The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). 1 Introduction 2 Gameplay 3 Bonus 4 Trivia This is the 2nd bonus level played by the Skater. It is unlocked after collecting 10 bonuses. The blocks in this level are taller than your max jump height, so they are simply obstacles. It is recommended to stop behind these blocks, as to slow down. Simply watch out for the holes and you should be able to beat the level without too much difficulty. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A halfling's base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws.
Halfling, 1st-Level Warrior | |
---|---|
Size/Type: | SmallHumanoid (Halfling) |
Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +1 |
Speed: | 20 ft. (4 squares) |
Armor Class: | 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15 |
Base Attack/Grapple: | +1/-3 |
Attack: | Longsword +3 melee (1d6/19-20) or light crossbow+3 ranged (1d6/19-20) |
Full Attack: | Longsword +3 melee (1d6/19-20) or light crossbow+3 ranged (1d6/19-20) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Halfling traits |
Special Qualities: | Halfling traits |
Saves: | Fort +4, Ref +2, Will +0 |
Abilities: | Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 |
Skills: | Climb+2, Hide+4, Jump-4, Listen+3, Move Silently+1 |
Feats: | Weapon Focus (longsword) |
Environment: | Warm plains (Deep halfling: Warm hills) (Tallfellow: Temperate forests) |
Organization: | Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs) |
Challenge Rating: | ½ |
Treasure: | Standard |
Alignment: | Usually neutral |
Advancement: | By character class |
Level Adjustment: | +0 |
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common.
Lifecam vx 1000 driver for windows 10. Most halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Combat
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.
Halfling Traits (Ex)Halflings possess the following racial traits.
- +2 Dexterity, -2 Strength.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- A halfling's base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- +2 racial bonus on Listen checks.
- Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
- Favored Class: Rogue.
The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Downie v3 6.
Subraces
The information above is for the lightfoot halfling, the most common halfling variety. There are two other major halfling subraces, which differ from lightfoot halflings as follows.
Tallfellow
Vector Hunter Bonus 3 5 Download
Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.
Tallfellow Traits (Ex)These traits are in addition to the lightfoot halfling traits, except where noted. http://gglmhv.xtgem.com/Blog/__xtblog_entry/19339512-mac-operating-systems-in-order#xt_blog.
- +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot's +2 bonus on Listen checks.
- Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
Deep Halfling
These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2½ tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.
Deep Halfling Traits (Ex)These traits are in addition to the lightfoot halfling traits, except where noted.
- Darkvision out to 60 feet.
- Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
- Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
The Hypertext d20 SRDTM is owned by BoLS Interactive LLC.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System' and the ‘d20 System' logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.
Scout
(Complete Adventurer variant, p. 10)
A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks.
Hit die
d8
Alignment
Any
Starting gold
5d4x10
Skill points
8 + Int
Class Features
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
Vector Hunter Bonus 3 5 Release
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.
Fast Movement (Ex): Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2½ tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.
Deep Halfling Traits (Ex)These traits are in addition to the lightfoot halfling traits, except where noted.
- Darkvision out to 60 feet.
- Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
- Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
The Hypertext d20 SRDTM is owned by BoLS Interactive LLC.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System' and the ‘d20 System' logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.
Scout
(Complete Adventurer variant, p. 10)
A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks.
Hit die
d8
Alignment
Any
Starting gold
5d4x10
Skill points
8 + Int
Class Features
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
Vector Hunter Bonus 3 5 Release
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.
Fast Movement (Ex): Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.
†New feat described in Chapter 3.
Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player's Handbook.
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (Ex): A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Skirmish (+1d6), trapfinding |
2nd | +1 | +0 | +3 | +0 | Battle Fortitude +1, uncanny dodge |
3rd | +2 | +1 | +3 | +1 | Fast movement +10ft, skirmish (+1d6, +1AC), trackless step |
4th | +3 | +1 | +4 | +1 | Bonus Feat |
5th | +3 | +1 | +4 | +1 | Evasion, skirmish (+2d6, +1AC) |
6th | +4 | +2 | +5 | +2 | Flawless Stride |
7th | +5 | +2 | +5 | +2 | Skirmish (+2d6, +2 AC) |
8th | +6/+1 | +2 | +6 | +2 | Camoflague, bonus feat |
9th | +6/+1 | +3 | +6 | +3 | Skirmish (+3d6, +2 AC) |
10th | +7/+2 | +3 | +7 | +3 | Blindsense 30ft |
11th | +8/+3 | +3 | +7 | +3 | Battle Fortitude +2, fast movement +20ft, skirmish (+3d6, +3 AC) |
12th | +9/+4 | +4 | +8 | +4 | Bonus Feat |
13th | +9/+4 | +4 | +8 | +4 | Skirmish (+4d6, +3 AC) |
14th | +10/+5 | +4 | +9 | +4 | Hide in Plain Sight |
15th | +11/+6/+1 | +5 | +9 | +5 | Skirmish (+4d6, +4 AC) |
16th | +12/+7/+2 | +5 | +10 | +5 | Bonus Feat |
17th | +12/+7/+2 | +5 | +10 | +5 | Skirmish (+5d6, +4 AC) |
18th | +13/+8/+3 | +6 | +11 | +6 | Free Movement |
19th | +14/+9/+4 | +6 | +11 | +6 | Skirmish (+5d6, +5 AC) |
20th | +15/+10/+5 | +6 | +12 | +6 | Battle Fortitude +3, blind sight 30ft, bonus feat |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Balance | DEX | ||
Climb | STR | ||
Craft | INT | ||
Disable Device | INT | ||
Escape Artist | DEX | ||
Hide | DEX | ||
Jump | STR | ||
Knowledge (dungeoneering) | INT | ||
Knowledge (geography) | INT | ||
Knowledge (nature) | INT | ||
Listen | WIS | ||
Move Silently | DEX | ||
Ride | DEX | ||
Search | INT | ||
Sense Motive | WIS | ||
Speak Language | None | ||
Spot | WIS | ||
Survival | WIS | ||
Swim | STR | ||
Tumble | DEX | ||
Use Rope | DEX |