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User:The-Marksman/Sandbox4

No change in size, 13:06, 19 November 2017
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'''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 (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, 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|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 team mates. A Scout gains [[SRD:Alertness|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 "[[SRD:Status|''Status'']]" spell) of all allies within 100 feet, even if they are not within sight.
 
'''{{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, 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.
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