The Scout

Hit Point Rate: 6

Class Skills: Athletics, Acrobatics, Craft, Disable Device, Diplomacy, Escape Artist, Endurance, Gather Information, Handle Animal, Heal, Insight, Investigation, Knowledge (local), Knowledge (nature), Knowledge (geography), Knowledge (planes), Perception, Profession, Ride, Stealth, Survival

Skill Points: 4 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 0 0 +2 Trapfinding, Marked Prey, Lesser Archetype Power
2 +3 +1 +1 +3 Skirmish, Lesser Racial Power
3 +4 +2 +2 +4 Terrain Mastery, Moderate Archetype Power
4 +5 +3 +3 +5 Deadly Aim, Moderate Racial Power
5 +6 +4 +4 +6 Advanced Skirmish
6 +7 +5 +5 +7 Ultimate Trial, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The Scout is proficient with light armor, medium armor, and any shields except the tower shield. She is also proficient with simple and martial weapons.

Trapfinding: As the rogue ability.

Marked Prey: Once per encounter a scout can declare someone her marked prey as a free action. A scout may only have one single marked prey at a time.

Marked Prey: The scout receives +4 on perception, survival and gather information checks to locate the prey. Furthermore, the scout receives a +4 bonus on attack rolls versus the marked prey.

Marked prey cannot only used in combat encounters but in other encounters, such as pursuits, as well. However, the scout must have a description, may it be from a wanted poster or first-hand, or track of that 'someone'. The scout may dismiss her marked prey at any time. If the scout successfully solved the situation with her marked prey, she may use this ability again after 10 minutes. If not, the scout may not use this ability for 24h.

Skirmish: Scouts receive 3m more movement speed. After using a move action to move or hide the Scout receives 2 + 1 per level points of bonus precision damage until the end of his next turn. This ability counts as skirmish.

Additionally, you gain +2 on survival and endurance checks.

Terrain Mastery: The scout is not hindered by difficult terrain, receives a +2 to survival checks and receives +4 on saving throws versus environmental spells such as entanglement and grease. Furthermore, the scout may study specific locations to get advantages:

Home field advantage: If the scout spends 10 minutes scouting out an area not larger than 90mx90m, she receives a situational bonus to initiative, stealth and perception of +4 in this area and if he spends 10 more minutes explaining the terrain to her allies they receive a +4 bonus to initiative, stealth and perception in that area. If the area undergoes drastic changes, she and her allies lose that bonus. Furthermore, the scout receives a half move action each turn in their home field, this half move action counts for activating skirmish but can otherwise only be used to move half the scouts movement speed.

Deadly Aim: The critical threat range of the scout increases versus its marked prey. Deadly aim does not work with any bludgeoning weapons. The bonus to the critical threat range is always applied last and is according to the following table:

Critical multiplier x2 x3 x4
Bonus to threat range 4 2 1

Advanced Skirmish: As a full-round action the scout may perform any standard action in combination with a readied move action.

Furthermore, when the Scout uses the shoot on the run or the spring attack feat, he may perform another attack with a -5 penalty.

Finally, the Scout gains +2 dodge bonus to AC and reflex saves when using skirmish.

Ultimate Trial: Once per day the Scout may make use of one of the following abilities:

Unerring Shot/Strike: As a free action the next attack of the scout is a critical threat, however the critical hit multiplier is only 3 (or 2 for each weapon if utilizing two or more weapons). If it is used versus the marked prey, it also ignores any kind of concealment and receives a +10 insight bonus on the attack rolls.

Guerrilla: The scout does not provoke attacks of opportunity for movement during this encounter and may perform once per four levels during the next encounter the following action: As a full-round action the scout may perform a full-attack action in combination with a readied move action.

Shared Mark: For the next 8 hours. All allies of the scout receive +4 moral bonus on attack rolls, perception, survival and gather information checks versus her marked prey.

Attack! (Animal Companion): As an immediate action you may order all your animal companion to charge as a free action, gaining a +4 bonus on the attack roll. If they are already near an opponent, they may do an attack of opportunity instead.

Feats: Camouflage, Capstone Specialization, Deadeye, Epic Deadly Aim, Epic Hunter Of Mages, Instinctive Proficiency, Swift Tracker

Archetypes

Beastmaster

Divine Caster: The beastmaster has the spell casting ability of a druid, except he has not the ability to cast elemental spells, with the following number of spells per day:

Level0123
1st20--
2nd31--
3rd420-
4th431-
5th4420
6th4431

The Beastmaster refers to all his permanent followers, e.g. animal companions and obtained familiars of animal or beast type beasts.

The Beastmaster may use his wisdom in place of his charisma to determine which minion feats he may learn.

Lesser Archetype Power:

Additionally, all beasts receive the same bonuses from the marked prey ability that the beastmaster receives.

You receive an animal companion

Moderate Archetype Power: The Beasts of the beastmaster receive their constitution modifier as bonus to their natural armor class.

You receive a second animal companion

Greater Archetype Power: All beasts gain an +1 bonus to its Strength, Dexterity, Constitution and Wisdom scores for every point of wisdom modifier of the beastmaster.

A beastmaster may cast the spell raise animal companion as SLA using his ultimate ability. When using this ability your animal companion does not lose experience.

Feats: Coordinated Strike, Master Of Beasts

Butcher

The butcher can accumulate butchery points. At the start of an encounter you have 0 butchery points. At the end of each turn, you receive:

  • One butchery point if the butcher shed blood (successfully deal weapon damage).
  • One butchery point if the butcher dropped one or more opponents using melee weapon attacks.
The maximum number of butchery points is equal to 3 + half the butchers class level. For each butchery point the butcher receives one points of bonus melee weapon damage.

The HPR of the butcher increase to 7.

Lesser Archetype Power: The butcher receives +2 on attack rolls with typical butcher weapons as the grappling hook and all kinds of axes. The butcher receives the power attack and the cleave feat.

Moderate Archetype Power: Whenever the butcher drops a foe unconscious he receive temporary hitpoints equal to his level + strength modifier. These temporary hitpoints last until the end of the encounter.

After dropping an opponent unconscious the butcher gains an move action which may be used immediately.

Greater Archetype Power: For every four butchery points the butcher receives a single additional attack at full-attack bonus, which can be performed once per turn during the butchers action.

Additionally, the bonus damage from the butchery points increases to two per point.

Feats: Blood Rush, Crazed, Dirty Cleave, Double Cleave, Epic Butchery, Improved Butchery, Last Man Standing

Hexblade

The hexblade adds Concentration, Knowledge (arcana) to his class skills.

Arcane Caster: The hexblade has the spell casting ability of a d20srd hexblade, but with his level as caster level and the following number of spells per day and the same number of spells known.

Level012
1st62-
2nd63-
3rd64-
4th652
5th663
6th664

Lesser Archetype Power: The hexblade gains the ability to unleash a curse upon a foe. Whenever he marks his prey the hexblade may choose to also apply that curse. The target of the Curse takes a -2 to d20 checks for a hour. A charisma-based will save halves the penalty.

Moderate Archetype Power: A hexblade receives spell resistance equal to 10 + his level + his charisma modifier, that is increased by 4 versus the hexblades marked prey.

Removing spell effects caused by the hexblade requires the opponent to pierce the hexblades spell resistance first. When it is not a magical removal, a level check is required.

Greater Archetype Power: When performing a full-attack action or standard attack action, the hexblade may cast one of his spells as a swift action without provoking an attack of opportunity.

The hexblades charisma influences the effectiveness of some of his banes. He adds his charisma modifier to resistance reduction of lower resist spells, damage reduction of weaken and healing done by life tab.

Feats: Bane Curse

Marshal

Lesser Archetype Power: A Marshal learns to use maneuvers like a Warblade of his class level. With the following exceptions: He can use only Maneuvers from the Marshals list. To use such maneuvers he has to prepare it together with every ally that is supposed to benefit from it. To benefit from such an command the ally must be able to hear the marshal.

Moderate Archetype Power: The marshal receives one Marshals Aura known per two class levels.

Greater Archetype Power: A Marshals shouts can no longer be activated as a swift or immediate action. Instead the marshal has an additional shout action each turn which can only be used to shout, and takes place at the same time the shout would normally (immediately or swift).

Feats: None.

Ranger

Divine Caster: The Ranger has the spell casting ability of a pathfinder ranger, but with his level as caster level and the following number of spells per day.

Level12
1st0-
2nd1-
3rd2-
4th30
5th41
6th42

Lesser Archetype Power: The ranger receives the two-weapon fighting, rapid shot and precise shot feat. The ranger switch from two weapons to bow or the other way round once per turn as a free action.

Single turn, swift action damage buffs from the Ranger spell list work for all melee and ranged attacks. When the Ranger casts a spell that improves their melee attacks but not their ranged attacks they may cast another one of the same level with same or less casting time without spending a spell slot, we refer to this way of casting as coupled. They also prepare spells coupled, only using one slot.

The Ranger receives the favored enemy class feature of a level 1 d20srd ranger with a restriction of the creature type: If you select a creature type that has monsters with subtype, you have to select one specific creature subtype as well to receive bonuses versus such monsters (alignment, extraplanar and such subtypes are ignored). E.g. when choosing outsider you could between choose demon or devil. For humanoid and monstrous humanoid you may choose either civilized or primitive people as subtype. Note that some favored enemy feats are banned.

Moderate Archetype Power: The ranger receives the improved-two weapon fighting feat and ignores maximum range of point blank shot.

The ranger gains the services of an animal companion, as a druid of his class level. The animal receives the Rangers wisdom modifier as bonus damage with primary natural attacks and half that amount with secondary attacks.

Single turn, swift action damage buffs from the Ranger spell list are shared with the animal companion. When the Ranger casts a spell that improves their melee attacks, ranged attacks but not their animal companions attacks they may cast another one of the same level with same or less casting time without spending a spell slot. They also prepare spells in this coupled way, only using one slot.

If you go alone without animal companion, you may add your constitution modifier to your wisdom modifier to compute the number of bonus spells and can couple your melee/ranged spells with a clearly non offensive spell (haste, swift is offensive, while protection from energy is not).

Greater Archetype Power: The ranger does not take the usual -4 or lower penalty on attack rolls for wielding two weapons or using rapid shot.

The rangers favored enemy bonus increases to +4.

Feats: Extra Favored Enemy, Master Of Beasts

Renegade

Renegades always have survival as a class skill, 8 HPR and good fortitude saves and their primary attribute is constitution.

Lesser Archetype Power: You gain a +2 bonus to saves, initiative, 3m movement speed and half your primary attribute modifier as DR.

Renegades may stand up, retreat and use the demoralize combat maneuver as a swift action.

Moderate Archetype Power: You do not provoke attacks of opportunity, are not caught flat-footed, always retain your dexterity to AC and flanking does not help against you either.

While above 50% of your hitpoints, you receive half your level as moral bonus to d20 rolls.

Greater Archetype Power: You receive half your constitution modifier as bonus heavy damage.

Additionally add the following ability to your capstone powers:

Ruuuun!: You can use that ability even when you have become unconscious, staggered, stunned or paralyzed. You may stand up and act unhindered from the listed conditions and all conditions freedom of movement helps against for a number of turns equal to your constitution modifier. While you are doing nothing but running the duration of this feature does not tick down.

Feats: Renegades Legwork, Ultimate Coward

Slayer

The Slayer adds the following to his class skills: Autohypnosis, Concentration, Knowledge (aberrations), Knowledge (psionics). The Slayer can manifest psionic powers as a psionic warrior. His manifester level is his class level and the manifester attribute is wisdom.

Powers
LevelPointsKnownMaximum Power Level
1st2 11st
2nd4 21st
3rd6 31st
4th8 42nd
5th1052nd
6th1262nd

Lesser Archetype Power: The Slayer receives the favored enemy class feature of a level 1 d20srd ranger with a restriction of the creature type: If you select a creature type that has monsters with subtype, you have to select one specific creature subtype as well to receive bonuses versus such monsters (alignment, extraplanar and such subtypes are ignored). E.g. when choosing outsider you could between choose demon or devil. For humanoid and monstrous humanoid you may choose either civilized or primitive people as subtype.

Moderate Archetype Power: The Slayers will saves improve to good.

Greater Archetype Power: When failing a save versus a mind-effect ability, the slayer can expend their psionic focus to negate the effect.

The favored enemy bonus increases to +4.

Feats: Epic Psionic Refreshment

Strained Marksman

The strained marksman is restricted to bows, crossbows and rifles with his abilities.

Lesser Archetype Power: You receives +2 on attack rolls.

In addition, when specifying the readied attack, you receive a bonus to attack rolls for specifying the action more clearly. Specifying the actual target provides +2, specifying the action coarsely receives +2 and specifying the action fine another +2. A coarse specification is like when the target makes an attack and fine when the target uses the trip combat maneuver or uses a fireball spell.

Moderate Archetype Power: The strained marksman receives half his level as bonus damage.

When readying a ranged attack treat 3m around the target as your threatening area. You can make attacks of opportunity in that area. When the area is not specified you do not receive any attacks of opportunity. The area is automatically specified after making the readied attack.

Greater Archetype Power: You may draw as a move action if you do so your next ranged attack is a critical threat that has a x2 multiplier instead of the weapons normal critical hit multiplier. The confirmation roll also decides whether the attack hits. The attack must be made within 3 turns after drawing.

Feats: Improved Strained Shot