New Base Class: Fleer
Posted: Sun Oct 10, 2010 3:00 pm
A New base class, with enhanced survivability in ALFA
Fleer
The Fleer has honed his self preservation instincts to peternatural ability. He runs to fight another day, every day. Fleers generally are athletic types of neutral disposition, as leaving friends and loved ones to meet gruesome ends which otherwise would have befallen the fleer is all in a days work.
Attack: Low
Hit Dice: D12
High Save: Reflex
Class Skills: Running, Move Silently, Hide, Knowledge Nature (Hiding Places)
Armor: All
Weapons: Simple (as not generally needed), Towershield
Feats
1st: Dash
2nd: Flee 1/day (as per Expedious Retreat)
3rd: Alertness
4th: Improved Initiative
5th: Reflex Save +2, Bonus Feat
6th: Flee 2/day, Slippery Mind
7th: Dodge
9th Reflex Save+3
10th: Play Dead (Hostile Creatures ignore the Fleers prone body if the fail a will save vs the Fleers Charisma modifier)
11th: Hide +10, Bonus feat
12th: Hobble Other (Special attack where the Fleer hobbles a fleeing companion, making them easier to catch, thus allowing the fleer to escape)
13th: Uncanny Dodge
14th: Mobility, Bonus Feat
15th: Evasion
16th: Whirlwind Hobble (use Hobble Other to attack every adjacent fleeing companion)
17th: Greater Flee 1/day (as per Haste)
18th: Flee Unlimited/day
19th: Reflex Save+4, Bonus Feat
20th: First to Leave ( Initiative +5. If the Fleer wins initiative, he can choose to leave the combat before it begins, and cannot be subject to tracking, divination, search checks, or skill based detection for the next 10 minutes)
(( I'm rolling up my new one now, so if you see my new PC Brave Sir Robin, say hi!))
Fleer
The Fleer has honed his self preservation instincts to peternatural ability. He runs to fight another day, every day. Fleers generally are athletic types of neutral disposition, as leaving friends and loved ones to meet gruesome ends which otherwise would have befallen the fleer is all in a days work.
Attack: Low
Hit Dice: D12
High Save: Reflex
Class Skills: Running, Move Silently, Hide, Knowledge Nature (Hiding Places)
Armor: All
Weapons: Simple (as not generally needed), Towershield
Feats
1st: Dash
2nd: Flee 1/day (as per Expedious Retreat)
3rd: Alertness
4th: Improved Initiative
5th: Reflex Save +2, Bonus Feat
6th: Flee 2/day, Slippery Mind
7th: Dodge
9th Reflex Save+3
10th: Play Dead (Hostile Creatures ignore the Fleers prone body if the fail a will save vs the Fleers Charisma modifier)
11th: Hide +10, Bonus feat
12th: Hobble Other (Special attack where the Fleer hobbles a fleeing companion, making them easier to catch, thus allowing the fleer to escape)
13th: Uncanny Dodge
14th: Mobility, Bonus Feat
15th: Evasion
16th: Whirlwind Hobble (use Hobble Other to attack every adjacent fleeing companion)
17th: Greater Flee 1/day (as per Haste)
18th: Flee Unlimited/day
19th: Reflex Save+4, Bonus Feat
20th: First to Leave ( Initiative +5. If the Fleer wins initiative, he can choose to leave the combat before it begins, and cannot be subject to tracking, divination, search checks, or skill based detection for the next 10 minutes)
(( I'm rolling up my new one now, so if you see my new PC Brave Sir Robin, say hi!))