Difference between revisions of "User:Leziad/Raider"

From Dungeons and Dragons Wiki
Jump to: navigation, search
Line 106: Line 106:
 
:: ''{{Anchor|Advanced Unarmed Technique}} {{Ex}}:'' The raider gain a single Black Belt's advanced technique. This talent require the Unarmed Technique talent.  
 
:: ''{{Anchor|Advanced Unarmed Technique}} {{Ex}}:'' The raider gain a single Black Belt's advanced technique. This talent require the Unarmed Technique talent.  
  
''{{Anchor|Parkour Dash}} {{Ex}}:'' The raider gain the ability to automatically make the first 10 feet of any [[SRD:Climb Skill|Climb]], [[SRD:Tumble Skill|Tumble]] or [[SRD:Jump Skill|Jump]] at her full movement speed and without the need to roll. She may do so even multiple times in the same movement, although any consecutive movement more than 10 feet require her to make the checks and slow down as appropriated.  
+
''{{Anchor|Parkour Dash}} {{Ex}}:'' The raider gain the [[Traceur (3.5e Feat)|Traceur]] feat as a bonus feat.
  
 
''{{Anchor|Stealth Climber}} {{Ex}}:'' The raider gain a climb speed equal to half your land speed or increase any climb speed you possess by half her land speed (to a maximum of your land speed). She may make [[SRD:Hide Skill|Hide]] or [[SRD:Move Silently Skill|Move Silently]] checks while climbing at no penalty.  
 
''{{Anchor|Stealth Climber}} {{Ex}}:'' The raider gain a climb speed equal to half your land speed or increase any climb speed you possess by half her land speed (to a maximum of your land speed). She may make [[SRD:Hide Skill|Hide]] or [[SRD:Move Silently Skill|Move Silently]] checks while climbing at no penalty.  

Revision as of 20:41, 25 October 2018

Making a Tribal Champion

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Raider

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Combat Flexibility, Raiding Talent, Skirmish Strike +1d6
2nd +1 +3 +3 +3 Raiding Talent, Uncanny Dodge,
3rd +2 +3 +3 +3 Aggressive Stealth, Skirmish Strike +2d6
4th +3 +4 +4 +4 Combat Precision +1, Raiding Talent
5th +3 +4 +4 +4 Decisive Blow, Improved Uncanny Dodge, Skirmish Strike +3d6
6th +4 +5 +5 +5 Raiding Talent
7th +5 +5 +5 +5 Skirmish Strike +4d6
8th +6/+1 +6 +6 +6 Combat Precision +2, Raiding Talent
9th +6/+1 +6 +6 +6 Skirmish Strike +5d6
10th +7/+2 +7 +7 +7 Raiding Talent
11th +8/+3 +7 +7 +7 Skirmish Strike +6d6
12th +9/+4 +8 +8 +8 Combat Precision +3, Raiding Talent
13th +9/+4 +8 +8 +8 Skirmish Strike +7d6
14th +10/+5 +9 +9 +9 Raiding Talent
15th +11/+6/+1 +9 +9 +9 Skirmish Strike +8d6
16th +12/+7/+2 +10 +10 +10 Combat Precision +4, Raiding Talent
17th +12/+7/+2 +10 +10 +10 Skirmish Strike +9d6
18th +13/+8/+3 +11 +11 +11 Raiding Talent
19th +14/+9/+4 +11 +11 +11 Skirmish Strike +10d6
20th +15/+10/+5 +12 +12 +12 Combat Precision +5, Raiding Talent

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Raider.

Weapon and Armor Proficiency: A Raider is proficient with all simple and martial weapon, as well as the Bolas, Hunting Knife and Net. She is proficient with light and medium armor, one light exotic armor and all shields (except tower shields).

Combat Flexibility (Ex): A 1st level raider must know how to hand both melee and ranged combat, she gain either Weapon Finesse and Sharpshooter or Brutal Shooter and Power Attack as bonus feats, even if she does not meet the prerequisites. She also gain Weapon Focus in a single melee and a single ranged weapon she is proficient with.

Skirmish Strike (Ex): A Raider rely on quick and decisive attack to win victories against her foes. At 1st level when a Raider attack a flat-footed opponent and/or moved at least 10 feet during the same round before her attack, she deal an extra 1d6 precision damage on her attack. This damage increase by 1d6 at 3rd level and each odd level thereafter. A Trial Champion is limited to 30 feet when making skirmish strike ranged attack. This ability count as Sneak Attack for the purpose of prerequisites and benefits it receive from feat and such which improve or modify sneak attack.

Raiding Talent: At 1st level, 2nd level and each even level thereafter a Raider learn a single Raiding Talent.

Brawler (Ex): The raider gain both Improved Unarmed Strike and Superior Unarmed StrikeToB as bonus feats.

Unarmed Technique (Ex): The raider gain the Basic Technique of a Black Belt. This talent require Superior Unarmed StrikeToB as a feat or the monk's unarmed combat class feature.
Advanced Unarmed Technique (Ex): The raider gain a single Black Belt's advanced technique. This talent require the Unarmed Technique talent.

Parkour Dash (Ex): The raider gain the Traceur feat as a bonus feat.

Stealth Climber (Ex): The raider gain a climb speed equal to half your land speed or increase any climb speed you possess by half her land speed (to a maximum of your land speed). She may make Hide or Move Silently checks while climbing at no penalty.

Trapfinidng (Ex): The raider gain Trapfinding as a Rogue.

Trapmaster (Ex): The raider gain both Conceal Trap and Lay Simple Trap as a Trapper Ranger of their class level. This Raiding Talent require Trapfinding (the class feature or the talent).
Advanced Trapmaster (Ex): The raider gain Clever Placement and Quick Placement as a the Trapper Ranger. This raiding talent require the Trapmaster talent.

Uncanny Dodge (Ex): At 2nd level, a raider retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a raider already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Aggressive Stealth (Ex): A 3rd level raider no longer take any penalty on move silently for moving at full speed and she quarter the penalty for running (from -20 to -5).

Bonus Feat: At 3rd level and each 3 level thereafter, a raider receive a single [Ambush] or [Fighter] bonus feat she meet the prerequisite of.

Combat Precision (Ex): At 4th level, a Raider gain a +1 competence bonus to attack roll when making an attack after moving at least 10 feet in a round. She also gain this bonus if she took a move action to aim at a target and that target, lasting for 1 round.

At 8th level and each 4 levels thereafter, the competence bonus increase by 1.

Decisive Blow (Ex): As a standard action, a 5th level raider may make a single attack at her highest attack bonus. If the attack hit and deal Skirmishing Strike it deal an extra +2 damage per dice. Once Decisive Blow is used it cannot be used again for 1d4 rounds.

Improved Uncanny Dodge (Ex): At 5th level and higher, a raider can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has raiderlevels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Extraordinary Class Feature (Ex):

Class Feature: