Publication:World of Warcraft: The Role Playing Game/Scout Class

For a description of Warcraft Scouts, either buy this handbook, or read the WowWiki Scout article Class Skills (Skill Points::6 + Int modifier per level, &times;4 at 1st level)

Class Features
All of the following are class features of the Tinker.

Weapon and Armor Proficiency: A Tinker is proficient with all simple weapons.



 : A scout begins play with a +2 bonus on Knowledge (nature) and Survival checks.

 : At 2nd level, a scout with 5 ranks in Survival can use natural materials found in the wilderness to heal wounds. The scout makes a DC 15 Survival check representing 1 hour of searching for and preparing roots, rare leaves, berries and other such materials for a natural brew or poultice. Once the subject ingests or applies the concoction (as appropriate), the scout makes a DC 10 Heal check. The subject recovers 1 hit point for every point by which the result exceeds 10. Wild healing affects a single subject per attempt, and the same subject benefits from the concoction only once per day.

In addition, the scout gains a +5 competence bonus on the Heal check at 6th level. This bonus applies only to Heal checks made for wild healing, and increases by +5 for every four scout levels thereafter (+10 at 10th level, +15 at 14th level, +20 at 18th level).

 : At 3rd level, a scout may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at her 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 her, however.

 : At 4th level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

 : Starting at 4th level, a scout retains her Agility bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. She still loses her Agility bonus to AC if helpless, however. If a scout already has uncanny dodge from a different class (a scout with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge instead (see below).

 : At 5th level, a scout gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus increases by +1 for every three scout levels thereafter (+2 at 8th, +3 at 11th, +4 at 14th, +5 at 17th and +6 at 20th).

 : At 6th level, the scout can cast locate object once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

 : Starting at 7th level, the scout can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to backstab the scout by flanking her, unless the attacker has at least four more rogue levels than the target has scout levels.

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 rogue level required to flank the character.

 : Beginning at 8th level, a scout can move at her normal speed while following tracks without taking the standard –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving up to twice normal speed while tracking.

 : At 9th level, a scout gains immunity to all organic poisons, including monster poisons (but not mineral poisons or poison gas).

 : At 11th level, the scout can cast locate creature once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

 : At 12th level, a scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a burning hands spell), she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

 : At 13th level, a scout can cast commune with nature once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

 : At 16th level, a scout can cast fi nd the path once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

 : At 20th level, a scout can cast wind walk once per day as a spell-like ability, as if she were a divine spellcaster of her class level.