Concept: A scout like character that can hold his own in melee combat. I wanted to make sure that the character had ways to escape AoO and over whelming odds when forced into melee combat. When my original version was posted I was advised that i needed to open the PrC up so other base classes could join in on the fun.
What should I add/remove? Any changes or opinions on the class features? Does the class need nerfing?
Swift Combatant
Prerequisites
Attack Bonus: +6
Tumble: 4 Ranks
Feats: Dodge, Mobility, Two Weapon Fighting
Class Information
Hit Die: d8
Skill Points: 6
Weapon Proficiency: Simple / Martial
Armor Proficiency: Light
Alignment: Any
Attack Bonus Progression: As Ranger
Saves Progression: As Ranger
Skills: Bluff, Climb, Diplomacy, Heal, Jump,
Listen, Move Silently, Ride, Search,
Spot, Survival, Tumble, Use Rope
1 Skirmish +1d6, Spring Attack, Slicing Blade
2 Swift Tactician +1
3 Skirmish +1d6 / 1AC, Swift Combatant
4 Swift Tactician +2, Evasion
5 Skirmish +2d6 / 1AC
6 Swift Tactician +3, Two Weapon Spring Attack
7 Skirmish 2d6 / 2 AC
8 Swift Tactician +4, Bounding Assault
9 Skirmish +3d6 / 2 AC
10 Swift Tactician +5, Rapid Blitz
Skirmish: As Scout
Slicing Blade: Use Scimitars as light weapons
Swift Combatant: Add your Dexterity modifier to strength checks (similar to brains over brawn feature for the Factotums Class)
Evasion: as rogue
Bounding Assault: Make an additional attack after use of spring attack
Rapid Blitz: Add yet another attack after the use of spring attack
Swift Tactician: Special ability At levels 2, 4, 6, 8, and 10 the Swift Combatant gets to choose from a list of Tactics to help him and his team in combat at the cost of Skirmish Damage
1) Experienced Tripper
Cost: 1d6 of Skirmish Damage
Ability: Make a trip attempt as a free action after your attack round
2) Kick Back
Cost: 1d6 of Skirmish Damage
Ability: Finish your attack round with powerful kick knocking your target back 2 squares
3) Agile Fighter
Cost: 2d6 of Skirmish Damage
Ability: Gain a +5 modifier to Tumble checks for the remainder of your turn
4) Expert Tripper
Cost: 3d6 of Skirmish Damage
Ability: Make a trip attempt against two adjacent opponents as a free action after your attack round
5) Push Back
Cost: 3d6 of Skirmish Damage
Ability: At the end of your attack round you gain an AOE knock back forcing all adjacent opponents for be pushed back 2 squares