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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

Abilities: As where a Scout's job is to look and listen from a distance Wisdom−which is tied to the Listen and Spot skills−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.

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.

Starting Gold: 5d4 times 10 gp (125 gp).

Starting Age: "Complex" or "As Wizard"

Table: The Scout

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Speed
Bonus
Fort Ref Will
1st +0 +0 +2 +0 Teamwork (Tactics), Awareness, Natural Compass, Tough Tracker, Trapfinding +0 ft
2nd +1 +0 +3 +0 Evasion, Darkvision, Camouflage +0 ft
3rd +2 +1 +3 +1 Teamwork (Skills), Battle Intuition, Trap Sense +1 +10 ft
4th +3 +1 +4 +1 Feather Fall, Master Tracker, Uncanny Dodge +10 ft
5th +3 +1 +4 +1 Teamwork (Abilities), Pit Finder, Great Leap +10 ft
6th +4 +2 +5 +2 Scent, Attentiveness +2, Trap Sense +2 +20 ft
7th +5 +2 +5 +2 Teamwork (Flanking), Flawless Stride, Speed Climb +20 ft
8th +6/+1 +2 +6 +2 Tree Stride, Improved Evasion, Swift Stalker +20 ft
9th +6/+1 +3 +6 +3 Teamwork (Resistance), Hide in Plain Sight, Trap Sense +3 +30 ft
10th +7/+2 +3 +7 +3 Free Movement, Skill Mastery +30 ft
11th +8/+3 +3 +7 +3 Blind Sense +30 ft
12th +9/+4 +4 +8 +4 Phase Door, Attentiveness +4, Trap Sense +4 +40 ft
13th +9/+4 +4 +8 +4 Shadowy Figure +40 ft
14th +10/+5 +4 +9 +4 Teamwork (Tactical Resistance) +40 ft
15th +11/+6/+1 +5 +9 +5 True Vision, Trap Sense +5 +50 ft
16th +12/+7/+2 +5 +10 +5 Ethereal Jaunt +50 ft
17th +12/+7/+2 +5 +10 +5 Blindsight +50 ft
18th +13/+8/+3 +6 +11 +6 Attentiveness +6, Trap Sense +6 +60 ft
19th +14/+9/+4 +6 +11 +6 Teamwork (Tactical Genius) +60 ft
20th +15/+10/+5 +6 +12 +6 Pathfinder, Word of Recall +60 ft

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Scout.

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus bolas, hand crossbow, kukri, rapier, sap, shortbow, short sword spiked chain and whip. Scouts are proficient with light armor, but not with shields.

Awareness (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 team mates. A Scout gains Alertness as a bonus feat. Starting at second level, she gains a bonus on all Listen and Spot checks equal to 1/2 her class level (rounded down) at all times. A Scout 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 "Status" spell) of all allies within 100 feet, even if they are not within sight.

Teamwork (Tactics) (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, 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).

Natural Compass (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 "Know Direction" spell, except that it is always active.

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 Endurance, Run and Track as a bonus feats.

Trapfinding: Scouts can use the Search skill to locate 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 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.

Evasion (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 can be used only if the Scout is wearing light armor or no armor. A helpless Scout does not gain the benefit of evasion.

Darkvision (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.

Camouflage (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.

Teamwork (Skills) (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.

Battle Intuition (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.

Trap Sense (Ex): At 3rd 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. 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.

Feather Fall (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 "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.

Master Tracker (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 "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.

Uncanny Dodge (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.

Teamwork (Abilities) (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.

Pit Finder (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 "Detect Snares and Pits" spell, except that it is always active.

Great Leap (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.

Scent (Ex): A Scout of 6th level gains the Scent ability as described on page 314 of the Monster Manual.

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.

Teamwork (Flanking) (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.

Flawless Stride (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.

Speed Climb (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.

Tree Stride (Sp): At 8th level a Scout gains the ability to cast "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.

Improved Evasion (Ex): At 8th level a Scout gains Improved Evasion. This ability works like 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.

Swift Stalker (Ex): Starting at 8th level, a Scout can move at her normal speed while following tracks without taking the normal −5 penalty. She only takes a −10 (instead of the normal −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 −5 penalty on Hide and Move Silently checks when moving at any speed up to her normal speed, and she takes only a −10 (instead of the normal −20) on Hide and Move Silently checks when running. (She still takes the normal −20 on such checks when charging).

Teamwork (Resistance) (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.

Hide in Plain Sight (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.

Free Movement (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 "Freedom of Movement" spell, except that it is always active.

Skill Mastery (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.

Blindsense (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.

Phase Door (Sp): At 12th level a Scout gains the ability to cast "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.

Shadowy Figure (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.

Teamwork (Tactical Resistance) (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.

True Vision (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 "True Seeing" spell at all times, with a caster level equal to her Scout class level.

Ethereal Jaunt (Sp): At 16th level a Scout gains the ability to cast "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.

Blindsight (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.

Teamwork (Tactical Genius) (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.

Pathfinder (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 "Find the Path" spell at will as a free action.

Word of Recall (Sp): At 20th level a Scout gains the ability to cast "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.

Skill Ranks Ability Armor
Check
Penalty
Climb 2 Str
Disable Device 4 Dex
Hide 4 Dex
Jump 2 Str
Listen 4 Wis
Move Silently 4 Dex
Open Locks 4 Dex
Search 4 Int
Spot 4 Wis
Survival 4 Wis

Feat: Nimble Fingers

Bonus Feats: Point Blank Shot for Human.

Gear: Studded Leather.

Gold: 5d4 X 10.


Epic Scout

Table: The Epic Scout

Hit Die: d6

Level Special
21st Epic Trap Sense +8, Bonus Feat
22nd Teamwork (Tactical Superiority)
23rd Bonus Feat
24th Attentiveness +8, Epic Trap Sense +10
25th Bonus Feat
26th Gate
27th Epic Trap Sense +12, Bonus Feat
28th Eternal Freedom
29th Bonus Feat
30th Attentiveness +10, Epic Trap Sense +14

8 + Int modifier skill points per level.

Epic Trap Sense: (Ex): The epic Scout’s bonus on Trap Sense increases by +2 at every three levels higher than 18th.

Bonus Feats: The epic Scout gains a bonus 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.

Teamwork (Tactical Superiority): (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.

Gate (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 "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.

Eternal Freedom: (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 much 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 a Druid or a Ranger does, 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 adventurers, 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 Initiate2 Dark Hunter2 or Darkwood Stalker2. Alternatively she might take a more focused section of her profession to enhance. Such as enhancing her trapfinding with Dungeon Delver1 or enhancing her tracking skill by use of Bloodhound1 or Justicar2. Enhancing her infiltration ability by use of Spy Master1 or even her agility with use of Thief Acrobat1 or Exemplar1.

1: Found in Complete Adventurer
2: Found in Complete Warrior

Scouts in the World

A Scout is never taken by surprise, he always knows what to do when anything unexpected happens.
—Jay Peterson, Human Navy Admiral

Adventures: Most Scouts find themselves as adventurers as part of the military organization that trained them, whether serving as a reconnaissance specialist for a larger military force, or even posted at a tower or fort to watch for enemy movements. Most PC Scouts have since left behind their position within the military for whatever personal reason that leads them to become adventurers, as where others while still an active member of the military are assigned to the adventuring group as a scout or guide because the adventurers goals align with the kingdoms goals which leads to a longer mutually beneficial relationship.

Notables: One of the most notable Scouts in history is James Houlton, a Human Scout from a large kingdom that was reassigned from his post in the kingdom to an adventuring group who was helping repel an invasion of devils. At the height of the battle James lead the adventurers through the devil's portal and scouted ahead of the adventurers to gather the information on the devil leader's location and defenses which allowed the adventurers to find an opening to get access to and eventually confront and kill the devil leader. This caused a the devils to become disorganized which led to their eventual downfall.

Organizations: While Scouts don't have a specific organization of their own, a vast majority of all Scouts receive military training at the start of their career and serve as reconnaissance specialist and outriders for the organization or kingdom that trained them.

NPC Reactions: Most NPCs view Scouts as a member of the local military, even if the she is not currently still with the military. Such NPCs tend to view the Scout fondly and with some level of cordial respect. Especially even more so if she is still active member of the local military that is tasked with protecting them.

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.

Knowledge (Local)
DC Result
5 Scout's are reconnaissance specialists that move ahead at blazing speeds in front of a military to get information for battles and wars. Scouts are also experts at find traps and following the tracks and trails of enemies.
10 Scout's are also master tacticians trained in battle tactics and wars and use this to guide their companions to tactical advantages in battles. Scouts also learn a small selection of spells they can cast to facilitate their job.
15 Scouts also are masters at traversing difficult terrain and can even follow trails and sneak around quickly with ease. Scouts can even see in almost pitch blackness and smell enemies coming.
20 Anyone making this level of success can learn about most any Scout ability, and even stories about specific Scouts, how a Scout is trained and even the current location of a specific Scout provided she's not in hiding.

Scouts in the Game

Sample Encounter:

EL 14:

James Houlton

Medium Humanoid (Human)

Hit Dice: 14d6 (49) + ( con) = ( hp max or hp average)
Initiative: 10 (4 dex, 4 class, 2 feat)
Speed: 70 ft
Armor Class: Normal 24 (Armor +4, Dex +4, Class +4, Magic +2), Touch 20, Flat Foot 24
Base Attack / Grapple: +10 / +11
Full Attack: Great Bow1 + 1d10 + (+1 {str}, +2 {Magic}), 20 X3
Space / Reach: 5 ft / 5 ft
Special Qualities: Teamwork (Tactics), Natural Compass, Trapfinding, Evasion, Darkvision 60 ft, Camouflage, Teamwork (Skills), Battle Intuition +4, Trapsense +4, Spell-like abilities Feather Fall, Tree Stride, Phase Door, Master Tracker, Uncanny Dodge, Teamwork (Abilities), Pit Finder, Great Leap, Scent, Attentiveness +4, Teamwork (Flanking), Flawless Stride, Speed Climb, Improved Evasion, Swift Stalker, Teamwork (Resistance), Hide in Plain Sight, Free Movement, Skill Mastery (Disable Device, Hide, Listen, Move Silently, Open Locks, Spot), Blind Sense, Shadowy Figure, Teamwork (Tactical Resistance)
Saves: Fort 6, Ref 13, Will 8
Skills: Balance 14, Climb 19 Disable Device 27, Gather Information 10, Hide 26, Jump 24, Listen 30 (40 allies), Move Silently 26, Open Locks 23, Search 25, Spot 30 (40 allies), Survival 25, Tumble 19, Sense Motive 19, Decipher Script 11, Use Magic Device 6, Knowledge (Nature) 10, Knowledge (Dungeoneering) 10
Feats: Alertness, Endurance, Run, Track, Nimble Fingers, Agile Athlete4, Fleet of Foot2, Keen Eared Scout3, Quick Reconnitor1, Steady Mountaineer5
Abilities: Str: 12, Dex 18, Con 14, Int 20, Wis 18, Cha 11
CR: 12
Treasure: +2 Mithral Shirt of Shadows and Silent moves, +2 Greatbow of Seeking, Ring of Sustenance, Ring of Jumping, Periapt of Wisdom +2, Gloves of Dexterity +2, Boots of the Winterlands, Hat of Disguise, Chime of Opening, Wand of Cure Light Wounds X5, Backpack, Acid Flask, Anti-toxin vial, Bedroll, Belt Pouch, Caltrop X4, Climbers Kit, Crowbar, Disguise Kit, Flask, Flint and Steel, Grappling Hook X2, Hammer, Ink Vial, Ink Pen X2, Masterwork Thieves Tools, Parchment X10, Piton X10, Silk Rope 50ft, Smokestick X5, Sunrod X2, Tanglefoot bag, Tent, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 553 gp
Alignment: Lawful Neutral

What the feats do
Agile Athlete: (Dex to Climb and Jump)
Quick Reconnitor: (Make Spot and Listen checks each round as free action, +2 initiative)
Fleet of Foot: (Make one direction change during run or charge)
Keen Eared Scout: (Listen check reveals extra information about source of sound and +5 to pinpoint invisible creatures)
Steady Mountaineer: (Always take 10 on Climb and Jump)
Feat Locations
1: Found in Complete Adventurer
2: Found in Complete Warrior
3: Found in Players Handbook II
4: Found in Races of Wild
5: Found in Races of Stone


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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