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Strider

Though very rare, a Strider can be an excellent comrade. They usually train in ancient cave villages in the art of gun slinging, and due to their attunement with caverns and nature they have learned the art of “Geomancy” allowing them to alter their terrain.

Weapon Proficiency: A Strider loses proficiency with daggers and UFO’s and gains proficiency with Firearms (Heavy).

Skills: In addition to the normal skills earned by a Rogue, a Strider gains Martial Practice: (Firearms, Heavy). He loses The Martial knowledge’s for miscellaneous and blades.

Evilities Striders use the same evilities as Masked heroes.

Starting Evility: Trick Move

You gain a +1 deflection bonus to your armor class for every 20 feet you travel in this round.

Dark Cannon:

A Number of times per day equal to your Strider level, and only once per encounter, a Strider can summon fourth a turret to attack his foes, this is an Attack action. This turret is summoned and under the control of the Strider for one round per level. The Turret Is about 5 feet wide by 4 feet tall, and can turn to face any direction, however it cannot move. It starts with 1d6 damage, but increases just as the sneak attack does. It can attack at a range of 60 feet and can attack once per round for every 4 levels the scout possesses (Taking a -5 penalty to each attack after the first). Feats such as weapon focus or point blank shot that activate on ranged attacks from the scout can be utilized with the Dark Cannon, and abilities or rogue talents that would apply to sneak attack instead apply to the Dark cannon. Only 1 turret can ever be active at a time.

The Turret can be enchanted as a weapon and as armor separately.

This replaces sneak attack.

Dark Cannon Medium construct HD: 1d10 per level of scout AC: 10 (10, -5 dex, +5 natural armor, +1 for every level the strider has) Attack: 60 feet +5 feet per 2 levels in Strider. BAB: It’s BAB is equal to it’s hit die, it gains an extra +1 to attack and damage for every 4 scout levels. It uses the Scout’s dexterity modifier for attack rolls.

Geo Change: Once per day per 3 levels, A scout can use this ability to alter the terrain as a shape stone spell of his caster level. In addition, any geo panels within the area of the geo change must succeed in a Fortitude saving throw DC: 10+ 1/2 class level+ Intelligence modifier or be changed into a random geo panel.

This replaces Trap Finding.

Reincarnation[]

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Strider Reincarnation

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