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, simple)

Skill Points: 7 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Craft Trap, Diplomacy, Handle Trap, Heal, Intimidate, Open Lock, Perception, Perform, Search, Sense Motive, Stealth, Tumble

Primary Saving Throws: Reflex

Base Attack Bonus: +1 / Level

Level Progression

LevelHit DiceBABFortReflexWillFeatNotes
1st1d8+1+0+2+0
Stealthy, Scout's Guile I​
2nd2d8+2+0+3+0
Call Target I​
3rd3d8+3+1+3+1Fast Movement
4th4d8+4+1+4+1
Hawk Sense I​
5th5d8+5+1+4+1
Uncanny Dodge I​
6th6d8+6/+1+2+5+2
Ranging Stance, Bonus Feat
7th7d8+7/+2+2+5+2
Scout's Guile II​
8th8d8+8/+3+2+6+2Call Target II, Evasion
9th9d8+9/+4+3+6+3
Hawk Sense II, Skirmisher Stance​
10th10d8+10/+5+3+7+3
Apprehend I​
11th11d8+11/+6/+1+3+7+3
Uncanny Dodge II​
12th11d8+11/+6/+1+4+8+4
Blood Trail, Bonus Feat
13th11d8+11/+6/+1+4+8+4Call Target III
14th11d8+11/+6/+1+4+9+4
Uncanny Dodge III, Practiced Prowess I​
15th11d8+11/+6/+1+5+9+5
Hawk Sense III​
16th11d8+11/+6/+1+5+10+5Scout's Guile III
17th11d8+11/+6/+1+5+10+5
Apprehend II​
18th11d8+11/+6/+1+6+11+6
Improved Skirmisher Stance, Improved Ranging Stance, Practiced Prowess II​


Bonus Feats: Scout bonus feats are selected from the standard pool of feats.

Call Target: The scout marks a target as high priority. Nearby allies, other than themselves, deal an additional 1d4 piercing damage with each successful strike. This ability can be used once every 8 minutes. The damage increases to 1d6, and its cooldown decreases to 6 minutes at level 8; and to 1d8, and its cooldown decreases to 4 minutes at level 13. Duration is 2 rounds.

Scout’s Guile: The scout pays close attention to their surroundings, gaining a +3 bonus to Search, Spot, and Listen skill checks. These bonuses increase to +5 at level 7, and to +8 at level 16. This ability may be used once every 3 minutes. Duration is 5 + INT modifier rounds.

Skirmisher Stance: The scout assumes a skirmishing stance. They gain the benefits of the Sneak Attack (2d6), and Point Blank Shot feats while this stance is maintained.

Ranging Stance: The scout assumes a ranging stance. They gain the benefits of the Rapid Shot and Spring Attack feats while this stance is maintained.

Hawk Sense: The scout trains their eyes keenly upon their surroundings, monitoring for hidden presences. They gain a +2 bonus to Spot and Listen skill checks. These bonuses increase to +4, and their senses are enhanced, as the See Invisibility spell, at level 9; and to +6, and their senses are enhanced further, as the Blindsight ability, at level 15. This ability may be used once every 5 minutes. Duration is 5 + INT modifier rounds.

Apprehend: The scout throws out a bola to stop their target in its tracks. The enemy is immobilized, with a duration of 2 rounds, unless they make a successful Reflex save. The DC for this save is 12 + ½ class level. This ability may be used once every 5 minutes. The duration increases to 4 rounds, and the cooldown decreases to 3 minutes at level 17.

Blood Trail: The scout doggedly hunts a foe, instantly empowering their next attack. A successful strike causes the enemy to bleed unless they succeed on a Fortitude saving throw. The DC for this save is 10 + ½ class level + INT modifier. Additionally, the enemy may not be affected by stealth or invisibility for the duration. This ability may be used once every 15 minutes. Duration is 5 rounds.

Improved Skirmisher Stance: The scout assumes an even more deadly skirmishing stance. They gain the benefits of the Sneak Attack (3d6), Point Blank Shot, and Defensive Roll feats while this stance is maintained.

Improved Ranging Stance: The scout assumes an even more deadly ranging stance. They gain the benefits of the Improved Rapid Shot, Spring Attack, and Fletching feats while this stance is maintained.

Fletching: Ammunition fired by the scout is treated as if it had a +1 enhancement bonus.

Improved Rapid Shot: As Rapid Shot, but the penalty to attack bonus is reduced to -1.

Practiced Prowess: Grants a bonus equal to its rank to Craft Trap, Disable Trap, Set Trap, Listen, Spot, Search, Hide, and Move Silently. Additionally grants a +3 bonus to Perform.