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 (Su)

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.

Kip Up (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, 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)

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)

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 Macabre (Ex)

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 ability, the prowler can make up to three 10-foot step actions during a round and still execute a full attack.