Homebrew class: The skirmisher


Homebrew and House Rules


Hello fellow paizonians. This is my attempt in making a DEX-based warrior class for an E6 game (ergo the lack of levels above 6). I understand that the swashbuckler is being developed to fill this niche, but I am not that big on panache / grit mechanics, as I prefer to keep things a bit simpler.

This is my first time trying to create a custom class, so I have no idea if it is horribly underpowered or overpowered. Therefore, constructive feedback would be very much appreciated! I have also used class features from published paizo classes, so I must give credit where it's due.

The Skirmisher:
Alignment: No restrictions
Hit Die: d10

Class skills: Acrobatics, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Stealth, Survival, Swim

Skill ranks: 6+INT modifier

BAB Progression: High (like fighter)

Saves: 2 good (Fortitude, Reflex), one bad (Will)

Proficiencies: A skirmisher is proficient with all simple weapons and all light and one-handed martial weapons. Skirmishers are proficient with light armor, bucklers, and light shields.

Class features (explained below):

Level 1: Finesse, fast attack
Level 2: Fast movement, Skirmisher ability
Level 3: Silent and swift
Level 4: Skirmisher ability, Bonus feat
Level 5: Area of expertise
Level 6: Blinding speed, skirmisher ability

List of abilities and class features:

Combat finesse (Ex): A skirmisher can attack with finesse when wearing light armor or no armor and carrying a light shield, a buckler or no shield. The skirmisher must also be carrying a light load. Combat finesse can be used when attacking with any light melee weapon, one-handed piercing melee weapon, a cutlass or a scimitar. When these conditions are met, the skirmisher can use his dexterity modifier on attack rolls, instead of his strength modifier.

Fast attack (Ex): When using combat finesse and making a full-attack action, the skirmisher can attack one additional time. All attacks suffer a -2 penalty when using fast attack. The skirmisher applies only half his strength modifier on all weapon damage rolls when using fast attack.

Fast movement (Ex): The skirmisher’s land speed increases by 10 feet when wearing no armor or light armor and carrying a light load.

Skirmisher ability (Ex): The skirmisher can select one of the following abilities.

1. Cautious fighting: The skirmisher can add half his Intelligence or Wisdom modifier (round down) to his armor class. If the skirmisher loses his dexterity bonus to AC, this bonus is also denied. The choice between Intelligence and Wisdom is made when selecting this ability. Once made, it is final.
2. Resilience: The skirmisher can add half his Intelligence or Wisdom modifier (round down) to all his saves. The choice between Intelligence and Wisdom is made when selecting this ability. Once made, it is final.
3. Swift slinging: The skirmisher can reload a sling as a swift action. He can do so when using his “shield arm”, but only if wearing a buckler or a light shield. In addition, he can attack rapidly when using sling. This allows him to attack one additional time with a sling when using the full-attack action. All attacks suffer a -2 penalty when doing so, and only half the skirmisher’s strength bonus is applied on damage rolls (round down).
4. Javelin expert: The skirmisher can draw javelins as free actions. In addition, he can attack rapidly when using a javelin. This allows him to attack one additional time with a sling when using the full-attack action. All attacks suffer a -2 penalty when doing so, and only half the skirmisher’s strength bonus is applied on damage rolls (round down).
5. Fast yet focused: The skirmisher reduces the -2 penalty to -1 when using the fast attack class feature. This applies to the “swift slinging” and “javelin expert” abilities as well.
6. Expert hurler: The slinger doubles the range of thrown weapons and slings when moving before attacking. Any type of movement qualifies, including a 5-foot step. In addition, the base damage increases by one size category (i.e. 1d3 becomes 1d4, 1d4 becomes 1d6, 1d6 becomes 1d8 and 1d8 becomes 2d6).
7. Parry: This ability can be used a number of times per day equal to the skirmisher’s Intelligence or Wisdom modifier. The choice between Intelligence and Wisdom is made when selecting this ability. Once made, it is final.
When wielding a melee weapon and using combat finesse, the skirmisher can attempt to parry incoming melee attacks. He must choose to parry after the enemy declares his attack, but before he resolves it. The skirmisher then makes an attack using his highest attack bonus (substituting the strength modifier with the dexterity modifier). If the enemy’s attack is lower than the skirmisher’s result, the attack fails; otherwise, the attack hits normally. Either way, a use of this ability is expended.
Parry is not effective against attacks made with natural weapons.
8. Counterattack: To select counterattack, the skirmisher must have the parry ability. Counterattack allows the skirmisher to make an attack as an immediate action against an enemy, after successfully parrying that enemy’s attack. The attack is made at the skirmisher’s highest attack bonus.
9. Projectile protection: If a skirmisher, as a free action, kneels behind a shield (but not a buckler), he gains a +5 bonus to his armor class against all ranged attacks, instead of the normal +2 bonus. The -2 penalty on melee attacks while kneeling remains. Getting up from a kneeling position becomes a free action.
10. Heavy shield expert: The skirmisher gains proficiency in heavy shields. In addition, all class features that work while using a light shield, now also work with a heavy shield.

Silent and swift (Ex): The skirmisher gains a +1 dodge bonus to armor class while wearing light or no armor. If the skirmisher loses his dexterity bonus to AC, this bonus is also denied. The skirmisher also gains a +1 bonus on Stealth checks.

Bonus feat: The skirmisher gains a bonus combat feat.
Area of expertise (Ex): The skirmisher must choose two of the following skills: Acrobatics, Climb, Handle Animal, Heal, Intimidate, Knowledge (Nature), Perception, Stealth, Survival, Swim. He gains a +2 bonus on these skills.

Blinding speed (Ex): The skirmisher can use the fast attack ability as a standard action. This allows him to attack twice as a standard action. Both attacks are made with the skirmisher highest base attack bonus, but suffer a -2 penalty. If the skirmisher has the fast yet focused ability, the penalty is reduced to -1.

Thanks for taking the time to read this!


Bump?


Seems decent.


Okie-Dokie. There is only so much to work with here, but I'll give you my thoights.

1) Class Skills
Judging by the inclusion of Handle Animal, Nature, Geography, and Survival, you are making a wilderness oriented class. We already have the barbarian and ranger, who also have a full BAB. I would make the suggest more terrain-neutral like the fighter or rogue.

2) Proficiencies
It would simpler to say "A skirmisher is proficient with all simple and martial weapons and with light armor and shields (except tower shields).

3) Combat Finesse
Seems like a complicated way to give a modified Weapon Finesse, plus a class feature doesn't count as a feat for the purpose of prereqs. I might instead write "A skirmisher gains Weapon Finesse as a bonus feat. I would then add a Skirmisher Ability to expand the feat as you have done. The feat already has something for shields built in, and take a look at the ranger's combat styles to get ideas on how to handle armor.

4) Fast Attack
The monk gets an ability like this at first level for free, but it is limited to unarmed attacks and monk weapons, which generally have a lower damage die. An archer can get it for two feats, but it only counts for ranged weapons that don't require load/draw actions. This class feature it pretty broad. I would put it at 2nd level, dropping the half strength bit. Copy and paste flurry of blows or rapid shot and change the wording, if you didn't already.

5) Fast Movement
I would make this the 1st level ability.

6) Extra Damage
All full-BAB classes I can think of have some way of dealing extra damage: weapon training, rage, favored enemy, smite evil. Each one is unique, some are situationally better. Fast attack will help damage output, but I would add something unique to the skirmisher, and I would make it based on mobility. I would not, however, copy 3.5's scout ability.

7) Silent and Swift
This would make a nice scaling ability, going up at every third level or so.


The Skirmisher:

I agree with Barnes that the class should be terrain neutral. I don't think you gain that by elimination of skills. Instead I would add skills such as knowledge(engineering) to open up more terrain types to the class.

As for Fast Attack. I think the idea that you are going for is peppering obnoxious shots that slowly wear down an enemy. If that is what you are going for the half strength mechanic is awesome. I also agree with Barnes that all classes get something to boost damage. What if this class has a damage output advantage while on the move.

At some point(level 3) allow the skirmisher to make his fast attack with one attack at the beginning of his turn, move his full speed and then make his last attack.
In the likely event that a skirmisher has spring attack allow that third attack to be taken in the middle of his move action as normal.

The damage output will be reduced by that lowered strength damage but in a running battle scenario the skirmisher has a distinct advantage. Also unless you are OK with power attack being used on those Fast Attacks you should explicitly state that it can not be done.

I also agree that silent and swift should scale.

Lastly, though it is probably a little too much, I would consider giving some sort of access to a favored terrain.


Thanks for the feedback, everyone. I will think about your advice and try to revise the class at some point in the future. Here are a few comments:

@ Barnes: Thematically, I included those skills to simulate a class thet would be good at reconnaissance, but I see your point. Perhaps Handle animal and Knowledge Nature are not entirely appropriate.

I agree with you on the proficiencies (plus giving a few extra proficiencies will make the class a bit more versatile instead of pigeonholing it into one role), as well as the Weapon Finesse (I hadn’t thought about the prerequisites).

I am a bit more reluctant to change the Fast attack feature, because it is in a sense the signature ability of the class. Plus, I like the half strength modifier because it discourages high strength builds, and Pathfinder already suffers from forcing almost all melee warrior builds to have high strength, in my opinion. I also like the flavor (faster, weaker attacks). I haven’t crunched all the numbers, but this feature does not seem overpowered; a two-weapon or two-handed weapon warrior can easily out-damage the skirmisher. I was even thinking of making the fast attack a standard action, but I’ll need to crunch the numbers for that to make sure it isn’t too OP.

I can definitely consider fast movement for 1st level, but without fast attack, I think there is almost no incentive to take a skirmisher over a barbarian at 1st level. The barbarian can easily outperform the skirmisher in almost everything.

For the damage output, I was kind of counting on the extra attacks to do the trick, instead of allowing full strength on damage roll (or some other stat, e.g. INT, or other feature such as sneak attack).
As for the scaling of silent and swift, that’s not a bad idea. I’ll consider it.

@ gorzak: Exactly, I was hoping for the skirmisher to be a warrior class focusing on speed to wear down enemies (kind of like skirmishers in the Greco-roman era). Mechanically, I also like the idea of a mobile switch-hitter with a shield or two-weapon fighter with lower damage output per attack, but more frequent attacks.

Perhaps the increased damage output while on the move is a good idea (I esp. like it for thrown weapons), but I am not sure what the best way to implement it would be. I’ll think about it.

I definitely like the spring attack-inspired idea. I am sort of fine with power attack, as it will impose cumulative, high penalties on the attack rolls.

I am also not sure about the terrain; it seems a bit situational and underwhelming. Perhaps it could be a skirmisher ability.


Alright, this is the updated version. I think there has been a bit of a power creep, but hopefully he is still relatively balanced. I expanded on the build choices as well.

Skirmisher v.2:
Alignment: No restrictions

Hit Die: d10

Class skills: Acrobatics, Climb, Craft, Intimidate, Knowledge (Geography), Perception, Profession, Stealth, Survival, Swim

Skill ranks: 4+INT modifier

BAB Progression: High (like fighter)

Saves: 2 good (Fortitude, Reflex), one bad (Will)

Proficiencies: A skirmisher is proficient with all simple and martial weapons. Skirmishers are proficient with light armor, bucklers, and light shields.

Level 1: Finesse, fast attack
Level 2: Fast movement, Skirmisher ability
Level 3: Skirmisher power
Level 4: Skirmisher ability
Level 5: Hit and run
Level 6: Blinding speed, skirmisher ability

Combat finesse (Ex): A skirmisher gains Weapon Finesse as a bonus feat. This version of Weapon Finesse works with all martial weapons weighing 4 lbs or less. In addition, using a shield does not impose a penalty on attack rolls.

Fast attack (Ex): When making a full-attack action in melee, the skirmisher can attack one additional time. All attacks suffer a -2 penalty when using fast attack. The skirmisher applies only half his strength modifier on all weapon damage rolls when using fast attack. The Skirmisher must be unencumbered and using Combat Finesse to use this ability.

Fast movement (Ex): The skirmisher’s land speed increases by 10 feet when unencumbered.

Skirmisher ability (Ex): The skirmisher can select one of the following abilities.

Cautious fighting: The skirmisher can add half his Intelligence or Wisdom modifier (round down) to his armor class. If the skirmisher loses his dexterity bonus to AC, this bonus is also denied. The choice between Intelligence and Wisdom is made when selecting this ability. Once made, it is final.

Resilient: The skirmisher gains +1 on all saving throws.

Swift slinging: The skirmisher can reload a sling as a swift action. He can do so when using his “shield arm”, but only if wearing a buckler or a light shield. In addition, he can use his Fast attack ability with a sling.

Expert hurler: The skirmisher can draw thrown weapons as a swift action. In addition, he can use his Fast attack ability with thrown weapons.

Rapid archer: The skirmisher can use Fast attack with bows (but not composite bows).

Running start: The slinger doubles the range of thrown weapons and slings when moving before attacking. Any type of movement qualifies, including a 5-foot step. When using running start, a Skirmisher also gains a +1 on damage rolls.

Parry: This ability can be used a number of times per day equal to the skirmisher’s Intelligence or Wisdom modifier. The choice between Intelligence and Wisdom is made when selecting this ability. Once made, it is final.
When wielding a melee weapon and using combat finesse, the skirmisher can attempt to parry incoming melee attacks. He must choose to parry after the enemy declares his attack, but before he resolves it. The skirmisher then makes an attack using his highest attack bonus (substituting the strength modifier with the dexterity modifier). If the enemy’s attack is lower than the skirmisher’s result, the attack fails; otherwise, the attack hits normally. Either way, a use of this ability is expended.
Parry is not effective against attacks made with natural weapons.

Counterattack: To select counterattack, the skirmisher must have the parry ability. Counterattack allows the skirmisher to make an attack as an immediate action against an enemy, after successfully parrying that enemy’s attack. The attack is made at the skirmisher’s highest attack bonus.

Projectile protection: If a skirmisher, as a free action, kneels behind a shield (but not a buckler), he gains a +5 bonus to his armor class against all ranged attacks, instead of the normal +2 bonus. The -2 penalty on melee attacks while kneeling remains. Getting up from a kneeling position becomes a free action.

Heavy skirmisher: The skirmisher gains proficiency with heavy shields or medium armors (player’s choice). This ability can be taken twice (once for the heavy shield and another for the armor). Additionally, all skirmisher abilities now work with medium armor and / or heavy shields.

Swift unsheathing: A skirmisher with this ability can draw weapons as a swift action. If the Skirmisher has Swift slinging, he can now load slings as a free action. If he has Expert hurler, he can draw throwing weapons as a free action.

Storm of steel: A skirmisher must have the Two-Weapon fighting feat and be level 4 or higher to select this ability. When attacking with two weapons in conjunction with a Fast attack, the skirmisher applies either the penalty from the fast attack or the penalty for fighting with two weapons, whichever is greater.

Bonus feat: A skirmisher can select any of the following feats. He must meet the prerequisites for taking the feat. Combat Expertise, Combat Reflexes, Distance Thrower, Dodge, Fleet, Focused Shot, Following Step, Improved Initiative, Improved Sidestep, Improved Two-Weapon Fighting, Missile Shield, Mobility, Parting Shot, Point-Blank Shot, Precise Shot, Run, Shield focus, Sidestep, Step Up, Step Up and Strike, Two-Weapon Defense, Two-Weapon Fighting, Whirlwind Attack.

Skirmisher power (Ex): The skirmisher can choose one of the following powers:

Silent and swift: The skirmisher gains a +1 dodge bonus to armor class while wearing light or no armor. If the skirmisher loses his dexterity bonus to AC, this bonus is also denied. He also gains a +1 on Stealth checks; at level 5, this bonus increases to +2.

Deadly momentum: Whenever the skirmisher moves at least 5 feet before a melee attack, he gains a +1 on attack rolls or a +1 on damage rolls (player’s choice). At level 5, this bonus increases to +2 (or the player can select a +1 on both attack / damage rolls).

Cautious charge: The skirmisher does not take the -2 penalty to AC when charging. At level 5, he also adds +1 on damage rolls when charging.

Agility: The skirmisher gains a +2 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. At level 5, this bonus increases to +4.

Armor training: The skirmisher gains armor training, which is identical to the fighter ability.

Hit and run (Ex): The skirmisher gains either the Spring Attack feat or the Shot on the Run feat. He need not fulfill any of the prerequisites.

Blinding speed (Ex): The skirmisher can use the fast attack ability as a standard action. This allows him to attack twice as a standard action. Both attacks are made with the skirmisher's highest base attack bonus, but suffer a -2 penalty.

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