Post by Stix on Dec 18, 2005 2:54:26 GMT -5
Alignment: No restrictions
Hit Die: d8
Skill Points: 8+Int modifier.
Weapon Proficiencies: Simple Weapons, two Weapon Groups.
Armor Proficiencies: Light Armor.
Combat Skill: Moderate
High-Priority Saves: Reflex
Low-Priority Saves: Fortitude, Will
Class Skills:
Climb
Jump
Swim
Balance
Escape Artist
Hide
Move Silently
Ride
Tumble
Use Rope
Craft
Knowledge (Dungeoneering)
Knowledge (Factions)
Knowledge (Geography)
Knowledge (Nature)
Knowledge (The Planes)
Search
Speak Language
Control
Listen
Planar Expertise
Profession
Sense Motive
Spot
Survival
Level 1: Skirmish +1d6. The Scout deals extra damage on an attack made in a round in which he has moved at least ten feet.
Level 1: Trapfinding. The Scout can use the Search skill to locate traps when the task has a DC of 20 or above.
Level 2: Fast Movement. The Scout gains +5 to his base movement rate.
Level 2: Battle Fortitude +1. The Scout gains a +1 competence bonus to Fortitude saves and Initiative rolls.
Level 2: Uncanny Dodge. The Scout retains his Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker.
Level 3: Skirmish +1d6, +1 AC. The Scout's mobility grants him an AC bonus when attacking on the move.
Level 3: Trackless Step. The Scout cannot be tracked in a wilderness setting.
Level 4: Bonus Feat.
Level 5: Skirmish +2d6, +1 AC.
Level 5: Evasion. If the Rogue makes a successful Reflex save against an attack that normally deals half damage on success, he instead takes no damage.
Level 6: Flawless Stride. The Scout may move unimpeded through any hindering terrain (undergrowth, rubble, broken ground, etc.).
Level 7: Skirmish +2d6, +2 AC.
Level 8: Camouflage. The Scout may use the Hide skill in any natural terrain, even if it grants no cover or concealment.
Level 8: Bonus Feat.
Level 9: Skirmish +3d6, +2 AC.
Level 10: Blindsight, 15'.
Level 11: Skirmish +3d6, +3 AC.
Level 11: Battle Fortitude +2.
Level 12: Bonus Feat.
Level 13: Skirmish +4d6, +3 AC.
Level 14: Hide in Plain Sight. The Scout may use the Hide skill in any natural terrain, even while being observed.
Level 15: Skirmish +4d6, +4 AC.
Level 16: Bonus Feat.
Level 17: Skirmish +5d6, +4 AC.
Level 18: Free Movement. The Scout can slip out of bonds, grapples, and even confining spells as if constantly under the effects of a Freedom of Movement spell.
Level 19: Skirmish +5d6, +5 AC.
Level 20: Bonus Feat.
Level 20: Battle Fortitude +3.
Level 20: Blindsight, 30'.
Scouts may select from the following bonus feats:
Acrobatic
Agile
Alertness
Athletic
Blind-Fight
Combat Expertise
Danger Sense
Dodge
- Mobility
- Spring Attack
Endurance
Great Fortitude
Improved Initiative
Iron Will
Lightning Reflexes
Point Blank Shot
- Far Shot
- Precise Shot
- Rapid Shot
- Shot On The Run
Quick Draw
Quick Reconnoiter
Rapid Reload
Skill Focus
Track
Hit Die: d8
Skill Points: 8+Int modifier.
Weapon Proficiencies: Simple Weapons, two Weapon Groups.
Armor Proficiencies: Light Armor.
Combat Skill: Moderate
High-Priority Saves: Reflex
Low-Priority Saves: Fortitude, Will
Class Skills:
Climb
Jump
Swim
Balance
Escape Artist
Hide
Move Silently
Ride
Tumble
Use Rope
Craft
Knowledge (Dungeoneering)
Knowledge (Factions)
Knowledge (Geography)
Knowledge (Nature)
Knowledge (The Planes)
Search
Speak Language
Control
Listen
Planar Expertise
Profession
Sense Motive
Spot
Survival
Level 1: Skirmish +1d6. The Scout deals extra damage on an attack made in a round in which he has moved at least ten feet.
Level 1: Trapfinding. The Scout can use the Search skill to locate traps when the task has a DC of 20 or above.
Level 2: Fast Movement. The Scout gains +5 to his base movement rate.
Level 2: Battle Fortitude +1. The Scout gains a +1 competence bonus to Fortitude saves and Initiative rolls.
Level 2: Uncanny Dodge. The Scout retains his Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker.
Level 3: Skirmish +1d6, +1 AC. The Scout's mobility grants him an AC bonus when attacking on the move.
Level 3: Trackless Step. The Scout cannot be tracked in a wilderness setting.
Level 4: Bonus Feat.
Level 5: Skirmish +2d6, +1 AC.
Level 5: Evasion. If the Rogue makes a successful Reflex save against an attack that normally deals half damage on success, he instead takes no damage.
Level 6: Flawless Stride. The Scout may move unimpeded through any hindering terrain (undergrowth, rubble, broken ground, etc.).
Level 7: Skirmish +2d6, +2 AC.
Level 8: Camouflage. The Scout may use the Hide skill in any natural terrain, even if it grants no cover or concealment.
Level 8: Bonus Feat.
Level 9: Skirmish +3d6, +2 AC.
Level 10: Blindsight, 15'.
Level 11: Skirmish +3d6, +3 AC.
Level 11: Battle Fortitude +2.
Level 12: Bonus Feat.
Level 13: Skirmish +4d6, +3 AC.
Level 14: Hide in Plain Sight. The Scout may use the Hide skill in any natural terrain, even while being observed.
Level 15: Skirmish +4d6, +4 AC.
Level 16: Bonus Feat.
Level 17: Skirmish +5d6, +4 AC.
Level 18: Free Movement. The Scout can slip out of bonds, grapples, and even confining spells as if constantly under the effects of a Freedom of Movement spell.
Level 19: Skirmish +5d6, +5 AC.
Level 20: Bonus Feat.
Level 20: Battle Fortitude +3.
Level 20: Blindsight, 30'.
Scouts may select from the following bonus feats:
Acrobatic
Agile
Alertness
Athletic
Blind-Fight
Combat Expertise
Danger Sense
Dodge
- Mobility
- Spring Attack
Endurance
Great Fortitude
Improved Initiative
Iron Will
Lightning Reflexes
Point Blank Shot
- Far Shot
- Precise Shot
- Rapid Shot
- Shot On The Run
Quick Draw
Quick Reconnoiter
Rapid Reload
Skill Focus
Track