Redcap's Corner Pathfinder
Role: A scout plays several roles in most adventuring groups. First and foremost, a scout excels at detecting an enemy or creature before being detected herself. Whether moving well ahead of the group or guarding the rear, a scout is the character most likely to discover a potential threat and be ready to act in combat. Serving as a backup melee combatant or ranged expert in battle, she provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A scout’s stealth and trapfinding ability make her the natural choice for entering and searching dangerous areas.
Hit Dice: d8.
A scout’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 8 + Int modifier.
A scout has the following class features:
|1||+0||+0||+2||+0||Skirmish damage +1d6, trapfinding|
|2||+1||+0||+3||+0||Battle fortitude +1, uncanny dodge|
|3||+2||+1||+3||+1||Fast movement +10 ft., skirmish AC +1, trackless step|
|5||+3||+1||+4||+1||Evasion, skirmish damage +2d6|
|7||+5||+2||+5||+2||Skirmish AC +2|
|8||+6||+2||+6||+2||Camouflage, bonus feat|
|9||+6||+3||+6||+3||Skirmish damage +3d6|
|10||+7||+3||+7||+3||Blindsense 30 ft.|
|11||+8||+3||+7||+3||Battle fortitude +2, fast movement +20 ft., skirmish AC +3|
|13||+9||+4||+8||+4||Skirmish damage +4d6|
|14||+10||+4||+9||+4||Hide in plain sight|
|15||+11||+5||+9||+5||Skirmish AC +4|
|17||+12||+5||+10||+5||Skirmish damage +5d6|
|19||+14||+6||+11||+6||Skirmish AC +5|
|20||+15||+6||+12||+6||Battle fortitude +3, blindsight 30 ft., bonus feat|
Weapon and Armour Proficiency: A scout is proficient with all simple weapons, plus the handaxe, throwing axe, shortbow, and short sword. A scout is proficient with light armour, but not with shields.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against creatures that have a discernible anatomy. Elementals, oozes, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. She 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 can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armour Class during any round in which she moves at least 10 feet away from where she was at the start of her turn. The bonus applies as soon as she has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (2 at 7th, 3 at 11th, 4 at 15th, and 5 at 19th level).
A scout loses this ability when wearing medium or heavy armour or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack. The skirmish ability cannot be used while mounted.
Trapfinding (Ex): A scout adds 1/2 her 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 magic traps.
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armour or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a scout can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A scout with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a scout already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (Core Rulebook, pg. 34) instead.
Fast Movement (Ex): Starting at 3rd level, a scout’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armour or light armour and not carrying a medium or heavy load. Apply this bonus before modifying her speed because of any load carried or armour worn. This bonus stacks with any other bonuses to her land speed. At 11th level, this bonus increases to +20 feet.
Trackless Step (Ex): Starting at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic (Core Rulebook, pg. 113), Agile Maneuvers (Core Rulebook, pg. 117), Alertness (Core Rulebook, pg. 117), Athletic (Core Rulebook, pg. 118), Blind-Fight (Core Rulebook, pg. 118), Brachiation, Combat Expertise (Core Rulebook, pg. 119), Danger Sense, Dodge (Core Rulebook, pg. 122), Endurance (Core Rulebook, pg. 122), Far Shot (Core Rulebook, pg. 124), Great Fortitude (Core Rulebook, pg. 118), Hear the Unseen, Improved Initiative (Core Rulebook, pg. 127), Improved Swimming, Iron Will (Core Rulebook, pg. 129), Lightning Reflexes (Core Rulebook, pg. 130), Mobility (Core Rulebook, pg. 130), Point Blank Shot (Core Rulebook, pg. 131), Precise Shot (Core Rulebook, pg. 131), Quick Draw (Core Rulebook, pg. 131), Quick Reconnoiter, Rapid Reload (Core Rulebook, pg. 132), Shot on the Run (Core Rulebook, pg. 133), Skill Focus (Core Rulebook, pg. 134), or Spring Attack (Core Rulebook, pg. 134). She must meet all the prerequisites for the chosen feat.
Evasion (Ex): At 5th level or higher, a scout can avoid damage from many area-effect attacks. If a scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a scout is wearing light armour or no armour. A helpless scout does not gain the benefit of evasion.
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy
Camouflage (Ex): A scout of 8th level or higher can use the Stealth skill to hide in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. She loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. Using nonvisual senses, such as acute smell or hearing, she notices things she cannot see. She usually does not need to make Perception checks to pinpoint the location of a creature within range of her blindsense ability, provided that she has line of effect to that creature. Any opponent she cannot see still has total concealment against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects a scout’s movement.
Hide in Plain Sight (Ex): While in natural terrain, a scout of 14th level or higher can use the Stealth skill even while being observed. A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.
Blindsight (Ex): A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though she must have line of effect to a creature or object to discern it.