Scout

Description


Whether alone or in a group, scouts brave the darkest frontiers. Armies often employ scouts for surveillance on enemy regions, while adventuring parties use their expertise to dismantle the tricks and snares of the many kinds of monstrous deep-dwellers that lurk in benighted caverns and old abandoned strongholds. Some scouts even sell their services as bounty hunters, and the greatest of them are capable of charging a pretty penny for the kind of intel that only they can acquire with their particular set of skills.

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

LevelBABFortReflexWillFeatNotes
1st+1+0+2+0
Stealthy, Call Target I​
2nd+2+0+3+0
Scout's Guile I​
3rd+3+1+3+1Fast 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+2Evasion
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+4Fade 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+5Scout'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.
  • 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.
  • 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.
  • 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.
  • 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.