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Scout (3.5e Class)

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|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Teamwork (Tactics)|Teamwork (Tactics)]], [[#Awareness|Awareness]], [[#Natural Compass|Natural Compass]], [[#Tough Tracker|Tough Tracker]], [[#Trapfinding|Trapfinding]]|| class="left" | +0 ft
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|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | [[#Pit Finder|''Pit Finder'']], [[#Evasion|Evasion]], [[#Darkvision|Darkvision]], [[#Camouflage|Camouflage]]|| class="left" | +10 ft
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|3rd|| class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Teamwork (Skills)|Teamwork (Skills)]], [[#Battle IntuitionFeather Fall|Battle Intuition''Feather Fall'']], [[#Trap Sense|Trap Sense]] +1|| class="left" | +10 ft
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|4th|| class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Feather FallFlawless Stride|''Feather Fall''Flawless Stride]], [[#Uncanny Dodge|Uncanny Dodge]], [[#Great Leap|Great Leap]]|| class="left" | +10 ft
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|5th|| class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Teamwork (Abilities)|Teamwork (Abilities)]], [[#Eagle Eye|''Eagle Eye'']], [[#Master Tracker|Master Tracker]]|| class="left" | +20 ft
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|6th|| class="left" | +4 || +2 || +5 || +2
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|7th|| class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Teamwork (Flanking)|Teamwork (Flanking)]], [[#Flawless Stride|Flawless Stride]], [[#Speed Climb|Speed Climb]] || class="left" | +20 ft
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|8th|| class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Free Movement|''Free Movement'']], [[#Improved Evasion|Improved Evasion]], [[#Swift Stalker|Swift Stalker]] || class="left" | +30 ft
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|9th|| class="left" | +6/+1 || +3 || +6 || +3
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|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Pathfinder|''Pathfinder'']], [[#Skill Mastery|Skill Mastery]] || class="left" | +30 ft
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|11th||class="left" | +8/+3 || +3 || +7 || +3
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|12th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#True Vision|''True Vision'']], Attentiveness +4, Trap Sense +4|| class="left" | +40 ft
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|13th||class="left" | +9/+4 || +4 || +8 || +4
All of the following are [[SRD:Class|class]] features of the Scout.
'''Weapon and Armor Proficiency:''' Scouts are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus bolasall bows and crossbows including exotic bows and cross bows (such as hand crossbow, hand repeating crossbowsand great bow found on page 156 of the Complete Warrior book). They are also proficient with bolas, kukris, longswords, rapiers, saps, shortbows, short swords, spiked chains, and whips. Scouts are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
'''{{Anchor|Teamwork (Tactics)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at first level, a Scout can direct, instruct, and motivate her allies (including herself) with tactical strategies, bolstering them and improving their combat abilities. To be affected, an ally must be able to either hear the Scout speak or watch her give other non-verbal cues through coded jestures, body language, or the like. The effect lasts for the round that the Scout speaks or gestures, and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on attack and damage rolls. At 5th level and every 5 Scout levels thereafter, this bonus increases by 1 (+2 at 5th level, +3 at 10th level, +4 at 15 level, and +5 at 20th level). This effect stacks with Bardic Music.
'''{{Anchor|Awareness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout is trained at the military academy to have keen senses and to be aware at all times and to keep a close eye on her allies and teammates and her surroundings. Starting at first levelIn addition, a Scout gains [[SRD:Alertness|Alertness]] as a bonus feat and she gains an additional bonus on all Listen and Spot checks equal to 1/2 her class level (rounded down) at all times. A Scout also gains an additional +4 circumstance bonus to Listen and Spot checks made to see and hear her allies. A Scout's senses are so honed that she is always considered to be aware of the location and status (as with the "[[SRD:Status|''Status'']]" spell) of all allies within 100 feet, even if they are not within sight.
'''{{Anchor|Awareness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout who passes within 5 feet of a secret or concealed door is entitled trained at the military academy to have keen senses and to be aware at all times and to keep a search check to notice it as if she were actively looking for itclose eye on her allies, teammates and her surroundings. If Starting at first level, a Scout is already entitled to gains [[SRD:Alertness|Alertness]] as a search check to notice secret doors from any other source, bonus feat and she gains an additional +2 bonus on such all Listen and Spot checksequal to 1/2 her class level (rounded down) at all times.
'''{{Anchor|Natural Compass}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A scout has an unique connection with nature and her surroundings. A Scout is always intuitively aware of which direction is north at all timesas easily as a Human knows which way is up. This ability duplicates the effects A Scout who passes within 5 feet of a "[[SRD:Know Direction|''Know Direction'']]" spell, except that secret or concealed door is entitled to a search check to notice it as if she were actively looking for it . If a Scout is always activealready entitled to a search check to notice secret doors from any other source, she gains an additional +2 bonus on such checks. A Scouts training has her spend days at a time locked in a dark room with minimal or no traces of light. That along with long exposure to night time reconnaissance and subterranean enviorments enables her to develop Darkvision out to 60 feet.If the Scout already has Darkvision the range increases +30 feet
'''{{Anchor|Tough Tracker}}:''' A Scout must go through and endure some of the most intense physical training in her military academy and is the most highly trained tracker in her field. Starting at first level, a Scout gains [[SRD:Endurance|Endurance]], [[SRD:Run (Feat)|Run]], and [[SRD:Track|Track]] as bonus feats.
'''{{Anchor|Trapfinding}}:''' Scouts can use the Search skill to locate [[SRD:Traps|traps]] when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Scouts can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. 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.
'''{{Anchor|Pit Finder}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Scout is such an expert that finding traps and certain hazards is just second nature to her. This ability duplicates the effects of a "[[SRD:Detect Snares and Pits|''Detect Snares and Pits'']]" spell, except that it is always active.
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, 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, she instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Scout is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Scout does not gain the benefit of evasion.
 
'''{{Anchor|Darkvision}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scouts training has her spend days at a time locked in a dark room with minimal or no traces of light. That along with long exposure to night time reconnaissance and subterranean enviorments enables her to develop Darkvision out to 60 feet. If the Scout already has Darkvision the range increases +30 feet.
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 2nd level, a Scout can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor.
'''{{Anchor|Teamwork (Skills)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level or higher, a Scout can use her training to help advise her allies (either verbally or through body language, gestures or the like) to improve the skills of those around her. All allies within 30 feet of the Scout gain a bonus on all Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently and Spot checks. This bonus is equal to one half of the Scouts class level. Allies must be able to see or hear the Scout to gain this bonus.
'''{{Anchor|Battle IntuitionFeather Fall}} ([[SRD:Special Abilities Overview#ExtraordinarySpell-Like|ExSp]]):''' Starting Beginning at 3rd level, and then every 4 levels there afer a Scout gains the ability to cast a +1 bonus on all initiative checks and on all spell like ability beginning with [[SRD:Feather_Fall|''Feather Fall'']] a number of times per day equal to her AC'sWisdom modifier (minimum of once per day). This bonus improves by an additional +1 every 3 levels there after (+2 at 6th effect has a caster level, +3 at 9th equal to her Scout class level and so on). A Scout loses this bonus when wearing medium or heavy armor or carrying a heavy load. This bonus keeps pace with Trap Sense at all times, including epic levels.
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Scout gains an intuitive sense that alerts her to danger from [[SRD:Traps|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. These bonuses rise to +2 when the Scout reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
'''{{Anchor|Feather FallFlawless Stride}} ([[SRD:Special Abilities Overview#Spell-LikeExtraordinary|SpEx]]):''' Beginning Starting at 4th level, and then every 4 levels there afer a Scout gains the can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at her normal movement speed and without taking damage or suffering any other impairment. This ability also allows her to cast a spell like run and charge in situations where others cannot. She may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking her path. This ability beginning with "[[SRD:Feather_Fall|''Feather Fall'']]" enables her to run down steep stairs, leap down from a number of times per day equal balcony, and tumble over tables to get to her Wisdom modifier destination. Depending on the circumstances, she still may need to make appropriate checks (minimum of once per dayJump and Tumble, in particular)to successfully move over the terrain. This effect has a caster level equal ability does not let her move more quickly through terrains that are enchanted or have been magically manipulated to her impede movement. A Scout class levelloses this ability when wearing heavy armor, or carrying a heavy load.
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th 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 instead.
'''{{Anchor|Great Leap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level Scout is adept at jumping over and around various obstacles, and always makes Jump checks as if she was running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Players Handbook). A Scout loses this bonus when wearing medium or heavy armor or carrying a heavy load. This benefit stacks with normal benefits of having the Jump feat and the bonus if she actually is able to make a running start. '''{{Anchor|Teamwork (Abilities)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level a Scout can convey some of her bonuses from her class abilities, specifically her Trap Sense, Master Tracking Tracker and Trap Sense Swift Stalker features to her allies. All allies within 30 feet of the Scout who can see or hear the Scout can benefit from her full Trap Sense bonus (even if they already have this feature from another classsource). Also, the Scout can assist 1 ally per class level within 30 feet with covering up their tracks in natural surroundings as per the Master Tracker class feature. Later when the Scout gains Swift Stalker at 8th level, she may assist 1 ally per Intelligence modifier (minimum of 1 at a time) within 30 ft of her with moving up to their movement speed without taking a penalty on hide and move silently checks. No 1 ally can be more than 30 feet away from the Scout to benefit from this ability
'''{{Anchor|Eagle Eye}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 5th level Scout is a master surveyor and can cast "[[SRD:Clairaudience/Clairvoyance|''Clairaudience/Clairvoyance'']]" at will. A Scout's caster level is equal to her Hunter class level.
'''{{Anchor|Master Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout gains the Urban Tracking feat as a bonus feat at 5th level, allowing her to more readily use Gather Information to locate and track people within communities. This feat can be found on page 154 in Races of Destiny or page 56 of the Unearthed Arcana.
Also starting at 4th 5th level, a Scout is so good at following tracks that she can even track someone that is under the influence of a "[[SRD:Pass_without_Trace|''Pass without Trace'']]" spell or similar effect, though she takes a −10 on her Survival checks when doing so. A Scout leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
'''{{Anchor|Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout of 6th level gains the [[SRD:Scent|Scent]] ability as described on page 314 of the ''Monster Manual''.
'''{{Anchor|Attentiveness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout is trained to always be highly alert, especially when looking for or dealing with Tracks or Traps. A Scout gains a +2 Bonus on all Disable Device, Search and Survival checks. This bonus continues to increase to +4 at 12th level and +6 at 18th level.
'''{{Anchor|Teamwork (Flanking)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Scout that strikes an opponent in combat can create an opening for her allies. A 7th level Scout is considered to be flanking an opponent even when using a ranged weapon within 30 feet. If a Scout is flanking with an ally (whether in melee or with a ranged weapon) both the Scout and her ally each gain a +4 bonus (instead of the normal +2) on all attack rolls , and a +4 bonus on all confirmation rolls for critical hits.
In addition, any time a Scout strikes an opponent with an attack of opportunity, all allies gain a +2 bonus on attack rolls against that target until the end of the following round.
'''{{Anchor|Flawless StrideSpeed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at A Scout of 7th level, gains a climb speed. As such a Scout gains a +8 racial bonus on all [[Climb]] checks. The Scout can move through must make a [[Climb]] check to climb any sort wall or slope with a [[SRD:DC|DC]] of terrain that slows movement (such as undergrowthmore than 0, rubblebut she always can choose to take 10 even if rushed or threatened while climbing. A Scout can climb at a speed equal to 1/2 her base speed while climbing. If she chooses an accelerated climb, overgrown areas, natural thorns, briars and similar terrain) she moves at double her normal movement climb speed and without taking damage or suffering any other impairmentmakes a single Climb check at a –5 penalty. This ability also allows her to run and charge in situations where others A Scout cannot. She may charge, or [[SRD:Full-Round Actions#Run|run over difficult terrain that normally slows movement or allies or neutral characters blocking her path]] while climbing. This ability enables A Scout retains her Dexterity bonus to run down steep stairs, leap down from a balconyAC (if any) while climbing, and tumble over tables to opponents get to her destination. Depending no special bonus on the circumstances, she still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let her move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A their attacks against a climbing Scout loses this ability when wearing heavy armor, or carrying a heavy load.
'''{{Anchor|Speed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout of 7th level or higher can also choose to scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end her move on a horizontal surface (such as the ground or a flat rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A Scout only needs to have one hand free to use this ability. A Scout loses this ability 2nd option when wearing heavy armor or carrying a heavy load.
'''{{Anchor|Free Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout is relentless in her pursuit and can slip out of grapples, bonds and even the effects of confining spells easily. Starting at 8th level, this ability duplicates the effects of a "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]" spell at will.
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level a Scout gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Scout still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Scout does not gain the benefit of improved evasion.
''' {{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of terrain, whether natural or not, a Scout of 9th level or higher may make use the Hide skill even while being observed.
'''{{Anchor|Pathfinder}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By 10th level, a Scout is an experienced expert at finding her way into or out of anything and has a "sixth sense" when it comes to knowing which way to go to find what she needs. Starting at 10th level a Scout is able to produce an effect identical to a "[[SRD:Find_the_Path|''Find the Path'']]" spell at will as a free action, a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Scout becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Scout may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
'''{{Anchor|Blindsense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 11th level, a Scout gains the Blindsense ability. Using nonvisual senses, such as acute smell or hearing. The Scout does not need to make Spot or Listen checks to pinpoint the location of a creature within 30 ft, provided that she has line of effect to that creature. Any opponent the Scout cannot see still has total concealment (50% miss chance) against a Scout, and a Scout still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a Scout. A Scout is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.
'''{{Anchor|Tree Stride}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 11th level a Scout gains the ability to cast "[[SRD:Tree_Stride|''Tree Stride'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
'''{{Anchor|True Vision}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The majority of everything a Scout does requires having accurate information about what she sees. Starting at 12th level a Scout is considered to be under the effects of a "[[SRD:True_Seeing|''True Seeing'']]" spell at all times, with a caster level equal to her Scout class level.
'''{{Anchor|Phase Door}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 13th level a Scout gains the ability to cast "[[SRD:Phase_Door|''Phase Door'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
'''{{Anchor|Shadowy Figure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level the Scout is always considered to be taking 10 on hide and move silently even while walking around normally, unless the Scout wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the Scouts presence.
'''{{Anchor|Ethereal Jaunt}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level a Scout gains the ability to cast "[[SRD:Ethereal_Jaunt|''Ethereal Jaunt'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
'''{{Anchor|Blindsight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, a Scout gains Blindsight. Using nonvisual senses, such as sensitivity to vibrations, keen smell and acute hearing, a Scout maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Scout must have line of effect to a creature or object to discern that creature or object. The Scout usually does not need to make Spot or Listen checks to notice creatures within 30 feet and this ability negates displacement and blur effects.
'''{{Anchor|Word of Recall}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 19th level a Scout gains the ability to cast "[[SRD:Word_of_Recall|''Word of Recall'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
'''{{Anchor|Teamwork (Tactical Genius)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level a Scout who uses her Teamwork (Tactics) ability also gains the complete benefit of her Teamwork (Resistance) feature, including the damage reduction. A Scout's Tactical Genius ability also grants all allies a +5 dodge bonus to AC. Therefore a 19th level Scout using Tactical Genius ability grants allies who can either see or hear her a +4 bonus on attack and damage rolls, a +6 bonus on all saves, 20 temporary hit points, damage reduction 5/- and a +5 dodge bonus to AC for 5 rounds.
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