NeoSeraphi
2011-06-26, 11:34 PM
The Scout
http://i307.photobucket.com/albums/nn294/daedricchamp/gaming/tf2_meet_the_scout_02.jpg
"Here's something ya shoulda built: a non-dyin machine!"-Nathan Vetterlain, after he beat an Engineer to death.
HD: d6
Class Skills: The scout gets Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope
Skill Points: The scout gains 8+Int skill points per level, x4 at first level
The Scout
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fast Movement
1st|
+0|
+0|
+2|
+0|Bat Proficiency, Move Like a Scout, Trapfinding|+10'
2nd|
+1|
+0|
+3|
+0|Evasion|+10'
3rd|
+2|
+1|
+3|
+1|Bat Finesse|+10'
4th|
+3|
+1|
+4|
+1|Yo Wazzup?|+20'
5th|
+3|
+1|
+4|
+1|Caltrop Canister|+20'
6th|
+4|
+2|
+5|
+2|Uncanny Dodge|+20'
7th|
+5|
+2|
+5|
+2|Atomic Punch|+30'
8th|
+6|
+2|
+6|
+2|Improved Evasion|+30'
9th|
+6|
+3|
+6|
+3|Sandman|+30'
10th|
+7|
+3|
+7|
+3|Improved Uncanny Dodge|+40'
11th|
+8|
+3|
+7|
+3|Crit-A-Cola|+40'
12th|
+9|
+4|
+8|
+4|Hide in Plain Sight|+40'
13th|
+9|
+4|
+8|
+4|Bonk!|+50'
14th|
+10|
+4|
+9|
+4|Broke Your Crap|+50'
15th|
+11|
+5|
+9|
+5|Concussion Grenade|+50'
16th|
+12|
+5|
+10|
+5|Ragequit|+60'
17th|
+12|
+5|
+10|
+5|I. Eat. Your. Sandwiches.|+60'
18th|
+13|
+6|
+11|
+6|I'm a Freaking Blur Here!|+60'
19th|
+14|
+6|
+11|
+6|A Second Beating|+70'
20th|
+15|
+6|
+12|
+6|I'm Not Even Winded|+70'[/table]
Class Features
All the following are class features of the Scout:
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, all martial bludgeoning weapons, and light armor, but not with shields.
Bat Proficiency:
Hey, it's my bat!
A scout gains Weapon Focus (Greatclub) as a bonus feat, ignoring prerequisites, and may wield a greatclub in one hand with no penalty.
Move Like a Scout:
I'm runnin circles round ya!
A scout isn't one to be caught. Ever. At 1st level, and every 3 levels afterwards, the scout gains a +10 enhancement bonus to his base land speed. He only gains this bonus while wearing light or no armor and while he is unencumbered. He also receives a bonus to all Jump and Tumble checks equal to half his scout level, rounded down. Additionally, he gains a bonus feat at each of these levels. He need not meet any of their prerequisites, but they only apply while he is wearing light or no armor and is unencumbered.
At 1st level, the scout gains Dodge as a bonus feat, and gains the ability to make a second Jump check while still in midair from the first Jump check you make in any round. This second Jump check consumes a swift action, and when he reaches the peak of the second Jump, his body slows itself as if it was under a feather fall effect. This is an extraordinary ability.
At 4th level, the scout gains Mobility as a bonus feat.
At 7th level, the scout gains Spring Attack as a bonus feat.
At 10th level, the scout gains Whirlwind Attack as a bonus feat.
At 13th level, the AC bonus the scout receives from his Dodge feat increases to +1/4 levels (minimum 1). This AC bonus now applies to every enemy within 30 feet of the scout. The scout may change this to a single Dodge target at any distance on his own turn, as normal.
At 16th level, the scout no longer provokes attacks of opportunity for moving into, out of, or through an opponent's threatened square.
At 19th level, the scout receive a Sleight of Hand check as a free action against any opponent he successfully struck while using his Spring Attack feat. The DC is 10+the creatures CR. If the scout is successful, he loots an item off the creature's belt/out of its pocket, etc. Anywhere the creature is not holding an item.
Trapfinding:
As the rogue ability, but if the scout beats the DC by 15 or more he can dismantle the trap instead of disabling it, giving him the perfect tools to craft the trap in any location (assuming he has the other requirements, like a boulder for a boulder trap), or to sell for half the market value of the trap. A scout who dismantles a trap instead of disabling it receives XP equal to a trap 3 CR levels above what the actual CR of the trap was.
Evasion:
Hey! A lotta good that gun didja!
As the monk ability of the same name.
Bat Finesse:
I oughta be on a baseball card!
The scout may add his Dexterity modifier to his melee attack rolls with any bludgeoning weapon which he has the Weapon Focus feat for. (He still adds his Strength modifier to his melee attack rolls, as normal)
Yo Wazzup?:
Hey, pop quiz! How long does it take to beat a moron to death? BAMP! Time's up, you're dead!
The scout is able to deal some serious damage when he catches his opponent off guard. If the scout attacks an opponent who is flat-footed or otherwise denied their Dexterity bonus to their AC, or if he attacks a target he is flanking, he deals damage as if his weapon was one size category larger than it actually is (no maximum). He also adds his Dexterity modifier (if positive) to his weapon damage rolls. This only applies to a melee bludgeoning weapon the scout has the Weapon Focus feat for. At every 3 levels after 4th (7th, 10th, etc), the scout deals damage as if his weapon was an additional size category larger, with no maximum.
Caltrop Canister:
Not so tough now, are ya? Are ya?
The scout has access to many special techniques that aid him in his endeavor. At 5th level, the scout gains access to the Caltrop Canister. The canister appears in thin air as the scout wills it, though he must make use of it within the round it appears or it will vanish and its use will be wasted. As a free action, the scout may dump the contents of the canister into two adjacent five foot squares. If the scout is moving, he may keep moving without stopping as he dumps it, but if he does so, he may only fill the two five foot squares directly behind him. The caltrops are invisible to all but the scout, however, if a creature attempts to run or charge through a square with the caltrops, it is forced to immediately stop, and must make a Reflex save (DC 10+ 1/2 scout level+Scout's Dexterity modifier) or have its movement speed halved in the next round. Once placed, the caltrops will remain in their square for one full round, disappearing at the beginning of the scout's next turn. The scout must wait 1d4 rounds after using the Caltrop Canister to call a new one, but otherwise, the ability is at will.
Uncanny Dodge:
Hit the bricks pal, you're done.
As the rogue ability of the same name.
Atomic Punch:
Oh yeah, you're real scary pal!
The scout's second special technique is the Atomic Punch. A more powerful defensive tool than the Caltrop Canister, the Atomic Punch appears as a blueberry or cherry flavored soda that the scout may drink as a move action. Consuming the drink makes the scout completely immune to all effects from outside sources for one full round, including damage, healing, buffing, and all other spells, and combat maneuvers. However, the scout may not perform any actions other than skill checks or move actions for this duration. The drink's effect immediately expires at the beginning of the scout's next turn, after which he must wait one full minute before using it again.
Improved Evasion:
What the hell was that crap?
As the monk's ability of the same name.
Sandman:
Yo, batter up!
The scout's third unique technique is called the Sandman. A small baseball appears in the scout's hand. As a standard action, he may throw the baseball at any creature within 30 feet. He makes a ranged attack roll, and if he hits, the target takes 1d6 damage and must make a Fortitude save (DC 10+1/2 the Scout's level plus his Dexterity modifier) or be Stunned for 1 round. After using this ability, the scout must wait 1d4 rounds before using it again.
Improved Uncanny Dodge:
You knuckleheads ain't even worth the effort!
As the rogue ability of the same name, though the scout uses his scout level to calculate whether an enemy rogue is high enough to flank him.
Crit-A-Cola:
Say goodbye to ya kneecaps, chucklehead!
The scout's fourth unique ability is the Crit-A-Cola, which appears similar to the Atomic Punch. Calling and drinking it consumes a single swift action. For the rest of the round, the first attack that the scout hits with and the first attack the scout is hit by automatically threaten criticals. However, for these criticals, treat both the scout's and the first person who hits him's weapon critical multipliers as x2, no matter what they actually are. The effect ends as soon as it is discharged or at the beginning of the scout's next turn, whichever comes first, after which the scout must wait one minute before using it again.
Hide in Plain Sight:
I-is anyone even paying attention to me?
As the ranger ability of the same name.
Bonk!:
Eat it fatty!
As a full-round action, the scout may issue a taunt to a creature within 60 feet who can hear him. This is a language-dependent, verbal, mind-affecting ability. The creature must make a Will save (DC 10+1/2 the scout's level+his Charisma modifier) or be forced to attack the scout next round. The creature will charge if it is able, however, otherwise it may use any means necessary, such as a spell or a ranged weapon. As part of this ability, the scout readies an attack against that creature's charge. He may only use this part of the ability if he is wielding a bludgeoning weapon with which he has the Weapon Focus feat. As soon as the creature enters the scout's reach, the scout makes an attack roll. (Resolve this ability before the creature finishes its charge. If the creature failed its saving throw and charges, it will charge to the absolute closest point it can before attacking the scout, regardless of its reach) If the scout hits, the creature must make a Reflex save (DC 10+1/2 the scout's level + his Dexterity modifier) or fall prone. If the creature falls prone, it does not get to make any attack this round. Unlike the scout's other unique techniques, Bonk! may be used at will.
Broke Your Crap:
Hey, overalls! You suck! Here's a schematic for you: my ass!
The scout gains the Improved Sunder feat as a bonus feat. He need not meet the prerequisites. When making a Sunder attempt with a melee bludgeoning weapon for which he has the Weapon Focus feat, he ignores all hardness and may deal damage equal to the damage his Yo Wazzup? class feature normally deals for his level.
Concussion Grenade: The scout gains the unique technique that allows him to escape from any danger. The concussion grenade is a powerful tool that the scout may call and throw as a move action, even while he is running. The concussion grenade has a maximum range of 30 feet. The scout makes a ranged attack roll at an empty five foot square. The ground has an AC of 10. For each 1 point the scout misses, the grenade lands 5 feet closer than he meant to. The concussion grenade is a splash weapon that detonates immediately and affects every creature within 20 feet of its square. All creatures must make a Reflex save (DC 10+1/2 the scout's level plus his Dexterity modifier) or be Dazed for 1d4 rounds. After using the concussion grenade, the scout must wait one minute before using it again.
Ragequit:
Yeah, I dare ya! Ragequit! Make us both happy!
The scout is so frustratingly hard to hit and he taunts so much that eventually some people just give up. If the scout successfully hits a creature in melee and the creature attacks him next turn and misses him, the scout may make an Intimidate check as a free action. This is a language-dependent, verbal, mind-affecting ability. The creature makes a Will save (DC is the Scout's Intimidate check, but can be no higher than 30) and if it fails, its attitude changes to indifferent and it makes the withdraw action at its next opportunity, so long as the scout and his allies make no hostile actions towards it between the failed save and then.
I. Eat. Your. Sandwiches.
I eat em up!
Whenever the scout destroys an opponent's item with a successful Sunder attempt, he may make a demoralize check as a free action with a bonus equal to the value of the item he destroyed /1000 gp. (Minimum +0). If he succeeds, the owner of the item is demoralized for the remainder of the encounter.
I'm a Freaking Blur Here!:
Depth perception, pal!
The scout moves so quickly he is unable to be touched. The scout acts as though under the benefits of a continuous freedom of movement spell, and can move through any difficult terrain, mundane or magical, with no penalty.
A Second Beating:
If you order now, I'll throw in a second beating, absolutely free!
The scout is a force of nature. If you were from where he was from, you'd be ****ing dead! Whenever the scout hits someone with a Spring Attack, he can make another attack against that person at his highest attack bonus, and if he hits, the creature has to make a Fortitude save (DC 10+1/2 his Scout level+his Dexterity modifier) or be Stunned for 1d4 rounds.
I'm Not Even Winded!: The scout moves like no other. The scout becomes immune to fatigue and exhaustion. He gains a flight speed equal to twice his base land speed with perfect maneuverability, however, he must start and end his flight on solid, horizontal ground. The scout also gains the ability to scale walls simply by running up them. If the scout makes a move/double move action running up a vertical wall, he does not fall due to gravity, as long as he ends his move action(s) on solid, horizontal ground.
http://i307.photobucket.com/albums/nn294/daedricchamp/gaming/tf2_meet_the_scout_02.jpg
"Here's something ya shoulda built: a non-dyin machine!"-Nathan Vetterlain, after he beat an Engineer to death.
HD: d6
Class Skills: The scout gets Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope
Skill Points: The scout gains 8+Int skill points per level, x4 at first level
The Scout
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fast Movement
1st|
+0|
+0|
+2|
+0|Bat Proficiency, Move Like a Scout, Trapfinding|+10'
2nd|
+1|
+0|
+3|
+0|Evasion|+10'
3rd|
+2|
+1|
+3|
+1|Bat Finesse|+10'
4th|
+3|
+1|
+4|
+1|Yo Wazzup?|+20'
5th|
+3|
+1|
+4|
+1|Caltrop Canister|+20'
6th|
+4|
+2|
+5|
+2|Uncanny Dodge|+20'
7th|
+5|
+2|
+5|
+2|Atomic Punch|+30'
8th|
+6|
+2|
+6|
+2|Improved Evasion|+30'
9th|
+6|
+3|
+6|
+3|Sandman|+30'
10th|
+7|
+3|
+7|
+3|Improved Uncanny Dodge|+40'
11th|
+8|
+3|
+7|
+3|Crit-A-Cola|+40'
12th|
+9|
+4|
+8|
+4|Hide in Plain Sight|+40'
13th|
+9|
+4|
+8|
+4|Bonk!|+50'
14th|
+10|
+4|
+9|
+4|Broke Your Crap|+50'
15th|
+11|
+5|
+9|
+5|Concussion Grenade|+50'
16th|
+12|
+5|
+10|
+5|Ragequit|+60'
17th|
+12|
+5|
+10|
+5|I. Eat. Your. Sandwiches.|+60'
18th|
+13|
+6|
+11|
+6|I'm a Freaking Blur Here!|+60'
19th|
+14|
+6|
+11|
+6|A Second Beating|+70'
20th|
+15|
+6|
+12|
+6|I'm Not Even Winded|+70'[/table]
Class Features
All the following are class features of the Scout:
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, all martial bludgeoning weapons, and light armor, but not with shields.
Bat Proficiency:
Hey, it's my bat!
A scout gains Weapon Focus (Greatclub) as a bonus feat, ignoring prerequisites, and may wield a greatclub in one hand with no penalty.
Move Like a Scout:
I'm runnin circles round ya!
A scout isn't one to be caught. Ever. At 1st level, and every 3 levels afterwards, the scout gains a +10 enhancement bonus to his base land speed. He only gains this bonus while wearing light or no armor and while he is unencumbered. He also receives a bonus to all Jump and Tumble checks equal to half his scout level, rounded down. Additionally, he gains a bonus feat at each of these levels. He need not meet any of their prerequisites, but they only apply while he is wearing light or no armor and is unencumbered.
At 1st level, the scout gains Dodge as a bonus feat, and gains the ability to make a second Jump check while still in midair from the first Jump check you make in any round. This second Jump check consumes a swift action, and when he reaches the peak of the second Jump, his body slows itself as if it was under a feather fall effect. This is an extraordinary ability.
At 4th level, the scout gains Mobility as a bonus feat.
At 7th level, the scout gains Spring Attack as a bonus feat.
At 10th level, the scout gains Whirlwind Attack as a bonus feat.
At 13th level, the AC bonus the scout receives from his Dodge feat increases to +1/4 levels (minimum 1). This AC bonus now applies to every enemy within 30 feet of the scout. The scout may change this to a single Dodge target at any distance on his own turn, as normal.
At 16th level, the scout no longer provokes attacks of opportunity for moving into, out of, or through an opponent's threatened square.
At 19th level, the scout receive a Sleight of Hand check as a free action against any opponent he successfully struck while using his Spring Attack feat. The DC is 10+the creatures CR. If the scout is successful, he loots an item off the creature's belt/out of its pocket, etc. Anywhere the creature is not holding an item.
Trapfinding:
As the rogue ability, but if the scout beats the DC by 15 or more he can dismantle the trap instead of disabling it, giving him the perfect tools to craft the trap in any location (assuming he has the other requirements, like a boulder for a boulder trap), or to sell for half the market value of the trap. A scout who dismantles a trap instead of disabling it receives XP equal to a trap 3 CR levels above what the actual CR of the trap was.
Evasion:
Hey! A lotta good that gun didja!
As the monk ability of the same name.
Bat Finesse:
I oughta be on a baseball card!
The scout may add his Dexterity modifier to his melee attack rolls with any bludgeoning weapon which he has the Weapon Focus feat for. (He still adds his Strength modifier to his melee attack rolls, as normal)
Yo Wazzup?:
Hey, pop quiz! How long does it take to beat a moron to death? BAMP! Time's up, you're dead!
The scout is able to deal some serious damage when he catches his opponent off guard. If the scout attacks an opponent who is flat-footed or otherwise denied their Dexterity bonus to their AC, or if he attacks a target he is flanking, he deals damage as if his weapon was one size category larger than it actually is (no maximum). He also adds his Dexterity modifier (if positive) to his weapon damage rolls. This only applies to a melee bludgeoning weapon the scout has the Weapon Focus feat for. At every 3 levels after 4th (7th, 10th, etc), the scout deals damage as if his weapon was an additional size category larger, with no maximum.
Caltrop Canister:
Not so tough now, are ya? Are ya?
The scout has access to many special techniques that aid him in his endeavor. At 5th level, the scout gains access to the Caltrop Canister. The canister appears in thin air as the scout wills it, though he must make use of it within the round it appears or it will vanish and its use will be wasted. As a free action, the scout may dump the contents of the canister into two adjacent five foot squares. If the scout is moving, he may keep moving without stopping as he dumps it, but if he does so, he may only fill the two five foot squares directly behind him. The caltrops are invisible to all but the scout, however, if a creature attempts to run or charge through a square with the caltrops, it is forced to immediately stop, and must make a Reflex save (DC 10+ 1/2 scout level+Scout's Dexterity modifier) or have its movement speed halved in the next round. Once placed, the caltrops will remain in their square for one full round, disappearing at the beginning of the scout's next turn. The scout must wait 1d4 rounds after using the Caltrop Canister to call a new one, but otherwise, the ability is at will.
Uncanny Dodge:
Hit the bricks pal, you're done.
As the rogue ability of the same name.
Atomic Punch:
Oh yeah, you're real scary pal!
The scout's second special technique is the Atomic Punch. A more powerful defensive tool than the Caltrop Canister, the Atomic Punch appears as a blueberry or cherry flavored soda that the scout may drink as a move action. Consuming the drink makes the scout completely immune to all effects from outside sources for one full round, including damage, healing, buffing, and all other spells, and combat maneuvers. However, the scout may not perform any actions other than skill checks or move actions for this duration. The drink's effect immediately expires at the beginning of the scout's next turn, after which he must wait one full minute before using it again.
Improved Evasion:
What the hell was that crap?
As the monk's ability of the same name.
Sandman:
Yo, batter up!
The scout's third unique technique is called the Sandman. A small baseball appears in the scout's hand. As a standard action, he may throw the baseball at any creature within 30 feet. He makes a ranged attack roll, and if he hits, the target takes 1d6 damage and must make a Fortitude save (DC 10+1/2 the Scout's level plus his Dexterity modifier) or be Stunned for 1 round. After using this ability, the scout must wait 1d4 rounds before using it again.
Improved Uncanny Dodge:
You knuckleheads ain't even worth the effort!
As the rogue ability of the same name, though the scout uses his scout level to calculate whether an enemy rogue is high enough to flank him.
Crit-A-Cola:
Say goodbye to ya kneecaps, chucklehead!
The scout's fourth unique ability is the Crit-A-Cola, which appears similar to the Atomic Punch. Calling and drinking it consumes a single swift action. For the rest of the round, the first attack that the scout hits with and the first attack the scout is hit by automatically threaten criticals. However, for these criticals, treat both the scout's and the first person who hits him's weapon critical multipliers as x2, no matter what they actually are. The effect ends as soon as it is discharged or at the beginning of the scout's next turn, whichever comes first, after which the scout must wait one minute before using it again.
Hide in Plain Sight:
I-is anyone even paying attention to me?
As the ranger ability of the same name.
Bonk!:
Eat it fatty!
As a full-round action, the scout may issue a taunt to a creature within 60 feet who can hear him. This is a language-dependent, verbal, mind-affecting ability. The creature must make a Will save (DC 10+1/2 the scout's level+his Charisma modifier) or be forced to attack the scout next round. The creature will charge if it is able, however, otherwise it may use any means necessary, such as a spell or a ranged weapon. As part of this ability, the scout readies an attack against that creature's charge. He may only use this part of the ability if he is wielding a bludgeoning weapon with which he has the Weapon Focus feat. As soon as the creature enters the scout's reach, the scout makes an attack roll. (Resolve this ability before the creature finishes its charge. If the creature failed its saving throw and charges, it will charge to the absolute closest point it can before attacking the scout, regardless of its reach) If the scout hits, the creature must make a Reflex save (DC 10+1/2 the scout's level + his Dexterity modifier) or fall prone. If the creature falls prone, it does not get to make any attack this round. Unlike the scout's other unique techniques, Bonk! may be used at will.
Broke Your Crap:
Hey, overalls! You suck! Here's a schematic for you: my ass!
The scout gains the Improved Sunder feat as a bonus feat. He need not meet the prerequisites. When making a Sunder attempt with a melee bludgeoning weapon for which he has the Weapon Focus feat, he ignores all hardness and may deal damage equal to the damage his Yo Wazzup? class feature normally deals for his level.
Concussion Grenade: The scout gains the unique technique that allows him to escape from any danger. The concussion grenade is a powerful tool that the scout may call and throw as a move action, even while he is running. The concussion grenade has a maximum range of 30 feet. The scout makes a ranged attack roll at an empty five foot square. The ground has an AC of 10. For each 1 point the scout misses, the grenade lands 5 feet closer than he meant to. The concussion grenade is a splash weapon that detonates immediately and affects every creature within 20 feet of its square. All creatures must make a Reflex save (DC 10+1/2 the scout's level plus his Dexterity modifier) or be Dazed for 1d4 rounds. After using the concussion grenade, the scout must wait one minute before using it again.
Ragequit:
Yeah, I dare ya! Ragequit! Make us both happy!
The scout is so frustratingly hard to hit and he taunts so much that eventually some people just give up. If the scout successfully hits a creature in melee and the creature attacks him next turn and misses him, the scout may make an Intimidate check as a free action. This is a language-dependent, verbal, mind-affecting ability. The creature makes a Will save (DC is the Scout's Intimidate check, but can be no higher than 30) and if it fails, its attitude changes to indifferent and it makes the withdraw action at its next opportunity, so long as the scout and his allies make no hostile actions towards it between the failed save and then.
I. Eat. Your. Sandwiches.
I eat em up!
Whenever the scout destroys an opponent's item with a successful Sunder attempt, he may make a demoralize check as a free action with a bonus equal to the value of the item he destroyed /1000 gp. (Minimum +0). If he succeeds, the owner of the item is demoralized for the remainder of the encounter.
I'm a Freaking Blur Here!:
Depth perception, pal!
The scout moves so quickly he is unable to be touched. The scout acts as though under the benefits of a continuous freedom of movement spell, and can move through any difficult terrain, mundane or magical, with no penalty.
A Second Beating:
If you order now, I'll throw in a second beating, absolutely free!
The scout is a force of nature. If you were from where he was from, you'd be ****ing dead! Whenever the scout hits someone with a Spring Attack, he can make another attack against that person at his highest attack bonus, and if he hits, the creature has to make a Fortitude save (DC 10+1/2 his Scout level+his Dexterity modifier) or be Stunned for 1d4 rounds.
I'm Not Even Winded!: The scout moves like no other. The scout becomes immune to fatigue and exhaustion. He gains a flight speed equal to twice his base land speed with perfect maneuverability, however, he must start and end his flight on solid, horizontal ground. The scout also gains the ability to scale walls simply by running up them. If the scout makes a move/double move action running up a vertical wall, he does not fall due to gravity, as long as he ends his move action(s) on solid, horizontal ground.