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Scout (3.5e Class)

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'''Characteristics:''' When information about the enemy is needed, the military call in a Scout. She gathers information by mounted or on foot reconnaissance patrols to track and report enemy movement and activities. The job of a Scout is to operate as one of the first personnel in an area, provide forward reconnaissance and spotting for the military, and to navigate any necessary terrain, unnoticed, to find and relay key information about the enemy to commanders and leaders in the field. A Scout is also highly trained in battle field tactics, warfare and the intricacies of battle.
'''Races:''' Humans make exceptional Scouts because their diverse nature allows them to learn more skills than other equally experienced Scouts. Elves and Half-Elves are the most common Scouts because of their ability to see in limited light and naturally keen senses. Dwarves and Halflings make respectable Scouts, Dwarves especially so in subterranean environments and Halflings because of their small stature and natural coordination. Due However, due to their larger size and lower intelligence, Half-Orcs don't often find themselves as suited to the job of a Scout.
'''Alignment:''' Because of the military environment in which they are trained, Scouts tend to be almost exclusively lawful; however, some people can complete the training as a Neutral alignment, but these people are generally viewed as mavericks or even difficult to work with. A Chaotic Scout is all but unheard of.
'''Weapon and Armor Proficiency:''' Scouts are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus all bows and crossbows including exotic bows and cross bows (such as hand crossbow, repeating crossbows and great bow found on page 156 of the Complete Warrior book). They are also proficient with bolas, kukris, longswords, rapiers, saps, 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#ExtraordinarySupernatural|ExSu]]):''' 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.
In addition, a Scout gains a +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.
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}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 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}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' 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|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 Tracker and 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 source). 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#SupernaturalSpell-Like|SuSp]]):''' 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.
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|Speed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout of 7th level gains a climb speed. As such a Scout gains a +8 racial bonus on all [[Climb]] checks. The Scout must make a Climb check to climb any wall or slope with a [[SRD:DC|DC]] of more than 0, but 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, she moves at double her climb speed and makes a single Climb check at a –5 penalty. A Scout cannot [[SRD:Full-Round Actions#Run|run]] while climbing. A Scout retains her Dexterity bonus to AC (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Scout.
A Scout If she chooses an accelerated climb, she can also choose to scramble up or down walls and slopes with great speed. She can make an accelerated climb at her base 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 an accelerated climb 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 abilitymake an accelerated climb. A Scout loses this 2nd option cannot make an accelerated climb 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|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#ExtraordinarySupernatural|ExSu]]):''' 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 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.
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