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

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