Scout

The scout is a master of stealth and detection. Much like the rogue, the scout depends on wits, agility, and a little bravado to go places other people do not go and do things other people do not do. While the rogue is a denizen of the city, the scout excels at moving through wilderness, sparsely populated zones, and enemy pickets. Some are nimble hunters, while others are attached to a military force. Scouts might describe themselves as explorers, messengers, trackers, delvers, spelunkers, or agents. Few scouts would permit themselves to be tarnished with the label of spy, but many a scout wearing a stolen uniform has gained valuable insights into the enemy’s schemes.

Role: The scout is a skirmisher. While competent as a fighter, the scout prefers to avoid the front lines of battle and instead make use of his superior precision and mobility to harass and destroy. The scout is a skillful character, adept at springing traps, scaling rough terrain, or traveling incognito deep into enemy territory.

Alignment: Any.

Hit Die: d8.

Class Skills

The scout’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 8 + Int modifier.

Table: Scout

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Trapfinding, targeted strike +1d6
2nd +1 +0 +3 +0 Uncanny dodge, scout talent
3rd +2 +1 +3 +1 Targeted strike +2d6, trap sense +1, fleet
4th +3 +1 +4 +1 Evasion, scout talent
5th +3 +1 +4 +1 Targeted strike +3d6
6th +4 +2 +5 +2 Scout talent, trap sense +2
7th +5 +2 +5 +2 Targeted strike +4d6
8th +6/+1 +2 +6 +2 Scout talent, fleet
9th +6/+1 +3 +6 +3 Targeted strike +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, scout talent
11th +8/+3 +3 +7 +3 Targeted strike +6d6
12th +9/+4 +4 +8 +4 Scout talent, trap sense +4
13th +9/+4 +4 +8 +4 Targeted strike +7d6, fleet
14th +10/+5 +4 +9 +4 Scout talent
15th +11/+6/+1 +5 +9 +5 Targeted strike +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Scout talent
17th +12/+7/+2 +5 +10 +5 Targeted strike +9d6
18th +13/+8/+3 +6 +11 +6 Scout talent, trap sense +6, fleet
19th +14/+9/+4 +6 +11 +6 Targeted strike +10d6
20th +15/+10/+5 +6 +12 +6 Scout talent, freedom of movement

Class Features

The following are class features of the scout class.

Weapon and Armor Proficiency

Scouts are proficient with all simple weapons, plus the shortbow, short sword, throwing axe, and handaxe. They are proficient with light armor, but not with shields.

Trapfinding (Ex)

A scout adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scout can use Disable Device to disarm magical traps.

Targeted Strike (Ex)

By aiming his attacks precisely, a scout can deal extra damage to his target.

When the scout uses the attack action, he deals an extra 1d6 damage. This extra damage increases by 1d6 every two scout levels thereafter. Should the scout score a critical hit with a targeted strike, this extra damage is not multiplied. Ranged attacks can count as targeted strikes only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed attack), a scout can make a targeted strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a hunter strike, not even with the usual -4 penalty.

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 targeted strike against a creature with concealment.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A scout with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Scout Talents

As a scout gains experience, he learns additional abilities that make him a consummate stalker. Starting at 2nd level, a scout gains one scout talent, and he gains one additional scout talent for every 2 levels of scout attained thereafter. A scout can select each talent only once.

Talents identified as targeted strike talents add to a scout’s targeted attack. Only one of these talents can be used with each attack and the decision must be made before the attack roll is made. Targeting strike talents are marked with an asterisk (*).

Combat Scout: The scout receives as a bonus feat any one combat feat for which he qualifies.

Finesse Scout: The scout receives Weapon Finesse as a bonus feat.

Resiliency (Ex): Once per day, a scout with this ability can gain a number of temporary hit points equal to the scout’s level. Activating this ability is an immediate action that can only be performed when he is brought below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the scout’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

Prone Crawl (Ex): While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.

Trap Spotter (Ex): Whenever a scout with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A scout that selects this talent gains Weapon Focus as a bonus feat.

Endurance: The scout receives Endurance as a bonus feat.

Nimble moves: The scout gains Nimble Moves as a bonus feat.

Acrobatic steps: The scout gains Acrobatic Steps as a bonus feat. Prerequisite: Nimble Moves.

Favored Terrain (Ex): A scout may select a type of terrain from the ranger’s Favored Terrains table. The scout gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A scout traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). The scout may take this ability multiple times, each time selecting either a new terrain or increasing the skill and initiative bonus for a previously chosen terrain by +2.

Swift Tracker (Ex): A scout who chooses this ability can move at his normal speed while using Survival to follow 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.

Camouflage (Ex): A scout who selects his ability can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment. Prerequisite: favored terrain.

Fast Stealth (Ex): This ability allows a scout to move at full speed using the Stealth skill without penalty.

Dazzling strike* (Ex): Opponents damaged by a targeted strike are dazzled for one round.

Silencing strike* (Ex): Opponents damaged by a targeted strike cannot speak or vocalize for one round.

Hit and Run (Ex): The scout gains the benefits of targeted strike when using the feats Shot on the Run or Spring Attack.

Predatory Lunge (Ex): The scout gains the benefits of targeted strike when making a single attack at the end of a charge.

Precise Shot: The scout receives Precise Shot as a bonus feat.

Improved Sniping: The scout receives Improved Sniping as a bonus feat.

Fast climbing (Ex): The scout may climb at half his speed without penalty, instead of taking a -5 penalty to move at half speed and no penalty to move at one-quarter speed.

Trap Sense (Ex)

At 3rd level, a scout gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three scout levels. Trap sense bonuses gained from multiple classes stack.

Evasion (Ex)

At 4nd level and higher, a scout 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 benefits of evasion.

Fleet

At 3rd level and every five levels thereafter, the scout receives Fleet as a bonus feat.

Advanced Talents

Beginning at 10th level, a scout can select an advanced talent instead of a scout talent.

Improved Evasion (Ex): This works like evasion, except that while the scout still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless scout does not gain the benefits of improved evasion.

Improved Uncanny Dodge (Ex): A scout that selects this talent can no longer be flanked. This defense denies a rogue the ability to sneak attack the scout by flanking him, unless the attacker has at least four more rogue levels than the target has scout levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Precise Shot: The scout receives Improved Precise Shot as a bonus feat.

Pinpoint Targeting: The scout gains Pinpoint Targeting as a bonus feat.

Hindering Strike* (Ex): Opponents damaged by a targeted strike have their movement reduced to half. The movement penalty remains until the target receives magical healing or completely heals naturally.

Long shot: The scout gains the benefits of targeted strike at a range of up to 60 feet, rather than 30 feet.

Feat: A scout may gain any feat that he qualifies for in place of a scout talent.

Crippling Strike*: A scout with this ability can strike opponents with such precision that his blows weaken and hamper them. An opponent damaged by a targeted strike also takes 2 points of Strength damage.

Blindsense (Ex): The scout gains blindsense with a range of 30 feet.

Blindsight (Ex): The scout gains blindsight with a range of 30 feet. To select this ability, the scout must already have blindsense and the feat Blind-Fight.

Rapid Hunter Strike: The scout gains the benefits of targeted strike when making multiple attacks, but the bonus to damage only applies to the first attack, whether hit or miss.

Slippery Mind (Ex): If a scout with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on is saving throw.

Freedom of Movement (Ex)

At 20th level, the scout may act as though under the effects of the freedom of movement spell. The scout may use this ability each day for a number of rounds equal to his scout level. The rounds need not be consecutive.

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Scout Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapons & Armor Trapfinding Targeted Strike Uncanny Dodge Scout talent Trap Sense Evasion Fleet Advanced Talents Freedom of Movement
1 3 5 7 9 11 13 15 17 19 2 4 6 8 10 12 14 16 18 20 3 6 9 12 15 18 3 8 13 18
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X=replaced, (X)=optional replacement, C=changed

Section 15: Copyright Notice – Adventuring Classes: A Fistful of Denarii

Adventuring Classes: A Fistful of Denarii. Copyright 2009, Robert J. Grady. All rights reserved.

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