File:Scout 3-5v2.odt

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Ideal Scout Scout : 3.5 Abilities: The most important abilities are Dex, Cha, Con. Hit Die: d8 Races: Any Alignment: Any Starting Gold: 6d4 × 10 average 150GP.

Table: Scout


Level Base Attack Bonus Saving Throws Special


Fort Ref Will

1st +0 +0 +2 +0 Skirmisher (1d6), Trapfinding Bonus Feat 2nd +1 +0 +3 +0 Battle fortitude +1, Uncanny Dodge 3rd +2 +1 +3 +1 Skirmisher (2d6)Fast movement +10ft, Trackless Step 4th +3 +1 +4 +1 Bonus Feat 5th +3 +1 +4 +1 Skirmisher (3d6), Evasion 6th +4 +2 +5 +2 Flawless Stride 7th +5 +2 +5 +2 Skirmisher (4d6), Ranged Feat 8th +6/+1 +2 +6 +2 Camouflage, Bonus Feat 9th +6/+1 +3 +6 +3 Skirmisher (5d6) 10th +7/+2 +3 +7 +3 Blindsense 30ft 11th +8/+3 +3 +7 +3 Skirmisher (6d6), Battle Fortitude +2, Fast Movement +20 12th +9/+4 +4 +8 +4 Improved Evasion, Bonus Feat 13th +9/+4 +4 +8 +4 Skirmisher (7d6) 14th +10/+5 +4 +9 +4 Hide in Plain Sight, Ranged Feat 15th +11/+6/+1 +5 +9 +5 Skirmisher (8d6), 16th +12/+7/+2 +5 +10 +5 Free Movement, Bonus Feat 17th +12/+7/+2 +5 +10 +5 Skirmisher (9d6) 18th +13/+8/+3 +6 +11 +6 Shot on the Run 19th +14/+9/+4 +6 +11 +6 Skirmisher (10d6) 20th +15/+10/+5 +6 +12 +6 Battle fortitude +3, Blindsight 30ft, Head Shot, Bonus Feat Class Skills 8 + Int modifier per level times 4 at 1st level. Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Dex), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Hide(Dex), Jump(Str), Knowledge (any)(Int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Ride(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex).

Class Features Weapon and Armor Proficiency: A Scout is proficient with all ranged weapons and simple weapons and also the following martial weapons: rapier, scimitar, hand axe, throwing axe, long sword and falchion. The Scout is proficient with light armor. Specials Skirmisher (Ex): When you fire a ranged weapon after moving 10ft. you do extra damage. Each two levels you get +1d6 extra damage. Ranged Feat:You get to choose a feat only to do with ranged abilities from PHB if you have all the ranged base feats you can pick any other feat in the PHB. Bonus Feat: You get to choose an extra feat from the PHB. Trapfinding: Scouts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Battle Fortitude: 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 armor or when carrying a medium or heavy load. Uncanny Dodge (Ex):You can't be caught flat footed. A scout retains their Dexterity bonus to AC (if any) even when caught flat-footed or struck by an invisible attacker. However they still lose their dexterity bonus if immobilized. Fast Movement (Ex): Starting at 3rd level, a scout gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Trackless Step (Ex): Starting at 3rd level, a scout cannot be tracked in natural surroundings. Evasion:If the Scout makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He still takes normal damage if he fails. Evasion can only be used by a Sharp Shooter wearing light or no armor. 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 without taking damage or suffering other impairment. This does not allow her to move through terrain that is being magically manipulated to impede motion. A scout loses this benefit if wearing medium or heavy armor or carrying a medium or heavy load. Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. She loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Blindsense (Ex): At 10th level, the scout gains the blindsense ability out to 30 feet. Improved Evasion:If the Scout makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He takes half damage if he fails. improved Evasion can only be used by a Sharp shooter wearing light or no armor. Hide in Plain Sight:In any sort of natural terrain, a Scout can use the Hide skill even while being observed. Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of a confining spell easily. This is similar to the freedom of movement spell except its always active. A scout loses this ability while wearing medium or heavy armor or when carrying a medium or heavy load. Shot on the Run: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Blindsight (Ex): A 20th level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can manuever and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.

Headshot (Ex): Once per day, a sharp shooter can attempt an exceptionally devastating snipe attack against a foe. The foe cannot be more than 5 range increments away. If it hits, this special snipe attack automatically criticals, and all damage dice are maximized. This ability has no effect on creatures immune to critical hits, such as undead, constructs, etc. The subject of such an attack is granted a DC 20 Reflex saving throw to take regular damage.

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current19:19, 27 May 2012 (17 KB)Maintenance script (talk)Importing from media.dandwiki.com

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