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The Scout (by John Bornicke)

Slipping down through the brushwood, quiet and observant, the Scout performs a vital task in defeating armies and winning wars. His task is not to fight the enemy directly, but rather to gain valuable knowledge about the enemy’s strengths, weaknesses, and movements. Ironically, the skills that make these men formidable Scouts are the same skills that make them excellent horse thieves, which is how many begin their careers.


Hit Die: d6

Requirements: To qualify to become a Scout, a character must fulfill all the following criteria.

  • Skills: Hide 10 ranks, Move Silently 10 ranks, Ride 10 ranks, Wilderness Lore 6 ranks

  • Feats: Track, Mounted Combat

Class Skills: The Scout’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis).

Skill Points at Each Level: 8 + Int modifier.

Class Features: All the following are class features of the Scout.

Weapon and Armor Proficiency: Scouts gains no additional armor, shield, or weapon proficiency.

Woodland Stride:
The Scout may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment.

Fast Movement:
The Scout gains a +10 feet to his base speed when wearing no armor or light armor.

Sneak Attack: If the Scout can catch an opponent when they are unable to defend, the Scoutmay strike vital locations. Anytime an opponent is denied their dexterity bonus to AC or the character is flanked, the Scout does additional damage. This stacks with any additional Sneak Attack Damage the character may have from another class. Ranged sneak attacks may be delivered as long as the target is within 30 feet.

Fieldcraft: The Scout gains a +2 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot checks when outdoors in rural or wilderness.

Concealment: A Scout trains himself to make the most of his surroundings when he wishes to remain unseen. Whenever the Scout uses natural elements (foliage, trees, boulders, shrubbery, etc.) to gain cover or concealment, he increases the benefit of his cover or concealment by one step. At 7th level the Scout increases the benefit for any cover or concealment by two steps.

Fast Sneak:
When using Move Silently and Hide, the Scout can move at his normal speed without suffering a penalty to those skills.

Once per round, the Scout may make an attack of opportunity against an opponent that has been struck for damage by another character. This counts toward the maximum number of attacks of opportunity that the Scout can make in a round.

Sound the Alarm:
When the party is taken by surprise, if the Scout sees the enemy coming and thus can take action during the surprise round, then he is able to alert the other members of the company and they are all able to act during the surprise round.

Silencing Attack:
If the Scout successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one full round. This prevents shouting warnings and alarms.

Always Sneaky:
The Scout is always taking 10 on Move Silently and Hide. Unless the Scout wants to be seen or heard, make opposed Spot and Listen checks to detect the Scout’s presence.

Internal Compass:
At 10th level the Scout always knows which way is north. Determining direction for the Scout is a standard action.


Level BAB Fort Ref Will Def Rep Special
1st +0 +1 +2 +1 +1 +1 Woodland Stride, Fast Movement
2nd +1 +2 +3 +2 +2 +0 Sneak Attack +1d6, Fieldcraft
3rd +2 +2 +3 +2 +2 +1 Concealment 1
4th +3 +2 +4 +2 +2 +0 Fast Sneak
5th +3 +3 +4 +3 +3 +1 Opportunist
6th +4 +3 +5 +3 +3 +0 Sneak Attack +2d6, Sound the Alarm
7th +5 +4 +5 +4 +4 +1 Concealment 2
8th +6/+1 +4 +6 +4 +4 +0 Silencing Attack
9th +6/+1 +4 +6 +4 +4 +1 Always Sneaky
10th +7/+2 +5 +7 +5 +5 +0 Sneak Attack +3d6, Internal Compass

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