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{{author
 
{{author
 
|author_name=The-Marksman
 
|author_name=The-Marksman
|date_created=October 2017
+
|date_created=Summer 2020
|status=In Progress
+
|adopter=
 +
|date_adopted=
 +
|status=Complete
 
|editing=
 
|editing=
|balance=Fighter
+
|balance=High
 
}}
 
}}
<noinclude>{{3.5e Class Semantic
+
<div class="blank">
|description=A military trained Scout who has advanced knowledge of teamwork tactics, finding tracks, trails and navigating to and from almost any location like a shadow.
+
{{#set:Summary=The Shadow Hunter is
 +
|Length=10
 +
|Minimum Level=6
 +
|Base Attack Bonus Progression=Moderate
 +
|Fortitude Save Progression=Good
 +
|Reflex Save Progression=Good
 +
|Will Save Progression=Poor
 
}}
 
}}
 +
<!-- Delete any of the following alignments if they are not allowed in the class -->
 +
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 +
</div>
  
==Scout==
 
  
A Scout is a reconnaissance specialist trained in an elite branch of the military who's job it is to obtain, distribute, and share vital combat and battlefield information on the enemy and on combat circumstances and environmental conditions. 
 
  
===Making a Scout===
+
==Shadow Hunter==
  
'''Abilities:''' As where a Scout's job is to look and listen from a distance Wisdom&minus;which is tied to the Listen and Spot skills&minus;is the most important ability for the Scout. Wisdom is also responsible for allowing the Scout to use her Survival skill to track someone. Wisdom also determines how often she can use the useful spell-like abilities that she gains every 4 levels. Dexterity is next most important because a Scout is also responsible for using Disable Device and Open Locks when needed and also for the ranged attack rolls which most Scouts prefer.
 
  
'''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.
+
===Becoming a Shadow Hunter===
  
'''Races:''' Humans make exceptional Scout's because of 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 natural coordination. Due to their larger size and lower intelligence, Half-Orcs don't often find themselves 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.
+
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 +
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 +
|-
 +
! Alignment:
 +
| Any non-evil
 +
|-
 +
! Base Attack:
 +
| +4
 +
|-
 +
! Skills:
 +
| Hide 3 ranks, Move Silently 3 ranks
 +
|-
 +
! Special:
 +
| Must possess angel blood. This is represented through either having the Half-Celestial template, being an Aasimar or having any of the celestial bloodlines as described on pages 20 & 21 in the Unearthed Arcana.
 +
|}
  
'''Starting Gold:''' 5d4 times 10 gp (125 gp).
+
{| class="zebra d20"
 
+
|+ <div>{{Anchor|Table: The Shadow Hunter}}</div>
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Simple" or "As [[Rogue]]"
+
<p>Hit Die: d8</p>
 
 
{| class="zebra d20"  
 
|+
 
<div>{{Anchor|Table: The Scout}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d8
 
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 37: Line 53:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | [[#Fast Movement|Speed<br/>Bonus]]
+
! rowspan="2" | Minor<br/>Runes
 +
! rowspan="2" | Moderate<br/>Runes
 +
! rowspan="2" | Major<br/>Runes
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-  
 
|-  
|1st|| class="left" | +0 || +0 || +2 || +0
+
|1st|| | +1 || +2 || +2 || +0  
| class="left" | [[#Teamwork|Teamwork (Tactics)]], [[#Natural Compass|Natural Compass]], [[#Tough Tracker|Tough Tracker]], [[#Trapfinding|Trapfinding]]|| class="left" | +0 ft
+
| class="left" | [[#Serif Blade|Serif Blade]]
|
+
|0||0||0
|2nd|| class="left" | +1 || +0 || +3 || +0
 
| class="left" | [[#Evasion|Evasion]], [[#Darkvision|Darkvision]], [[#Camouflage|Camouflage]]|| class="left" | +0 ft
 
|-
 
|3rd|| class="left" | +2 || +1 || +3 || +1
 
| class="left" | [[#Teamwork (Skills)|Teamwork (Skills)]], [[#Battle Intuition|Battle Intuition]], [[#Trap Sense|Trap Sense]] +1|| class="left" | +10 ft
 
|-
 
|4th|| class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Feather Fall|''Feather Fall'']], [[#Master Tracker|Master Tracker]], [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | +10 ft
 
|-
 
|5th|| class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Teamwork (Abilities)|Teamwork (Abilities)]], [[#Pit Finder|Pit Finder]], [[#Great Leap|Great Leap]]|| class="left" | +10 ft
 
|-
 
|6th|| class="left" | +4 || +2 || +5 || +2
 
| class="left" | [[#Scent|Scent]], [[#Attentiveness|Attentiveness]] +2, Trap Sense +2|| class="left" | +20 ft
 
|-
 
|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
 
|-
 
|8th|| class="left" | +6/+1 || +2 || +6 || +2
 
| class="left" | [[#Tree Stride|''Tree Stride'']], [[#Improved Evasion|Improved Evasion]], [[#Swift Stalker|Swift Stalker]] || class="left" | +20 ft
 
|-
 
|9th|| class="left" | +6/+1 || +3 || +6 || +3
 
| class="left" | [[#Teamwork (Resistance)|Teamwork (Resistance)]], [[#Hide in Plain Sight|Hide in Plain Sight]], Trap Sense +3 || class="left" | +30 ft
 
|-
 
|10th||class="left" | +7/+2 || +3 || +7 || +3
 
| class="left" | [[#Free Movement|Free Movement]], [[#Skill Mastery|Skill Mastery]]|| class="left" | +30 ft
 
|-
 
|11th||class="left" | +8/+3 || +3 || +7 || +3
 
| class="left" | [[#Blindsense|Blind Sense]] || class="left" | +30 ft
 
 
|-  
 
|-  
|12th||class="left" | +9/+4 || +4 || +8 || +4
+
|2nd|| | +2 || +3 || +3 || +0
| class="left" | [[#Phase Door|''Phase Door'']], Attentiveness +4, Trap Sense +4|| class="left" | +40 ft
+
| class="left" | [[#Runes|Runes]]
 +
|1||0||0
 
|-  
 
|-  
|13th||class="left" | +9/+4 || +4 || +8 || +4
+
|3rd|| | +3 || +3 || +3|| +1
| class="left" | [[#Shadowy Figure|Shadowy Figure]]|| class="left" | +40 ft
+
| class="left" | Blank
 +
|2||0||0
 
|-  
 
|-  
|14th||class="left" | +10/+5 || +4 || +9 || +4
+
|4th|| | +4 || +4 || +4|| +1
| class="left" | [[#Teamwork (Tactical Resistance)|Teamwork (Tactical Resistance)]] || class="left" | +40 ft
+
| class="left" | Blank
 +
|3||1||0
 
|-  
 
|-  
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
+
|5th|| | +5 || +4 || +4|| +1
| class="left" | [[#True Vision|True Vision]], Trap Sense +5|| class="left" | +50 ft
+
| class="left" | Blank
 +
|3||2||0
 
|-  
 
|-  
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
+
|6th|| | +6 || +5 || +5|| +2
| class="left" | [[#Ethereal Jaunt|''Ethereal Jaunt'']] || class="left" | +50 ft
+
| class="left" | Blank
 +
|4||3||1
 
|-  
 
|-  
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
+
|7th|| | +7 || +5 || +5|| +2
| class="left" | [[#Blindsight|Blindsight]]|| class="left" | +50 ft
+
| class="left" | Blank
 +
|5||3||2
 
|-  
 
|-  
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
+
|8th|| | +8 || +6 || +6|| +2
| class="left" | Attentiveness +6, Trap Sense +6|| class="left" | +60 ft
+
| class="left" | Blank
 +
|6||4||3
 
|-  
 
|-  
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
+
|9th|| | +9 || +6 || +6|| +3
| class="left" | [[#Teamwork (Tactical Genius)|Teamwork (Tactical Genius)]] || class="left" | +60 ft
+
| class="left" | Blank
 +
|6||5||3
 
|-  
 
|-  
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
+
|10th|| | +10 || +7 || +7|| +3
| class="left" | [[#Pathfinder|Pathfinder]], [[#Word of Recall|''Word of Recall'']]|| class="left" | +60 ft
+
| class="left" | Blank
 +
|7||6||4
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
|}
 
|}
'''[[SRD:Class|Class]] Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::4] + [[SRD:Intelligence|Int]] modifier per level).'''<br/>
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]),  
+
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]),  
+
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
[[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
[[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
[[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
[[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]),
+
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
[[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]),
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana) ([[SRD:Intelligence|Int]]),  
[[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]),  
+
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
[[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]),
+
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),  
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]),  
+
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),  
[[SRD:Knowledge Skill|Knowledge]] (dungeoneering) ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]).  
[[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]),  
 
[[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]),
 
[[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]),  
 
[[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]),  
 
[[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Speak Language Skill|Speak Language]] (N/A),
 
[[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]),
 
[[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]),  
 
[[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).
 
 
 
  
 
====Class Features====
 
====Class Features====
  
All of the following are [[SRD:Class|class]] features of the Scout.
+
All of the following are class features of the Shadow Hunter.
 
 
'''Weapon and Armor Proficiency:''' Scouts are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus bolas, hand crossbow, kukri, rapier, sap, shortbow, short sword spiked chain and whip. Scouts are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
 
 
 
'''{{Anchor|Teamwork}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout is trained at the military academy to keep a close eye on her allies and team mates. A Scout gains a bonus on all Listen and Spot checks equal to 1/2 her class level at all times and gains an additional +10 circumstance bonus to see and hear her allies. A Scouts 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.
 
 
 
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, and for 5 rounds there after. An affected ally receives a +1 morale bonus on attack and damage rolls. At 5th level and every 5 Scout levels there after this bonus increases by 1 (+2 at 5th level, +3 at 10th level, +4 at 15 level and +5 at 20th level).
 
 
 
'''{{Anchor|Natural Compass}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A scout has an unique connection with nature and her surroundings. A Scout is always aware of which direction is north at all times. This ability duplicates the effects of a "[[SRD:Know_Direction|''Know Direction'']]" spell, except that it is always active.
 
 
 
'''{{Anchor|Tough Tracker}}: (R1)'''  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 a 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|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 and 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. The Scout and 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. (This bonus on Listen and Spot checks does not stack with the one the Scout gained at 1st level).
 
 
 
'''{{Anchor|Battle Intuition}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 3rd level, a Scout gains a +1 bonus on all initiative checks and on all of her AC's. This bonus improves by an additional +1 every 3 levels there after (+2 at 6th level, +3 at 9th level and so on). A Scout loses this bonus when wearing medium or heavy armor or carrying a heavy load.
 
 
 
'''{{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 Fall}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 4th level, and then every 4 levels there afer a Scout gains the ability to cast a spell like ability beginning with "[[SRD:Feather_Fall|''Feather Fall'']]" 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|Master Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout gains the Urban Tracking feat as a bonus feat at 4th 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 Unearth Arcana.
 
 
 
Also starting at 4th 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 &minus;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|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|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 Master Tracking and Trap Sense 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 class). 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. 
 
 
 
'''{{Anchor|Pit Finder}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level a Scout is such an expert that finding traps that finding 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|Great Leap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th 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.
 
 
 
'''{{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}}:''' 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 increases 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 on attack rolls and 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 Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 7th level, a Scout 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 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 enables her to run down steep stairs, leap down from a balcony, and tumble over tables to get to her destination. Depending 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 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 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 when wearing heavy armor or carrying a heavy load.
 
 
 
'''{{Anchor|Tree Stride}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 8th 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|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|Swift Stalker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  Starting at 8th level, a Scout can move at her normal speed while following tracks without taking the normal &minus;5 penalty. She only takes a &minus;10 (instead of the normal &minus;20) when moving at up to twice her normal speed while tracking. A Scout can also move stealthily even at a quick pace. She no longer takes a &minus;5 penalty on Hide and Move Silently checks when moving at any speed up to her normal speed, and she takes only a &minus;10 (instead of the normal &minus;20) on Hide and Move Silently checks when running. (She still takes the normal &minus;20 on such checks when charging).
 
 
 
'''{{Anchor|Teamwork (Resistance)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a Scout of 9th level makes a speech, oratory or gives words of encouragement to her allies. All allies that can hear the Scout speak gain a bonus 20 temporary hit points, damage reduction 5/- and a bonus on all saving throws equal to her base will save (+3 at 9th level, +4 at 12th level and so on). This effect lasts for the round that the Scout speaks and for 5 rounds there after. This ability cannot be used at the same time as Teamwork (Tactics), a Scout can use this ability but doing so would cause the tactics bonus to stop the moment the bonuses for Resistance became active and vice-versa.
 
 
 
''' {{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|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 10th level, this ability duplicates the effects of a "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]" spell, except that it is always active.
 
 
 
'''{{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|Phase Door}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 12th 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 13th 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|Teamwork (Tactical Resistance)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' After 14th level a Scout who uses her Teamwork (Tactics) ability also grants her allies the bonus on all saving throws and the 20 temporary hit points of her Teamwork (Resistance) feature, but not the damage reduction. A 14th level Scout who uses this ability grants all allies who can see or hear her the normal +3 bonus on attack and damage rolls of her Teamwork (Tactics) feature, and the normal +5 bonus on all saves and 20 temporary hit points of her Teamwork (Resistance) feature.
 
 
 
'''{{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 15th 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|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|Teamwork (Tactical Genius)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th 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.
 
 
 
'''{{Anchor|Pathfinder}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By 20th 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 20th 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.
 
 
 
'''{{Anchor|Word of Recall}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th 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.
 
 
 
 
 
====Human Scout Starting Package====
 
 
 
'''Weapons:''' Longbow (1d8, crit 20/x3),
 
 
 
'''Skill Selection:''' Pick a number of skills equal to 8 + [[Int]] modifier.
 
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | Climb || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Disable Device || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Hide || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Jump || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Listen || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Move Silently || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Open Locks || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Search || 4 || Int || &mdash;
 
|- class=
 
| class="left" | Spot || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Survival || 4 || Wis || &mdash;
 
|- class=
 
|}
 
 
 
'''Feat:''' Nimble Fingers
 
 
 
'''Bonus Feats:''' Point Blank Shot for Human.
 
 
 
'''Gear:''' Studded Leather.
 
 
 
'''Gold:''' 5d4 X 10.
 
 
 
 
 
====Epic Scout====
 
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic Scout}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d8
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | [[#Epic Trap Sense|Epic Trap Sense]] +8, [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 22nd || class="left" | [[#Teamwork (Tactical Superiority)|Teamwork (Tactical Superiority)]]
 
|-
 
| 23rd || class="left" | Bonus Feat
 
|-
 
| 24th || class="left" | Attentiveness +8, Epic Trap Sense +10
 
|-
 
| 25th || class="left" | Bonus Feat
 
|-
 
| 26th || class="left" | [[#Gate|''Gate'']]
 
|-
 
| 27th || class="left" | Epic Trap Sense +12, Bonus Feat
 
|-
 
| 28th || class="left" | [[#Eternal Freedom|Eternal Freedom]]
 
|-
 
| 29th || class="left" | Bonus Feat
 
|-
 
| 30th || class="left" | Attentiveness +10, Epic Trap Sense +14
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
8 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
 
 
'''{{Anchor|Epic Trap Sense}}: ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Scout’s bonus on Trap Sense increases by +2 at every three levels higher than 18th.
 
 
 
'''{{Anchor|Bonus Feats}}:''' The epic Scout gains a bonus [[SRD:Feats|feat]] at 21st level and every other level there after. These feats are selected from the Scout class feat list presented above. Alternatively your DM may also allow class appropriate epic feats as well.
 
 
 
'''{{Anchor|Teamwork (Tactical Superiority)}}: ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a Scout uses her Tactical Genius ability her bonus she grants all allies within 100 feet who can see or hear her a number of temporary hit points equal to 20 + twice her number of epic levels and a bonus on Attack and Damage Rolls, a Dodge bonus to AC and a bonus on all saves equal to 5 + her number of epic levels. This effect lasts for the round that the Scout uses it and for 10 rounds there after.
 
 
 
'''{{Anchor|Gate}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The scope of the problems that an epic Scout deals with involves having to move ahead to other planes to scout out the surroundings. A 26th level Scout gains the ability to cast "[[SRD:Gate|''Gate'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day) with a couple of exceptions.
 
 
 
Firstly, the Scout may only cast this spell using the first "Planar Travel" effect for making an inter-dimensional doorway, a Scout cannot use this ability to summon other creatures. Since the Scout does not have the ability to use the summoning effect, the Scout does not pay the experience point cost for this spell.  Secondly, the Gate stays open for the appropriate number of rounds, but does not require the Scout's focus, concentration or even the Scout's presence to function. This effect has a caster level equal to her Scout class level.
 
 
 
'''{{Anchor|Eternal Freedom}}: ([[SRD:Special Abilities Overview#Supernatural|Su]])''' A Scout is so attuned with slipping out of grapples, bonds and even the effects of confining spells that starting at 26th level, she is always considered to be under the effects of an "''Eternal Freedom''" spell, except that it is always active. This spell, located on page 80 of the Epic Level Handbook grants permanent immunity to the following spells, effects and spell-like abilities: ''entangle, hold, imprisonment'', paralysis, petrification, ''sleep, slow'', stunning, ''temporal stasis'' and ''web''.
 
 
 
 
 
===Campaign Information===
 
 
 
====Playing a Scout====
 
 
 
'''Religion:''' Scouts have diverse and personal views on religion, and no one particular religion stands out from any other as being common for the class. However it is common for Scouts to pay homage to deities of nature as a majority of her job finds her travelling through the wilderness and she feels at home in such locations. She does not see nature in the way that a Druid or a Ranger might being something to be revered or protected, rather she see terrain over which she must do her job. Although most Scouts do enjoy the beauty of nature, she does not draw power from it the way these other classes do. 
 
 
 
'''Other Classes:''' Scouts gets along well with most all classes. Her beliefs and job does not directly conflict with any given class and she enjoys both doing reconnaissance for a slow, loud group of adventures, ensuring that each area they venture to is safe and also she enjoys even more subtle quieter groups where others are as naturally nimble and quiet as she is. She also enjoys most parities who are willing to heed her tactical advice in combat and the feeling of being able to help lead them to victory.
 
 
 
'''Role:''' A Scout plays multiple roles in a party. Primarily like her job description, with her fast movement speed and bonuses on navigating terrain a Scout does reconnaissance ahead of the group to check for dangers and often volunteers for first watch at night to secure the perimeter before going to bed. Her stealth and trapfinding abilities make her the natural choice for entering and searching dangerous areas. Assisting as a back-up melee combatant or ranged expert in battle she likes to find a place from which she can both give an ally her enhanced flanking bonus and view the battle field to use that information to provide tactical information for her allies to give them an advantage.
 
 
 
'''Advancement:''' Scout's who choose to take levels in other classes than Scout would most likely do so to either gain more combat abilities like with Order of the Bow Initiate<sub>2</sub> or to take a more focused section of her profession. Such as enhancing her trapfinding with Dungeon Delver<sub>1</sub> or Temple Raider of Olidimarra. Enhancing her tracking skill by use of Bloodhound<sub>1</sub> or Justicar<sub>2</sub>. Her stealth and infiltration by use of Spy Master<sub>1</sub> or her agility with use of Thief Acrobat<sub>1</sub>.
 
 
 
====Scouts in the World====
 
 
 
{{quote| |orig=Tarlach, Human Captain of the Royal Guard}}
 
 
 
'''Adventures:'''
 
 
 
'''Notables:'''
 
 
 
'''Organizations:'''
 
 
 
'''NPC Reactions:'''
 
 
 
====Scout Lore====
 
 
 
Characters with a lore skill or ranks in Knowledge (History) can research Scouts to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ Knowledge (Local)
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" |
 
|-
 
| 10 || class="left" |
 
|-
 
| 15 || class="left" |
 
|-
 
| 20 || class="left" |
 
|}
 
 
 
====Scouts in the Game====
 
 
 
 
 
'''Sample Encounter:'''
 
 
 
''EL 7:''
 
 
 
'''Rydel Taerun'''
 
 
 
'''Medium Humanoid (Human)'''
 
 
'''Hit Dice:''' 7d6 (24) + (14 con) = (56 hp max or 38 hp average)<br/>
 
'''Initiative:''' 9<br/>
 
'''Speed:''' 30 ft <br/>
 
'''Armor Class:''' Normal  19 ( Armor +4, Dex +4, 1 Magic), Touch 14, Flat Foot 15 <br/>
 
'''Base Attack / Grapple:''' +5 / +6<br/>
 
'''Full Attack:''' Rapier +10  1d6 +3 (+1 (str), +1 (int), +1 (Magic)),  18-20 X2 <br/>
 
'''Space / Reach:''' 5 ft / 5 ft<br/>
 
'''Special Qualities:''' Trap Finding, Uncanny Dodge, Battle Grace +1, Trap Sense +2, Insightful Strike, Great Leap, Evasion, Slowfall 20ft, Tricks of the Trade +2, Urban Camouflage, Quick Ascent<br/> 
 
'''Saves:''' Fort 4, Ref 10, Will 2<br/>
 
'''Skills:''' 10 ranks each in Bluff, Disable Device, Hide, Listen, Move Silently, Open Locks, Search and Spot, 5 ranks each in Climb and Jump <br/>
 
'''Feats:''' Weapon Finesse, Improved Initiative, Agile Athlete (Dex to Climb and Jump checks), Stealthy, Nimble Fingers, Tactile Trapsmith (Dex to Search and Disable Device) <br/>
 
'''Abilities:'''  Str: 12, Dex 18, Con 15, Int 13, Wis 10, Cha 16<br/>
 
'''CR:''' 7<br/>
 
'''Treasure:'''  +1 Rapier, +1 Mithril Chain Shirt, Hat of Disguise, Brooch of Shielding, Backpack, Masterwork Thieves Tools, Disguise Kit, Climbers Kit, Acid Flask, Vial of Anti-toxin, Smokestick X5, Tanglefoot bag, Thunderstone, Crowbar, Caltrop X4, Grappling Hook X2, Silk Rope 50ft, Piton X10, Waterskin, Torch X10, 1454 gp<br/>
 
'''Alignment:''' Lawful Neutral<br/>
 
 
 
 
 
{{:User:The-Marksman/NavBox}}
 
 
 
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{{3.5e Base Classes Breadcrumb}}
 
 
 
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'''Weapon and Armor Proficiencies:''' The Shadow Hunter is proficient with all simple and martial weapons as well as hand crossbow, lance, longbow, longsword, rapier, sap, shortbow, shortsword and whip. They  are also proficient with light and medium armors and with the buckler.

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Shadow Hunter

Becoming a Shadow Hunter

Entry Requirements
Alignment: Any non-evil
Base Attack: +4
Skills: Hide 3 ranks, Move Silently 3 ranks
Special: Must possess angel blood. This is represented through either having the Half-Celestial template, being an Aasimar or having any of the celestial bloodlines as described on pages 20 & 21 in the Unearthed Arcana.

Table: The Shadow Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Minor
Runes
Moderate
Runes
Major
Runes
Fort Ref Will
1st +1 +2 +2 +0 Serif Blade 0 0 0
2nd +2 +3 +3 +0 Runes 1 0 0
3rd +3 +3 +3 +1 Blank 2 0 0
4th +4 +4 +4 +1 Blank 3 1 0
5th +5 +4 +4 +1 Blank 3 2 0
6th +6 +5 +5 +2 Blank 4 3 1
7th +7 +5 +5 +2 Blank 5 3 2
8th +8 +6 +6 +2 Blank 6 4 3
9th +9 +6 +6 +3 Blank 6 5 3
10th +10 +7 +7 +3 Blank 7 6 4

Class Skills ([[Skill Points::4] + Int modifier per level).
Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Search (Int), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Shadow Hunter.

Weapon and Armor Proficiencies: The Shadow Hunter is proficient with all simple and martial weapons as well as hand crossbow, lance, longbow, longsword, rapier, sap, shortbow, shortsword and whip. They are also proficient with light and medium armors and with the buckler.