Class - Scout

Source: Converted from Advanced Player's Guide.

Some people find nothing as potent as the unknown - the philosopher pondering unanswered questions, the mathematician seeking to define what remains unproven, the explorer striving to gaze upon vistas yet unseen. Like them, the scout lives a life built around confronting the unknown, focusing on the deadliest dangers where they lurk unnoticed or unseen. To the scout, the first step toward defeating any foe is the hunt that exposes it, while the best defense is to keep that foe unaware of its being a target until it is far too late to do anything about it.

Role: Much like a rogue, a scout's role in any party varies according to his skill selection, and can run the range from intelligence specialist to front-line trap specialist to stealth combatant.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The scout's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier.

Table: The Scout

Level BAB Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +0 Favored weapon, sharp senses
2nd +1 +0 +3 +0 Exploit opening 1d4, special ability
3rd +2 +1 +3 +1 Danger sense
4th +3 +1 +4 +1 Improved sharp senses
5th +3 +1 +4 +1 Special ability
6th +4 +2 +5 +2 Uncanny dodge
7th +5 +2 +5 +2 Favored weapon +2
8th +6/+1 +2 +6 +2 Exploit opening 1d6, special ability
9th +6/+1 +3 +6 +3 Studied target
10th +7/+2 +3 +7 +3 Greater sharp senses
11th +8/+3 +3 +7 +3 Special ability
12th +9/+4 +4 +8 +4 Fleet movement
13th +9/+4 +4 +8 +4 Favored weapon +3
14th +10/+5 +4 +9 +4 Exploit opening 1d8, special ability
15th +11/+6/+1 +5 +9 +5 Improved danger sense
16th +12/+7/+2 +5 +10 +5 Improved uncanny dodge
17th +12/+7/+2 +5 +10 +5 Special ability
18th +13/+8/+3 +6 +11 +6 Evasion
19th +14/+9/+4 +6 +11 +6 Favored weapon +4, preternatural dodge
20th +15/+10/+5 +6 +12 +6 Master of the unseen, special ability

Class Features

The following are the class features of the scout.

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus all light martial weapons and all bows. Scouts are proficient with light armor, bucklers, and light shields.

Favored Weapon (Ex): At 1st level, the scout may select one weapon from the scout weapon proficiencies. The scout gains a +1 bonus to attack rolls with this weapon. Every six levels thereafter, the scout gains an additional +1 bonus, which can be placed on the first weapon selected, or another weapon from the scout weapon proficiencies. This bonus stacks with Weapon Focus. Once the bonus is assigned, it cannot be changed. For example, a 1st-level scout selects short sword, gaining a +1 bonus to attack rolls with this weapon. When he reaches 7th level, he could select short sword again, gaining a +2 bonus to attack rolls, or any other weapon of the scout's weapon proficiencies.

Sharp Senses (Ex): A scout remains keenly aware of his surroundings and can pick up clues from his environment other characters might miss, gaining a +1 bonus to all Perception and Sense Motive checks. If the scout has the ability to track (such as from the ranger's track class feature or a similar ability), this bonus also applies to Survival checks made to follow tracks.

Exploit Opening (Ex): At 2nd level, the scout learns to capitalize instantly on the fleeting vulnerabilities that every opponent reveals. Once per round, the scout may deal an additional 1d4 points of damage on the first successful attack he makes with his favored weapon during his turn. This bonus damage increases to 1d6 at 8th level and to 1d8 at 14th level. This bonus damage is not multiplied on a critical hit.

Special Ability: Starting at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a scout can choose a special ability from the following list. Some of these abilities have prerequisites, as noted in their descriptions.

Bonus Feat: The scout gains a bonus feat from the following list: Combat Expertise, Deceitful, Dodge, Endurance, Improved Overrun, Mobility, Spring Attack, or Stealthy. A scout must meet all the prerequisites to select these feats, including ability score and base attack bonus minimums.

Discern Lies (Sp): In order to select this special ability, the scout must be at least 10th level. The scout gains the ability to use discern lies, as the spell (and the save DC equal 14 + the scout's Wisdom modifier). The scout can use this ability a number of times per day equal to his Wisdom modifier (minimum of once per day).

Canny Fighting (Ex): In order to select this special ability, the scout must have 5 or more ranks in Acrobatics, and either the Combat Expertise or Dodge feat. This ability allows the scout to make one attack of opportunity per round to attempt to disarm or trip a foe that has made an unsuccessful melee attack against him. The disarm or trip attempt does not provoke an attack of opportunity from the foe, but the scout cannot use this ability if caught flat-footed or is unaware of his attacker.

Greater Canny Fighting (Ex): In order to select this special ability, the scout must have the canny fighting special ability, and the Combat Expertise and Dodge feats. This ability allows the scout to take one attack of opportunity per round against a foe that has made an unsuccessful melee attack against him. The scout cannot use this ability if caught flat-footed or is unaware of his attacker.

Lesser Self-Healing (Sp): In order to select this special ability, the scout must have 5 or more ranks in Heal, and the Self-Sufficient feat. This ability allows the scout to cast cure light wounds, as the spell (with the caster level equal to one-half the scout's class level), a number of times per day equal to the scout's Wisdom modifier (minimum once per day).

Self-Healing (Sp): In order to select this special ability, the scout must have selected the lesser self-healing special ability. This ability allows the scout to cast cure moderate wounds, as the spell (with the caster level equal to one-half the scout's class level), a number of times per day equal to the scout's Wisdom modifier (minimum once per day). This ability replaces lesser self-healing.

Greater Self-Healing (Sp): In order to select this special ability, the scout must have selected the self-healing special ability. This ability allows the scout to cast cure serious wounds, delay poison, blindness/deafness, or remove disease as the spells (caster level equal to one-half the scout's class level), a number of times per day equal to the scout's Wisdom modifier (minimum once per day). This ability replaces self-healing.

Cunning Stealth (Sp): In order to select this special ability, the scout must have 5 or more ranks in Disguise or Stealth, and either the Deceitful or Stealthy feat. This ability allows the scout to conceal himself as if using the alter self or invisibility spells (caster level equal to one-half the scout's class level), a number of times per day equal to the scout's Wisdom modifier (minimum once per day).

Greater Cunning Stealth (Sp): In order to select this special ability, the scout must have selected the cunning stealth special ability. This ability allows the scout to overcome divination spells and effects as if under the effect of nondetection, as the spell (with the caster level equal to one-half the scout's class level), a number of times per day equal to the scout's Wisdom modifier (minimum once per day).

Mobile Fighting (Ex): In order to select this special ability, the scout must have 5 or more ranks in Acrobatics, and either the Improved Overrun or Mobility feat. This ability increases the scout's land speed by +10 feet (this is not an enhancement bonus; the scout's land speed simply increases, allowing him to combine this ability with other forms of speed increase).

Greater Mobile Fighting (Ex): In order to select this special ability, the scout must have selected the mobile fighting special ability. Whenever the scout moves more than 10 feet in a round, he may add his Wisdom bonus to any melee attack roll made during his turn. The scout may use any mode of personal movement (including jumping or using Acrobatics) but not mounted movement or flying.

Wildcraft (Ex): In order to select this special ability, the scout must have 5 or more ranks in Survival, and either the Endurance feat or the track class feature. With this ability, the scout can move through any sort of undergrowth (including natural thorns, briars, overgrown areas, and similar terrain) at his normal speed without suffering damage or other impairment. The scout leaves no trail and cannot be tracked in natural surroundings (though may choose to leave a trail if so desired), but is still affected by thorns, briars, and overgrown areas that have been magically manipulated to impede motion.

Greater Wildcraft (Sp): In order to select this special ability, the scout must have selected the wildcraft special ability. This ability allows the scout to use speak with animals or speak with plants, as the spells (caster level equal to one-half the scout's class level), a number of times per day equal to the scout's Wisdom modifier (minimum once per day). In addition, the scout can use tree stride, as the spell, once per day (caster level equal to one-half the scout's class level).

Danger Sense (Ex): At 3rd level, the scout's heightened alertness extends to anticipating threats before they fully materialize. He gains a +1 bonus on initiative checks and on Reflex saving throws against traps and hazards. This bonus increases to +2 at 15th level (see Improved Danger Sense, below).

Improved Sharp Senses (Ex): At 4th level, the scout's bonus on Perception and Sense Motive checks increases to +2. The range penalty for Perception checks drops from -1 per 10 feet of distance to -1 per 20 feet of distance.

Uncanny Dodge (Ex): At 6th level, the scout retains his Dexterity bonus to Armor Class (if any) even if caught flat-footed or struck by an invisible attacker (though he still loses his Dexterity bonus to AC if immobilized). If a character already has uncanny dodge from a second class (such as barbarian or rogue), he automatically gains improved uncanny dodge instead.

Studied Target (Ex): At 9th level, as a move action, the scout can study a single creature he can see. He gains a +1 insight bonus on Bluff, Perception, Sense Motive, and Stealth checks made against that creature, and a +1 insight bonus on attack and damage rolls against it. The scout may have only one studied target at a time; studying a new target immediately ends the effect on the previous one.

Greater Sharp Senses (Ex): At 10th level, the scout gains the blindsense ability (as described in the Pathfinder Bestiary universal monster rules) within a distance of 10 feet + 5 feet per point of his Wisdom modifier (minimum 10 feet). The scout usually doesn't need to make Perception checks to notice creatures within range, provided he has line of effect to those creatures. Any creature the scout cannot see still has concealment against him, and the scout is still denied his Dexterity bonus to Armor Class against such creatures. As well, poor visibility affects the scout's movement as normal.

Fleet Movement (Ex): At 12th level, the scout's constant motion through difficult terrain hones his ability to move and stay hidden simultaneously. When making Stealth checks while moving, the scout takes only a -5 penalty (instead of the normal -10 penalty for moving at full speed). This ability does not apply when the scout is running or charging.

Improved Danger Sense (Ex): At 15th level, the scout's Danger Sense bonus on initiative checks and Reflex saves against traps and hazards increases to +2. In addition, the scout gains a +2 bonus on Will saves against illusion spells and effects, as his hard-won experience with deception and misdirection makes him difficult to fool.

Improved Uncanny Dodge (Ex): At 16th level, the scout can no longer be flanked, as he is able to react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack a scout by flanking him, unless the attacker has at least four more rogue levels than the scout has class levels.

If a character already has uncanny dodge from a second class (such as barbarian), the levels from both classes stack to determine the minimum level a rogue must be to flank the character.

Evasion (Ex): At 18th level, the scout can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an effect that normally deals half damage on a successful save, he takes no damage instead. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.

Preternatural Dodge (Ex): At 19th level, the scout can anticipate his foes' movements. During his action, the scout designates a single opponent, gaining a +4 dodge bonus to AC against all attacks by that opponent. At the scout's option, he may divide this bonus between two opponents as he sees fit (for example, gaining a +3 dodge bonus against one opponent and a +1 dodge bonus against another).

Master of the Unseen (Ex): At 20th level, the scout's senses reach a state of preternatural perfection. He cannot be surprised and never loses his Dexterity bonus to AC regardless of circumstances — not from being flat-footed, not from any effect that would normally deny it (though he still loses it if immobilized). In addition, the scout's blindsense from Greater Sharp Senses becomes blindsight to the same range, allowing him to perfectly perceive any creature within that range regardless of concealment, invisibility, or darkness.