User:Leziad/Raider

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Making a Raider[edit]

<-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 +0 Fast Movement, Raider Trick, Skirmish Strike +1d6
2nd +1 +3 +3 +0 Combat Flexibility, Raider Trick, Uncanny Dodge,
3rd +2 +3 +3 +1 Aggressive Stealth, Skirmish Strike +2d6, Tough Endurance
4th +3 +4 +4 +1 Bonding, Combat Precision +1, Raider Trick
5th +3 +4 +4 +1 Decisive Blow, Improved Uncanny Dodge, Skirmish Strike +3d6
6th +4 +5 +5 +2 Raider Trick, Stuntman
7th +5 +5 +5 +2 Camouflage, Skirmish Strike +4d6
8th +6/+1 +6 +6 +2 Combat Precision +2, Raider Trick
9th +6/+1 +6 +6 +3 Mobile Assault, Skirmish Strike +5d6
10th +7/+2 +7 +7 +3 Raider Trick
11th +8/+3 +7 +7 +3 Skirmish Strike +6d6
12th +9/+4 +8 +8 +4 Combat Precision +3, Raider Trick
13th +9/+4 +8 +8 +4 Skirmish Strike +7d6
14th +10/+5 +9 +9 +4 Raider Trick
15th +11/+6/+1 +9 +9 +5 Skirmish Strike +8d6
16th +12/+7/+2 +10 +10 +5 Combat Precision +4, Raider Trick
17th +12/+7/+2 +10 +10 +5 Skirmish Strike +9d6
18th +13/+8/+3 +11 +11 +6 Raider Trick
19th +14/+9/+4 +11 +11 +6 Skirmish Strike +10d6
20th +15/+10/+5 +12 +12 +6 Combat Precision +5, Raider Trick

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 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[edit]

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 Blowpipe, Bolas (all forms), Hunting Knife and Net. She is proficient with light and medium armor, one light exotic armor and all shields (except tower shields).

Fast Movement (Ex): A raider gain a +10 increase to her land speed while wearing light, medium or no armor and carrying a light load or less. Additionally sheis not slowed down when wearing medium armor or carrying a medium load.

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 raider 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.

Raider Trick: At 1st level, 2nd level and each even level thereafter a Raider learn a single Learned Talent. A talent may only be selected once unless specified otherwise. A Raider select her talents from the list here: LIST

Combat Flexibility: A raider of 2nd level must know how to hand both melee and ranged combat, she gain either Weapon Finesse or Brutal Shooter alongside Sharpshooter as bonus feats, even if she does not meet the prerequisites.

This ability count a Ranger's Combat Style for the purpose of prerequisites.

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).

Tough Endurance (Ex): A raider who attained 3rd level is capable of incredible feats of endurance, she gain the Endurance and Masterwork Body feats as bonus feat as well as DR 5/lethal. She count each minute she is swimming, running or performing strenuous activities as a round for the purpose of having to make Constitution check, allowing her to last much longer than most.

If you already possess Endurance you gain a bonus feat you meet the prerequisites for.

Bonding (Ex): A 4th level raider choose one of the following bonds from the list below, once the choice is made it cannot be changed:

Bond with Animal: The raider has bonded with an animal companion, gaining a Druid's animal companion, using her raider level as her druid level.
Bond with Crew: The raider is capable of making tight links with her friends, allowing her to Aid Another as a move action and may do so with a range of 10 feet. If she uses a standard action the bonus improve by +2.
Bond with Weapon: The raider can choose a single weapon in her uses, it does not need to be masterwork, and grant it a +1 enhancement bonus. This stack with any actual enhancement on the weapon. The raider can change her bonded weapon with a 24 hours ritual.

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.

Stuntman (Ex): At 6th level a raider is capable of parkour and stunts simply as part of normal movement. As such they ignore the first 5 ft of difficult terrain, and they automatically can move a minimum of 5 ft any movement based check (Climb, Jump, or Swim usually) regardless if it succeeds or fails. If the nature of the failure would result in dangerous consequences, such as falling off a rope, these consequences are delayed for 1 round and they make no progress instead. If they succeed on their next check they proceed as normal, otherwise they take the consequences of the failed check normally.

Camouflage (Ex): A 7th level raider is capable of hiding without concealment or cover as long as she attempt to do so in natural terrain. This only function against creatures at least 10 feet away from her.

Mobile Assault (Ex): A 9th level raider is capable of incredible speed and precision in battle, she gain Mobile Assault as a bonus feat. She may even perform a standard action in the middle of a Run action.

If she already had the feat she gain a [Fighter] bonus feat she meet the prerequisite of.

Extraordinary Class Feature (Ex): Class Feature: