Urchin (3.5e Class)
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The urchin is a child of the city who grew up among the crowds and usually in poverty. He knows firsthand the rigors of city life for those in poverty. Although not as finessed or ruthless as a rouge, the urchin tends to be more aware of his situation and willing to fight directly. Because of the trouble it brings, the urchin is never eager to kill, but he will kill when he must.
Making an Urchin
The urchin is an "urban scout" and is based off of the Scout class (Complete Adventurer).
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Dexterity. A good second is wisdom for the skills and will.
Races: Any that are common in the campaign cites and are capable of being nimble.
Alignment: Any, but rarely lawful.
Starting Gold: 2d4×10 gp (50 gp).
|1st||+0||+0||+2||+0||Skirmish (+1d6), Trapfinding|
|3rd||+2||+1||+3||+1||Skirmish (+1d6, +1 AC), Merciful Attack|
|4th||+3||+1||+4||+1||Fast Movement +10|
|6th||+4||+2||+5||+2||Flawless Stride, Skirmish (+2d6, +1 AC)|
|8th||+6/+1||+2||+6||+2||Skirmish (+2d6, +2 AC)|
|10th||+7/+2||+3||+7||+3||Blindsense (30 ft.)|
|11th||+8/+3||+3||+7||+3||Skirmish (+3d6, +2 AC)|
|12th||+9/+4||+4||+8||+4||Fast Movement +20 ft.|
|13th||+9/+4||+4||+8||+4||Skirmish (+3d6, +3 AC)|
|15th||+11/+6/+1||+5||+9||+5||Improved Manipulating Stroke|
|16th||+12/+7/+2||+5||+10||+5||Skirmish (+4d6, +3 AC)|
|18th||+13/+8/+3||+6||+11||+6||Skirmish (+4d6, +4 AC)|
|20th||+15/+10/+5||+6||+12||+6||Blindsight 30 ft.|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the urchin.
Skirmish (Ex): An urchin relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the urchin's turn. This extra damage increases by 1d6 for every five levels gained above 1st (2d6 at 6th, 3d6 at 11th, 4d6 at 16th).
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 urchin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Urchins can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, an urchin gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as the urchin has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every five levels gained above 3rd (+2 at 8th, +3 at 13th, +4 at 18th).
An urchin loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the skirmish ability from another class, the bonuses stack.
Uncanny Dodge (Ex): Starting at 2nd level, an urchin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Fast Movement (Ex): At 3rd level, an urchin gains a 10 ft. enhancement bonus to his speed. The bonus increases to 20 ft. at level 11. An urchin loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Merciful Attack (Ex): At 3rd level, an urchin can change any lethal damage he deals to nonlethal damage at no penalty. He may also turn any nonlethal damage into lethal damage at a -2 to the attack roll (as opposed to the standard -4).
Evasion (Ex): At 5th level and higher, an urchin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the urchin is wearing light armor or no armor. A helpless urchin does not gain the benefit of evasion.
Flawless Stride (Ex): Starting at 6th level, an urchin can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
An urchin loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Abscond (Ex): Starting at 7th level, in a round where an urchin doesn't attack and moves at least 10 ft., he may choose to activate Abscond. If he does so, he gains a +1 bonus to Armor Class and Reflex, and +2 bonuses to Balance, Climb, Escape Artist, Jump, Swim, and Tumble until the start of his next turn. The urchin also gains a -4 penalty to ranged attacks, a -8 penalty to melee attacks, and -4 penalties to Hide and Move Silently until the end of his next turn. The urchin also may not make any attacks of opportunity until his next turn. An urchin loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Abscond (Ex): At 14th level, in a round where an urchin doesn't attack and moves at least 10 ft., he may choose to activate Improved Abscond. Improved Abscond gives a +2 bonus to Armor Class and Reflex, and +6 bonuses to Balance, Climb, Escape Artist, Jump, Swim, and Tumble until the start of his next turn. It also gives a -4 penalty to ranged attacks and a -8 penalty to melee attacks. The urchin forfeits any attacks of opportunity until his next turn. The bonuses and penalties listed here replace those from Abscond. An urchin loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Manipulating Stroke (Ex): At 9th level, an urchin may use Dexterity instead of Strength for the opposing check to trip or disarm his foe if the urchin is proficient with the weapon he is wielding.
Improved Manipulating Stroke (Ex): At 15th level, an urchin counts as one size larger when attempting to trip or disarm his foe if the urchin is proficient with the weapon he is wielding. This bonus does not apply when the urchin is being tripped or disarmed.
Blindsense (30 ft.) (Ex): Starting at level 10, blindsense lets the urchin notice things he cannot see using nonvisual senses, such as acute smell or hearing. The urchin usually does not need to make Spot or Listen checks to pinpoint the location of a creature within 30 feet, provided that he has line of effect to that creature. Any opponent the urchin cannot see still has total concealment (50% miss chance) against the urchin, and the urchin still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of an urchin with blindsense.
Free Movement (Ex): At 18th level and higher, an urchin 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. An urchin loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (30 ft.) (Ex): A 20th-level urchin gains the blindsight ability out to 30 feet. His senses become so acute that he can maneuver and ﬁght ﬂawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the urchin must have line of effect to a creature or object to discern it.
Bonus Feat (Ex):
Playing a <-class name->
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