Padfoot (4e Class)

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Contents

[edit] Padfoot

Yes, if they could climb up this cliff they could reach us. My fighter man, you can sheath your sword now.
—The Tales of Nerwen Eledhwen, written about her battles during the war of the cities in LAI's natural world.
Class Traits
Role: Striker. Moving around the battle field gaining advantage points of height, sight, distance, as well as going to places where the enemies can hardly reach her, the padfoot uses mobility as defense and then raises her bow to fight. In dungeons the padfoot normally goes in the middle, using her party as defense, and throws javelins through her party using arcane magic.
Power Source: Martial and arcane. Although all of the padfoot's attacks use physical objects to deal damage the padfoot can modify herself, her weapons, or her ammo with arcane magic.
Key Abilities: Dexterity, Intelligence, Strength
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged, military ranged
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Acrobatics (Dex), Arcana (Int).  From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Perception (Wis)
Build Options: Bow-man, throws-man
Class Features: Arcane Implementation, Combat Challenge, Grounded, Tactical Retreat

Padfoots are masters of ranged combat. As well as perfecting ranged combat they learn tricks and arcane secrets which help them improve their defense against hand-to-hand combat, move easier to reach ranged vantage points, improve their archery precision, archery speed, archery range and more.

Padfoots come from all aspects of life. Most people who choose to become an archer are interested in archery from close to childhood. Maybe they had to help hunt elk at a very young age. Maybe when they were supposed to be helping tend the blacksmiths forge they snuck off with some friends and fired their bow and arrows at trees in the forest. In any case all padfoots use a bow and arrow or a thrown ranged weapon as their primary weapon and have a slight detest for hand-to-hand combat.

Firing an arrow across an entire valley and having it hit between an orcs eyes. Becoming a spirit to go up to a rocky outcrop so the gnolls below have no option but to cower behind boulders. Flinging javelins across a raging river at a clueless giant. Throwing axes out of a churches bell tower at a horde of kobolds below. In most peoples eyes padfoots become experts with ranged weapons as well as experts at battlefield maneuverability. Even in cramped situations padfoots learn how to make their ranged weapons lethal; making them able to go through their party members to hit their target. As such there is never a need for an padfoot to wait in the middle of her party while tramping through a dungeon. In almost no scenario is an padfoot useless, it's just sometimes difficult for them to be frontline fighters.

Padfoot Overview

Characteristics: The main defining point of padfoots is a love for ranged warfare and a willingness to devote their lives to perfect it; be it by using arcane means or be it by optimizing their ranged weapons usability.
Religion: Although most padfoots tend to be religious people, worshiping deities based of their race, one does not have to be religious to be an padfoot. In LAI archers can be any of the main religions.
Races: Humans and elves most commonly become padfoots. In LAI any race may become an archer.

[edit] Creating a Padfoot

[edit] Throws-Man

You have spent your training learning how to throw things; due to training, tactics or a love of chucking stuff. Your aim is well known by your friends, and by yourself. Your best ability score is Dexterity, to help your aim even further. Constitution is a good factor in defending yourself in close-quarters, or to flee, and charisma helps with your powers for better aim. Overall you prefer hitting often than harder, and should choose abilities to focus on backing up the latent damage of your attacks.

Suggested Feats: Far Throw (Human Feat: Human Perserverence)
Suggested Skills: Athletics, Endurance, Perception
Suggested At-Will Powers: Careful Aim, Improvise
Suggested Encounter Powers: Hardy Blow
Suggested Daily Powers: Double Shot

[edit] Bow-Man

You spent your training focusing on the tired and true system of the bow and arrow. The days spent honing your skills has allowed you to use the bow, or the crossbow, with ease. You prefer to deal damage fast to defeat an opponent before having to fumble over your arrows to reload; as such you choose to hit hard. Dexterity is a core ability for markmanship and you also choose Wisdom and Charisma to help outside of battle.

Suggested Feats: Far Shot (Human Feat: Human Perserverence)
Suggested Skills: Intimidate, Dungeoneering, Insight
Suggested At-Will Powers: Rapid Shot, Maneuver
Suggested Encounter Powers: Perfect Aim
Suggested Daily Powers: Retaliate

[edit] Padfoot Class Features

The Padfoot's greatest characteristic is their ability to move around quickly when they wish, to remove themselves from hand-to-hand combat, and to hit the opponent at any costs. There are a few distinct abilities that the Padfoot has.

Arcane Implementation: Padfoots have an arcane side which they use to improve their ranged skills and battlefield maneuverability. As such padfoots powers can be either martial or arcane based. Padfoots arcane powers do not require a spellbook nor do they require an implement; padfoots arcane magic comes from nature.

Combat Challenge: It is dangerous to leave an padfoot on the field of battle, especially if it holds a grudge. Whenever you attack a creature you can choose to mark them for the rest of the encounter or until you choose a new mark. While a target is marked they add a -2 penalty to attack rolls against anyone but you. In addition, whenever a marked target shifts you can attempt to attack them with a -6 attack penalty as a ranged immediate reaction.

Grounded: A chief ability that contributes to the Padfoot's tactics is the ability to stay still in many conditions. If you are forcibly moved by a bull rush, drag, teleport, ect. you can remove one square from the effect's power, eg. If a current moves you one square per turn, you instead move one sqaure per two turns and if you are teleported three squares you are instead teleported two squares. Make a Athletics check against DC 15 + 5 per each square moved; if it fails, add a -2 penalty to your attack roll in the same turn. If a critical failure occurs, your character falls prone.

Tactical Retreat: Because of an Padfoot's desire to remove themselves from hand-to-hand combat as much as possible and since archers have a tendency to move around the battlefield to find terrain vantage points they gain Fast Runner as a bonus feat.

[edit] Padfoot Powers

[edit]
Powers Table of Contents
  1. Level 1 At-Will Exploits or Spells
  2. Level 1 Encounter Exploits or Spells
  3. Level 1 Daily Exploits or Spells
  4. Level 2 Utility
    1. At-Will
    2. Encounter
    3. Daily
  5. Level 3 Encounter Exploits or Spells
  6. Level 5 Daily Exploits or Spells
  7. Level 6 Utility
    1. At-Will
    2. Encounter
    3. Daily
  8. Level 7 Encounter Exploits or Spells
  9. Level 9 Daily Exploits or Spells
  10. Level 10 Utility
    1. At-Will
    2. Encounter
    3. Daily
  11. Level 13 Encounter Exploits or Spells
  12. Level 15 Daily Exploits or Spells
  13. Level 16 Utility
    1. At-Will
    2. Encounter
    3. Daily
  14. Level 17 Encounter Exploits or Spells
  15. Level 19 Daily Exploits or Spells
  16. Level 22 Utility
    1. At-Will
    2. Encounter
    3. Daily
  17. Level 23 Encounter Exploits or Spells
  18. Level 25 Daily Exploits or Spells
  19. Level 27 Encounter Exploits or Spells
  20. Level 29 Daily Exploits or Spells

Padfoots use a mix of martial and arcane powers. See arcane implementation above. Some are better used for bows, others are preferred for throwing weapons, and even others are used to do feats of magic and impossibilities.

Level 1 At-Will Exploits or Spells


Agile Close-Combatant Attack 1
After slicing through Ranewen's comrade the Minotaur finally turned it's attention to the nuisance archer. As it charged Ranewen held his ground until the Minotaur was within inches of his face and then, almost magically, he rolled up into a ball and tumbled sideways. The Minotaur charged headlong into the dungeon's stone wall.
At-Will ✦ Martial
Immediate Reaction Melee
Trigger: Attacked
Target: Self
Attack: Acrobatics (Dex) Vs. Melee Attack, +10.
Hit: If your Acrobatics check exceeds your opponents melee attack by 10 or more (depending on terrain) you may choose to tumble in any direction up to 5 squares away from your opponent. If you succeed this action counts as your attack on your next turn.
Miss: If you do not succeed you only attempt to tumble away from your opponent and as such this is treated as a free action on your next turn.
Effect: You either successfully tumble away from an attacker as it attempts to attack you or you attempt to tumble away from an attacker as a free action.


Careful Aim Attack 1
Your weapon travels accuratley through the air, and your enemies' body.
At-Will ✦ Martial, Weapon
Standard Action Ranged 10
Effect: This exploit allows you to aim more accurately, giving you a +2 to attack rolls vs. AC, with a penalty of an additional die rolled of the thrown weapon's hit die for it's physical damage, with the second roll subtracted from the first roll. If the total comes to a negative number, the physical damage is instead zero. Any additional damage or effects such as 1d4 fire damage are still applied.


Improvise Attack 1
You strike out with your weapon, hitting your enemy at close range.
At-Will ✦ Martial, Weapon
Standard Action '
Effect: This exploit allows you to make a standard melee weapon by hitting you opponent with your weapon. You deal 1d4[W] + Strength modifier vs. AC


Maneuver Utility 1
You step out of hiding, loose a shot, then fall right back.
At-Will ✦ Movement, Shift
Standard Action '
Effect: This exploit allows you to move up to two squares in any direction, fire a ranged weapon replacing Dexterity with Charisma in the attack roll along with a -2 penalty, then shift back to the exact location you were before.


Rapid Shot Attack 1
You aim your second arrow before the first one has hit it's target.
At-Will ✦ Martial, Weapon
Standard Action Ranged 10
Target: One or Two enemies within ten squares.
Effect: This exploit allows you to fire two shots at a target or two different targets with a -3 penalty to attack rolls.


Level 1 Encounter Exploits or Spells


Hardy Blow Attack 1
Your arrow flies through the air and into your enemy, drawing them back.
Encounter ✦ Martial, Weapon
Standard Action Ranged 10
Effect: 1[W]and you push your opponent back one sqaure.


Long-Shot Attack 1
Your arrow flies twice as far.
Encounter ✦ Martial, Weapon
Standard Action Ranged 20
Effect: This exploit allows you to fire two shots at a target or two different targets with a -3 penalty to attack rolls.


Perfect Aim Attack 1
You instinctively aim your shot true.
Encounter ✦ Martial, Weapon
Standard Action Ranged 10
Effect: This exploit makes you hit a target, no questions asked, but damage is instead dealt by your dexterity modifier.


Level 1 Daily Exploits or Spells


Javelin of Power Attack 1
You sling your arm in a motion of throwing. A beam of energy streamed from your hand, hitting your opponent in their chest.
Daily ✦ Arcane
Standard Action Ranged 10
Target: Enemy within ten squares
Attack: Charisma Vs. AC
Hit: If you succeed in hitting your opponent, you deal 1d8 magical damage.
Miss: Deal 1d4 magical damage.


Retaliate Attack 1
You twist around your opponent, dodging their blow and striking them with your weapon.
Daily ✦ Martial
Immediate Reaction Melee
Trigger: Attacked
Target: Self
Attack: Dexterity Vs. AC
Hit: You deal 1d8 physical damage then shift your squares.
Miss: You shift only.
Effect: You can shift one square away from your opponent, rendering their attack null if you move out of it's range.


Twin Viper Attack 1
You nock two arrows to your bow, taking aim and striking twice, the pain of the two shots damaging the psyche of your opponent.
Daily ✦ Martial
Standard Action Ranged 10
Target: Enemy within ten squares
Attack: Dexterity Vs. AC
Hit: If you succeed in hitting your opponent in both shots then you deal 2d the damage given by your weapon and/or ammo, as well as dazing your opponent until the end of your next turn.
Miss: Deal only the damage given to you by your standard attack.


Level 2 Utility

At-Will

Encounter

Daily

Level 3 Encounter Exploits or Spells

Level 5 Daily Exploits or Spells

Level 6 Utility

At-Will

Encounter

Daily

Level 7 Encounter Exploits or Spells

Level 9 Daily Exploits or Spells

Level 10 Utility

At-Will

Encounter

Daily

Level 13 Encounter Exploits or Spells

Level 15 Daily Exploits or Spells

Level 16 Utility

At-Will

Encounter

Daily

Level 17 Encounter Exploits or Spells

Level 19 Daily Exploits or Spells

Level 22 Utility

At-Will

Encounter

Daily

Level 23 Encounter Exploits or Spells

Level 25 Daily Exploits or Spells

Level 27 Encounter Exploits or Spells

Level 29 Daily Exploits or Spells



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