Equally at home in the wilderness or the heart of a city. The scout makes an excellent tracker and a mobile ranged combatant. A scout often has to rely on his skills and keen eyes to make it through tough situations.
|1||0||0||F: 0 R: 2 W: 0||Discipline|
|2||1||1||F: 0 R: 3 W: 0||Bonus Feat|
|3||2||2||F: 1 R: 3 W: 1||Discipline|
|4||3||3||F: 1 R: 4 W: 1||Bonus Feat|
|5||3||3||F: 1 R: 4 W: 1||Discipline|
|6||4||4||F: 2 R: 5 W: 2||Bonus Feat|
|7||5||5||F: 2 R: 5 W: 2||Discipline|
|8||6||6||F: 2 R: 6 W: 2||Bonus Feat|
|9||6||6||F: 3 R: 6 W: 3||Discipline|
|10||7||7||F: 3 R: 7 W: 3||Bonus Feat|
|11||8||8||F: 3 R: 7 W: 3||Discipline|
|12||9||9||F: 4 R: 8 W: 4||Bonus Feat|
|13||9||9||F: 4 R: 8 W: 4||Discipline|
|14||10||10||F: 4 R: 9 W: 4||Bonus Feat|
|15||11||11||F: 5 R: 9 W: 5||Discipline|
|16||12||12||F: 5 R: 10 W: 5||Bonus Feat|
|17||12||12||F: 5 R: 10 W: 5||Discipline|
|18||13||13||F: 6 R: 11 W: 6||Bonus Feat|
|19||14||14||F: 6 R: 11 W: 6||Discipline|
|20||15||15||F: 6 R: 12 W: 6||Bonus Feat|
Scouts gain 8 + Intelligence Modifier Skill Points at each level. At 1st level the number is quadrupled. Class Skills: Balance, Climb, Craft, Escape Artist, Hide, Jump, Knowledge (dungeoneering, geography, nature), Listen, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Mechanical Device, and Use Rope.
Health & Mana Points:
Scouts gain 1d8 + Constitution Modifier Health points and 1d6 + Magic Modifier Mana points at each level. At 1st level these rolls are maximized.
Acute Sense – You may choose to re-roll any Spot or Listen check, but the result of the roll must be accepted even if it is worse
Expert Tracker – You take no penalty on Survival checks made to follow tracks while moving your normal speed. Prerequisites: Acute senses
Improved Initiative – You may choose to re-roll any Initiative check, but the result must be accepted even if it is worse. Prerequisites: Acute senses
Keen Shot – You take no penalty on your attack roll when attacking a target with concealment (but not total concealment). Prerequisites: Acute senses, Improved Initiative
Uncanny Dodge – You retain your Dexterity to your Armor Class regardless of being caught flat-footed or struck by a hidden character. You still lose your Dexterity Bonus if you are immobilized. Prerequisites: Acute senses Improved Initiative
Improved Uncanny Dodge – You cannot be flanked. You react to opponents on opposites sides of you as easily as you can react to a single character. Prerequisites: Acute senses, Improved Initiative, Uncanny Dodge
Hidden Movement – You’re very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal speed. Prerequisite: Improved Stealth
Improved Stealth – You may choose to re-roll any Stealth Check, but the result of the re-roll must be accepted even if it’s worse.
Total Concealment – Any situation that would give you concealment grants you total concealment. Prerequisite: Improved Stealth, Hidden Movement
Barter – You may re-roll any Diplomacy check to haggle. You must take the result of the re-roll even if it is worse.
Fringe Savant – Whenever you roll a natural 20 on a skill check during an encounter, you gain a temporary Mist Point. If the Mist Point is not spent before the encounter is over, it is lost.
Long Stride – Your speed increases by 2 squares if you are wearing Light or no armor. You cannot use this Discipline if you are wearing heavy or medium armor
Jury-Rigger – You may re-roll any Use Mechanical Device check made to accomplish a jury-rigged repair. You must accept the re-roll even if it is worse.
Extreme Effort – You can spend two swift actions to gain a +5 bonus on a single Strength check or Strength based skill check made during the same round.
Sprint – When you use the run action, you can move up to five times your speed.
Surefooted – Your speed is not reduced by difficult terrain.
Aggressive Surge – Once per Encounter when you catch a second wind, you can make a charge attack as a free action, provided that you can make a charge attack against a legal target at the time you catch your second wind.
Blast Back – Once per round when you are damaged by an enemy’s area attack, as a reaction you can make an immediate melee or ranged attack against the source of the area attack, provided that you have line of sight to the attacker and the target is within your melee or ranged reach.
Fade Away – Once per turn when you are damaged by an enemy’s attack, as a reaction you can move up to half your speed. This movement does not provoke attacks of opportunity.
Second Strike – Once per encounter when you miss a target with a single melee or ranged attack, as a free action you can move up to half your speed and make a second attack of the same type against a different target. This movement does not provoke attacks of opportunity. If you have the Combat Reflexes feat, you can use this Discipline a number of times per encounter equal to your Dexterity bonus (minimum 1). You may still only use this Discipline once per round. Prerequisite: Blast Back
Swerve – Once per encounter when an enemy makes an attack of opportunity against you, as a reaction you can automatically negate the attack and immediately move up to half your speed. This movement does not provoke attacks of opportunity. If you have the Combat Reflexes feat, you can use this Discipline a number of times per encounter equal to your Dexterity bonus (minimum 1). You may still only use this Discipline once per round. Prerequisite: Fade Away.
Acrobatic Strike, Armor Proficiency (Light), Assured Strike, Bad Feeling, Careful Shot, Charging Fire, Combat Expertise, Combat Reflexes, Conditioning, Crossfire, Deadeye, Dodge, Far Shot, Follow Through, Improved Charge, Improved Initiative, Improved Mounted Archery, Improved Precise Shot, Mobility, Mounted Archery, Mounted Combat, Moving Target, Point Blank Shot, Powerful Charge, Precise Shot, Prime Shot, Ranged Disarm, Ranged Pin, Rapid Shot, Running Attack, Skill Focus, Sniper, Weapon Focus.