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Scout

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Scout

 

Game Rule Information

Scouts have the following game statistics:

Abilities: Scouts find both Strength and Dexterity useful for many of their class skills and combat abilities. A high Intelligence score aids their Knowledge and Search skills, while a good Wisdom score aids several other class skills including Listen, Spot, and Survival.

Alignment: Scouts can belong to any alignment.

Hit Points: d8

 

Class Skills

The scout’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Notice (Wis), Profession (Wis), Ride (Dex), Search (Int), Sneak (Dex), Survival (Wis), Swim (Str), Tumble (Dex), Understand Language (Int),and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier

 

LevelBABRef/Fort & WillSpecial
1st+0+2/+0Sniper shot +1d6, trapfinding, wildshield +1 AC/+1 Reflex
2nd+1+3/+0Forward observer
3rd+2+3/+1Fast movement +10 ft., wildshield +2 AC/+1 Reflex
4th+3+4/+1Improved cover, rapid advance
5th+3+4/+1Sniper shot +2d6
6th+4+5/+2Uncanny dodge, wildshield +3 AC/+2 Reflex
7th+5+5/+2Woodland stride
8th+6/+1+6/+2Blaze (half speed)
9th+6/+1+6/+3Sniper shot +3d6, wildshield +4 AC/+2 Reflex
10th+7/+2+7/+3Improved uncanny dodge
11th+8/+3+7/+3Fast movement +20 ft., trackless step
12th+9/+4+8/+4Camouflage, wildshield +5 AC/+3 Reflex
13th+9/+4+8/+4Sniper shot +4d6
14th+10/+5+9/+4Blaze (full speed)
15th+11/+6/+1+9/+5Wildshield +6 AC/+3 Reflex
16th+12/+7/+2+10/+5Hide in plain sight
17th+12/+7/+2+10/+5Sniper shot +5d6
18th+13/+8/+3+11/+6Wildshield +7 AC/+4 Reflex
19th+14/+9/+4+11/+6Fast movement +30 ft.
20th+15/+10/+5+12/+6Dead-eye shot

 

Class Features

All of the following are class features of the scout.

 

Weapon and Armor Proficiency: Scouts are proficient with all basic weapons and any other two weapon groups. Scouts are proficient with light armor, but not with shields.

 

Sniper Shot: When a scout uses a ranged weapon, from any distance, against a foe who is deprived a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), and she can see clearly (no concealment or cover), she may deal extra damage. This extra damage is 1d6 at 1st level, and increases by 1d6 per four levels thereafter. Should the scout score a critical hit with a sniper shot, do not multiply this damage. Aside from the exceptions noted above, sniper shot abide by the same restrictions as sneak attack. Sneak attack damage stacks with sniper shot when applicable.

 

Trapfinding: Scouts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Scouts cannot disarm magic traps.

A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Wildshield (Ex): While wearing no armor or light armor, a scout receives a +1 AC bonus and +1 Reflex save bonus in any natural terrain.

At 3rd, 6th, 9th, 12th, 15th, and 18th level, the scout’s wildshield AC bonus increases by one. The Reflex bonus increases at 6th, 12th, and 18th level.

 

Forward Observer (Ex): At 3rd level, scouts gain a +2 bonus to Notice checks.

 

Improved Cover (Ex): At 4th level, a scout gains a +8 bonus to AC and a +4 bonus to Reflex saves when under cover, rather than the usual +4/+2 bonus, respectively. Furthermore, they gain a +4 bonus to Sneak checks when under cover.

 

Rapid Advance (Ex): Starting at 4th level, a scout no longer takes a penalty to their Hide or Move Silently checks when moving up to their normal movement rate. They suffer only a –10 penalty to move silently while attacking, charging, or running.

 

Uncanny Dodge (Ex): Starting at 6th level, a scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a scout already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

 

Woodland Stride (Ex): Starting at 7th level, a scout may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

 

Blaze (Ex): At 8th level, while moving at one-half speed through any natural terrain, a scout can mark a path that is not noticeable to anyone except the scout and the scout’s allies, unless they make a Notice check with a DC of 20 plus the scout’s class levels. The scout can choose to make marks that last one week, one year, or permanently.

At 14th level, the scout can use this ability while moving at full speed.

 

Improved Uncanny Dodge (Ex): A scout of 10th level or higher can no longer be flanked.

This defense denies another scout the ability to sneak attack the character by flanking her, unless the attacker has at least four more scout levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum scout level required to flank the character.

 

Camouflage (Ex): A scout of 11th level or higher can use the Sneak skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

 

Trackless Step (Ex): Starting at 14th level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

 

Hide in Plain Sight (Ex): While in any sort of natural terrain, a scout of 16th level or higher can use the Sneak skill even while being observed.

 

Dead-eye Shot (Ex): By 20th level, scouts are so skilled at sniping their enemies they can even apply their extra sniper shot damage to attacks made against targets with cover and concealment (but not total cover or total concealment). The target must still be unaware of the sniper and the percentage miss chance still applies to these attacks.

 

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