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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.
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.
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