Scout

A Pathfinder Roleplaying Game Beta Playtest Edition update of the scout base class from Complete Adventurer.

Of course, now that the scout archetype from the Advanced Player’s Guide is available, this won’t be updated any more.

Note: Skirmish Like the rogue’s sneak attack, this ability now works against nearly every creature you might face. Only creatures immune to the updated sneak attack ability are immune to the updated skirmish ability.

SCOUT

Alignment: Any. Scouts in military service are usually lawful.
Hit Die: d8.

Class Skills

The scout’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 8 + Int modifier.

Class Features

The following are class features of the scout.
Weapon and Armour Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armour, but not with shields.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defence. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. 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). Should the scout score a critical hit while skirmishing, this extra damage is not multiplied. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
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. A scout cannot skirmish while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
At 3rd level, a scout gains a +1 competence bonus to Armour 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 armour or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex): This ability is identical to the rogue ability of the same name.
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 armour or when carrying a medium or heavy load.
Uncanny Dodge (Ex): This ability is identical to the rogue ability of the same name.
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. This ability is otherwise identical to the monk ability of the same name.
A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.
Trackless Step (Ex): This ability is identical to the druid ability of the same name.
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 Reflexes, 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.
†New feat described in Complete Adventurer.
Evasion (Ex): This ability is identical to the rogue ability of the same name.
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 armour or when carrying a medium or heavy load.
Camouflage (Ex): This ability is identical to the ranger ability of the same name. She loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described in Chapter 7 of the Monster Manual.
Hide in Plain Sight (Ex): This ability is identical to the ranger ability of the same name. A scout loses this benefit when wearing medium or heavy armour 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 armour 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 manoeuvre 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.

Table: Scout

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Skirmish (+1d6), trapfinding
2nd +1 +0 +3 +0 Battle fortitude +1, uncanny dodge
3rd +2 +1 +3 +1 Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step
4th +3 +1 +4 +1 Bonus feat
5th +3 +1 +4 +1 Evasion, skirmish (+2d6, +1 AC)
6th +4 +2 +5 +2 Flawless stride
7th +5 +2 +5 +2 Skirmish (+2d6, +2 AC)
8th +6/+1 +2 +6 +2 Camouflage, bonus feat
9th +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC)
10th +7/+2 +3 +7 +3 Blindsense 30 ft.
11th +8/+3 +3 +7 +3 Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC)
12th +9/+4 +4 +8 +4 Bonus feat
13th +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC)
14th +10/+5 +4 +9 +4 Hide in plain sight
15th +11/+6/+1 +5 +9 +5 Skirmish (+4d6, +4 AC)
16th +12/+7/+2 +5 +10 +5 Bonus feat
17th +12/+7/+2 +5 +10 +5 Skirmish (+5d6, +4 AC)
18th +13/+8/+3 +6 +11 +6 Free movement
19th +14/+9/+4 +6 +11 +6 Skirmish (+5d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle fortitude +3, blindsight 30 ft., bonus feat

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