Scout
From Arinthdnd
Revision as of 20:11, 18 November 2007
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Scout
Alignment: Any
Hit Die: d8
Class Skills
The scout's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Scout Talent, Skirmish (+1d6) |
2nd | +1 | +0 | +3 | +3 | Scout Talent, Uncanny Dodge |
3rd | +2 | +1 | +3 | +3 | Skirmish (+1d6, +1AC), Trackless Step |
4th | +3 | +1 | +4 | +4 | Scout Talent |
5th | +3 | +1 | +4 | +4 | Skirmish (+2d6, +1AC), Evasion |
6th | +4 | +2 | +5 | +5 | Scout Talent |
7th | +5 | +2 | +5 | +5 | Skirmish (+2d6, +2AC) |
8th | +6/+1 | +2 | +6 | +6 | Scout Talent, Camouflage |
9th | +6/+1 | +3 | +6 | +6 | Skirmish (+3d6, +2AC) |
10th | +7/+2 | +3 | +7 | +7 | Scout Talent |
11th | +8/+3 | +3 | +7 | +7 | Skirmish (+3d6, +3AC) |
12th | +9/+4 | +4 | +8 | +8 | Scout Talent |
13th | +9/+4 | +4 | +8 | +8 | Skirmish (+4d6, +3AC) |
14th | +10/+5 | +4 | +9 | +9 | Scout Talent |
15th | +11/+6/+1 | +5 | +9 | +9 | Skirmish (+4d6, +4AC) |
16th | +12/+7/+2 | +5 | +10 | +10 | Scout Talent |
17th | +12/+7/+2 | +5 | +10 | +10 | Skirmish (+5d6, +4AC) |
18th | +13/+8/+3 | +6 | +11 | +11 | Scout Talent, Free Movement |
19th | +14/+9/+4 | +6 | +11 | +11 | Skirmish (+5d6, +5AC) |
20th | +15/+10/+5 | +6 | +12 | +12 | Scout Talent x2, Blindsight 30ft |
Scout Features
Martial Discipline: Scouts are able to choose from the Shadow Hand, True Arrow, Viper Fang,
Scout Talents
=Feats
Any of the following feats can be taken, if you meet the requirements:
- Acrobatic
- Agile
- Alertness
- Athletic
- 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 Focus
- Spring Attack
- Track
Scout Talents
Trapfinding
Prerequisites: None
Description: As ability for Scouts
Keen Senses +1
Prerequisites: None
Description: Increases Critical Range of weapons by +1. This feat can be taken up to four times, and its effects stack; however, you need to wait four levels before taking this feat again. For example, a scout that took Keen Senses the first time at level 2 would have to wait until level 6 to take it the second time.
Improved Evasion
Prerequisites: 10th Level
Description: As ability for Rogues
Battle Fortitude +1
Prerequisites: 2nd Level
Description: As ability for Scouts
Battle Fortitude +1
Prerequisites: 2nd Level
Description: As ability for Scouts
Battle Fortitude +2
Prerequisites: 10th Level
Description: As ability for Scouts
Battle Fortitude +3
Prerequisites: 18th Level
Description: As ability for Scouts
Fast Movement
Prerequisites: 4th Level
Description: +10 feet to movement. This talent can be taken twice, and its effects stack.
Hide in Plain Sight
Prerequisites: 12th Level
Description: As ability for Scouts