Base Class: Scout [Archive] - Wizards Community

Post/Author/DateTimePost
Elkas Saralonde

11-25-05, 02:42 PM
Scout

Scouts have the following game statistics.

Abilities: Dexterity is important for lightly armored scouts because it provides extra protection. Scouts who prefer melee combat benefit from high Strength or Constitution scores. Intelligence is important for giving the scout extra skill points, which can be used to expand his repertoire.

Base Attack Bonus: Average.

Hit Die: d6.

Saves: Good Reflex saves, poor Fortitude and Will saves.

Class Skills: A scout can choose any fifteen skills to be his class skills.

Skill Points at Each Level: 4 + Intelligence modifier (x4 at 1st level).

Starting Gold: 4d4 x 10 (100 gold pieces).

Class Features

All of the following are class features of the scout.

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, with any five light or one-handed weapons, and with light armor and shields (except tower shields).

Special Attack: At 1st level, a scout gains a special attack from among the following options.

Should the scout score a critical hit with a special attack, this extra damage is not multiplied. With a sap (blackjack) or an unarmed strike, a scout can make a special attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a special attack, not even with the usual -4 penalty.

A scout can use his special attack only against living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to special attacks. 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. A scout cannot use his special attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Opportunistic Strike (Extraordinary): A scout with this special attack can strike opponents who move close to him. To use an opportunistic strike, his opponent must leave a square adjacent to the scout’s square. The scout must make an attack rolls to determine if he successfully attacks his opponent. If he successfully hits his opponent, he deals 1d6 points of damage. A scout can make an opportunistic strike once per round, regardless of the amount of attacks of opportunity he can make.

Sneak Attack (Extraordinary): A scout with this special attack can catch an opponent when he is unable to defend himself effectively from his attack, so he can strike a vital spot for extra damage. The scout’s sneak attack deals 1d6 points of damage any time his target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the scout flanks his target.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Tumbling Strike (Extraordinary): A scout with this special attack can strike opponents as he tumbles past them. To use a tumbling strike, a scout must make a Tumble check against his opponent’s opposing Tumble check. If the opponent is unaware of the scout, the scout gains a +2 circumstance bonus on his Tumble check. If the scout’s Tumble check is higher than his opponent’s Tumble check, he can make a tumbling strike.

The scout must make an attack roll to determine if he successfully attacks his opponent. However, his opponent is denied his Dexterity bonus to Armor Class. If he successfully hits his opponent, he deals 1d6 points of damage. However, if the scout fails his Tumble check or his attack roll, he falls prone in a square adjacent to his opponent’s square and provokes attacks of opportunity.

Dodge: At 1st level, a scout gains Dodge as a bonus feat, even if he doesn’t meet the prerequisites.

Special Abilities: On attaining 3rd level, and at every three levels thereafter, a scout gains a special ability of his choice from among the following options.

Camouflage (Extraordinary): A scout with this ability can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. A scout must have at least 15 levels in Hide to take Camouflage.

Crippling Strike (Extraordinary): A scout with this special ability can use his special attack against opponents with such precision that his blows cripple and hamper them. An opponent damaged by one of his special attacks also takes 2 points of Dexterity damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. A scout must have Improved Special Attack and must be of 12th level to take Crippling Strike.

Evasion (Extraordinary): A scout with this ability 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 or no armor. A helpless scout does not gain the benefit of evasion.

Fast Movement (Extraordinary): The base land speed of a scout with this ability is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the scout’s speed because of any load carried or armor worn. A scout can take this ability multiple times; every time it is taken, the scout’s base land speed increases by another 10 feet, but the increase in his base land speed by this special ability cannot exceed double his regular base land speed.

Feat: A scout may gain a bonus feat in place of a special ability.

Greater Special Attack: A scout with this ability adds his Strength modifier to the damage he deals with his special attack. A scout must have Improved Special Attack to take Greater Special Attack.

Hide in Plain Sight (Extraordinary): A scout with this ability can use the Hide skill even while being observed. A scout must have Camouflage and at least 21 ranks in Hide to take Hide in Plain Sight.

Improved Evasion (Extraordinary): This ability works like evasion, except that while the scout still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless scout does not gain the benefit of improved evasion. A scout must have Evasion and Uncanny Dodge to take Improved Evasion.

Improved Special Attack: The base damage of the special attack of a scout with this ability increases by 1d6. A scout can take this ability multiple times.

Improved Uncanny Dodge (Extraordinary): A scout with this ability can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more character levels than the target does. A scout must have Evasion and Uncanny Dodge to take Improved Uncanny Dodge.

If a character already has improved uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Opportunist (Extraordinary): Once per round, the scout can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the scout’s attack of opportunity for that round. Even a scout with the Combat Reflexes feat can’t use the opportunist ability more than once per round. A scout must have Combat Reflexes and must be of 9th level to take Opportunist.

Superior Special Attack: The base damage of the special attack of a scout with this ability increases by one step. A scout can take this special ability two times; every time it is taken, the base damage of his special attack increases by one step. A scout must have Improved Special Attack and Greater Special Attack to take Superior Special Attack.

Swift Tracker (Extraordinary): A scout with this ability can move at his normal speed while following 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. A scout must have Track and at least 12 ranks in Survival to take Swift Tracker.

Trackless Step (Extraordinary): A scout with this ability leaves no trail and cannot be tracked. He may choose to leave a trail if so desired. A scout must have at least 6 ranks in Hide to take Trackless Step.

Uncanny Dodge (Extraordinary): A scout with this ability can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a scout already has uncanny dodge from a different class, he cannot take this special ability. A scout must have Evasion to Uncanny Dodge.

Weakening Strike (Extraordinary): A scout with this special ability can use his special attack against opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his special attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. A scout must have Improved Special Attack and must be of 12th level to take Weakening Strike.

Improved Special Attack: At 10th level, a scout gains Improved Special Attack as a bonus special ability.

Notes: You may also invent your own special attacks or special abilities, but these should be no more powerful than the existing special attacks and special abilities. Special attacks must be extraordinary abilities.
monkmania

11-25-05, 03:18 PM
There's already a scout class in Complete Adventurer, so you might want to change the name of the class you got here before the more aggressive people on the board jump on your ass.
Elkas Saralonde

11-25-05, 03:29 PM
Problem solved; I introduce to you the pathfinder. A sort of scout/rogue, built like I usually build my characters; lots and lots of special attacks and special abilities. Could anyone provide some constructive criticism? By the way, where'd you do that test?
monkmania

11-25-05, 04:34 PM
i don't have much time to give your class a worthy critique, but from first glance, it seems fine -- maybe even slightly under powered when compared to other classes that fit its niche (the Scout, for example, gets quite a few more crazy abilities and 8 skill points per level) -- but the fact that your class can chose any 15 skills is an interesting aspect.

and honestly, i don't remember where i took that test... it was quite a bit ago, but i'm sure you'll find the link in someone's sig here.

edit: Found it... here you go.
http://neppyman.irulethe.net/dndwho/
Elkas Saralonde

11-26-05, 09:11 AM
Thanks. :) But m'yeah, it might be kind of underpowered, but since this is the same build I applied to the spellshaper, which was a good success, I'd rather keep it this way. However, I've gotten a few more ideas for abilities, so keep an eye out for new abilities.

For the here and now, how about some constructive criticism? I'm sure there's something wrong with it, it can't just be good immediately.
Elkas Saralonde

11-26-05, 03:33 PM
I know, I changed the name back again, but scout just fits so much better with the overall theme of this class, and let's face it, 'scout' has a nice ring to it that 'pathfinder' doesn't have. Now, I've created sufficient special abilities to allow a decent customization, and none of them seem overpowered, but others might judge differently. I've added Camouflage, Hide in Plain Sight, Swift Tracker, and Trackless Step. Basically the same as the abilities, and prerequisited so they can't be taken far earlier than their original users. Constructive criticism, as always, is welcome.
Ander Spectacular

11-26-05, 03:53 PM
This class is a lot like the Scout class from Complete Adventurer. I recommend you take a look at that class, it does almost everything yours does and then some. You could use some customization with the real Scout class and get almost the same results. I always prefer published classes over home brewed ones since they can be played in most games. I'm not saying yours has a problem, but there is a class that covers the same niche already.
-AS-
Elkas Saralonde

11-26-05, 04:01 PM
Well, no offense, but I've designed the scout to cover the Complete Adventurer's Scout niche, and a lot more niches, such as the rogue, the tracker's part of the ranger, and probably other classes. The point is, with the scout, you can customize your character as you see fit. Using the scout, you can basically fill any sub-niche available. That's the whole point of the classes I've made and want to make. Now, what I wanted is, is there anything wrong with the character beside the fact that it might be similar to the scout or rogue (which is explained by the reasons given above).
The White Sorcerer

11-26-05, 06:23 PM
Should the scout score a critical hit with a sneak attack, this extra damage is not multiplied. With a sap (blackjack) or an unarmed strike, a scout can make a special attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a special attack, not even with the usual -4 penalty.
By sneak, I assume you mean special.

Also, some sort of table for the special abilities wouldn't hurt.
Elkas Saralonde

11-27-05, 09:31 AM
:doh: How right you are. What do you mean by a table? Something that lists the special abilities, what they do, and their prerequisites, like a feat list, or do you mean something else? It might be a good idea... With an ability or 15, it tends to get a little chaotic. Just point out what you'd like to see in the table, and I'll try to process it.