A class that specializes in rural subterfuge.
The outrider is a cross breed of a rogue and a ranger, much like the scout but leaning a bit more towards the rogue. An Outrider specializes in taking down his foe from a distance and by surprise. This requires stealth, careful planning, coordination and sufficient information. Favoured tactics include wearing out the prey, ambush, sneak attacks, poison use, cunning traps and chasing the prey into hostile natural surroundings.
Outriders will often have their basic training from some military force where they serve as scouts and hit-and-run troops. The Outrider is also well suited for life as a highwayman. And any adventure party venturing into the wilderness will invariably have great use of an Outrider.
Outriders naturally prefer the wilderness above urban environments, and so are most often seen in company with rangers and druids. When not pursuing a career as highwayrobber or adventurer, an outrider will often be employed as a spy, scout, messenger and guerilla fighter, and thus will cooperate with whom ever it takes - in order to get the job done.
Hit Die: d8
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points: 8 + Int modifier.
|1st||+0||+0||+2||+0||Bonus feat, Trapfinding|
|3rd||+2||+1||+3||+1||Sneak attack +1d6, Fast movement +10|
|5th||+3||+1||+4||+1||Sneak attack +2d6, Uncanny dodge, Bonus feat|
|7th||+5||+2||+5||+2||Sneak attack +3d6|
|9th||+6/+1||+3||+6||+3||Sneak attack +4d6, Bonus feat|
|10th||+7/+2||+3||+7||+3||Fast movement +20|
|11th||+8/+3||+3||+7||+3||Sneak attack +5d6, Poison use|
|13th||+9/+4||+4||+8||+4||Sneak attack +6d6, Bonus feat|
|14th||+10/+5||+4||+9||+4||Hide in plain sight|
|15th||+11/+6/+1||+5||+9||+5||Sneak attack +7d6|
|17th||+12/+7/+2||+5||+10||+5||Sneak attack +8d6, Bonus feat|
|19th||+14/+9/+4||+6||+11||+6||Sneak attack +9d6|
Weapon and Armor Proficiency: Outriders are proficient with all simple weapons, plus handaxe, throwing axe, short sword and shortbow. They are proficient with light armour, but not with shields.
Bonus feat: At first level, and every fourth level thereafter, the Outrider recieves a bouns feat this feat must be chosen from the list below. All prerequisites must be met in order to gain the feat: Point blank shot, rapid shot, precise shot, improved precise shot, far shot, many shot, multishot, greater manyshot, shot on the run, dodge, mobility, spring attack, endurance, improved initiative, quick draw, weapon finesse, alertness, stealthy.
Trapfinding: May use the Search skill to locate traps when the task has a DC higher than 20.
Sneak attack: Similar to, and stacks with, the same rogue ability.
Evasion: At 2nd level and higher, an Outrider 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 Outrider is wearing light armor or no armor. A helpless Outrider does not gain the benefit of evasion.
Fast movement: At 3rd level, an Outrider gains a +10 enhancement bonus to his speed, and at 10th level this bonus increases to +20. An Outrider in armor heavier than light, or carrying a medium or heavy load loses this extra speed.
Trackless step: Beginning at fourth level, the Outrider cannot be tracked, see the druid ability.
Uncanny dodge: Starting at 5th level, an Outrider 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 her Dexterity bonus to AC if immobilized.
If an Outrider already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Flawless stride: Beginning at 6th level, an Outrider 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.
Camouflage: An Outrider of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Hide in plain sight: An Outrider of 14th level or higher can use the Hide skill in any sort of natural terrain even while being observed.
Abundant Step: At 16th level or higher, an Outrider can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his Outrider level (rounded down).
Free movement: At 18th level, the Outrider gets the ability similar to the spell Freedom of movement except that it's always active. An Outrider wearing medium or heavier armor or carrying a medium or heavy load loses ability.
This document was created by mixing together ideas on the scout, rogue and ranger. Please don't sue me if you consider any of these ideas "your property" and hence "stolen". I'm only trying to make the world a more fun place, and I'm not making any profit.