Reihelm Scout, Acid Sea (3.5e Class)
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|Status:||Finished excluding Epic level|
|Editing:||Constructive edits welcome|
|“||You can't just jump on top of someone. It's harder than it looks.||”|
|—tes'sik, Nezumi Reihelm Scout|
 Reihelm Scout
In Reihelm, scouts are an elite faction of the military responsible for covert-operations into enemy territory, as well as charged with solving problems that reihelm might have with foreign countries. Reihelm scouts are very integral to the inner workings of Reihelm's political appearance, and as such are highly valued by both royalty and commoners.
The process of becoming a scout is one of personal challenge and sacrifice. One begins as a knight and builds renown through deeds of good will towards the kingdom, and is appointed Scout by the Lord Marshal.
 Making a Reihelm Scout
A scout has experience both in battle and in surviving the wilderness. Their well-rounded expertise makes them easily the party leader, though their damage output may not make them the strongest member in combat.
Abilities: Dexterity is an important ability for the Scout. Their nimbleness gives them strength and abilities that astonishes others. Intelligence is also important, as being good at many skills is part of a Scout's usefulness.
Races: it is highly unlikely for any race other than a Nezumi to be named to this class, but it is not unheard of.
Alignment: usually lawful good, but they can be any good alignment.
|1st||+1||+2||+2||+0||Jump 1/day, Evasion|
|2nd||+2||+3||+3||+0||Nimble Strength, trapfinding|
|4th||+4||+4||+4||+1||Uncanny Dodge, Skill Focus|
|10th||+10/+5||+7||+7||+3||Jump 3/day, Skill Focus|
|14th||+14/+9/+4||+9||+9||+4||Improved Haft Defense|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Reihelm Scout.
Weapon and Armor Proficiency: A Reihelm scout is proficient with all simple weapons, as well as all Polearms and Thrown weapons. They are also proficient with light and medium armor.
Jump (Ex): Jump is the Scout's bread and butter, so to speak. As they become scouts, they learn to take their opponents by surprise, jumping at them or onto them from high places. When making a Jump attack, the Scout jumps into the air, and comes down directly onto their opponent, ideally landing in their square. The action provokes an attack of opportunity when adjacent to an enemies square, however, the scout does not need to be 5 feet from the enemy in order to use this ability. they can jump towards the enemy as well, but it takes 5 feet off the jump check required to deal Jump's extra damage.
That said, a Scout attempting to use Jump at an enemy first makes a jump check. This jump check is to see how far up they are able to jump before coming down on the enemy. If they are in an adjacent square to the enemy, the DC is 10, if they are some other distance away, the DC is 10 + the distance from the target they are. They jump up 5 feet for every 5 over the DC they roll. Fall damage is added to their attack accordingly. (1d6 for every 10 feet they fall onto the opponent). After making sure the jump check is a success, They then make their attack roll against the enemy. If their attack is successful, They deal their weapon damage, plus the fall damage from the jump. For this attack only, the Crit range multiplier is x4. The target of a successful Jump attack must make a Balance Check (DC 10+feet of fall damage taken) or fall prone. After damage is calculated on a successful Jump attack, The Scout retreats to a square adjacent the target without provoking an attack of opportunity.
If they fail either the jump check, they land in the opponent's square flat footed and provoke an attack of opportunity. If they fail the attack roll, they land ON the enemy, dealing fall damage to both parties, and causing both parties to become prone.
Evasion (Ex): When a Scout succeeds on a reflex save that would normally half the damage of a specific event or attack, she instead takes no damage.
Nimble Strength: At second level the Scout has learned to use grace rather than strength to inflict damage and maneuver herself. She may henceforth use her dexterity modifier instead of her strength modifier when modifying a skill related to dexterity. In addition, she also can use her dexterity modifier instead of her strength modifier on all attack rolls made with melee weapons she is proficient with.
Uncanny Dodge (Ex): Starting at 4th level, a scout can react to danger before her body would normally allow her to. She retains her dexterity bonus to AC even when flatfooted or struck by an invisible attacker. however, she still loses the dexterity bonus if caught immobilized.
If the Scout already has uncanny dodge when she gains this ability, she automatically gains improved uncanny dodge, as the feat.
Skill focus: At 4th, 7th, 10th, 13th, 16th, and 19th levels, The Scout gains the feat Skill Focus, which she can use to increase her ability in any skill of her choosing.
Vault: At 3rd level, a Reihelm Scout can use her polearm to boost her jumping ability. While wielding a polearm during a Total Defense Action, you gain the following:
a) the DC for a Long Jump is decreased by 5; and b) the DC for a High Jump is equal to 3x the distance to be cleared (instead of 4x).
Haft Strike: At 8th level, when making a Full Attack Action with a polearm that is NOT a double weapon, a Reihelm Scout may make an off-hand attack with the haft of the polearm that does damage as if it were a club. All normal Two-Weapon Fighting rules apply.
If the polearm is magical, its haft counts as magic for purposes of overcoming damage reduction.
Haft Defense: At 9th level, While wielding a two-handed polearm, A Reihelm Scout receives a +1 armor bonus to AC. This bonus increases to +3 at 14th level with the Improved Haft Defense Ability.
Improved Evasion: At 11th level, a Reihelm Scout’s Evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Reihelm Scout does not gain the benefit of Improved Evasion.
Whirlwind Attack: At 18th level, a Reihelm Scout develops the ability to attack adjacent enemies with surprising speed. While wearing light armor and wielding a weapon with which they have Weapon Focus, they gain the effects of the Whirlwind Attack feat.
 Ex-Reihelm Scouts
because most of the skills related to Scout abilities are based on physical training, the Scout does not lose any class features for changing alignment or performing moral inequities.
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Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
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Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
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Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
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 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
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Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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