Age of Heroes
The scout is a master of stealth and detection. Much like the rogue, the scout depends on wits, agility, and a little bravado to go places other people do not go and do things other people do not do. While the rogue is a denizen of the city, the scout excels at moving through wilderness, sparsely populated zones, and enemy pickets.
Some are nimble hunters, while others are attached to a military force. Scouts might describe themselves as explorers, messengers, trackers, delvers, spelunkers, or agents. Few scouts would permit themselves to be tarnished with the label of spy, but many a scout wearing a stolen uniform has gained valuable insights into the enemy’s schemes.
Role: The scout is a skirmisher. While competent as a warrior, the scout prefers to avoid the front lines of battle and instead make use of his superior precision and mobility to harass and destroy. The scout is a skillful character, adept at springing traps, scaling rough terrain, or traveling incognito deep into enemy territory.
Usually Apollo, Artemis, Hermes, or Eros.
Skill Points at 1st Level:
(8 + Int modifier) x 4.
Skill Points at Each Additional Level:
8 + Int modifier.
The Scout class skills are:
- Acrobatics (Dex)
- Bluff (Cha)
- Climb (Str)
- Craft (Int)
- Disguise (Cha)
- Escape Artist (Dex)
- Handle Animal (Cha)
- Knowledge (dun) (Int)
- Knowledge (geo) (Int)
- Knowledge (nat) (Int)
- Perception (Wis)
- Profession (Wis)
- Ride (Dex)
- Sense Motive (Wis)
- Sleight of Hand (Dex)
- Stealth (Dex)
- Survival (Wis)
- Swim (Str)
Weapon and Armor Proficiency
Scouts are proficient with all Simple Weapons, plus the Shortbow, Short Sword, Javelin, Sling, Throwing Axe, and Handaxe. They are proficient with light and medium armor, but not with shields. He is proficient with one or more martial weapons, as determined by his background. Scouts from Greece are also proficient with the Heavy Corinthian Helm, which does not count as heavy armor for the purpose of any feat or ability when worn by a scout.
At 1st level, a Scout selects a creature type. Confer with the DM on this choice. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Scout may make Knowledge skill checks untrained when attempting to identify these creatures.
At later levels the Scout may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the Scout chooses humanoids as a favored enemy, he must also choose an associated subtype such as which city a human is from. If a specific creature falls into more than one category of favored enemy, the Scout’s bonuses do not stack; he simply uses whichever bonus is higher.
A Scout adds half his level (minimum 1) to Survival skill checks made to follow tracks.
A scout relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases as the Scout levels.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Active Defense checks during any round in which he moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of his next turn. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
At 2nd level, a Scout may select a type of terrain from Table: Favored Terrains. The Scout gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A Scout traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 7th level and 9th level, the Scout may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the Scout’s bonuses do not stack; he simply uses whichever bonus is higher.
As a scout gains experience, he learns additional abilities that make him a consummate stalker. Starting at 2nd level, a scout gains one scout talent, and he gains one additional scout talent at levels 4, 8, and 10. A scout can select each talent only once.
Talents identified as Skirmish talents add to a scout’s Skirmish attack. Only one of these talents can be used with each attack and the decision must be made before the attack roll is made.
- Finesse Scout:
The scout receives Weapon Finesse as a bonus feat.
- Prone Crawl:
While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.
- Trap Spotter:
Whenever a scout with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
- Weapon Training:
A scout that selects this talent gains Weapon Focus as a bonus feat.
The scout receives Endurance as a bonus feat.
- Nimble moves:
The scout gains Nimble Moves as a bonus feat.
- Acrobatic steps:
Prerequisite: Nimble Moves
The scout gains Acrobatic Steps as a bonus feat.
Prerequisite: favored terrain.
A scout who selects his ability can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
- Fast Movement:
The Scout may add +10ft to his base land speed.
- Fast Stealth:
This ability allows a scout to move at full speed using the Stealth skill without penalty.
- Dazzling strike:
Opponents damaged by a skirmish attack are dazzled for one round. They must fail a Fortitude saving throw equal to 10 + the Scout’s Level + the Scout’s Wisdom Modifier
- Silencing strike:
Opponents damaged by a Skirmish attack cannot speak or vocalize for one round.
- Hit and Run:
The scout gains the benefits of Skirmish when using the feats Shot on the Run or Spring Attack.
- Predatory Lunge:
The scout gains the benefits of Skirmish when making a single attack at the end of a charge.
- Precise Shot:
The scout receives Precise Shot as a bonus feat.
- Improved Sniping:
The scout receives Improved Sniping as a bonus feat.
- Fast climbing:
The scout may climb at half his speed without penalty, instead of taking a -5 penalty to move at half speed and no penalty to move at one-quarter speed.
A scout adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scout can use Disable Device to disarm magical traps.
Beginning at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
At 3rd level, a Scout forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A Scout who selects an animal companion can choose from the following list based on the level of the Scout:
3rd level or higher:
- Bear, Black
- Cat (small)
- Dire Rat
- Lion, cub
- Snake (Viper or Constrictor)
- Wolf (Dire Wolf pup)
7th level or higher:
- Bear, Brown
- Dire Wolverine
- Dire Boar
- Dire Wolf
This animal is a loyal companion that accompanies the Scout on his adventures as appropriate for its kind. A Scout’s animal companion shares his favored enemy and favored terrain bonuses.
Special: There are feats and other mechanics for customizing your companion, consult with your DM.
The Scout retains his Dexterity bonus to Defense (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus if immobilized. If a Scout already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
A Scout can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Scout is wearing light armor, medium armor, or no armor. A helpless Scout does not gain the benefit of evasion.
A Scout can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
The Scout an move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
A Scout can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a scout can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A scout can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the scout sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
This ability works like evasion, except that while the Scout still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Scout does not gain the benefit of improved evasion.
The Scout’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
The Scout gains the blindsense ability out to 30 feet. Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus against attacks from creatures it cannot see.
The Scout becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the scout’s level + the Scout’s Wisdom modifier. A Scout can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A Scout can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.