Class Title
| Level | Base Attack |
Saves | Special | Spells Per Day | ||
|---|---|---|---|---|---|---|
| Fort | Refl | Will | ||||
| 1 | +0 | +2 | +0 | +2 | +1 level of existing class | |
| 2 | +1 | +3 | +1 | +3 | Natural Armor +1 | |
| 3 | +1 | +3 | +1 | +3 | +1 level of existing class | |
| 4 | +2 | +4 | +1 | +4 | Natural Armor +2 | |
| 5 | +2 | +4 | +2 | +4 | +1 level of existing class | |
| 6 | +3 | +5 | +2 | +5 | Natural Armor +3 | |
| 7 | +3 | +5 | +2 | +5 | +1 level of existing class | |
| 8 | +4 | +6 | +3 | +6 | Natural Armor +4 | |
| 9 | +4 | +6 | +3 | +6 | +1 level of existing class | |
| 10 | +5 | +7 | +3 | +7 | Natural Armor +5 | |
History:
The fadefoot is the ultimate scout. While not very skilled in the arts of war, this does not bother them as they are almost impossible to catch, or even see if they don't want to be seen. Often employed by lords as spies or scouts for their armies, fadefoots can get inside enemy lines with ease and report back with great speed. Two or three experienced fadefoots can change the outcome of a battle.
Role:
Most fadefoot scouts are either rangers or rogues, as moving silently and hiding come naturally to them. Bards and monks also make good fadefoots bards using their new abilities to stay out of trouble and monks using them to get into trouble. As NPCs fadefoots are usually employed (for quite a hefty sum) in a lords army, singly or in small groups. Some become thieves, using their amazing abilities solely for personal gain. In very rare instances they form elite units in a large army, knifing in and causing huge amounts of damage and confusion and getting out almost without being seen. Such units are secluded from the rest of the army, with only the highest-ranking officers knowing even of their existence.
Game Rule Information:
Prerequisites: To qualify to
become a fadefoot scout, a character must fulfill all the
following criteria.
Race: Hafling
Hide: 9 ranks
Move Silently: 9 ranks
Spot: 8 ranks
Feats: Alertness, Track
Skill Points: 6 + Int Modifier/LevelThe fadefoot scout's
class skills (and the key ability for each skill) are Climb (Str), Disable Device
(Int), Escape Artist (Dex), Hide (Dex), Intuit Direction (Wis), Jump (Str),
Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis),
Tumble (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Hit Die: d6
Weapon and Armor Proficiency:The fadefoot scou's training focuses on
easily concealable, light weapons. Fadefoot scouts are proficient with the crossbow
(hand and light), dagger, dart, hand axe, light mace, sap, shortbow, short sword,
sling, shuriken, and the throwing axe. Fadefoot scouts are proficient with light
armor, but not shields.
Fade: Fadefoot scouts can hide more effectively than any other class,
almost appearing to fade into their surroundings. When moving up to 1/4 their
normal speed they gain a +4 modifier to Hide checks. Any penalty incurred for
moving faster than 1/4 their speed is halved. Fade is an extraordinary ability.
Uncanny Dodge: Starting at the 2nd level, the fadefoot gains the extraordinary
ability to react to danger even before her senses would normally allow her to
even be aware of it. At second level and above, she retains her dexterity bonus
to AC (if any) regardless of being caught flatfooted or being struck by an invisible
attacker. (She still looses any dexterity bonus to AC if immobilized.)
At fifth level, the fadefoot can no longer be flanked, since she can react to
opponents on either side of her as easily as she can react to a single attacker.
This defense denies rogues the ability to use flank attacks to sneak attack
the fadefoot. The exception to this defense is that a rogue at least 4 levels
higher than the fadefoot can flank her (and thus sneak attack her).
At 10th level, the fadefoot gains an intuitive sense that alerts her to danger
from traps, giving her a +1 bonus to Reflex saves made to avoid traps. If the
fadefoot has another class that grants the uncanny dodge ability, add together
all the classes that grant the ability and determine the character's uncanny
dodge ability on that basis.
Summon Fade Dog: Fadefoot scouts can summon a insubstantial fade dog
to carry messages back to whoever the fadefoot is currently scouting for. They
cannot attack or be damaged, and only die when their master does. They communicate
with their master via telepathy, with a range of 120 ft. The can
either deliver messages directly to another fadefoot (using the telepathy),
or they can deliver a written message or small item with a special pouch attached
to their back. The pouch is also insubstantial, and actually opens into a nondimensional
space (as a bag of holding) of 0.1 cu feet. The fade dog has a
speed of 150 feet/round (but cannot "run"), and never tires. It can
also fadewalk (see below) up to 100 rounds worth/day. For the purposes of antimagic
fields treat fade dogs as summoned creatures.
Fadewalk: At 4th level fadefoot scouts gain the ability to fade into and out of etheral space as they walk. This causes them to appear to start to fade (appear blurry) at the beginning of a step, and appear a distance away at the end of the same step. In this way they can walk up to 10 rounds worth in one round (this increases by 10 rounds every two levels after the 4th, but fadewalking always takes one round). They can use this ability once a week per 10 rounds they can move (for example, a 8th level fadefoot can fadewalk 3 times a week), but even if they only move two rounds worth, it still counts as a fadewalk. Note: fadefoot scouts can use this ability as a defense as well. They can choose to move 0 rounds worth, and thus enter the nondimensional space, and exit it in the same spot the next round. In this way they can prevent themselves from taking damage for one round. A fade foot cannot begin or end a fadewalk in an antimagic field (fadewalk is a supernatural ability), but they can go "through" one, as they aren't actually in it. A fadefoot Scout can only Fadewalk to a nearby destination he can visually see.
Fademissile: At 7th level a fadefoot can use any ranged weapon (including
thrown) they are proficient in at up to 10 times it's range increment with no
penalties (it fades into a nondimensional space), after that they suffer normal
range penalties. In this way a fadefoot could shoot a bow up to 20 times its
increment, or throw a knife up to 15. When using this ability only use your
base attack bonus, and any magical modifiers the weapon has (it's too far for
dexterity to come into play). Also, the target is considered flatfooted. Rogues
cannot use this for a sneak attack, as they can't see the target well enough
to aim for a vital spot. The fadefoot must have a clear line of sight to use
this ability. This ability is usable once a day.
Class Skills: Craft(Weaponsmithing), Craft(Armorer), Craft(Stonesmithing), Craft(Sculpture), Knowledge(Arcana), Concentration, Decipher Script
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Class Features:
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Other Category 2
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