Scout

World of Warcraft: The Roleplaying Game (WoW)Updated WoW RPG (3.5)

Scout is a D&D 3.5 character class from WoW. Hit die d8; 6 + Int skill points per level.

Type
Base
Hit Die
d8
Skill Points
6 + Int

Class Skills

Advancement

LevelBABFortRefWillSpecial
1+0+2+2+0Track, nature sense
2+1+3+3+0Wild healing
3+2+3+3+1Woodland stride
4+3+4+4+1Trackless step, uncanny dodge
5+3+4+4+1Trap sense +1
6+4+5+5+2Locate object 1/day, wild healing +5
7+5+5+5+2Improved uncanny dodge
8+6/+1+6+6+2Swift tracker, trap sense +2
9+6/+1+6+6+3Venom immunity
10+7/+2+7+7+3Wild healing +10
11+8/+3+7+7+3Locate creature 1/day, trap sense +3
12+9/+4+8+8+4Evasion
13+9/+4+8+8+4Commune with nature 1/day
14+10/+5+9+9+4Wild healing +15, trap sense +4
15+11/+6/+1+9+9+5-
16+12/+7/+2+10+10+5Find the path 1/day
17+12/+7/+2+10+10+5Trap sense +5
18+13/+8/+3+11+11+6Wild healing +20
19+14/+9/+4+11+11+6-
20+15/+10/+5+12+12+6Wind walk 1/day, trap sense +6

The scout excels in wilderness survival and is skilled in combat. She can track a day-old trail and snipe from the treetops with equal facility. Scouts often serve as guides for adventurers, if they are not out adventuring themselves. Though the scout is at home in the wild, she is more of a guerilla fighter than a defender of nature. Races: Any. No matter their region, from forests to mountains to swamps, all races need and train scouts as guides and specialized fighters. Alignment: Any. Because of their solitary and somewhat individualistic natures, however, scouts tend toward chaotic alignments. Affiliation: Any. Abilities: Scouts rely upon Agility and Spirit to survive in the wilderness

Weapon and Armor Proficiency: A scout is proficient with all simple and martial weapons, light armor, medium armor and shields. T rack: A scout gains T rack as a bonus feat.

Nature Sense (Ex): A scout begins play with a +2 bonus on Knowledge (nature) and Survival checks.

Wild Healing (Ex): At 2nd level, a scout with 5 ranks in Survival can use natural materials found in the wilderness to heal wounds. The scout makes a DC 15 Survival check representing 1 hour of searching for and preparing roots, rare leaves, berries and other such materials for a natural brew or poultice. Once the subject ingests or applies the concoction (as appropriate), the scout makes a DC 10 Heal check. The subject recovers 1 hit point for every point by which the result exceeds 10. Wild healing affects a single subject per attempt, and the same subject benefits from the concoction only once per day. In addition, the scout gains a +5 compe-tence bonus on the Heal check at 6th level. This bonus applies only to Heal checks made for wild healing, and increases by +5 for every four scout levels thereafter (+10 at 10th level, +15 at 14th level, +20 at 18th level).

W oodland Stride (Ex): At 3rd level, a scout may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars and overgrown areas that are enchanted or magically manipulated to impede motion still affect her, however.

T rackless Step (Ex): At 4th level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Uncanny Dodge (Ex): Starting at 4th level, a scout retains her Agility bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. She still loses her Agility bonus to AC if helpless, however. If a scout already has uncanny dodge from a different class (a scout with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge instead (see below).

Trap Sense (Ex): At 5th level, a scout gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus increases by +1 for every three scout levels thereafter (+2 at 8th, +3 at 11th, +4 at 14th, +5 at 17th and +6 at 20th).

Locate Object (Sp): At 6th level, the scout can cast locate object once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

Improved Uncanny Dodge (Ex): Starting at 7th level, the scout can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to backstab the scout by flanking her, 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 a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Swift T racker (Ex): Beginning at 8th level, a scout can move at her normal speed while following tracks without taking the standard -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving up to twice normal speed while tracking. Table 3-16: The Scout (Sct) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +2 +0 Track, nature sense 2nd +1 +3 +3 +0 Wild healing 3rd +2 +3 +3 +1 Woodland stride 4th +3 +4 +4 +1 Trackless step, uncanny dodge 5th +3 +4 +4 +1 Trap sense +1 6th +4 +5 +5 +2 Locate object 1/day, wild healing +5 7th +5 +5 +5 +2 Improved uncanny dodge 8th +6/+1 +6 +6 +2 Swift tracker, trap sense +2 9th +6/+1 +6 +6 +3 Venom immunity 10th +7/+2 +7 +7 +3 Wild healing +10 11th +8/+3 +7 +7 +3 Locate creature 1/day, trap sense +3 12th +9/+4 +8 +8 +4 Evasion 13th +9/+4 +8 +8 +4 Commune with nature 1/day 14th +10/+5 +9 +9 +4 Wild healing +15, trap sense +4 15th +11/+6/+1 +9 +9 +5 - 16th +12/+7/+2 +10 +10 +5 Find the path 1/day 17th +12/+7/+2 +10 +10 +5 Trap sense +5 18th +13/+8/+3 +11 +11 +6 Wild healing +20 19th +14/+9/+4 +11 +11 +6 - 20th +15/+10/+5 +12 +12 +6 Wind walk 1/day, trap sense +6

V enom Immunity (Su): At 9th level, a scout gains im-munity to all organic poisons, including monster poisons (but not mineral poisons or poison gas).

Locate Creature (Sp): At 11th level, the scout can cast locate creature once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

Evasion (Ex): At 12th level, a scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a burning hands spell), she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Commune with Nature (Sp): At 13th level, a scout can cast commune with nature once per day as a spell- like ability, as if she were a divine spellcaster of her class level.

Find the Path (Sp): At 16th level, a scout can cast find the path once per day as a spell-like ability, as if she were a divine spellcaster of her class level.

Wind Walk (Sp): At 20th level, a scout can cast wind walk once per day as a spell-like ability, as if she were a divine spellcaster of her class level.