Scout (Ranger / Rouge Variant)
In a military unit the Scout will gather information on the enemy, it’s positions, it’s strongholds, and if possible it’s plans. If working with a group of travelers or explorers, the scout will determine the safest route to take through inhospitable terrain or cultures. A scout is quick on his feet and is able to sneak around unnoticed in enemy territory. A scout is essential for a successful military campaign, and often times a lifesaver for a group of inexperienced travelers.
Adventurers: Scouts are adventurers at heart, as they are always striving to challenge themselves. Some do it because they are patriots, others for money, and a few others do it because it beats sneaking up on animals all day.
Characteristics: Scouts are a rough and tumble bunch who are often characterized as rouges. Their outdoor lifestyle and knowledge of the land rivals that of the rangers, but they have no hang-ups about protecting their surroundings, they feel that nature can take care of herself. Combat is often secondary in a scouts mind, and almost on par with failure, as it means they have been detected.
Background: Most scouts start their career in the service of the military, though some were born to woodsmen and hunters and took to the woods naturally. Once they have served their term of duty or learned their skills on their own they go out to sell their services to any that might require his services.
Other Classes: Any person who will be travelling or needs some information about the enemy can hire Scouts. Their services are most requested by fighters, wizards and other town folk. Scouts are rarely hired by Rangers, Barbarians and Druids, unless they are completely unfamiliar with the territory.
Abilities: Dexterity is the primary attribute of Scout, as they have to be physically nimble enough to pass through the forest undetected. Wisdom is secondary for deciphering information, and a decent Strength and Constitution can make the job easier.
Races: Humans, Elves and Half Orcs make outstanding Scouts, as they are more at home in the wild (and most don’t mind sending a half orc ahead to his possible demise). Dwarves are also scouts, but they tend to work in the more mountainous regions. Even though Gnomes & Halflings tend to stay away from this type of job, there are still some who like the challenge. Savage Humanoids also tend to have scouts in one form or another.
Alignment: Any
Hit Die: d8
Class Skills: The Scout's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (geography, local, nature) (Int), Listen (Wis), Move Silently (Dex), Profession (guide, hunt), Read Lips (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points: At 1st Level (6+Int modifier) x 4; Additional Level:4+ Int modifier
Weapon and Armor Proficiency: All Simple and Martial Weapons; All Light Armors and Shields.
Class Features:
Level Base Attack Bonus Fort Ref Will Special 1 +1 +1 +1 +0 Track 2 +2 +1 +1 +0 Sneak Attack +1d6 3 +3 +2 +2 +1 Alertness 4 +4 +2 +2 +1 5 +5 +3 +3 +1 Sneak Attack +2d6 6 +6/+1 +3 +3 +2 7 +7/+2 +3 +3 +2 8 +8/+3 +4 +4 +2 Sneak Attack +3d6 9 +9/+4 +4 +4 +3 10 +10/+5 +5 +5 +3 11 +11/+6/+1 +5 +5 +3 Sneak Attack +4d6 12 +12/+7/+2 +6 +6 +4 13 +13/+8/+3 +6 +6 +4 14 +14/+9/+4 +6 +6 +4 Sneak Attack +5d6 15 +15/+10/+5 +7 +7 +5 16 +16/+11/+6/+1 +7 +7 +5 17 +17/+12/+7/+2 +8 +8 +5 Sneak Attack +6d6 18 +18/+13/+8/+3 +8 +8 +6 19 +19/+14/+9/+4 +9 +9 +6 20 +20/+15/+10/+5 +9 +9 +6 Sneak Attack +7d6
SPECIALS:
Alertness: At 3rd level the Scout receives Alertness as a bonus feat.
Fast Movement: The Scouts base speed increases +10 while in No Armor or Light Armor.
Sneak Attack: As Rouge, at levels 2, 5, 8, 11, 14, 17, & 20.
Track: A Scout Receives Track as a bonus Feat.