Skirmisher (Legendary Ranger Archetype)

Rangers often develop a healthy level of distrust in things they don’t understand. Some extend this distrust to magic and don’t develop the normal spell abilities common to rangers. Instead, they concentrate on other tactics, drawing inspiration from many styles of combat.

Skirmisher’s Tricks (Ex)

At 5th level, a skirmisher learns to use three tricks, which typically grant a boon or bonus to the skirmisher or a nearby ally. He learns another trick at each odd-numbered level thereafter, for a total of 10 at 19th level. A skirmisher can use these tricks a total number of times per day equal to his skirmisher level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action. Once a trick is chosen, it can’t be retrained until the skirmisher gains a new level in this class. A skirmisher cannot select an individual trick more than once.

The following is a list of skirmisher tricks and their effects.

Aiding Attack (Ex): The skirmisher can use this trick as a free action when he hits a creature with an attack. Each of the skirmisher’s allies other than himself gain a +2 circumstance bonus on their attack rolls against that creature until the beginning of the skirmisher’s next turn.

Bolster Companion (Ex): The skirmisher can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the skirmisher to benefit from this trick.

Chameleon Step (Ex): The skirmisher can move up to twice his speed as a move action. The skirmisher does not take any penalty on Stealth skill checks for movement during this move. This move provokes attacks of opportunity as normal (assuming enemies know he’s there).

Coordinated Attack (Ex): As a swift action, the skirmisher can grant the use of one of his teamwork feats to an ally within 30 feet. The ally must qualify for the feat and retains the feat for 1 minute. Feats gained this way cannot be used to qualify for other feats.

Defensive Bow Stance (Ex): The skirmisher can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The skirmisher can spend a swift action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The skirmisher can use this trick as a free action when he hits with an attack. The target of the attack takes a –2 penalty on all attack and CMB rolls for 1 round.

Hateful Attack (Ex): As a free action, when the skirmisher rolls a critical threat, he may automatically confirm it.

Heel (Ex): The skirmisher can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the skirmisher. The animal companion must be able to see and hear the skirmisher to take this movement.

Hobbling Attack (Ex): The skirmisher can use this trick as a free action when he hits with an attack. The land speed of the target of the attack is reduced by 1/2 for 1 minute.

Listen to the Earth (Ex): As an immediate action, the skirmisher gains tremorsense with a 30 foot range for 1 round.

Quick Healing (Ex): As a swift action, the skirmisher can make a Heal skill check to administer first aid on an adjacent ally. If successful, the ally heals additional hit points equal to the skirmisher’s class level. Alternatively, the skirmisher can administer a potion to an unconscious character as a move action.

Ranger’s Counsel (Ex): As a swift action, the skirmisher can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The skirmisher does not need to have ranks in the chosen skill. This bonus lasts for 1 round.

Ranger’s Parry (Ex): When an opponent makes a melee attack against the skirmisher, he can use an immediate action to attempt to parry that attack. He makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the skirmisher, the skirmisher takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses.

Rattling Strike (Ex): The skirmisher can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the skirmisher may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Shake It Off (Ex): The skirmisher may spend a swift action to do one of the following: regain 2d4 hit points, heal 1d4 ability damage or ability drain to one ability, or remove either the fatigued or sickened condition from himself.

Sic ‘Em (Ex): The skirmisher can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the skirmisher to make this attack.

Skill Sage (Ex): As a free action, the skirmisher can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Surprise Shift (Ex): The skirmisher can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The skirmisher can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a swift action, the skirmisher can make ranged attacks that ignore concealment (but not total concealment), soft cover, and partial cover. In addition, the skirmisher may ignore penalties for firing into melee combat. This lasts until the end of their current turn.

Twist the Knife (Ex): The skirmisher can use this trick as a free action when he hits with an attack. The creature takes bleed damage equal to the skirmisher’s Dexterity modifier.

Upending Strike (Ex): The skirmisher can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The skirmisher can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The skirmisher can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

This ability replaces the legendary ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

Skirmisher Talents

The skirmisher adds the following to the list of talents he may choose his ranger talents from:

Foresight and Preparation: The skirmisher gains an additional skirmisher’s trick. Whenever he rests, he may change the trick he chose.

Plans within Plans: The skirmisher gains 5 additional uses of his skirmisher’s tricks per day.

Section 15: Copyright Notice

Legendary Rangers © 2019, Legendary Games; Authors: Andrew J. Gibson, Wren Rosario, and Jeff Gomez.

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