Description

Scouts are adaptable combatants, equally dangerous at range as they are up close, but their tactics rarely involve tackling foes head-on. Their knowledge of traps and their desire for better mobility leads them to guerilla tactics; hit-and-run, misdirection and taking advantage of their environment and allies. Not only this, but their specialist training allows them to identify the most dangerous of foes, allowing them to signal others to eliminate a mark before their allies even have time to blink.
No scout is inherently good or evil, nor are they necessarily underhanded or sly. A scout can be a quiet observer and reporter of events, or a surveyer of new territory to identify potential threats for those who employ them, or even those they care about. Scouts can be so morally upright as to be pacifist while still efficiently performing their role.
However, they can just as easily be vile and reprehensible, leading people to their deaths with false reports, or being the ones who lay snares for others. They can be trackers and hunters, seeking particular people or groups out with nefarious intent.
Scouts can be military, civilian or wild nomad. Most civilizations have scouts in some form or another - in fact, the most barbaric tribes often know best the value of learning the land that lies before them. Similarly, elves, dwarves and orcs all hold particularly high regard for scouts for varying reasons, but no culture or race is without their own subtly differing iteration of them.
Alignment Restriction: None
Hit Die: d8
Proficiencies: Armor (light), Weapons (rogue)
Skill Points: 7 + INT Modifier
Class Skills: All Knowledges, Barter, Bluff, Craft Trap, Decipher Script, Diplomacy, Handle Trap, Heal, Intimidate, Open Lock, Parry, Perception, Perform, Search, Sense Motive, Stealth, Tumble
Primary Saving Throws: Reflex
Base Attack Bonus: +1 / Level
Level Progression
Level | BAB | Fort | Reflex | Will | Feat | Notes | |
---|---|---|---|---|---|---|---|
1st | +1 | +0 | +2 | +0 | Stealthy, Call Target I | ||
2nd | +2 | +0 | +3 | +0 | Scout's Guile I | ||
3rd | +3 | +1 | +3 | +1 | Fast Movement | ||
4th | +4 | +1 | +4 | +1 | Ranging Stance | ||
5th | +5 | +1 | +4 | +1 | Uncanny Dodge | ||
6th | +6/+1 | +2 | +5 | +2 | Fade Away I | ||
7th | +7/+2 | +2 | +5 | +2 | Skirmisher Stance | ||
8th | +8/+3 | +2 | +6 | +2 | Evasion | ||
9th | +9/+4 | +3 | +6 | +3 | Scout's Guile II | ||
10th | +10/+5 | +3 | +7 | +3 | Call Target II | ||
11th | +11/+6/+1 | +3 | +7 | +3 | Uncanny Dodge II | ||
12th | +11/+6/+1 | +4 | +8 | +4 | Blood Trail | ||
13th | +11/+6/+1 | +4 | +8 | +4 | Fade Away II | ||
14th | +11/+6/+1 | +4 | +9 | +4 | Uncanny Dodge III, Practiced Prowess I | ||
15th | +11/+6/+1 | +5 | +9 | +5 | Call Target III | ||
16th | +11/+6/+1 | +5 | +10 | +5 | Scout's Guile III | ||
17th | +11/+6/+1 | +5 | +10 | +5 | Fade Away III | ||
18th | +11/+6/+1 | +6 | +11 | +6 | Improved Skirmisher Stance, Improved Ranging Stance, Practiced Prowess II |
- Call Target:
- Once every 8 minutes, the Scout can mark a target as high priority. Everyone but the Scout will deal an additional 1d4 damage per hit for 2 rounds. At 9th level, Call Target can be every 6 minutes and the Scout’s allies will deal an additional 1d6 damage per hit for 2 rounds. At 14th level, Call Target can be used every 4 minutes and the Scout’s allies will deal an additional 1d8 piercing damage per hit for 2 rounds.
- Scout’s Guile:
- The Scout is able to use this ability to gain a +3 on Search, Spot and Listen for 5 rounds + their Intelligence modifier. These bonuses increase to +5 at level 8 and +8 at level 16. This ability has a 3 minute cooldown.
- Skirmisher Stance:
- The Scout can toggle on this ability to gain the benefits of the following feats: Sneak Attack (1d6), Point Blank Shot
This stance cannot be used with any other toggled stance, such as Power Attack or Ranging Stance.
- The Scout can toggle on this ability to gain the benefits of the following feats: Sneak Attack (1d6), Point Blank Shot
- Ranging Stance:
- The Scout can toggle on this ability to gain the benefits of the following feats: Rapid Shot, Spring Attack
This stance cannot be used with any other toggled stance, such as Power Attack or Skirmisher Stance.
- The Scout can toggle on this ability to gain the benefits of the following feats: Rapid Shot, Spring Attack
- Fade Away:
- The Scout is able to use the art of misdirection to slip from sight once every 30 minutes. This acts similar to the Invisibility spell and lasts 2 rounds + their Intelligence modifier. This cooldown is lowered to 20 minutes at 13th level and 15 minutes at 17th level.
- Blood Trail:
- The Scout can empower their next attack either by melee or by ranged which inflicts Wounding on the target with a Fort save DC of 10 + half the Scout’s level + their Intelligence modifier. If successful, this also prevents the target from being affected by any form of stealth or invisibility for 5 rounds. Usable once every 15 minutes.
- Improved Skirmisher Stance:
- The Scout can toggle on this ability to gain the benefits of the following feats: Sneak Attack (2d6), Point Blank Shot, Defensive Roll
This stance cannot be used with any other toggled stance, such as Power Attack or Ranging Stance.
- The Scout can toggle on this ability to gain the benefits of the following feats: Sneak Attack (2d6), Point Blank Shot, Defensive Roll
- Improved Ranging Stance:
- The Scout can toggle on this ability to gain the benefits of the following feats: Improved Rapid Shot*, Spring Attack, Fletching
This stance cannot be used with any other toggled stance, such as Power Attack or Skirmisher Stance. - Fletching:
- Any ammunition the Scout uses is treated as if it had a +1 enchantment.
- Improved Rapid Shot:
- As Rapid Shot, but the AB penalty is reduced to -1.
- The Scout can toggle on this ability to gain the benefits of the following feats: Improved Rapid Shot*, Spring Attack, Fletching
- Practiced Prowess:
- The Scout gains a +1 Skill bonus to Craft Trap, Handle Trap, Perception, Search and Stealth, as well as a +3 bonus to Perform. At level 18, this becomes a +2 skill bonus to Craft Trap, Handle trap, Perception, Search and Stealth, as well as a +6 bonus to Perform.