Monday, 2 February 2015

The Elder Scrolls Conversion Project; New class: The Skirmisher

Another new class for the conversion project, but this one is completely compatible with other D&D games as well. There is no need for tweaking, you can just hand it out to players right away.
Note: This class has some features that "step on the toes" of other classes. The reason behind this, is that in the Conversion Project I do not use the Monk class at all, since the whole Ki energy doesn't fit the world, so I just created this archetype to fit the idea of the monk in the Elder Scrolls setting, that is a stealth based unarmed combatant.
I hope you enjoy the class




Level
Proficiency Bonus
Sneak attack
Fast movement

Features
1st
+2
1d6
--
Sneak attack
2nd
+2
1d6
+5 ft.
Fast movement
3rd
+2
1d6
+5 ft.
Archetype, Expertise
4th
+2
1d6
+5 ft.
Ability score improvement
5th
+3
2d6
+5 ft.
Extra attack
6th
+3
2d6
+10 ft.
Cunning action
7th
+3
2d6
+10 ft.
Archetype feature
8th
+3
2d6
+10 ft.
Ability score improvement
9th
+4
3d6
+10 ft.
--
10th
+4
3d6
+15 ft.
Evasion, Archetype feature
11th
+4
3d6
+15 ft.
--
12th
+4
3d6
+15 ft.
Ability score improvement
13th
+5
4d6
+15 ft.
Archetype feature
14th
+5
4d6
+20 ft.
--
15th
+5
4d6
+20 ft.
--
16th
+5
4d6
+20 ft.
Ability score improvement
17th
+6
5d6
+20 ft.
­Archetype feature
18th
+6
5d6
+25 ft.
--
19th
+6
5d6
+25 ft.
Ability score improvement
20th
+6
5d6
+25 ft.
Blinding speed



Skirmisher
Skirmishers are specially trained combatants, focusing on mobility and stealth. While they are not as durable as the heavily armored fighters, and they are not as elusive as the sneaky rogues, they pose a formidable threat on the battlefield as quick strikers with their superior speed.

Hit points:
Hit dice: 1d10 per Skirmisher level
Hit points at 1st level: 10 + your endurance modifier
Hit points at higher levels: 1d10 (or 6) + your endurance modifier per Skirmisher level after the 1st.

Proficiencies:
Armor: Light armor
Weapons: Simple and martial weapons
Tools: Thieves’ tools
Saving throws: Strength and Agility
Skills: Choose two from Acrobatics, Athletics, Perception, Sleight of hand, Stealth, Intimidation Survival and Investigation.

Equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:

·         (a) Any simple weapon (b) Light crossbow with 20 bolts
·         (a) Short sword (b) Longbow
·         (a) An explorers pack (b) a burglar’s pack
·         Two daggers and thieves’ tools


Sneak attack: Beginning at 1st level, you learn how to attack your foes exploiting their distraction. Once per round you can deal an extra 1d6 damage if you had an advantage on the attack roll. The attack must use a ranged or a finesse weapon.
You don’t need an advantage, if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated and you don’t have a disadvantage on the attack roll.
The amount of extra damage increases as you gain levels in the class, as shown in the sneak attack table.
Fast movement: Starting at 2nd level, your speed increases by 5 feet, while not wearing heavy weapons, heavy armor or shields.
This bonus increases as you gain levels in the Skirmisher class, as shown in the Fast movement table.
Expertise: At 3rd level select two of your skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that use either of the chosen skills.
Extra attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Cunning action: Starting at 6th level, your quick reflexes and thinking allow you to move and act in a moment’s notice. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.
Evasion: Beginning at 10th level, you become an expert at avoiding area effects, such as spells. Whenever you are subjected to a spell that allows for an Agility saving throw to take half damage, you take no damage on a successful save and half damage on a failed one.
Blinding speed: At 20th level, you gain the ability to move and act at supernatural speed in battle. Treat all your initiative rolls as a natural 20, furthermore whenever you kill someone, you can as a bonus action move up to your speed an attack another creature who you can reach.

Acrobat
Acrobats are specially trained skirmishers, specializing in getting to unreachable places. They are both extremely adept in urban situations, where the roofs of the houses provide a large selection of vantage points, as well in forests, where they can hide within the canopies of trees.
Master acrobat: When you choose this archetype at 3rd level, you become especially adept at climbing, jumping and keeping your balance. You roll all acrobatics checks with an advantage.
Rolling fall: Beginning at 7th level, you have learnt how to decrease damage from falling down. Whenever you are not incapacitated, you take half as much damage from falling.
Vantage point: Starting at 13th level, you learn to utilize superior position in fighting. Whenever you are above your opponents with least 3 feet, you gain advantage on attack rolls
Midair attacks: Starting at 17th level, your reflexes become so quick, and your precision becomes so incredible, you can, as a bonus action make one attack while jumping, climbing or falling down.

Agent
Agents are the perfect infiltrators. They are the masters of disguise and subtle assassinations. Even when they are discovered they can put up quite the fight or escape quickly.
Honeyed tongue, poisoned dagger: Starting at 3rd level you gain proficiency in Persuasion and Insight skills, disguise kit and the poisoner’s kit.
Poison master: Also at 3rd level, you gain the ability to steal poisons into people’s drink and food with incredible skill. Whenever you use the Sleight of hand skill to poison someone’s food or drink without anyone noticing, you are considered proficient if you are not already, and you roll your check with an advantage.
Infiltration expertise: Starting at 7th level, you can create false identities in a matter of days. You must spend a week and 150 septims to create an identity with a full background. You acquire the necessary outfit, letters of introduction and recommendations, and certificates to prove your identity. You cannot create an identity of certain existing people.
If you adopt your identity as a disguise others will not assume you are not that person, until given reason to.
Impostor: At 13th level, you gain the ability to perfectly mimic another person’s speech, writing and mannerisms. You must spend at least 3 hours observing these attributes of the person.
Casual observers notice no difference, and even when observed, you gain an advantage on any Deception checks you make to avoid detection.
Perfect guise: At 17th level, you become so adept at faking to be someone else; you gain the ability to convincingly fake their skills as well. Your knowledge of their craft and ways makes you somewhat proficient as well. While you are wearing disguise, you can add half your proficiency bonus to any skill your fake identity would be skilled in.

Monk
Monks are combatants who wield their bare hands and knuckles in such way; they make any swordsman doubt themselves in their abilities.
Martial arts: At 3rd level, when you select this archetype, you become a master of using your fists as weapons.
You gain the following benefits while your are unarmed, and you are only wearing light armor and no shields. (You can apply sneak attack damage bonus for your unarmed strikes)
-          Your can use your Agility instead of your Strength for attack and damage rolls of your unarmed strikes
-          You can roll a d4 instead of the normal damage of your unarmed strikes. This damage increases as you gain levels in Skirmisher class, as shown below.
-          When you use the attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
-          Starting from 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances.
Unarmored defense: Starting at 7th level, while wearing no armor, and not wielding a shield, your AC equals 10 + Agility modifier + Willpower modifier.
Strong spirit: Starting at 13th level, you become proficient in Willpower saving throws
Opportunist: At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.


Skirmisher level
Unarmed damage
3-4
1d4
5-10
1d6
11-16
1d8
17-20
1d10
 


Scout
Scouts are skirmishers who feel home at the wilderness, often employed by the Legion and other military organizations as explorers. Their mastery of the wild is astounding; they can follow even the faintest of tracks, without themselves leaving any.
Natural explorer: When you select this archetype at 3rd level, you familiarize yourself with one type of natural environment. You become a true master of survival in such environments. Choose one of the following terrains: Arctic, Coast, Desert, Forest, Grasslands, Mountain or Swamp. When you make an Intelligence or Willpower check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in.
While travelling in your favored terrain, you gain the following benefits:
-          Difficult terrain doesn’t slow your group’s travel.
-          Your group cannot become lost unless magic is involved.
-          You remain alert to danger, even while doing something else (such as foraging or tracking)
-          If you are alone, you can move stealthily at a normal pace.
-          You find twice as much food while foraging.
-          When tracking creatures, you also learn their exact number, their size and how long they have passed the area.
Master of the land: Starting at 7th level, you become so attuned to the environment you chose, your knowledge of it is superior in every way. You roll all willpower and intelligence rolls about your terrain with an advantage, as well as all stealth rolls while in it.
Hide in plain sight: Starting at 13th level, you can spend 1 minute creating a camouflage for yourself from dirt, leaves and other similar natural materials.
Once your camouflage is done, you can try to hide by pressing yourself to a solid surface. You gain a +10 bonus to your Stealth checks, as long as you don’t move, or take any action.
Once you move, or take any action, you must reapply your camouflage before using it again.
Ambush: At 17th level, you become the master of laying ambushes. By spending 1 minute of observing the ambush area before the targets enter it, you can familiarize yourself with your surroundings completely, granting advantage on the attack rolls for you while the combat is in that area.

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