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Scout

 

Scouts fill a unique roll in adventuring groups in Barsaive. They represent a mix of the Fighter and the Rogue, and often serve as both. Scouts often accept employment as travel guides in many large cities, working for individuals as well as trading companies.

 

Class Level

BAB

Fort Save

Ref Save

Will Save

Special

1

+1

+0

+2

+0

Track, 1st Favored enemy

2

+2

+0

+3

+0

Evasion

3

+3

+1

+3

+1

Uncanny Dodge

4

+4

+1

+4

+1

 

5

+5

+1

+4

+1

2nd Favored Enemy

6

+6/+1

+2

+5

+2

UD: Can’t be flanked

7

+7/+2

+2

+5

+2

 

8

+8/+3

+2

+6

+2

UD: Auto Spot

9

+9/+4

+3

+6

+3

 

10

+10/+5

+3

+7

+3

3rd Favored Enemy

11

+11/+6/+1

+3

+7

+3

UD: +1 Vs Ambush

12

+12/+7/+2

+4

+8

+4

 

13

+13/+8/+3

+4

+8

+4

 

14

+14/+9/+4

+4

+9

+4

UD: +2 Vs Ambush

15

+15/+10/+5

+5

+9

+5

4th Favored Enemy

16

+16/+11/+6/+1

+5

+10

+5

 

17

+17/+12/+7/+2

+5

+10

+5

UD: +3 Vs Ambush

18

+18/+13/+8/+3

+6

+11

+6

 

19

+19/+14/+9/+4

+6

+11

+6

 

20

+20/+15/+10/+5

+6

+12

+6

5th Fav Enemy, +4 Vs Amb

 

Game Rule Information

Scouts have the following game statistics.

Abilities: Dexterity affects many scout skills and provide the lightly armored scout extra protection. Strength is important for scouts because they can get involved in combat far from help.

Alignment: Any

Hit Dice: d8 

Class Skills- Skill Points at each level 4+Int modifier.

Climb, Craft, Decipher Script, Disable Device, Handle Animal, Heal, Hide, Intuit Direction, Jump, Knowledge (Nature, Environments, Areas), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Swim, Use Rope, and Wilderness Lore

 

Class Features

Weapon and Armor Proficiency:  Scouts are proficient with all simple weapons, all martial weapons, light armor, medium armor, and shields.

 

Favored Enemy: At 1st level, a scout may select a type of creature as a favored enemy. Due to extensive study of his foes and training in the proper techniques for combating them, the scout gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore. The Scout also gets +1 to hit with melee weapons and Missile Weapons (if the target is within 30 feet) and a bonus of +1d6 to damage (stacks with any sneak attack dice the character may have)

At 5th Level and every five levels thereafter the scout may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1 or +1d6 in the case of damage.

 

Evasion: at 2nd level, a scout gains evasion

 

Uncanny Dodge: At 3rd level, the scout retains his dexterity bonus to AC regardless of being caught flatfooted or struck by an invisible attacker.

 

At 6th level the scout cannot be flanked, except by a rogue/scout four levels higher then the scout.

 

At 8th level the scout automatically is allowed to roll a spot check vs. any natural trap or ambush set in his path at no penalty.

 

At 11th and every 3 levels after that the scout get a +1 bonus to spot natural traps and ambushes also the bonus is also be used for Reflex saves made vs. traps and as a armor bonus vs. attacking traps.