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View Full Version : D&D 5e/Next Scout Meta-archetype



mictrepanier
2014-12-27, 09:40 PM
Scout Archetype

Here are up a new meta-archetype: the scout, based on Quickleaf Seafaring archetype. Meta because it is related to several classes. Your opinion ? And someone knows how to remove the 3 pictures at the end of this post ?





A Barbarian, Fighter, ranger or Rogue can choose the Scout archetype when they reach 3rd level and would select a barbarian path, martial, ranger or roguish archetype.

One of the main appeals of the Scout archetype are the Scout Tricks (think the warlock's Eldritch Invocations, only muskeeters-themed and less magical). In fact, your character doesn't need to take one of these archetypes to gain access to Scout Tricks; simply take the Crafty Explorer feat, which is to Scout Tricks what the Martial Adept feat is to Battle Master Maneuvers.

Crafty Explorer (New Feat)
You gain the following benefits:

Gain proficiency in one of the following: thief's tools, disguise kit, cartographer’s tool or land vehicules.
Gain 2 Scout 's Tricks.

Multiclassing Rule: As the PHB Spellcasting rule- Your capacity for the Scout abilities depends partly on your combined levels in all your Scout classes and partly on your individual levels in those classes.

A character may substitute an ability if it is already taken and the combined levels are still enough for the class ability one just gets a level in.


Scout

The Scout archetype represents a consummate explorer or spy, perceptive and a nimble warrior who fights with intelligence. Their favored terrain may be wilderness, dungeons or cities, everywhere their sponsor or officer ask them to perform reconnaissance. the Scout mission briefing grants her advantages and she adopts an intelligent and mobile style of fighting. The myriad dangers of their terrain– monsters, invading armies and calamities- are well known to the Scout, who can handle anything Mother Nature or humanoids throws on her way.

Barbarians, Fighters, Rangers and Rogues can all take the Scout archetype. The exact progression of features depends on the class.

Barbarian

3. Scout Tricks, Natural Explorer improvement
3. There is always cover
6. Favored Terrain Evasion
10. Analysing attack patterns
14. Maneuvers Analysis

Fighter

3. Scout Tricks
3. There is always cover, Natural Explorer improvement
7. Analysing attack patterns
10. Favored Terrain Evasion
15. Maneuvers Analysis
18. Analysing defense patterns

Ranger

3. Scout Tricks
3. There is always cover, Natural Explorer improvement
7. Favored Terrain Evasion
11. Analysing attack patterns
15. Evasion or Maneuvers Analysis

Note: An alternate non-magical scout grants 2 scout's tricks instead of spells at the 9th, 13st and 17st level. Previous ranger's spellcasting capacity is lost.

Rogue

3. Scout Tricks, Natural Explorer improvement
3. There is always cover
9. Analysing attack patterns
13. Secret Language
17. Maneuvers Analysis



Scout Tricks

Gain 2 Scout Tricks of your choice (see below). Gain 2 additional Scout Tricks at levels 7, 10, and 15.

Expanded Natural Explorer

The Scout can add Cities and Dungeons areas as favored terrain, and at 7th level and thereafter Planar versions of existing and future Favored Terrain are also favored (see the refering trick below).

There is Always Cover

While in a favored terrain you are familiar with as a natural/terrain explorer (see the ranger ability), Half cover bonus is replaced by the intelligence modifier (min +3) and 3/4 cover is replaced by thice the intelligence modifer (min +6). This ability bonus is thus always + 1 AC and more.

older entry, removed: While in a favored terrain you are familiar with as a natural explorer (see the ranger ability), while wearing no armor or light armor, with or without a shield, your Armor Class against ranged attacks equals 10 + your Intelligence modifier + your Dexterity bonus, as you can find last-second cover, if you are not surprised. This bonus is lasting one round, and is negated if within 5’ of any enemy. Il does not stack with other cover modifiers.

Analysing Attacks Patterns
While wearing no armor or light armor, with or without a shield, your Armor Class equals 10 + your Dexterity modifier + intelligence modifier, as you can analyse an animal or non-intelligent monster attacks patterns. You should observe the creature in advance for at least one minute or succeeded recalling details on it (intelligence lore checks with appropriate modifiers).

Analysing Defense Patterns
While wearing no armor or light armor, with or without a shield, you get an attack bonus equal to your intelligence modifier, as you can analyse an animal or non-intelligent monster attacks patterns. You should observe the creature in advance for at least one minute or succeeded recalling details on it (intelligence lore checks with appropriate modifiers). It may stack with Analysing attack patterns.

Favored Terrain Evasion
While in a natural terrain you are familiar with as a natural explorer, you get evasion as per the rogue ability.

Evasion
Evasion as per the rogue ability, without terrain restriction

Maneuvers Analysis
Humanoids attacks arestill unpredictable, but your found a pattern in maneuvers. Your checks against being Disarmed, Grappled, Overrun, Shoved, Tumbled past, or Pushed Aside are advantaged, as are your saving throws against Battle Master maneuvers.

Secret Language
You develop an improved thieves’ cant only you and those you teached it may understand, which is a major tactical combat perk.

Scout Tricks


Adept Climber. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing.

Cliffhanger. (prerequisite: Acrobatics proficiency) When you fall and there is some object nearby on which you could conceivably slow your fall, you can use your reaction to reduce your failing damage by an amount equal to five times your character level.

Dead Reckoning. (prerequisite: Perception proficiency) Under a clear sky, whether night or day, you always know the direction of true north and cannot get lost. You can also precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace on a mount you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a army host (standards, officers, etc).

Intelligence Analysis You are proficient with cartographer’s tool and siphering and deciphering of crypted script in your language. You can understand the main ideas from scripts in other languages.You don’t have the knack to create your own encryption. Others can decipher your code if teached or if they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus) with an advantage, or if they use magic to decipher it.

Able Imitator You can mimic the speech of an animal or monster person or the sounds made by other creatures. You must have heard the creature speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Favored Countryside. Select a particular countryside in your campaign world. When at that area, you gain three benefits. First, you can traverse the area using passages that allow you to avoid detection, and you have some kind of secret safe cottage. Second, you have advantage on any Charisma checks to gather information in the countryside, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from the area hamlets for yourself and your companions, though you must be flexible about being hidden among refuse or the like.

Favored City. Select a particular city in your campaign world. When at that city, you gain Four benefits. First, you can traverse the city using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from that city for yourself and your companions, though you must be flexible about being hidden among refuse or the like. Fourth, this City is a favored terrain as per Nature Explorer ability.

Briefing Reckoning You have advantage and proficiencies on Intelligence checks to recall lore about monsters, legends, hidden treasures, dungeons and cities, and natural wonders and other details given on a briefing before one reconnaissance mission.

Hicker Difficult terrain doesn’t slow your group’s travel in any environment.

Expanded Natural Explorer You get the Ranger's Natural Explorer ability for one specific terrain, as per the ranger’s ability. The terrains list expand to cities and Dungeons (Castles, The Temple of Elemental Doom) or Planes (7th level and up). For Cities and Dungeons, the terrains are: sewers, back alleys, fairs and crowdy streets, large lanes. For dungeons: barracks, baileys. Feel free to expand the list.

Night Raid. (prerequisite: Stealth proficiency) You can organize a night raid, using your own Dexterity (Stealth) check to travel in silence and hidden from lookouts. The party can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening your party's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc.

Perfect Memory You can accurately recall anything you have seen or heard within the past month about your last scouting mission(s) details.