Frontiersman (3.5e Class)

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Frontiersman

Frontiersmen are the marksmen, the wilderness explorers, and survivalists of the world. They are much like Rangers in their skills and abilities, though they are much more focused in ranged combat. Because this class is designed for the E8 setting Cora, I have only designed 8 levels of the class.

Frontiersman best fill the role of ranged combat and scouting.

Abilities: Dexterity and Wisdom are the main attributes of a Frontiersman, as they are used for many of his skills and in ranged combat. Intelligence is also important for a frontiersman as they have a large skill list to choose from.

Races: Frontiersmen hail from all the races of the cosmos, none are more inclined than others.

Alignment: Frontiersmen can be of any alignment.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: As fighter.

Table: The Frontiersman

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+0 Rapid Reloader, Trapfinding, Distracting Attack, Ranged Specialist, Survivalist +1
2nd+2+3+3+0 Rapid Shot, Uncanny Dodge, Arm Shot
3rd+3+3+3+1 Evasion, Sniper Shot +1d6
4th+4+4+4+1 Trackless Step, Bonus Feat
5th+5+4+4+1 Improved Uncanny Dodge, Survivalist +2, Sniper Shot +2d6
6th+6/+1+5+5+2 Quick Fire, Leg Shot, Dual Wield
7th+7/+2+5+5+2 Woodland Stride, Sniper Shot +3d6
8th+8/+3+6+6+2 Camouflage, Bonus Feat

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Disable Device (Dex) Heal, (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex) .

Class Features

All of the following are class features of the Frontiersman.

Weapon and Armor Proficiency: The Frontiersman is proficient with light armor, basic weapons, crossbows, bows, and light blades.

Trapfinding: Frontiersmen can use the Search skill to locate traps when the task has a Difficulty 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 25 + the level of the spell used to create it.

Frontiersmen 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 frontiersman 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 her party) without disarming it.

Distracting Attack (Ex): Any enemy hit by one of your melee, or ranged attacks is considered flanked by you for the purpose of determining your allies' attacks. The creature is considered flanked until the beginning of your next turn, even if it moves. This ability does not affect creatures that are immune to flanking.

Ranged Specialist: A frontiersman adds his Wisdom modifier as an insight bonus to attacks and damage with ranged weapons, this is in addition to the normal bonus received from Dexterity.

Survivalist: Frontiersmen have an instinctual understanding of how to survive in the wilderness. At 1st level a frontiersman gains a +1 bonus to survival, listen, spot, and Initiative checks. This bonus increases to +2 at 5th level.

Rapid Reloader (Ex): At 1st level, a Frontiersman learns to reload her weapons exceptionally quick. If reloading a weapon would normally require a full round action, it only requires a move action for the frontiersman, but still provokes an attack of opportunity. If reloading a weapon would normally take a move action, instead the frontiersman may reload the weapon as a free action that does not provoke attacks of opportunity.

Rapid Shot: At 2nd level, a Frontiersman gains Rapid Shot as a bonus feat even if she doesn't meet the pre-requisites.

Uncanny Dodge (Ex): At 2nd level, a frontiersman 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 her Dexterity bonus to AC if immobilized. If a frontiersman already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Arm Shot (Ex): At 2nd level, a frontiersman may target a creatures arms. The frontiersman attacks at a -2 penalty. If the attack hits the creature takes normal damage from the attack, and takes a -2 penalty on all melee attacks for 1 + Wisdom modifier rounds (minimum 1). If a creature is already affected by arm shot and is hit by another arm shot the effects do not stack, instead the duration is calculated from the most recent arm shot applied. Creatures that are immune to critical hits are immune to this attack.

Evasion (Ex): At 3rd level and higher, a frontiersman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the frontiersman is wearing light armor or no armor. A helpless frontiersman does not gain the benefit of evasion.

Sniper Shot: At 3rd level, a frontiersman that snipes only takes a -10 to their hide check, rather than the normal -20. In addition whenever a Frontiersman makes a ranged attack from cover, while hidden, when her enemy is denied their dexterity bonus to AC or whenever she scores a critical hit, she deals additional damage. This extra damage is 1d6 at 3rd level and increases by 1d6 for each additional two levels. Should a frontiersman score a critical hit, this extra damage is not multiplied.

The additional damage only affects creatures with discernible anatomy, and those who are susceptible to critical hits.

Leg Shot (Ex): At 6th level, a frontiersman may target a creatures legs to attempt to slow it down. The frontiersman makes attacks at a -2 penalty. If the attack hits the creature takes normal damage from the attack, and moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. The reduced movement speed lasts for 1 + Wisdom modifier rounds (minimum 1). If a creature is already affected by leg shot and is hit by another leg shot the effects do not stack, instead the duration is calculated from the most recent leg shot applied. Creatures that are immune to critical hits are immune to this attack.

Trackless Step (Ex): Starting at 4th level, a frontiersman leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Bonus Feat: Starting at 4th level and every 4 levels after a frontiersman gains a bonus feat from the list of scout bonus feats.

Improved Uncanny Dodge (Ex): At 5th level and higher, a frontiersman can no longer be flanked. This defense denies a rogue the ability to sneak attack the frontiersman by flanking her, unless the attacker has at least four more rogue levels than the target has frontiersman levels. 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. This also means a frontiersman is immune to the distracting attack ability of another frontiersman, unless the attack has at least four more frontiersman levels than the target.

Quick Fire: At 6th level, a Frontiersman no longer takes a -2 penalty when making an extra attack as part of a full attack action with the rapid shot ability, in addition a frontiersman may make a second ranged attack as part of a standard attack action, although all attacks in the round are at a -2 penalty. Quick Fire can be used in place of Manyshot to qualify for a feat, or other special ability. If you already have the Manyshot feat when you gain this ability, you may choose to lose the Manyshot feat and gain a new feat in its place. You must meet the prerequisites for the new feat.

Woodland Stride (Ex): Starting at 7th level, a frontiersman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Camouflage (Ex): At 8th level the frontiersman can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Airkin Frontiersman Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Hide4Dex<-armor check penalty based on starting armor. If innapplicable put ""->
Move Silently4Dex<-armor check penalty based on starting armor. If innapplicable put ""->
Spot4Wis
Listen4Wis
Survival4Wis
Knowledge (Dungeoneering)4Int
Knowledge (Nature)4Int

Feat: Point Blank Shot.

Gear: .

Gold: .

Playing a Frontiersman


Religion: Frontiersman don't usually hold any specific religious affiliations, though it is not unheard of.

Combat: You are best suited to staying hidden, and using your abilities to scout and track the enemy. Once you have found them it is best to dispatch your enemy from range. You will often fill the role of scout.



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