Peltast

Racing around the battlefield, a Peltast prides himself on speed and mobility. Moving from location to location to skirmish the enemy without being drawn into the fray of combat.

Ability Score Increase:

  Level 1: +2 Endurance   Level 4: +1 Strength +1 Endurance +1 Perception   Level 7: +1 Strength +3 Endurance +1 Perception   Level 10: +2 Strength +6 Endurance +2 Perception  

Class Level Abilities

Level 1

Active Abilities
Conditional Abilities
Hardy Stamina: When making a skill check under Endurance that the Peltast has points in, you may reroll before the outcome of the check is known, however the second roll must be kept.   Hard to Hit: When the Peltast is selected as the target of a ranged attack, if the Peltast moved during their previous turn, subtract the Peltast’s athletics skill from the attack roll.   On the Move: If all actions taken during the turn are movement, the Peltast may make a ranged attack action as a free action in-between two of the moves.   Ranged Peltast Talent: When this class is taken, choose one of the following abilities:

  • Dodger: When calculating a Peltast's dodge, treat their Foresight as 1.5x the normal value. Additionally if the Peltast moved in the previous turn they can reroll a failed defense roll a number of times per day equal to their level.

  • Improved Momentum: Throwing weapons launched while moving increase their WDR by 25% and the weapon range by 25%. Additionally increase one skill under throwing by +7.

  • Projectile Adept: Gain +12 to an Archery skill. If the skill selected was Bow gain a +2 WR to any arrow used. If the selected skill was Crossbow, the Peltast can reload crossbows while moving and they take one category less in actions to reload.
 
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.   Unburdened: The Peltast may not wear medium or heavy armor. No class abilities may be used while medium or heavy armor is worn. In addition, double all skill penalties associated with these armors.  

Level 2

Active Abilities
Conditional Abilities
Carry the Momentum: Whenever a Peltast makes a move action to move their full movement, they may immediately make a single additional move action. This move action cannot be used for anything but movement and cannot trigger itself.  
Passive Abilities
Advanced Speed: A Peltast treats his base movement speed as if he is one size larger than his current.   Athletic Aptitude: Gain a +6 to Athletics and a +8 to one skill under Athletics.   Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.

Level 3

Active Abilities
Conditional Abilities
Ranged Peltast Talent II: When this level is taken, choose one of the following abilities:

  • Evasionist: When subjected to a Perception or Endurance based save to reduce damage, double the damage reduction on a successful save.

  • Multi-shot: While using a bow or crossbow, gain the ability to fire two arrows at once using the penalty as if using two weapons. Additionally gain a +8 to Archery

  • Strong Arm: Gain a +12 in a specific Throwing skill. When throwing weapons of this type, gain a +4 to WR.
 
Passive Abilities
On the Run!: A Peltast can perform a disengage action as a partial action instead of a full-round action.   Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.
Class Currency Modifier: 0.8