Welcome to Gaia! ::

Into the Dragon's Den (D&D Guild)

Back to Guilds

Just a little place where people can come and role play Dungeons and Dragons. 

Tags: Dungeons and Dragons, Dungeons, Dragons, Role Play 

Reply Custom Creations
The Raider

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Chikayoseru Gekitsuu-Taco

PostPosted: Wed Jul 18, 2007 9:13 pm


This is a base class I've been working on, and I would like opinions.


Raider

Abilities: Dexterity provides accuracy for the raider’s ranged attacks, provides for better defense, and benefits most of the raider’s class skills. Wisdom is also beneficial, as it assists the raider in tracking and observing.

Alignment: Any. Raiders tend towards chaos rather than law, but it is not unheard of to be a lawful raider.

Hit Die: d8
BAB: Medium
Fort: Low
Ref: High
Will: Low

Class skills: Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Skill Points at 1st level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int Modifier

Class Features

Weapon and Armor Proficiency: A raider is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Skirmish: A raider relies on mobility to deal extra damage and improve their defense. They deal an extra 1d6 points of damage on all attacks they make during any round in which they move at least 10 feet. The extra damage applies only to attacks taken during the raider’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, ect.) The extra damage only applies against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage.
The raider must be able to see the target well enough to pick out a vital spot and be able to reach such a spot. Raiders can apply this extra damage, to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a raider gains a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of their next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, ect.)
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If they gain skirmish from another class, the bonuses stack.

Trapfinding: Raiders can use the Search skill to locate traps when the task has a Difficult Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of at least 25 + the level of the spell used to create it.
Raiders can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A raider 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 their party) without disarming it.

Uncanny Dodge: At 2nd level, a raider can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or are struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if they are immobilized. If a raider already has uncanny dodge from a different class, they instead gain Improved Uncanny Dodge.

Fast Movement (Ex): At the 3rd level and every third level thereafter, the raider gains an enhancement bonus to their speed of 10 ft, totaling 20 ft at 6th level, 30 ft at ninth level, and so on. The raider loses this bonus when wearing medium or heavy armor, or when carrying a medium or heavy load.

Animal Companion (Ex): At 4th level, the raider gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper), or wolf. If the DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the raider’s list of options: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the raider on their adventures as appropriate for its kind. (For instance, an aquatic creature cannot accompany the raider on land and shouldn’t be selected by a non-aquatic character without extenuating circumstances.) In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than a protector.
This ability functions like the druid ability of the same name, except the raider’s effective druid level is one half their raider level. For example, the animal companion of a 4th level raider would be the equivalent of a 2nd level druid’s animal companion. A raider may select from the alternative lists of animal companions just as a druid can, though, again, their effective druid level is half their raider level. Thus, they must be at leastan 8th level raider to select from the druid’s list of 4th level animal companions, and if they choose one of those animals, their effective druid level would be reduced by 3, to 1st level. Like a druid, a raider cannot select an alternative animal if the choice would reduce their level below 1st.

Evasion (Ex): Beginning at 5th level, a raider can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), they instead take no damage. A helpless raider (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. A raider loses the benefit of Evasion when wearing medium or heavy armor.

Flawless Stride (Ex): Starting at 6th level, a raider can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
This ability does not let them to move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A raider loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex): At 8th level the Raider gains the camouflage ability, allowing them to use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Blindsense (Ex): At 10th level the Raider gains the blindsense ability out to 30 ft. Using acute hearing, the raider notices things they cannot see, The raider does not need to make Listen or Spot checks to pinpoint the location of a creature within range of their blindsense ability, provided it has line of effect to that creature. Any opponent they cannot see still have total concealment against the raider, and the raider still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of the raider. The raider is still denied their Dexterity bonus to AC against attacks from creatures it cannot see.

Hide in Plain Sight: While in any sort of natural terrain, a raider of 16th level or higher can use the Hide skill even while being observed.

Blindsight (Ex): At 20th level the Raider gains the blind sight ability out to 30 ft. This ability is similar to blindsense, but is far more discerning. Using acute hearing and a developed sensitivity to vibrations, the raider maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most types of concealment are irrelevant, though the raider requires line of effect to a creature or object to discern that creature or object. The raider does not need to make Spot or Listen checks to notice creatures within 30 ft, and the effect is continuous.
PostPosted: Thu Jul 19, 2007 6:07 am


it looks like a combo of a rogue or scout with a ranger. Camouflage looks like it would be really useful though...like having a ghille suit. In most ways it looks like a less 'stab in the spine' more 'robin hood' kind of rogue. No idea if it's balanced. But it certainly looks nice. Granted, making robin hood would mix in fighter or maybe even paladin levels...(paladin of freedom, chaotic good).

over all it looks nice. Not underpowered, possibly over powered, but I'm not a great judge of that. Not sure if the one high and two low saves counters the hit die. probably does. ramble ramble ramble. Nice job over all.

Sagetim


Chikayoseru Gekitsuu-Taco

PostPosted: Sun Jul 22, 2007 12:27 am


Same hit die as the ranger and the scout, same saves as the scout.
PostPosted: Mon Jul 30, 2007 5:32 pm


Well, I haven't got my PH on me, but it looks like a combination of a ranger and rogue, but with all those feats wouldn't it be a little over-powered? And I'm not sure about 'Knowledge [Nature]' as a class skill. Other than that, I really like it! It seems an interesting and original idea.

Rettu Skcollob

Reply
Custom Creations

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum