Scout
Scout is a D&D 3.5 character class from WRPG. Hit die d8; 6 + Int skill points per level.
- Hit Die
- d8
- Skill Points
- 6 + Int
Class Skills
| Climb | STR |
| Craft | INT |
| Heal | WIS |
| Hide | DEX |
| Jump | STR |
| Knowledge (military tactics) | — |
| Knowledge (nature) | INT |
| Listen | WIS |
| Move Silently | DEX |
| Profession | WIS |
| Search | INT |
| Spot | WIS |
| Survival | WIS |
| Swim | STR |
| Use Rope | DEX |
Advancement
| Level | BAB | Fort | Ref | Will | 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 |
New core wilderness warrior (favored class of night elves). Affiliation: any. Hit Die d8; 6 skill points; good Fort/Ref. Proficient with all simple and martial weapons, light and medium armor, and shields.
Track: Bonus Track feat at 1st level.
Nature Sense (Ex): At 1st: +2 on Knowledge (nature) and Survival.
Wild Healing (Ex): At 2nd: with 5 ranks Survival, spend 1 hour and make a DC 15 Survival check to prepare a wilderness poultice. Then make a Heal check (DC 10); subject recovers 1 hp per point over 10. Once/subject/day. Competence bonus to that Heal check +5 at 6th, +10 at 10th, +15 at 14th, +20 at 18th.
Woodland Stride (Ex): At 3rd: move through natural undergrowth at normal speed without damage or impairment.
Trackless Step (Ex): At 4th: leave no trail in natural surroundings unless desired.
Uncanny Dodge (Ex): At 4th: retain Dex bonus to AC when flat-footed or struck by an invisible attacker.
Trap Sense (Ex): At 5th: +1 Reflex vs traps and +1 dodge AC vs traps; +1 every three levels thereafter (max +6 at 20th).
Spell-Like Abilities: Locate object 1/day (6th), locate creature 1/day (11th), commune with nature 1/day (13th), find the path 1/day (16th), wind walk 1/day (20th). Caster level = scout level.
Improved Uncanny Dodge (Ex): At 7th: cannot be flanked (except by a rogue with 4+ more rogue levels than scout levels).
Swift Tracker (Ex): At 8th: track at normal speed without the -5 penalty.
Venom Immunity (Su): At 9th: immune to organic poisons.
Evasion (Ex): At 12th: no damage on a successful Reflex save for half (light or no armor).