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User:The-Marksman/Sandbox5

87 bytes added, 23:53, 20 April 2019
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'''{{Anchor|Weapon Finesse}}:''' At fist level an Outlaw gains [[SRD:Weapon Finesse|Weapon Finesse]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Weapon Finesse from another source he may instead select any feat for which he qualifies.
'''{{Anchor|Trapfinding}}:''' Outlaws can use the Search skill to locate [[SRD:Traps|traps]] when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Outlaws can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A An Outlaw who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her his party) without disarming it.
'''{{Anchor|Track}}:''' At fist level an Outlaw gains [[SRD:Track|Track]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Track from another source he may instead select any feat for which he qualifies.
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a an Outlaw can avoid even magical and unusual attacks with great agility. If she he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she he instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Outlaw is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Outlaw does not gain the benefit of evasion.
'''{{Anchor|Battle Grace}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Outlaw gains a +1 bonus on all initiative checks and on all Reflex saving throws. This bonus improves by an additional +1 at 11th and 19th levels (+2 at 11th level, +3 at 9th level). A An Outlaw loses this bonus when wearing medium or heavy armor or carrying a heavy load.
'''{{Anchor|Insightful Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' X
'''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' X
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a an Outlaw gains an intuitive sense that alerts her him to danger from [[SRD:Traps|traps]], giving her him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Outlaw reaches 6th level, to +3 when she he reaches 9th level, to +4 when she he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stackand this ability stacks with the bonus to Reflex saves from his Battle Grace ability.
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a an Outlaw can react to danger before her his senses would normally allow her him to do so. She He retains her Dexterity bonus to AC (if any) even if she he is caught flat-footed or struck by an invisible attacker. However, she he still loses her his Dexterity bonus to AC if immobilized. If a an Outlaw already has uncanny dodge from a different class she he automatically gains Improved Uncanny Dodge instead.
'''{{Anchor|Great Leap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th level Outlaw is adept at jumping over and around various obstacles, and always makes Jump checks as if she he was running and had the Run feat, enabling her him to make long jumps without a running start and granting him a +4 bonus on the jump (see the skill description, page 77 of the Players Handbook). A An Outlaw loses this bonus when wearing medium or heavy armor or carrying a heavy load.
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 2nd level, a an Outlaw can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. She He loses this benefit when wearing medium or heavy armor.
'''{{Anchor|Swift Stalker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a an Outlaw can move at her his normal speed while following tracks without taking the normal −5 penalty. She He only takes a −10 (instead of the normal −20) when moving at up to twice her his normal speed while tracking. A An Outlaw can also move stealthily even at a quick pace. She He no longer takes a −5 penalty on Hide and Move Silently checks when moving at any speed up to her his normal speed, and she he takes only a −10 (instead of the normal −20) on Hide and Move Silently checks when running. (She He still takes the normal −20 on such checks when charging).
'''{{Anchor|Master Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A An Outlaw gains the Urban Tracking feat as a bonus feat at 4th level, allowing her him to more readily use Gather Information to locate and track people within communities. This feat can be found on page 154 in Races of Destiny or page 56 of the Unearthed Arcana. Also starting at 4th level, a an Outlaw is so good at following tracks that she he can even track someone that is under the influence of a "[[SRD:Pass_without_Trace|''Pass without Trace'']]" spell or similar effect, though she he takes a −10 on her his Survival checks when doing so. A An Outlaw leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. She He may choose to leave a trail if so desired.
'''{{Anchor|Flawless Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 7th level, a an Outlaw can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at her normal movement speed and without taking damage or suffering any other impairment. This ability also allows her him to run and charge in situations where others cannot. She He may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking her his path. This ability enables her him to run down steep stairs, leap down from a balcony, and tumble over tables to get to her his destination. Depending on the circumstances, she he still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let her him move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A An Outlaw loses this ability when wearing heavy armor, or carrying a heavy load.
'''{{Anchor|Speed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A An Outlaw of 7th level or higher can scramble up or down walls and slopes with great speed. She He can climb at her his speed as a move action with no penalty; however, she he must begin and end her his move on a horizontal surface (such as the ground or a flat rooftop). If she he does not end her his movement on a horizontal surface, she he falls, taking falling damage as appropriate for her his distance above the ground. A An Outlaw only needs to have one hand free to use this ability. A An Outlaw loses this ability when wearing heavy armor or carrying a heavy load.
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a an Outlaw gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Outlaw still takes no damage on a successful Reflex saving throw against attacks henceforth she he henceforth takes only half damage on a failed save. A helpless Outlaw does not gain the benefit of improved evasion.
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Outlaw becomes so certain in the use of certain skills that she he can use them reliably even under adverse conditions. Upon gaining this ability, she he selects a number of skills equal to 3 + her his Intelligence modifier. When making a skill check with one of these skills, she he may take 10 even if stress and distractions would normally prevent her him from doing so. A An Outlaw may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
'''{{Anchor|Improved Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' X
''' {{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of terrain, whether natural or not, a an Outlaw of 9th level or higher may make use the Hide skill even while being observed.
'''{{Anchor|Free Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A An Outlaw is relentless in her pursuit and can slip out of grapples, bonds and even the effects of confining spells easily. Starting at 10th level, this ability duplicates the effects of a "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]" spell at will.
====Human Outlaw Starting Package====
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