ShneekeyTheLost
2007-05-08, 07:15 PM
I never did like the 'scout' class that was proposed, however I did want to fill a nitche of Skillmonky that isn't blatantly Thief or Ranger. So I've pretty much re-written Scout to have some abilities similar to both Rogue and Ranger. In particular, precision based damage was removed. I never did really like it in the first place.
Scout
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0| Trapfinding
2nd|
+1|
+0|
+3|
+0| Evasion
3rd|
+2|
+1|
+3|
+1| Track
4th|
+3|
+1|
+4|
+1| Uncanny Dodge
5th|
+3|
+1|
+4|
+1| Run, Trap Sense +1
6th|
+4|
+2|
+5|
+2| Slippery Mind
7th|
+5|
+2|
+5|
+2|Light Step
8th|
+6/+1|
+2|
+6|
+2| Defensive Roll
9th|
+6/+1|
+3|
+6|
+3| Darkvision 60'
10th|
+7/+2|
+3|
+7|
+3| Skill Mastery, Trap Sense +2
11th|
+8/+3|
+3|
+7|
+3| Improved Evasion
12th|
+9/+4|
+4|
+8|
+4| Quick Cover
13th|
+9/+4|
+4|
+8|
+4| Precise Aim
14th|
+10/+5|
+4|
+9|
+4| Swift Tracking
15th|
+11/+6/+1|
+5|
+9|
+5| Skill Mastery, Trap Sense +3
16th|
+12/+7/+2|
+5|
+10|
+5| Hide in Plain Sight
17th|
+12/+7/+2|
+5|
+10|
+5| Precision
18th|
+13/+8/+3|
+6|
+11|
+6| Swift Stalker
19th|
+14/+9/+4|
+6|
+11|
+6| Improved Darkvision
20th|
+15/+10/+5|
+6|
+12|
+6| Skill Mastery, Trap Sense +4[/table]
HD d6
Class Skills The Scout's Class Skills are: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points
8 + Int Mod (X4 at 1st level)
Class Features
Weapon and Armor Proficencies
Scouts are proficent in all simple weapons, plus Hand Crossbow, Rapier, and Shortbow. They are proficent in Light Armor but not shields.
Trapfinding As Rogue ability
Evasion Usable only in light or no armor
Track Bonus feat. Can also be used to hide tracks
Uncanny dodge As per Rogue
Trap Sense Bonus to saves vs traps
Run Bonus Feat
Slippery Mind Failed Will Save lets the Scout make another will save next turn to shake off the effects anyways
Light Step A Scout is well versed in how to navigate difficult terrain. He treats all difficult terrain (including rubble, but not undergrowth) as regular terrain.
Defensive Roll As per Rogue special ability
Woodland Stride As per Ranger ability
Darkvision 60'. If you already have Darkvision, this increases your current Darkvision by 30'
Skill Mastery Starting at 10th, and every five levels thereafter. As per Rogue special ability. Each time purchased adds to the list of skills which this ability is applied to.
Improved Evasion As per Rogue special ability
Quick Cover When a Scout has potential Cover or Concealment, he may make a Hide check as a Swift action. He may do this in response to someone trying to make a Spot check to find him, in which case it is a simple contested roll (Scouts Hide vs opponent's Spot) to determine if he is seen. The Scout must be aware of the spotter and be able to move.
Precise Aim If a Scout has an opponent flat footed, he doubles his critical threat range. This ability, unlike most others, stacks with any other modifiers to critical threat range, but only the base crit threat range is doubled.
Swift Tracking As per Ranger ability
Hide in Plain Sight A Scout may make a Hide check, even while under direct observation.
Precision A Scout's critical hit multiplier increases by one. This effect stacks with other modifiers to crit multiplier, and is added after all other effects have been calculated.
Swift Stalker A Scout no longer has a penalty to Move Silently while moving at his or her full movement.
Improved Darkvision A Scout can see even in magical darkness.
Scout
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0| Trapfinding
2nd|
+1|
+0|
+3|
+0| Evasion
3rd|
+2|
+1|
+3|
+1| Track
4th|
+3|
+1|
+4|
+1| Uncanny Dodge
5th|
+3|
+1|
+4|
+1| Run, Trap Sense +1
6th|
+4|
+2|
+5|
+2| Slippery Mind
7th|
+5|
+2|
+5|
+2|Light Step
8th|
+6/+1|
+2|
+6|
+2| Defensive Roll
9th|
+6/+1|
+3|
+6|
+3| Darkvision 60'
10th|
+7/+2|
+3|
+7|
+3| Skill Mastery, Trap Sense +2
11th|
+8/+3|
+3|
+7|
+3| Improved Evasion
12th|
+9/+4|
+4|
+8|
+4| Quick Cover
13th|
+9/+4|
+4|
+8|
+4| Precise Aim
14th|
+10/+5|
+4|
+9|
+4| Swift Tracking
15th|
+11/+6/+1|
+5|
+9|
+5| Skill Mastery, Trap Sense +3
16th|
+12/+7/+2|
+5|
+10|
+5| Hide in Plain Sight
17th|
+12/+7/+2|
+5|
+10|
+5| Precision
18th|
+13/+8/+3|
+6|
+11|
+6| Swift Stalker
19th|
+14/+9/+4|
+6|
+11|
+6| Improved Darkvision
20th|
+15/+10/+5|
+6|
+12|
+6| Skill Mastery, Trap Sense +4[/table]
HD d6
Class Skills The Scout's Class Skills are: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points
8 + Int Mod (X4 at 1st level)
Class Features
Weapon and Armor Proficencies
Scouts are proficent in all simple weapons, plus Hand Crossbow, Rapier, and Shortbow. They are proficent in Light Armor but not shields.
Trapfinding As Rogue ability
Evasion Usable only in light or no armor
Track Bonus feat. Can also be used to hide tracks
Uncanny dodge As per Rogue
Trap Sense Bonus to saves vs traps
Run Bonus Feat
Slippery Mind Failed Will Save lets the Scout make another will save next turn to shake off the effects anyways
Light Step A Scout is well versed in how to navigate difficult terrain. He treats all difficult terrain (including rubble, but not undergrowth) as regular terrain.
Defensive Roll As per Rogue special ability
Woodland Stride As per Ranger ability
Darkvision 60'. If you already have Darkvision, this increases your current Darkvision by 30'
Skill Mastery Starting at 10th, and every five levels thereafter. As per Rogue special ability. Each time purchased adds to the list of skills which this ability is applied to.
Improved Evasion As per Rogue special ability
Quick Cover When a Scout has potential Cover or Concealment, he may make a Hide check as a Swift action. He may do this in response to someone trying to make a Spot check to find him, in which case it is a simple contested roll (Scouts Hide vs opponent's Spot) to determine if he is seen. The Scout must be aware of the spotter and be able to move.
Precise Aim If a Scout has an opponent flat footed, he doubles his critical threat range. This ability, unlike most others, stacks with any other modifiers to critical threat range, but only the base crit threat range is doubled.
Swift Tracking As per Ranger ability
Hide in Plain Sight A Scout may make a Hide check, even while under direct observation.
Precision A Scout's critical hit multiplier increases by one. This effect stacks with other modifiers to crit multiplier, and is added after all other effects have been calculated.
Swift Stalker A Scout no longer has a penalty to Move Silently while moving at his or her full movement.
Improved Darkvision A Scout can see even in magical darkness.