(from Complete Adventurer)
Alignment: Any.
Hit Die: d8.
Luck Die: d6.
Class Skills
- Skill List: The scout's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft: Any (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
- Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
- Skill Points at 1st Level: (8 + Intelligence modifier) x 4.
- Skill Points at Each Additional Level: 8 + Intelligence modifier.
- Base Attack Bonus: Average. A scout gains +¾ base attack bonus per class level.
- Base Fortitude Save Bonus: Poor. A scout gains a +⅓ base Fortitude save bonus per class level.
- Base Reflex Save Bonus: Good. A scout gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.
- Base Will Save Bonus: Poor. A scout gains a +⅓ base Will save bonus per class level.
- Weapon and Armor Proficiency: Scouts are proficient with all simple weapons plus the handaxe, throwing axe, short sword, shortbow, and composite shortbow, and with light armor, but not with shields.
- Scout Combat: At 1st level a scout must choose between the following two combat styles. Once made, this choice may not be changed thereafter.
- Skirmish: A scout with the skirmish ability relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by +1d6 for every four levels gained above 1st (+2d6 at 5th, +3d6 at 9th, +4d6 at 13th, and +5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks while skirmishing, but only if the target is within 30 feet.
- Sniper: A scout with the sniper ability gains the ability to make precise shots at long range. As a full-round action you can make a precise shot against a target farther than 60 feet away. The scout cannot move (even a 5-foot step) in the round she takes the shot. If the scout hits, she deals an extra 1d6 points of damage. The extra damage applies only to attacks made with a missile weapon, such as bows or crossbows. This extra damage increases by +1d6 for every four levels gained above 1st (+2d6 at 5th, +3d6 at 9th, +4d6 at 13th, and +5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage.
- Skirmish: A scout with the skirmish ability relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by +1d6 for every four levels gained above 1st (+2d6 at 5th, +3d6 at 9th, +4d6 at 13th, and +5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks while skirmishing, but only if the target is within 30 feet.
- Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap 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. 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.
- Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level, and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
- Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. A scout retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a scout already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
- Scout Movement: Starting at 3rd level, a scout gains increased mobility. She must select one of the following three abilities, and the choice may not be changed thereafter.
- Dungeon Specialist (Ex): A scout with this ability gains a climb speed equal to one-half her base land speed (rounded down to the next 5-foot increment), and she can attack with ta light weapon normally while climbing. Having a climb speed grants her a +8 racial bonus on Climb checks and allows her to take 10 on Climb checks even if rushed or threatened. She also retains her Dexterity bonus to armor Class while climbing, and enemies gain no special bonus on attacks against her while she is climbing. A scout wearing medium or heavy armor or carrying a medium or heavy load loses her climb speed.
- Fast Movement (Ex): A scout with this ability gains a +10 enhancement bonus to her base land speed. A scout wearing medium or heavy armor or carrying a medium or heavy load loses this extra speed.
- Light Cavalry (Ex): A scout with this ability gains a special mount. This special mount must be fast (usually a light warhorse or warpony) and most are relatively small members of their species. To take this ability, a scout must give up the camouflage ability normally gained at 8th level, the hide in plain sight ability normally gained at 14th level, and the free movement ability normally gained at 18th level.
- Trackless Step (Ex): Beginning at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
- Bonus Feats: At 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat which must be selected from the following list: Blind-Fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Augmentation, Skill Focus, Spring Attack, and Track. She must meet all the prerequisites for the feat.
- Scout Defense: Beginning at 5th level, a scout gains improved defensive capabilities. She gains one of the following two abilities, and once the choice is made, it cannot be changed thereafter.
- Dungeon Defense (Ex): A scout with this ability learns to use confining areas to her advantage. Whenever she is standing on the ground and adjacent to a wall, she gains a +2 bonus to Armor Class and opponents gain no bonus on their attack roll when flanking her.
- Evasion (Ex): A scout with this ability can avoid damage from certain attacks with a successful Reflex save. At 5th level or higher, if a scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
- Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
- Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
- Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. The scout usually does not need to make Spot or Listen checks to notice and locate creatures within range of her blindsense ability, provided that she has line of effect to that creature. Any opponent the scout cannot see has total concealment (50% miss chance) against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects the scout's movement and she is still denied your Dexterity bonus to Armor Class against attacks from creatures she cannot see.
- Improved Scout Movement (Ex): At 11th level, a scout's superior movement capabilities improve. Depending on what she selected at 3rd level, she gains one of the following abilities:
- Improved Dungeon Specialist (Ex): A scout's climb speed granted the dungeon specialist ability improved to equal her base land speed. A scout wearing medium or heavy armor or carrying a medium or heavy load loses the climb speed granted by this ability.
- Improved Fast Movement (Ex): A scout with the fast movement ability gains an additional +10 enhancement bonus to her base land speed, resulting in a total +20 enhancement bonus to her base land speed. A scout wearing medium or heavy armor or carrying a medium or heavy load loses this extra speed.
- Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
- Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
- Blindsight (Ex): A 20th level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
Level | Special |
1th | Skirmish or sniper (+1d6), trapfinding |
2nd | Battle fortitude +1, uncanny dodge |
3rd | Scout movement, skirmish or sniper (+1d6, +1 AC), trackless step |
4th | Bonus feat |
5th | Scout defense, skirmish or sniper (+2d6, +1 AC) |
6th | Flawless stride |
7th | Skirmish or sniper (+2d6, +2 AC) |
8th | Camouflage, bonus feat |
9th | Skirmish or sniper (+3d6, +2 AC) |
10th | Blindsense 30 feet |
11th | Battle fortitude +2, improved scout movement, skirmish or sniper (+3d6, +3 AC) |
12th | Bonus feat |
13th | Skirmish or sniper (+4d6, +3 AC) |
14th | Hide in plain sight |
15th | Skirmish or sniper (+4d6, +4 AC) |
16th | Bonus feat |
17th | Skirmish or sniper (+5d6, +4 AC) |
18th | Free movement |
19th | Skirmish or sniper (+5d6, +5 AC) |
20th | Battle fortitude +3, blindsight 30 feet, bonus feat |
Light Cavalry
The light cavalry mount of a scout that has chosen this option is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium scout is a light warhorse, and the standard mount for a Small scout is a warpony. Another kind of mount, such as a riding dog (for a halfling scout) or a Large shark (for a scout in an aquatic campaign) may be allowed as well. A scout’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).
Scout Level | Bonus HD | Natural Armor Adj. | Str Adj. | Int | Special |
3rd-4th | +2 | +4 | +1 | 6 | Empathic link, improved evasion, share saving throws |
5th-10th | +4 | +6 | +2 | 7 | Fast movement +10 feet |
11th-14th | +6 | +8 | +3 | 8 | Fast movement +20 feet, flawless step |
15th-20th | +8 | +10 | +4 | 9 | Free movement, spell resistance |
- Scout Level: The level of the scout. If the mount suffers a level drain, treat it as a mount of a lower-level scout.
- Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s Hit Dice. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s Hit Dice). The mount gains additional skill points or feats for bonus Hit Dice as normal for advancing a monster’s Hit Dice.
- Natural Armor Adjustment: The number listed here is an improvement to the mount's Armor Class. It represents the preternatural toughness of a scout's mount.
- Strength Adjustment: Add this figure to the mount's Strength score.
- Intelligence: The mount's Intelligence score.
- Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Empathic Link (Su): The scout has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the scout, the scout has the same connection to an item or place that the mount does, just as a master and his familiar.
- Fast Movement: The mount's speed increases by +10 feet at 5th level. The mount's speed increases by another +10 feet to a total of +20 feet when the scout reaches 11th level.
- Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the scout’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
- Flawless Step (Ex): A scout's mount can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. This ability does not let the mount move more quickly through terrain that requires a Climb or Swim check to navigate, nor can it move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout's mount loses this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
- Free Movement (Ex): A scout's mount can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout's mount loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
- Spell Resistance (Ex): A mount’s spell resistance equals its master’s scout level + 5. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Home Base Classes
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