Scout

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Scouts are a more combat oriented rogue. While rogues are the sly brigands in the background stabbing you in the back of the knife, the scout is the guy kiting everyone yet you can't stop due to the high speed. They are very good in survival scenarios due to their high mobility and plethora of good survival skills. They're a hybrid rogue ranger

Role: DPS

Characteristics: DPS focused on scouting and moving around the battlefield

Source: Complete Adventurer

Game Rule Information

The Scout has the following game statistics.

Abilities: Dexterity for skillful hit selection and high AC, Wisdom for all of your relevant scout skills, Intelligence for the plethora of skill points you get

Alignment: Any

Hit Die: d8

Starting Gold: 5d4 x 10

Class Skills

The Scout's class skills are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis).

Skill Points at 1st Level: (8 + Int modifier) × 4

Skill Points at Each Additional Level: 8 + Int modifier

Class Features

All of the following are class features of the Scout.

Weapon and Armor Proficiency: A Scout is proficient with All simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.

Skirmish Ex: A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding Ex: A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Battle Fortitude Ex: At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge Ex: Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature.

Fast Movement Ex: Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step: Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature.

Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Refexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.

Evasion Ex: Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature.

Flawless Stride Ex: Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage Ex: Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsense Ex: At 10th level, a scout gains the blindsense ability out to 30 feet.

Hide in Plain Sight Ex: Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement Ex: At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight Ex: A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.