ben-zayb
2014-04-30, 08:22 PM
It was a few days ago when I rebrowsed the Commonly Corrected Class Compendium, and see the lack of Scout fixes. I mean, I saw the Swashbuckler (and its rogue version) and even the Samurai (and its fighter version), so why am I not seeing the Scout? The answer is so obvious it hurts my skillmonkey-loving heart. He is forever stapled, if not a mere footnote, under Ranger fixes. And with mechanics that are far too similar to a Ranger's (and far more inferior at that), it's logical to head down that path. But if you look at it from a fluff perspective, the nature-revering Apex Hunter with weapon style mastery is far too different from the highly mobile Surveillance and Espionage Agent.
Long story short, the mechanics given to the scout doesn't do justice to that awesome, awesome fluff that it has (seriously, reread Complete Adventurer pp.10-11). Heck, I bet plenty of you recognize the archetypal role "Scout". The Scout class needs some serious fixing for it to be finally worthy of its namesake.
Design Goals:
Make the Scout at least a T3 Class to be on par in competence with plenty of good classes
Make the Scout... actually good at Scouting
Make a unique niche and playstyle for the Scout (at least, until someone plays a T1 class)
Make the Scout's mechanics capture its fluff as much as possible (i.e. focusing on Mobility, Information Gathering, Perception, and Stealth)
SRD wording
Complete Adventurer (pp10-12) wording
Magic of Incarnum (p50) wording
Grod the Giant's Walker of the World and Unstoppable Stride wording for my Heedless Stride and Flawless Stride abilities (from the Legend (http://www.giantitp.com/forums/showthread.php?276481-The-Legend-Returns-A-Mythic-Fighter-for-Manly-Men-%28and-Women-And-Others-%29) class, specifically)
What is a Scout?
Of course! A scout is someone good at the role of scouting!
Irony aside, that description's all well and good. However, what the "Scout" is as the archetype, is actually different (or a narrower view, to be more precise) from what the "Scout" is as the class presented by WotC. Lifting the introduction of the class from Complete Adventurer:
Any force on the move, whether it’s an army or an adventuring group, needs information about what’s ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.
From here, we get the idea of what the Scout's main roles are: gathering information (ahead or behind), helping her allies be more prepared against incoming conflict, navigating any sort of terrain at good speed, having reliable perception to actually detect who she's spying on, and also having a high degree of stealth. The new Scout fix will try to focus on these as main competencies:
The revamped Skirmish and Intel subsystem will reflect the Scout's information gathering and preparation
The revamped movement features, dubbed the "___less Stride series", will highlight the Scout's unparalleled mobility and navigation capabilities
The new Reconnaissance ability, replacing the Battle Fortitude class feature, will feature the Scout's innate ability to see before being seen (ergo, "Scouting").
The new "Percipience series", replacing the Blindsense/sight class features, will massively increase the Scout's expected competency and versatility in perception
The revamped "Stealth series" (camouflage, HiPS, and the new Master of Subtlety), will retain and improve on the Scout's abilities in subterfuge.
Aside from that, will be a host of other new features:
Chosen Insight is a new ability that will decrease the Scout's MADness. The information gathering, skill-monkeyish aspect combined with the perception aspect would have the player split on Wis or Int, so this will be the feature to make him not worry about that.
The Uncanny Dodge and Evasion features are retained, with the addition of Improved Evasion in place of a dead level. For the fluff given, these won't be too out of place.
The new Tempo Abiliy feature, replacing mere bonus feats, will be a unique Scout feature which I think will reflect the Scout's more unorthodox combat style due to his unparalleled mobility. Some of this abilities will include those that effectively replace one or more feats that a Scout can normally take (e.g. no need to take Flyby Attack, Shot on the Run, or Spring Attack, upon choosing Hit and Run)
Skirmishes and IntelThis fix features a completely remodeled mechanic based on the Scout's previous Skirmish abilities.
Skirmishes are now the multitude of special passive abilities that a Scout (or more importantly, his allies) can gain access to once he starts moving around. Unlike normal passive Extraordinary abilities, Skirmishes have no potency without the investment of the Scout's new pool of resources: Intel.
The closest comparison to a D&D subsystem mechanics would be that of the Incarnum subsystem: Intel are like Essentia and Skirmishes are like Soulmelds. Intel are allocated to Skirmishes, and like in Incarnum, you may allocate to any number of Skirmishes in any way you want, except you add two rules:
1. The maximum Intel allocation for Skirmishes is 1 until level 4, 2 until level 8, 3 until level 9, 4 until level 12, and 5 until level 16.
2. Skirmishes have minimum Intel cost, so you either allocate at least that much, or none at all.
Consequently, allocating more Intel on a Skirmish heightens its effects.
With this implementation, you effectively are capable of trading the old Skirmish' extra 1d6s of damage and AC bonuses for other stuff (of course, you can still allocate all Intel to Expose Protection and Reveal Attack to basically almost get the same old Skirmish effect). Moreover, many of these effects, via the new fluff and mechanics, affects your allies too.
The Scout
Alignment: Any
Hit Die: 1d8
Class Skills: A scout's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
TABLE - THE SCOUT
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
Skirmishes
Known
Intel
Fast
Movement
1st
+0
+0
+2
+0
Intel, Skirmish (Tier 1), Chosen Insight, Reconnaissance
2
1
-
2nd
+1
+0
+3
+0
Percipience, Uncanny Dodge
3
1
-
3rd
+2
+1
+3
+1
Heedless Stride, Fast Movement
4
2
+10 ft.
4th
+3
+1
+4
+1
Tempo Ability
5
2
+10 ft.
5th
+3
+1
+4
+1
Evasion, Skirmish (Tier 2)
7
3
+10 ft.
6th
+4
+2
+5
+2
Flawless Stride
8
3
+20 ft.
7th
+5
+2
+5
+2
Tempo Ability
9
4
+20 ft.
8th
+6/+1
+2
+6
+2
Camouflage
10
4
+20 ft.
9th
+6/+1
+3
+6
+3
Limitless Stride, Skirmish (Tier 3)
12
5
+30 ft.
10th
+7/+2
+3
+7
+3
Tempo Ability
13
5
+30 ft.
11th
+8/+3
+3
+7
+3
Grand Percipience
14
6
+30 ft.
12th
+9/+4
+4
+8
+4
Harmless Stride
15
6
+40 ft.
13th
+9/+4
+4
+8
+4
Tempo Ability, Skirmish (Tier 4)
17
7
+40 ft.
14th
+10/+5
+4
+9
+4
Hide in Plain Sight
18
7
+40 ft.
15th
+11/+6/+1
+5
+9
+5
Peerless Stride
19
8
+50 ft.
16th
+12/+7/+2
+5
+10
+5
Tempo Ability
20
8
+50 ft.
17th
+12/+7/+2
+5
+10
+5
Improved Evasion, Skirmish (Tier 5)
22
9
+50 ft.
18th
+13/+8/+3
+6
+11
+6
Endless Stride
23
9
+60 ft.
19th
+14/+9/+4
+6
+11
+6
Tempo Ability
24
10
+60 ft.
20th
+15/+10/+5
+6
+12
+6
Apex Percipience, Master of Subtlety
25
10
+60 ft.
Class Features
All of the following are class features of the Scout.
Weapon and Armor Proficiency
Scouts are proficient with all simple weapons, plus ten martial weapons of her choice. Scouts are proficient with light armor, but not with shields.
Intel: A scout relies on his advanced mobility in providing his allies with gathered intelligence about the opposition in order to coordinate and anticipate their next moves.
Each round, as soon as you move at least 10 feet on your turn, you gain access to resources called Intel, which lasts until the start of your next turn. Each Scout has a pool of Intel, the size of which are detailed on the Table - The Scout above. Intel are resources used to power Skirmishes.
As a swift action on your turn, you may allocate Intel into any number of Skirmishes as well as choose which allies are affected. It remains invested in those Skirmishes until you reallocate your Intel. Beginning at 10th level, you may reallocate Intel after every 20 feet of movement, without using a swift action (becomes non-action).
You always have Intel, but you only gain access to them by way as indicated above.
Skirmish (Ex)
Skirmishes are passive extraordinary abilities that aid you and others. The number of Skirmishes you know per level is indicated in the Table - The Scout above. At 1st level, you only get access to Tier 1 Skirmishes. You get access to Tier 2 at 5th level, Tier 3 at 9th level, Tier 4 at 13th level, and Tier 5 at 17th level.
To make use of a Skirmish, a resource called Intel must be allocated to it. Each Skirmish have a minimum allocation cost equal to their Tier. The maximum amount of Intel that can be allocated to a particular Skirmish is equal to the maximum Tier accessible to you. Therefore, the maximum is 1 Intel per Skirmish at 1st, which increases 2 Intel at 5th, 3 Intel at 9th, and so on.
Learning additional Skirmishes (WIP)
Chosen Insight (Ex):
You may choose to use the better of your Intelligence or Wisdom score, in place of the normal ability score used on Wisdom and Intelligence checks, Wisdom- and Intelligence-based skill checks, and Gather Information checks.
Reconnaissance (Ex):
You gain a perfection bonus on Spot and Listen checks equal to 5 + 1 per two Scout Levels (round down). Additionally, any Spot or Listen checks to detect you, including objects you carry, have their DCs increased by 1 per two Scout Levels (round down). These increase by another +1 per two Scout Levels (round down) both at 10th level and then at 20th level.
You may partially or wholly suppress the DC increase for one round against any number of targets.In a crowd of four enemies, you may have the first one you may allow one of your enemies to perceive you normally for one round).
Percipience (Ex)
Beginning at 2nd level, you may reduce your available bonuses (as detailed below) from your Reconnaissance to gain one or more of the following effects.
Bonus
Cost
Ability
Description
5
Scent to 50ft*
6
see through all types of darkness**
7
Blindsense to 20ft*
8
see through invisibility**
9
Blindsight to 40ft*
15
see through illusions
18
True Seeing to 130ft*
21
see through fog, smoke, and similar effects**
24
Touchsight to 90ft*
35
see through even opaque solid and liquid matter**
* +10ft increase to range per extra Perfection Bonus exchanged
** still limited by the range of your vision or Spot check
Changing, adding, or removing this ability's effects is a swift action. Suffice to say, you can't reduce bonus if you no longer have them (such as reducing attack bonus for Power Attack).
Uncanny Dodge (Ex)
Beginning at 2nd level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose Dexterity bonus to AC if immobilized. If you already has Uncanny Dodge from a different class, you automatically gain Improved Uncanny Dodge (as the Rogue, using Scout Levels) instead.
Heedless Stride (Ex)
Beginning at 3rd level, you can no longer be tracked, nor are you hindered nor harmed by natural terrain. This allows you to, among other things, move through dense undergrowth without being slowed, breathe underwater, and ignore extreme heat and cold as though affected by a permanent Endure Elements spell. Extreme natural features, such as lava and lightning, can still damage you, however. At 12th level, you gain immunity to all sources of natural damage, including non-magical lava and lightning. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Fast Movement (Ex)
At 3rd level, and every three Scout Levels thereafter, you gain a +10ft. bonus to all movement speeds (to a +60ft. speed at Scout 18th). Additionally, you also gain Climb and Swim speed equal to your base land speed.
At 6th level, you can either walk over liquid or climb/traverse on any elevation (even upside down) without making a Climb check, as long as you already moved at least 10 feet in that round.
At 12th level, you no longer need a free hand to climb or continue climbing, as long as you already moved at least 10 feet in that round.
You lose these benefits when wearing medium or heavy armor, or when carrying a medium or heavy load.
Tempo Abilities: A Scout utilizes unique combat styles based on erratic and unpredictable movement patterns.
At 4th level, and every three Scout Levels thereafter, you choose a Tempo Ability for which you meet the prerequisite**** and Run (Ex)
You can take a standard action at any point during a move action made during your turn. For the sole purpose of qualifying for feats and classes requiring either Flyby Attack, Shot on the Run, or Spring Attack, Hit and Run counts as these feats as well as Dodge and Mobility.
Hit and Run II (Ex) [Prerequisites: Hit and Run, Scout 10th level]
You can move up your speed as part of a full-attack action made during your turn, but you must move a minimum of 10 feet between each attack and you can't return to a square you just exited.
Hit and Run III (Ex) [Prerequisites: Hit and Run II, Scout 19th level]
You can move up your speed between each attack as part of a full-attack action made on your turn, but you can't return to a square you just exited.
Own Tempo (Ex)
You can take your move action for the round even if it's not your turn, much like an immediate action.
Own Tempo II (Ex) [Prerequisites: Own Tempo, Scout 10th level]
You can divide your move action for the round even if it's not your turn, taking up to (half your Scout Level round down) partial move actions with each requiring a minimum of 10 feet of movement. You may use this before or after, but not during, anyone's action.
Own Tempo III (Ex) [Prerequisites: Own Tempo II, Scout 19th level]
You can take your standard action for the round even if it's not your turn, much like an immediate action, as long as its only used to either initiate a maneuver, "make an attack" action, or make Special Attacks (Bull-Rush, Overrun, escape Grapple, etc.)
Just in Time (Ex)
You can ready actions without changing your place in the initiative. For the sole purpose of qualifying for Feats and Classes requiring Improved Initiative, Just in Time counts as this feat.
Just in Time II (Ex) [Prerequisites: Just in Time, Scout 10th level]
As a full-round action, you can ready a full-round action.
Just in Time III (Ex) [Prerequisites: Just in Time II, Scout 19th level]
You can ready either an unspecified action with a specified condition, or a specified action with an unspecified condition.
Calculated Step (Ex)
You gain the Evasive Reflexes feat, and you add half your Scout Level (round down) to your number of Attacks of Opportunity per round.
Calculated Step II (Ex) [Prerequisites: Calculated Step, Scout 10th level]
You may make a 10ft-step instead of a 5ft-step.
Calculated Step III (Ex) [Prerequisites: Calculated Step II, Scout 19th level]
You may make a (half your speed)-step instead of a 5ft-step.
Feat
You gain a bonus feat that you qualify for in place of a tempo ability.Aside from the bonus feat, you lose these benefits when wearing medium or heavy armor, or when carrying a medium or heavy load.
Evasion (Ex)
Beginning at 5th level, whenever you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Flawless Stride (Ex)
Beginning at 6th level, you are no longer hindered by effects that would hinder your ability to move, such as dense undergrowth or a Solid Fog spell, as though you were under the effects of a permanent Freedom of Movement spell, although you can still be grappled. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Camouflage (Ex)
Beginning at 8th level, you can use the Hide skill in any sort of natural terrain, even without cover or concealment. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Limitless Stride (Ex)
Beginning at 9th level, you gain a greater sense of balance, such that you can easily tread on air and over any liquid as if walking on solid ground, as though you were under the effects of permanent Water Walk and Air Walk spells. Additionally, you can now climb smooth, flat, vertical surfaces.
You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Grand Percipience (Ex)
Beginning at 11th level, you ignore all penalties to Spot and Listen checks that aren't based on distance or negative ability modifiers, and the penalty (or modifier to DC) for distance becomes 1 per 50ft. instead. Penalties to Spot and Listen checks ignored include (but isn't limited to) those for being Dazzled, Energy Drained, Fascinated, Frightened, Panicked, Shaken, and Sickened.
You also no longer don't automatically fail Spot and Listen checks, and in cases where you normally do so (e.g. being Blinded or Deafened), you get quarter (1/4) of the result of the relevant skill check/s instead.
Harmless Stride (Ex)
Beginning at 12th level, you no longer provoke attack of opportunity for leaving a threatened square. At 18th level, you no longer provoke any attack of opportunity. When used against effects that specifically enable attack of opportunity, such as the Thicket of Blades stance, make an opposed HD check. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Hide in Plain Sight (Ex)
Beginning at 14th level, you can use the Hide skill in natural terrain even while being observed. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Peerless Stride (Ex)
Beginning at 15th level, your movements* no longer trigger contingencies**, if you don't want such movements to. Other actions, such as the attack/s in the middle or at the end of movement/charge, the drawing of weapons/ammunition while moving, the speaking in the middle of movement, etc. can still trigger such contingencies. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
* e.g. regular movement up to your speed, 5ft. step, dive, charge, overrun, run, withdraw, and similar movements
** e.g. readied actions, Contingent Spells, spells/powers from Contingency / Psionic Contingency, and similar effects
Improved Evasion (Ex)
Beginning at 17th level, whenever you fail a Reflex save against an attack that normally deal half damage on a successful save, you still only take half-damage. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Endless Stride (Ex)
Beginning at 18th level, you are no longer hindered by effects that restrict movement, such as binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, web, and other similar effects, as though you were continuously under the effects of a permanent Freedom spell. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Master of Subtlety (Ex): A Scout's abilities of subterfuge reaches its pinnacle, enabling her to freely do anything she wants while remaining hidden at the background.
At 20th level, senses and abilities that help in detecting you without the need of a Spot or Listen check(such as Lifesense if you aren't Undead), no longer do such thing to you, and now only add a stacking +5 bonus to Spot and Listen checks against you. Additionally, Camouflage and Hide in Plain Sight now work anywhere.
Apex Percipience (Ex): A Scout completes her mastery of her own senses, allowing her to extract far more abstract information from what he perceives.
At 20th level, once per round as a Free Action, you discern values/modifiers* from a set of characteristics of your choice, from a creature or object (if it applies) that you can observe.
Current Hit Point Total and Non-Lethal Damage
Maximum Hit Point Total and Temporary Hit Points
Effective Character Level and Negative Levels
Armor Class
Base Attack Bonus
Save (choose one)
Skill (choose one)
Ability Score (choose one)
Highest caster/initiator/meldshaper/etc. level (choose one)
Hardness and Damage Reduction
Spell Resistance (Spell/Magic Immunity counts as Infinite)
Energy Resistance (choose one, Immunity counts as Infinite)
*this doesn't count specific bonus such as Favored Enemy bonus, bonus to saves vs. Fear, etc.
Long story short, the mechanics given to the scout doesn't do justice to that awesome, awesome fluff that it has (seriously, reread Complete Adventurer pp.10-11). Heck, I bet plenty of you recognize the archetypal role "Scout". The Scout class needs some serious fixing for it to be finally worthy of its namesake.
Design Goals:
Make the Scout at least a T3 Class to be on par in competence with plenty of good classes
Make the Scout... actually good at Scouting
Make a unique niche and playstyle for the Scout (at least, until someone plays a T1 class)
Make the Scout's mechanics capture its fluff as much as possible (i.e. focusing on Mobility, Information Gathering, Perception, and Stealth)
SRD wording
Complete Adventurer (pp10-12) wording
Magic of Incarnum (p50) wording
Grod the Giant's Walker of the World and Unstoppable Stride wording for my Heedless Stride and Flawless Stride abilities (from the Legend (http://www.giantitp.com/forums/showthread.php?276481-The-Legend-Returns-A-Mythic-Fighter-for-Manly-Men-%28and-Women-And-Others-%29) class, specifically)
What is a Scout?
Of course! A scout is someone good at the role of scouting!
Irony aside, that description's all well and good. However, what the "Scout" is as the archetype, is actually different (or a narrower view, to be more precise) from what the "Scout" is as the class presented by WotC. Lifting the introduction of the class from Complete Adventurer:
Any force on the move, whether it’s an army or an adventuring group, needs information about what’s ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.
From here, we get the idea of what the Scout's main roles are: gathering information (ahead or behind), helping her allies be more prepared against incoming conflict, navigating any sort of terrain at good speed, having reliable perception to actually detect who she's spying on, and also having a high degree of stealth. The new Scout fix will try to focus on these as main competencies:
The revamped Skirmish and Intel subsystem will reflect the Scout's information gathering and preparation
The revamped movement features, dubbed the "___less Stride series", will highlight the Scout's unparalleled mobility and navigation capabilities
The new Reconnaissance ability, replacing the Battle Fortitude class feature, will feature the Scout's innate ability to see before being seen (ergo, "Scouting").
The new "Percipience series", replacing the Blindsense/sight class features, will massively increase the Scout's expected competency and versatility in perception
The revamped "Stealth series" (camouflage, HiPS, and the new Master of Subtlety), will retain and improve on the Scout's abilities in subterfuge.
Aside from that, will be a host of other new features:
Chosen Insight is a new ability that will decrease the Scout's MADness. The information gathering, skill-monkeyish aspect combined with the perception aspect would have the player split on Wis or Int, so this will be the feature to make him not worry about that.
The Uncanny Dodge and Evasion features are retained, with the addition of Improved Evasion in place of a dead level. For the fluff given, these won't be too out of place.
The new Tempo Abiliy feature, replacing mere bonus feats, will be a unique Scout feature which I think will reflect the Scout's more unorthodox combat style due to his unparalleled mobility. Some of this abilities will include those that effectively replace one or more feats that a Scout can normally take (e.g. no need to take Flyby Attack, Shot on the Run, or Spring Attack, upon choosing Hit and Run)
Skirmishes and IntelThis fix features a completely remodeled mechanic based on the Scout's previous Skirmish abilities.
Skirmishes are now the multitude of special passive abilities that a Scout (or more importantly, his allies) can gain access to once he starts moving around. Unlike normal passive Extraordinary abilities, Skirmishes have no potency without the investment of the Scout's new pool of resources: Intel.
The closest comparison to a D&D subsystem mechanics would be that of the Incarnum subsystem: Intel are like Essentia and Skirmishes are like Soulmelds. Intel are allocated to Skirmishes, and like in Incarnum, you may allocate to any number of Skirmishes in any way you want, except you add two rules:
1. The maximum Intel allocation for Skirmishes is 1 until level 4, 2 until level 8, 3 until level 9, 4 until level 12, and 5 until level 16.
2. Skirmishes have minimum Intel cost, so you either allocate at least that much, or none at all.
Consequently, allocating more Intel on a Skirmish heightens its effects.
With this implementation, you effectively are capable of trading the old Skirmish' extra 1d6s of damage and AC bonuses for other stuff (of course, you can still allocate all Intel to Expose Protection and Reveal Attack to basically almost get the same old Skirmish effect). Moreover, many of these effects, via the new fluff and mechanics, affects your allies too.
The Scout
Alignment: Any
Hit Die: 1d8
Class Skills: A scout's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
TABLE - THE SCOUT
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
Skirmishes
Known
Intel
Fast
Movement
1st
+0
+0
+2
+0
Intel, Skirmish (Tier 1), Chosen Insight, Reconnaissance
2
1
-
2nd
+1
+0
+3
+0
Percipience, Uncanny Dodge
3
1
-
3rd
+2
+1
+3
+1
Heedless Stride, Fast Movement
4
2
+10 ft.
4th
+3
+1
+4
+1
Tempo Ability
5
2
+10 ft.
5th
+3
+1
+4
+1
Evasion, Skirmish (Tier 2)
7
3
+10 ft.
6th
+4
+2
+5
+2
Flawless Stride
8
3
+20 ft.
7th
+5
+2
+5
+2
Tempo Ability
9
4
+20 ft.
8th
+6/+1
+2
+6
+2
Camouflage
10
4
+20 ft.
9th
+6/+1
+3
+6
+3
Limitless Stride, Skirmish (Tier 3)
12
5
+30 ft.
10th
+7/+2
+3
+7
+3
Tempo Ability
13
5
+30 ft.
11th
+8/+3
+3
+7
+3
Grand Percipience
14
6
+30 ft.
12th
+9/+4
+4
+8
+4
Harmless Stride
15
6
+40 ft.
13th
+9/+4
+4
+8
+4
Tempo Ability, Skirmish (Tier 4)
17
7
+40 ft.
14th
+10/+5
+4
+9
+4
Hide in Plain Sight
18
7
+40 ft.
15th
+11/+6/+1
+5
+9
+5
Peerless Stride
19
8
+50 ft.
16th
+12/+7/+2
+5
+10
+5
Tempo Ability
20
8
+50 ft.
17th
+12/+7/+2
+5
+10
+5
Improved Evasion, Skirmish (Tier 5)
22
9
+50 ft.
18th
+13/+8/+3
+6
+11
+6
Endless Stride
23
9
+60 ft.
19th
+14/+9/+4
+6
+11
+6
Tempo Ability
24
10
+60 ft.
20th
+15/+10/+5
+6
+12
+6
Apex Percipience, Master of Subtlety
25
10
+60 ft.
Class Features
All of the following are class features of the Scout.
Weapon and Armor Proficiency
Scouts are proficient with all simple weapons, plus ten martial weapons of her choice. Scouts are proficient with light armor, but not with shields.
Intel: A scout relies on his advanced mobility in providing his allies with gathered intelligence about the opposition in order to coordinate and anticipate their next moves.
Each round, as soon as you move at least 10 feet on your turn, you gain access to resources called Intel, which lasts until the start of your next turn. Each Scout has a pool of Intel, the size of which are detailed on the Table - The Scout above. Intel are resources used to power Skirmishes.
As a swift action on your turn, you may allocate Intel into any number of Skirmishes as well as choose which allies are affected. It remains invested in those Skirmishes until you reallocate your Intel. Beginning at 10th level, you may reallocate Intel after every 20 feet of movement, without using a swift action (becomes non-action).
You always have Intel, but you only gain access to them by way as indicated above.
Skirmish (Ex)
Skirmishes are passive extraordinary abilities that aid you and others. The number of Skirmishes you know per level is indicated in the Table - The Scout above. At 1st level, you only get access to Tier 1 Skirmishes. You get access to Tier 2 at 5th level, Tier 3 at 9th level, Tier 4 at 13th level, and Tier 5 at 17th level.
To make use of a Skirmish, a resource called Intel must be allocated to it. Each Skirmish have a minimum allocation cost equal to their Tier. The maximum amount of Intel that can be allocated to a particular Skirmish is equal to the maximum Tier accessible to you. Therefore, the maximum is 1 Intel per Skirmish at 1st, which increases 2 Intel at 5th, 3 Intel at 9th, and so on.
Learning additional Skirmishes (WIP)
Chosen Insight (Ex):
You may choose to use the better of your Intelligence or Wisdom score, in place of the normal ability score used on Wisdom and Intelligence checks, Wisdom- and Intelligence-based skill checks, and Gather Information checks.
Reconnaissance (Ex):
You gain a perfection bonus on Spot and Listen checks equal to 5 + 1 per two Scout Levels (round down). Additionally, any Spot or Listen checks to detect you, including objects you carry, have their DCs increased by 1 per two Scout Levels (round down). These increase by another +1 per two Scout Levels (round down) both at 10th level and then at 20th level.
You may partially or wholly suppress the DC increase for one round against any number of targets.In a crowd of four enemies, you may have the first one you may allow one of your enemies to perceive you normally for one round).
Percipience (Ex)
Beginning at 2nd level, you may reduce your available bonuses (as detailed below) from your Reconnaissance to gain one or more of the following effects.
Bonus
Cost
Ability
Description
5
Scent to 50ft*
6
see through all types of darkness**
7
Blindsense to 20ft*
8
see through invisibility**
9
Blindsight to 40ft*
15
see through illusions
18
True Seeing to 130ft*
21
see through fog, smoke, and similar effects**
24
Touchsight to 90ft*
35
see through even opaque solid and liquid matter**
* +10ft increase to range per extra Perfection Bonus exchanged
** still limited by the range of your vision or Spot check
Changing, adding, or removing this ability's effects is a swift action. Suffice to say, you can't reduce bonus if you no longer have them (such as reducing attack bonus for Power Attack).
Uncanny Dodge (Ex)
Beginning at 2nd level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose Dexterity bonus to AC if immobilized. If you already has Uncanny Dodge from a different class, you automatically gain Improved Uncanny Dodge (as the Rogue, using Scout Levels) instead.
Heedless Stride (Ex)
Beginning at 3rd level, you can no longer be tracked, nor are you hindered nor harmed by natural terrain. This allows you to, among other things, move through dense undergrowth without being slowed, breathe underwater, and ignore extreme heat and cold as though affected by a permanent Endure Elements spell. Extreme natural features, such as lava and lightning, can still damage you, however. At 12th level, you gain immunity to all sources of natural damage, including non-magical lava and lightning. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Fast Movement (Ex)
At 3rd level, and every three Scout Levels thereafter, you gain a +10ft. bonus to all movement speeds (to a +60ft. speed at Scout 18th). Additionally, you also gain Climb and Swim speed equal to your base land speed.
At 6th level, you can either walk over liquid or climb/traverse on any elevation (even upside down) without making a Climb check, as long as you already moved at least 10 feet in that round.
At 12th level, you no longer need a free hand to climb or continue climbing, as long as you already moved at least 10 feet in that round.
You lose these benefits when wearing medium or heavy armor, or when carrying a medium or heavy load.
Tempo Abilities: A Scout utilizes unique combat styles based on erratic and unpredictable movement patterns.
At 4th level, and every three Scout Levels thereafter, you choose a Tempo Ability for which you meet the prerequisite**** and Run (Ex)
You can take a standard action at any point during a move action made during your turn. For the sole purpose of qualifying for feats and classes requiring either Flyby Attack, Shot on the Run, or Spring Attack, Hit and Run counts as these feats as well as Dodge and Mobility.
Hit and Run II (Ex) [Prerequisites: Hit and Run, Scout 10th level]
You can move up your speed as part of a full-attack action made during your turn, but you must move a minimum of 10 feet between each attack and you can't return to a square you just exited.
Hit and Run III (Ex) [Prerequisites: Hit and Run II, Scout 19th level]
You can move up your speed between each attack as part of a full-attack action made on your turn, but you can't return to a square you just exited.
Own Tempo (Ex)
You can take your move action for the round even if it's not your turn, much like an immediate action.
Own Tempo II (Ex) [Prerequisites: Own Tempo, Scout 10th level]
You can divide your move action for the round even if it's not your turn, taking up to (half your Scout Level round down) partial move actions with each requiring a minimum of 10 feet of movement. You may use this before or after, but not during, anyone's action.
Own Tempo III (Ex) [Prerequisites: Own Tempo II, Scout 19th level]
You can take your standard action for the round even if it's not your turn, much like an immediate action, as long as its only used to either initiate a maneuver, "make an attack" action, or make Special Attacks (Bull-Rush, Overrun, escape Grapple, etc.)
Just in Time (Ex)
You can ready actions without changing your place in the initiative. For the sole purpose of qualifying for Feats and Classes requiring Improved Initiative, Just in Time counts as this feat.
Just in Time II (Ex) [Prerequisites: Just in Time, Scout 10th level]
As a full-round action, you can ready a full-round action.
Just in Time III (Ex) [Prerequisites: Just in Time II, Scout 19th level]
You can ready either an unspecified action with a specified condition, or a specified action with an unspecified condition.
Calculated Step (Ex)
You gain the Evasive Reflexes feat, and you add half your Scout Level (round down) to your number of Attacks of Opportunity per round.
Calculated Step II (Ex) [Prerequisites: Calculated Step, Scout 10th level]
You may make a 10ft-step instead of a 5ft-step.
Calculated Step III (Ex) [Prerequisites: Calculated Step II, Scout 19th level]
You may make a (half your speed)-step instead of a 5ft-step.
Feat
You gain a bonus feat that you qualify for in place of a tempo ability.Aside from the bonus feat, you lose these benefits when wearing medium or heavy armor, or when carrying a medium or heavy load.
Evasion (Ex)
Beginning at 5th level, whenever you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Flawless Stride (Ex)
Beginning at 6th level, you are no longer hindered by effects that would hinder your ability to move, such as dense undergrowth or a Solid Fog spell, as though you were under the effects of a permanent Freedom of Movement spell, although you can still be grappled. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Camouflage (Ex)
Beginning at 8th level, you can use the Hide skill in any sort of natural terrain, even without cover or concealment. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Limitless Stride (Ex)
Beginning at 9th level, you gain a greater sense of balance, such that you can easily tread on air and over any liquid as if walking on solid ground, as though you were under the effects of permanent Water Walk and Air Walk spells. Additionally, you can now climb smooth, flat, vertical surfaces.
You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Grand Percipience (Ex)
Beginning at 11th level, you ignore all penalties to Spot and Listen checks that aren't based on distance or negative ability modifiers, and the penalty (or modifier to DC) for distance becomes 1 per 50ft. instead. Penalties to Spot and Listen checks ignored include (but isn't limited to) those for being Dazzled, Energy Drained, Fascinated, Frightened, Panicked, Shaken, and Sickened.
You also no longer don't automatically fail Spot and Listen checks, and in cases where you normally do so (e.g. being Blinded or Deafened), you get quarter (1/4) of the result of the relevant skill check/s instead.
Harmless Stride (Ex)
Beginning at 12th level, you no longer provoke attack of opportunity for leaving a threatened square. At 18th level, you no longer provoke any attack of opportunity. When used against effects that specifically enable attack of opportunity, such as the Thicket of Blades stance, make an opposed HD check. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Hide in Plain Sight (Ex)
Beginning at 14th level, you can use the Hide skill in natural terrain even while being observed. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Peerless Stride (Ex)
Beginning at 15th level, your movements* no longer trigger contingencies**, if you don't want such movements to. Other actions, such as the attack/s in the middle or at the end of movement/charge, the drawing of weapons/ammunition while moving, the speaking in the middle of movement, etc. can still trigger such contingencies. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
* e.g. regular movement up to your speed, 5ft. step, dive, charge, overrun, run, withdraw, and similar movements
** e.g. readied actions, Contingent Spells, spells/powers from Contingency / Psionic Contingency, and similar effects
Improved Evasion (Ex)
Beginning at 17th level, whenever you fail a Reflex save against an attack that normally deal half damage on a successful save, you still only take half-damage. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Endless Stride (Ex)
Beginning at 18th level, you are no longer hindered by effects that restrict movement, such as binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, web, and other similar effects, as though you were continuously under the effects of a permanent Freedom spell. You lose this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
Master of Subtlety (Ex): A Scout's abilities of subterfuge reaches its pinnacle, enabling her to freely do anything she wants while remaining hidden at the background.
At 20th level, senses and abilities that help in detecting you without the need of a Spot or Listen check(such as Lifesense if you aren't Undead), no longer do such thing to you, and now only add a stacking +5 bonus to Spot and Listen checks against you. Additionally, Camouflage and Hide in Plain Sight now work anywhere.
Apex Percipience (Ex): A Scout completes her mastery of her own senses, allowing her to extract far more abstract information from what he perceives.
At 20th level, once per round as a Free Action, you discern values/modifiers* from a set of characteristics of your choice, from a creature or object (if it applies) that you can observe.
Current Hit Point Total and Non-Lethal Damage
Maximum Hit Point Total and Temporary Hit Points
Effective Character Level and Negative Levels
Armor Class
Base Attack Bonus
Save (choose one)
Skill (choose one)
Ability Score (choose one)
Highest caster/initiator/meldshaper/etc. level (choose one)
Hardness and Damage Reduction
Spell Resistance (Spell/Magic Immunity counts as Infinite)
Energy Resistance (choose one, Immunity counts as Infinite)
*this doesn't count specific bonus such as Favored Enemy bonus, bonus to saves vs. Fear, etc.