I have a Scout 3.5 conversion (this is a 3rd revision, but who is counting), and I'd like the community to PEACH it.
Enjoy the read, feel free to ask questions, and any feedback would be appreciated!
also, I have a ranged sniper archetype of this as well (to come later).
Background & Basics:
Role: A scout plays several roles in most adventuring groups. First and foremost, a scout excels at detecting an enemy or creature before being detected herself. Whether moving well ahead of the group or guarding the rear, a scout is the character most likely to discover a potential threat and be ready to act in combat. Serving as a backup melee combatant or ranged expert in battle, she provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A scout’s stealth and trapfinding ability make her the natural choice for entering and searching dangerous areas.
Background: Training to be a scout can come from widely varying places. Some scouts receive military training and serve for a time as outriders for an army where they perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military service turns out tough, independent scouts accustomed to working on their own or in small groups. Such steady individuals make great additions to adventuring parties, and their expertise is often sought by members of other classes. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the countryside, spending month after month exploring the wild in their leisure time. Scouts from such diverse backgrounds often take up adventuring to leave their home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader portion of the world.
Religion: Scouts have varied and individual takes on religion, and no single religion stands out as typical of the class. Scouts occasionally pay homage to deities of nature, but these devotions are more personal choice than any necessity for their training. Ever pragmatic, scouts don’t see themselves as the devout protectors of nature, and this is one of the most profound differences between the scout and the ranger classes. Where the ranger sees nature as something to be revered, protected, and worshipped, the scout sees nature and just the environment over which she must do her job. Although a scout might love nature for its beauty, respect it for its power, or for the challenges she can find within it, she doesn’t draw power from nature the way a ranger does.
Alignment, HD, Skills, Proficiencies:
Alignment: Scouts can be of any alignment, and a scout’s alignment is often shaped more by her personal background than from any training. Without being bound to any particular deity or religious dogma, scouts can believe whatever they wish to believe.
Races: A scout can be of any race.
Hit Die: d8 Starting Wealth: 5d6 × 10gp
Parent Classes: Rogue and Ranger. Taking levels in Scout prevents taking class level in these parent classes. This includes Ninja since this class is a Rogue alternate class.
Weapon and Armor Proficiencies: Scouts are proficient with all simple weapons, hand axe, short bow, and their choice of one martial weapon. Scouts are proficient with light armor, but not shields.
Skills: 8 + Int. The following are class skills for a scout; Acrobatics, Climb, Craft (any), Disable Device, Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), Linguistics, Perception, Profession (any), Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim, UMD
Scout Talents: A scout can choose a talent from the below list. At 4th level and every 4 levels thereafter, a scout earns another talent. Unless otherwise specified in its description, a talent can only be taken once. Upon learning a new talent, a scout can choose to replace one previously learned talent with another talent she meets the requirements for. A scout cannot replace a talent which serves as a prerequisite for an already chosen talent, until that talent itself is replaced first.
Evasive Bound: When performing a skirmish attack, a scout is able to grant herself a +1 dodge bonus to AC and a +1 circumstantial bonus to her reflex, but also suffers from a -2 to all attacks for each skirmish die she sacrifices from her damage. The scout can sacrifice no more than half of her available skirmish dice in this way. This bonus last until the beginning of her next turn. A scout must have +2d6 Skirmish Attack dice to take this talent.
Fast Stealth: The scout takes no negatives to stealth checks while moving at full speed.
Focused Tracker: A scout is able to take 10 on her survival checks while tracking when: she is an active focused terrain, when she is moving at no greater than her normal speed, and when the tracks are no older than 24 hours. A scout must have the Reconnoiter class feature to take this talent.
Hunters Bond: The scout gains an animal companion, as a Druid. Since a scout is not divine spellcaster, the Share Spell companion ability is replaced with the follow ability:
Share Abilities (ex): A scout’s animal companions gains the following abilities when the scout gains them: Flawless Stride, Hide in Plain Sight, Free Movement, her Favored Terrain bonuses.
Secondly, a scout is not limited to one animal companion. She is able to have as many as her level will allow and splitting the levels amongst the companions she wishes to have. Replacing an animal companion requires a successful Handle Animal check and 1 day, DC 15 + the animal's hit die. A scout must be level 4 or higher to take this talent.
Second Nature: If a scout’s current focused terrain falls into two different terrain types (e,g, mountainous forest) the scout does not need to make a new check if the terrain transitions into only one type (such as from mountainous forest into just forest). A scout must have the Reconnoiter class feature to take this talent.
Powerful Strike: The scout can take a -2 on her attack roles to count precision-based damage rolls of 1s as 2s instead.
Quick Disable: It only takes only half the normal time to disable a trap when using Disable Device, minimum of 1 round.
Scout Crawl: While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.
Scout's Expertise: A scout can choose a Skill Focus feat or a Combat feat she meets the requirements for. This talent can be taken multiple times.
Swift Tracker: A scout can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Trap Spotter: Whenever a scout comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
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Skirmish Attack (ex): When a Scout moves more than 10' in a round prior to attacking with a melee weapon, her attack deals extra damage (called "precision damage") if her attack hits. She cannot use this ability on an opponent who is adjacent to her at the beginning of her turn, and can only be performed while wearing light armor or no armor.
This precision damage is +1d6 starting at 1st level and increases by one extra 1d6 for every odd scout level. Should the scout score a critical hit, this extra damage is not multiplied.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a scout can make a skirmish attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a skirmish attack, not even with the usual -4 penalty.
The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot skirmish attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. This precision damage can be added against opponents who are helpless, flat-footed, or denied their Dexterity bonus to AC.
When performing a ranged attack, this damage can only be applied against creatures which are helpless, flat-footed, or denied their Dexterity modifier and must be within 30 feet.
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Trapfinding (ex): As the Rogue ability; the scout can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. A scout can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If the scout beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Unlike a rogue, a scout doesn’t gain any bonuses to her perception to find traps or disable device checks to disarm them.
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Uncanny Dodge (ex): Starting at 2nd level, the scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
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Fast Movement (ex): At 3rd level, the scout’s land speed is increased +10 feet. This benefit applies only when she is wearing no armor, light armor, and is not carrying more than a light load. Apply this bonus before modifying the scout’s speed because of any load carried, armor worn, or other factors. This bonus stacks with any other bonuses to the scout’s land speed. This bonus increases another +10 feet at 11th level.
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Reconnoiter: After 10 minutes studying the flora and fauna of a new terrain (chosen from the Favored Terrain table), a scout can make a Knowledge check, DC 15, to gain a +2 competence bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks, for as long as she is in that terrain. This becomes her "active focused terrain". For every 10 a scout exceed this DC by, she gains a cumulative +2 to this bonus, to a max of +8 with a check of 45.
A scout traveling through her focused terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
A scout can only have one focused terrain at a time and loses these bonuses when wearing medium or heavy armor or when carrying a medium or heavy load. If the scout fails the check, she is able to try again after traveling in the terrain for 1 hour. Tracking while in a terrain counts as "studying" for these checks.
Favored Terrain Table – Corresponding Skill Check
Cold (ice, glaciers, snow, and tundra) - Knowledge (nature)
Desert (sand and wastelands) - Knowledge (nature)
Forest (coniferous and deciduous) - Knowledge (nature)
Jungle - Knowledge (nature)
Mountain (including hills) - Knowledge (nature)
Plains - Knowledge (nature)
Planes (pick one, other than Material Plane) - Knowledge (planes)
Swamp - Knowledge (nature)
Underground (caves and dungeons) - Knowledge (dungeoneering)
Urban (buildings, streets, and sewers) - Knowledge (local)
Water (above and below the surface) - Knowledge (nature)
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Spring Assault: At 4th level, the scout gains Spring Attack as a bonus feat, even if the she does not meet the requirements.
At 8th level, a scout is able to make a second attack during a spring attack action (at the normal -5 penalty to attack). This attack can be on the same or a different target, within the distance limit maximum allowed by performing a spring attack.
At 15th level, a scout is able to make a third attack during a spring attack action (at the normal -10 penalty to attack). This attack can be on the same or a different target, within the distance limit maximum allowed by performing a spring attack.
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Evasion (ex): At 5th level, the scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage, she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
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Flawless Stride (ex): At 6th level, the scout takes no movement penalty when moving through rough or difficult terrain, while in her focused terrain. Magical effects that normally hinder movement still do so. This does not prevent damage from exposure to hazardous terrains (such as lava).
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Camouflage (ex): At 8th level, the scout can make Stealth checks while in her focused terrain without the need of cover or concealment.
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Blindsense (ex): At 10th level, the scout gains blindsense out to 30 feet.
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Advanced Scout Talents: Starting at 12th level, the following advanced talents are added to the list of already available talents.
Deadly Strike: The scout no longer suffers a -2 to attack rolls for using Powerful Strike. If she does take a -2 during an attack, she can count all precision damage rolls of 1s and 2s as 3s instead. The scout must have the Powerful Strike talent prior to taking this talent.
Improved Evasion: The scout gains Improved Evasion.
Improved Evasive Bound: The negative to attack rolls when using Evasive Bound is now only -1 per Skirmish Attack die, instead of -2. The scout must have the Evasive Bound talent prior to taking this talent.
In Your Element: When a scout spends a full 24 hours in her active focused terrain (which must include a full sleep cycle), her bonuses increase an additional +2. This talent can be taken multiple times and their effects stack.
Tactical Assault: In lieu of a normal attack during a spring attack, a scout can perform a combat maneuver instead; trip, bullrush, etc. This maneuver does not provoke an attack of opportunity from its target, but is otherwise handled as normal.
Trailblazer: A scout may sacrifice her bonuses while in her focused terrain to grant all allies within 30 feet foot radius that can see and hear her Flawless Stride.
Uncanny Tracker: As Focused Tracker, but the scout can take 20 on her check. The scout must have the Focused Tracker talent prior to taking this talent.
Vexing Assault: Any foe a scout spring attacks is considered flanked till the beginning of her next turn.
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Improved Reconnoiter: The scout no longer has to spend 10 minutes studying a new terrain, she can immediately make her knowledge check to gain the bonuses.
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Hide in Plain Sight (ex): The scout can make Stealth checks in her focused terrain while being observed.
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Free Movement (ex): While in her focused terrain, a scout is immune to any effect, spell-like ability, or spell that would hinder her movement. This is an effect similar to the Freedom of Movement spell, except she is still susceptible to standard combat maneuvers from creatures (grapple, trip, etc).
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Blindsight (ex): The scout gains blindsight out to 30 feet.
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Master Skirmisher: A scout becomes a mobile dealer of mayhem. She is able to perform one of the below maneuvers during combat. The chosen effect last for the entire encounter or until the scout chooses to end it. She is able to perform a total number per day equal to her Wisdom modifier, minimum of 3 per day.
Perfect Strike (ex): When performing a skirmish attack, the weapon's critical threat stack increases by one and critical threats are automatically confirmed.
Change-Up (ex): If a scout misses while performing a skirmish attack, she is able to perform another attack against that opponent at a +5 to the attack roll. If that opponent is already being threatened by an adjacent ally, the scout can forgo this attack to allow an ally an attack of opportunity or perform an immediate combat maneuver (the ally's choice of which). This effect can only be done once per round.
Lightning Assault (ex): A scout is able to take a -2 to all attacks during the round to make a 4th attack during a spring attack action. This attack is taken after the 3rd spring attack at her highest attack bonus. The scout is fatigued after this effect is over and cannot perform it if already fatigued.
No Life, No Problem (ex): A scout is able to apply half her skirmish damage to a corporeal creature normally immune to precision damage. The creature is still immune to normal critical hits.
New Feat & Racial Favored Class:
New Scout-specific Feat; Extra Scout Talent Prerequisite: Scout base class. Character Level 3+
Benefit: Gain any scout talent in which you meet the requirements for.
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Racial Alternatives to Favored Class Bonus Dwarf: Gain +1/4 level to all perception checks while underground or when dealing with stone structures.
Elf: Gain +1/3 level to critical confirmation on attacks that have precision damage applied, to a maximum of +5. This bonus does not stack with the Critical Focus feat.
Gnome: Gain +1/4 level to perception checks to find traps.
Half-elf: Gain +1/4 to all focused terrain bonuses.
Halfling: Gain +1/6 level to all save vs. non-magical effects while in her focused terrain.
Half-orc: Gain +1/2 foot to base speed per level. A half-orc scout only gains this bonus once it reaches intervals of 5 feet.
Human: Gain +1/6 of a Scout Talent.
A ranger has full BAB, spells, and an animal companion. And IMO is less oriented towards terrain-based features than the scout.
Scout DID get those ranger features like camo and HiPS at lower levels than ranger did in 3E, after all.
Just because ranger is limited like that doesn't mean scout should be.
that was exactly my argument, so since they were still wrapped in the Ranger paradigm, I figured if I re-worked it it would help break out of that.
Example- One argument was that they shouldn't get Uncanny Dodge because the Scout rogue archetype has to lose their to get that "sneak attack to charge" ability.. I was fairly stunned by this.
I took me 20 minutes to describe that "spring attack is their 'thing'". Like how only a fighter get the Spec feats, or that a Monk can chose Stunning Fist well before anyone else could earn it, or a Ranger automatically gets combat feats when he might not have the perquisites for them.
I was going to give my Scout favored terrain, and in fact more frequently than Ranger gets, because terrain is more of a Scout-central thing than it is for ranger, IMO. Then I realized the bonuses I was granting the class effectively replicated the terrain bonuses already, except they worked everywhere, making FT seem redundant.
Then I further remembered that in 3E camo and HiPS worked in all "natural terrain", and aside from adding "urban" to the list, all the favored terrains of the PF Ranger did was to nerf the class into only being able to blend in certain terrains.
I'd suggest just scrapping favored terrains entirely and giving Scout universal initiative and skill bonuses, and ability to camouflage and hide in plain sight anywhere (like he could in 3E).
In my v1 build, a scout could use them anywhere, but a table discussion moved it only to his favored terrains. Mind you, the table play at has 4 others, and two of them are DMs (we just switch up when one of us has an idea). Main reason is because PF Ranger's are limited to their favored terrain as well... my focuses terrain idea came soon after while I continued my research.
Well, I had been thinking about making Scout for PF for a while now myself, and last night made my attempt here. Feel free to take ideas from there if you want. Mine doesn't have talents or other "choose your class feature" stuff, but gets a lot of things earlier than 3E Scout. I'm still considering things, like some more stuff in the upper levels, and dropping Darkstalker down to a lower level, since in 3E it was a level 1 feat and the benefit it gives is pretty much required for stealth to remain relevant. Also, might have Battle Fortitude also apply to will saves. Then he would have effectively medium fort and will along w/ good reflex.
ohh, those are some good ideas, I think some of them will help me resolve my 'favored terrain dilemma'.
In short, I think favored terrain is a fantastic feature, but in the end, feels tacked on for the Scout; it's a ranger ability and as a ranger/rogue hybrid a scout should have it.. or something like it.
My goal is to come up with one, holistic class feature that encompasses all of a scout's "outdoorsy-ness". I called it "Focused Terrain" for now.
I took the initial idea from the Focused Enemy ranger archetype'; I liked the idea that the longer a scout is in an area, the better his bonuses, regardless of where he is. I liked the idea because a scout has to be adaptive and fluid at any given them because he doesn't know where he will end up.
The longer he is in an area, the better he can apply his cunning above normal people.
FYI, this post constitute the last version of this revision (barring there are other gaps). I am off to either move to Version 4 Scout (which is to resolve Focused Terrain and Battle Fort) or work on my PF Warlock (and that is a whole new s*!$-stick of a story).
The work continues; based on this (and other sources) I have another version for posting :D
With this version, I reordered which features would be talents and which would be earned by normal leveling.
Fixed Skirmish Attack text:
Updated it to remove "undead"; it seems in PF physical undead are vulnerable to precision damage.
Switched Camouflage and HiPS to class features:
This was in effort to balance out dead levels... and it seemed a good idea :)
Camo at level 8 and HiPS at level 14.
switched up the levels a scout gains Favor Terrain:
First at level 3 and the second at level 13. He is still able to pick up two more through the use of talents.
I reduced the number of overall Scout Talents from 8 to 6:
...3 talents and 3 advanced talents. They are earned at level 1, 4, 8, 12, 16, and 20 (yes, these are the levels the v3.5 Scout earned their bonus feat). I had some serious reservations about reducing the number of talents; I felted that reducing them compromised the scout's customization (which was a main goal I wanted to acheive).
I created two new talents, {insert names here}:
They actually don't have names yet, but here is their text:
During a spring attack action, a scout does not provoke an attack of opportunity due to his movement from one opponent (which he must declare before the action) which is not his spring attack target.
This can be talent can be taken again (after level 10, so as an advanced talent) to add a second opponent. The prerequisite would be BAB +11. So in the end, this will be 3 spring attacks, with a total of 5 opponents nor generating AoOs.
Thank you StreamOfTheSky for finding that gap. Between those two talents, the Evasive Bound talent, Dodge, Mobility, and Lighting Stance (and gods know what other feats I may be missing) that a scout is fairly well protected.
I am still working on what the Hunter equivalent would be, but in the interim, can anyone think of a name or it; noAoO and Improved noAoO don't have any bite ;)
And I know the wording is muddy, so help there would also be appreciated!
I created a feat called Extra Scout Talent.:
It's a straight-up copy of Extra Rouge Talent from APG. With this feat, the dread I was feeling by removing Scout Talents went away.
Comments, questions, and concerns are all welcome!
I meant this part: "This extra precision damage can only be applied to living creatures with discernible anatomies- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack."
In PF, you can sneak attack undead and constructs, and iirc incorporeal if you have a ghost touch weapon.
Interesting.. undead are not implicitly immune to sneak attack. That is an easy fix of text (I just copied from 3.5)
I will will look at creature types entries for specific immunities to sneak attack.
My thoughts are what I said. Give them the blanket ability to move without provoking as long as they make at least one skirmish attack that round. Anything less is not enough.
Skirmish damage should apply to all things sneak attack applies to in Pathfinder. Either that or implement the Swift Hunter feat as well, which effectively does the same thing (if not better) in the end and was the 3E work-around for the problem of 1/3 the monster manual being immune to your main source of damage. (Swift Hunter made ranger and scout levels stack for favored enemy and skirmish progression, and you could *always* do skirmish damage to favored enemies, even if normally immune)
in it are not
Also, I realize that 3E scout got the blindsense/sight and free movement super late in progression, but that doesn't mean you need to faithfully represent that in a conversion. You already have a 20th level capstone ability added. And a ring of free movement is affordable well before 18th level.
In regard to skirmish itself, my goal was to ensure that it was equivalent to sneak attack in damage output as well as the opportunities to apply damage- any weaknesses skirmish has are the same weaknesses sneak attack has.
Also, while I did use v3.5 info as a guide (the spring assault progression being a poorly-covered redraft of the Bounding Assault and Rapid Blitz feats), I specifically built the class using only ranger & rogue and only using PF feats. It's a PF conversion after all, so I left v3.5 behind =)
Any PF Scout conversion that doesn't have Free Movement or Blindsight are, IMHO, are not faithful to the class. In early versions, I def didn't care if any of the features moved +/- 2 levels (for the sake of filling dead levels) but as the build continued, they found themselves (amazingly enough) settling at the levels the v3.5 scout acquired them. Even in PF though, they are rare features for a class to have and should be represented.
The level 20 capstone ability, is weaker than both the Rogue's and Ranger's "fort or die" ability; it's only advantage is that I gave them options to chose from.
Thank you sir =)
I have an idea about a new ability that incorporates AoO prevention, capping at Free Movement. I think I need to brush up on that 'paranoid barbarian' archetype...
The nerf to tumble makes Scout unplayable. You need to add a class feature around level 5-8 that lets them move without provoking AoOs. The entire class is built upon moving and attacking, and that just doesn't work in PF. Don't worry, it's fine. Almost every single spellcaster has a spell to move w/o provoking, even the clumsy armored cleric and paladin. If they're allowed to do it, the personification of skirmishing tactics should, too.
hmm, didn't realize they change that it's a CMB check.
I think I am going to modify 'Evasive Bound' alittle bit...
Dwarf: Gain +1/4 level to all perception checks while underground or with stone structures.
Elf: Gain +1/3 level to critical confirmation on attacks that apply precision damage, +5 max. Does not stack with Critical Focus
Gnome: Gain +1/4 level to perception checks to find traps
Half-Elf: Gain +1/4 to all favored terrain bonuses
Halfling: Gain +1/6 level to all save vs non-magical effects while in favored terrain.
Half-Orc: Gain +1/2 foot to base speed per level. A half-orc scout only gains this bonus once it reaches intervals of 5 feet.
Human: Gain +1/6 of a Scout Talent
I playtested an arcane archer base class in 3.5 (before we switched to PF). Played level 1 through 18 and I think we went through 5 or 6 revisions.
At the end, we got it down enough to come to the conclusion that the arcane archer's arrow tricks were not enough to base a class on.
The biggest advantage they had (and it's more of a table rule) was that only arcane archers could craft spelled ammo; e.g, the fireball arrow, or the arrow that poops out a resilient sphere around it's target.
I would like for any & all to PEACH my v3.5-to-Pathfinder Scout remake.
With this verson, I did some minor adjustments to features & talents to better accomodate the new archetype; the Hunter. It is the "sniper scout" variant from v3.5 that parallel's the recon I did for the Scout. It addresses a scout's ability to apply ranged precision damage at both close range AND long range.
Ideally, I would love for people to playtest it in an real campaign and see how it stacks up. Me and my table have had discussions and limited testing, but not a full campaign.
Barring any critical feedback for changes, I think I've got it nailed down.
Some specific things I am looking for is renaming some of the features, so any idea about any of the below would be appreciated; I feel that some of them are too generic, or don't 'seem' quite right.
But beyond that please read, enjoy, and comments are appreciated!
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Scout, A Complete Pathfinder-worthy Recon:
HD: d8
Skills per Level: 8 + Int
Class Skills: acrobatics, balance, climb, craft (any), disable device, handle animal, knowledge (dungeon), knowledge (geography), knowledge (nature), linguistics, perception, profession (any), ride, sense motive, spellcraft, stealth, survival, swim, tumble, UMD
Weapon & Armor Proficencies: All simple weapons, Hand Axe, Shortbow, and a choice of two martial weapons, limited to light or one-handed.
[b]Base Attack Bonus: Average (as cleric)
Fort Save: Good
Reflex Save: Good
Will Save: Poor
Skirmish Attack, gained Level 1:
When a Scout moves more than 10' in a round prior to attacking with a melee weapon, he can apply precision damage if his attack hits. He cannot use this ability on an opponent who is adjacent to him at the beginning of his turn, and can only be performed in light or no armor.
This precision damage is +1d6 starting at level 1 and increases by one extra 1d6 for every odd scout level. This ability can only be used while wearing light or no armor.
This extra precision damage can only be applied to living creatures with discernible anatomies- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to skirmish damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot skirmish attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
For ranged attacks a scout is able to apply this damage when within 30 feet of an opponents who are, helpless, flat-footed, or denied their Dexteriry bonus to AC.
Trapper's Guile, gained at Level 1:
The scout can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The scout can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If the scout beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
A scout is granted half his class level as a bonus (minumum of +1) to all survival and disable device checks.
Favored Terrain, gained at Level 2 and Level 12:
Gains a Favored Terrain, as a Ranger. He receives another at level 12.
note: a scout has the option to pick up two more favored terrains as Scout Talents
Uncanny Dodge, gained at Level 2:
Gains Uncanny Dodge, as a Rogue.
Fast Movement, gained at Level 3 and Level 11:
A scout gains +10 feet to his base movement. He gains an additional +10 at level 11.
Scout Talent, gained at Level 4, Level 6, and Level 8:
A scout can chose a talent from the below list.
Camouflage: A scout can make stealth checks while in his favored terrain without hte need for cover or concealement
Distracting Shot: hunter only. A target of a sniper shot generate attacks of opportunity from all threatening opponents.
Evasive Bound: skirmish only. When performing a skirmish attack, a scout is able to grant himself a +1 dodge bonus to AC and a +1 circumstantial bonus to his reflex for each skirmish die he sacrifices from his damage. The scout may only sacrifice up to half of his available skirmish dice in this way.
Fast Stealth: A scout receives no negatives to stealth checks while moving at full speed.
Favored Terrain: The scout gains an additional favored terrain. This can be taken a second time as an Advanced Scout Talent.
Hunter's Bond: The scout gains an animal companion, as a Ranger. Must be level 4 or higher to take this talent.
Powerful Strike: The scout can take a -2 on his attack roles to count his precision damage rolls of 1s as 2s instead.
Quick Disable: It only takes only half the normal time to disable a trap when using Disable Device, minimum of 1 round.
Scout Crawl: While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.
Scout's Expertise: a scout can chose a Skill Focus feat or a Combat feat. He must meet the requirements for the feat to be able to chose it.
Swift Tracker: A scout can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Trap Spotter: Whenever a scout comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Evasion, gained at Level 5:
A scout Evasion, as a Rogue.
Flawless Stride, gained at Level 6:
While in his favored terrain, a scouts takes no movement penalty when moving through rough or difficult terrain. Magic effects that normally hinder movement still do so. This does not prevent damage from exposure to hazardous terrains (such as lava).
Advanced Scout Talent, gained at Levels 10, 14, 16, 18 and 20:
A scout can chose a talent from the below list or from the Scout Talent list above.
Clipping Strike, hunter only: In lieu of applying precision dice damage on an sucessful attack, the hunter can hobble an opponent's movement. The first attack reduces speed by half, preventing the creature from running or charging. A creature already running or charging when this attack hits is subject to a trip attempt; hunter's attack roll vs the creature's CMD. Each subsequest use of this ability reduces the creature's speed an additional 10 feet. If a creature reaches zero movement, their limbs can no longer support them.
Deadly Strike: The scout no longer suffers a -2 to attack rolls for using Powerful Strike. If he does take a -2 during an attack, he can count all Skirmish damage rolls of 1s and 2s as 3s instead.
Extended Precision, hunter only: The hunter's standard precision range is increased from 30 feet to half his weapon's first range increment (minimum of 60 feet). Sniper shot no longer suffers precision damage reduction for ranges beyond the weapon's first range increment.
Focused Tracker: A scout is able to take 10 on his survival checks while tracking when:
He is favored terrain, moving at no greater than his normal speed, and the tracks cannot be older than 24 hours. The scout must have two favored terrain to chose this talent.
Hide in Plain Sight: While in his favored terrain, a scout can make a stealth check while being observed.
Improved Evasion: A scout gains Improved Evasion, as a rogue.
Opportunistic: Once per round, the scout can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. If the attack hits he is able to apply precision damage to this attack. This attack counts as an attack of opportunity for that round. Even a scout with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Tactical Assault, skirmish only: in lieu of a standard attack during a spring attack, a scout can perform a combat maneuver; trip, bullrush, etc.
Trailblazer: A scout may sacrifice his favored terrain bonuses to grant allies within 30 feet Flawless Stride.
Uncanny Tracker: As Focused Tracker, but the scout can take 20 on his check. The scout must have Focused Tracker to chose this talent.
Vexing Assault, skirmish only. Any foe of a scout's spring attack is considered flanked until the beginning of his next turn.
Blindsense, gained at Level 10:
A scout gains Blindsense out to 30 feet.
Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Free Movement, gained at Level 18:
While in his favored terrain, a scout is immune to any effect, spell-like ability, or spell that would hinder his movement. This is an effect similar to the Freedom of Movement spell, except he is still subseptable to standard combat manuevers from creatures (grapple, trip, etc).
Blindsight, gained at Level 20:
A scout gains Blindsight out to 30 feet.
This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it.
Master Skirmisher, gained at level 20:
A scout may chose one of the below maneuvers. The benefits of any one maneuver lasts for the entire encounter and the scout can only have one maneuver active at a time. A scout is able to perform a max number of maneuvers equal to his Wisdom modifier per day (minimum of 1).
Perfect Strike (ex): When performing a skirmish attack, the weapon's critical threat stack increases by one and critical threats are automatically confirmed.
Change-Up (ex): If a scout misses while performing a skirmish attack, he is able to perform another attack against that opponent at a +5 to the attack roll. If against an opponent who is already threathened by an adjacent ally, the scout can forgo this attack to allow one ally to take an attack of opportunity or perform an immediate combat maneuver (allies choice of which).
Lightning Assault (ex): A scout is able to take a -2 to all attack during the round to make a 4th attack during a spring attack. This attack is taken after the 3rd spring attack at his highest attack bonus.
Perfect Skirmish: Add +2 damage per skimish dice.
No Life, No Problem (ex): A scout is able to apply half his skirmish damage to a creature normally immune to precision damage. The creature is still immune to normal critical hits.
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Hunter, a Pathfinder Scout Archetype
When I started the Scout PF recon, I built this archetype simultaneously. I wanted both variants to be seamless to one another; I wanted someone to day "yep, I that is a scout alright", regardless of which option picked.
Hunter Key Differences:
Weapon Proficiency
Instead of the choice of two martial weapon's, a Hunter is proficient with a Longbow and one light martial weapon of his choice.
Hunter's Precision, replaces Skirmish Attack at level 1
When a hunter attacks an opponent who is within 30 feet with a ranged attack and when are already being threatened by an ally, the hunter can apply precision dice to his damage roll if the attack hits. This precision damage starts at+1d6 at level 1 and increases by one extra 1d6 for every odd hunter level. Foe cannot have concealment or cover.
For melee attacks, a sniper can only add this damage against opponents who are, helpless, flat-footed, or denied their Dexteriry bonus to AC.
Secondly, whenever a hunter hits a foe with a ranged attack, they are considered threatened and flanked relative to his allies. This includes other ranged attacks made by allies, so as long as their attack is from a different direction than the hunter's.
Range Increment, replaces Fast Movement
A hunter's ranged increment increases 10 feet at level 3 and againat level 11
Sniper Shot, replaces Spring Assault at level 4
As a full-round action a scout is able to make one ranged attack (a sniper shot) and apply precision damage at any range. For each ranged increment beyond the first, the attack loses 1d6 of this extra damage.
At level 8, sniper shot can be performed as a standard action, if the hunter does not move more than half his base speed.
At level 15, a sniper no longer suffers a negative to stealth checks when using sniper shot while hidden.
Master Hunter, replaces Master Skirmisher at level 20
A hunter may chose one of the below maneuvers. The benefits of any one maneuver lasts for the entire encounter and the hunter can only have one maneuver active at a time. A hunter is able to perform a max number of maneuvers equal to his Wisdom modifier per day (minimum of 1).
Perfect Shot (ex): The hunter's ranged weapon critical threat stack increases by one and critical threats are automatically confirmed.
Adjust for Range (ex): For every consecutive missed ranged attack, a hunter receives a +2 bonus to his ranged attack rolls versus that opponent, to a maximum of +10.
Perfect Aim (ex): All damage done by sniper shot is maximized
Find the Gap (ex): On a successful Perception check, sniper shot ignores armor, shield and natural armor AC bonuses. The DC is equal to the target's total AC.
Let Knowledge Arcana deal with Arcane Spells, Knowledge Religion deal with Cleric, Paladin, and Inquisitor Spells, and Knowledge Nature deal with Druid and Ranger spells.
This is how our table deals with Spellcraft; you need ranks in those skill to even make the check. So if you have no ranks in Knowledge (Nature), you don't know swat about druid or Ranger spells.
3/4 BaB that pretends to be full. Can't actually use their fist well without investing in the AoMF which has its own issues. It has many class features but most of them are meh or situational and don't help it do more damage or solve puzzles. Its a MAD class that requires 4 high stats to function well in combat.
Those are a few reasons. I'm sure there are more and better ones.
What is the issues with AMoF?
It costs twice as much as a weapon and is capped at a +5 bonus.
Ah.. My table hasn't come across that. We have hand wraps/brass knuckles.
Mind you, at my table, a monk is a banned class. The first point is that the DM says they are overpowered based on his experience running a campaigns with them in the past (not that I know what those reasons are). The second being that he can't see monks adventuring because they are in Monasteries.
I see "features too situational" being mentioned. In compared to what?
Evasion (and Imp Evasion by level 9 is by far a winning aspect; characters live or die by Evasion.
When is lack of skillpoints an issue for any player who wants to play a skill-monkey, but chose the wrong class? Does a monk's end-result checks for physical skillchecks keep pace with a rogue?
3/4 BaB that pretends to be full. Can't actually use their fist well without investing in the AoMF which has its own issues. It has many class features but most of them are meh or situational and don't help it do more damage or solve puzzles. Its a MAD class that requires 4 high stats to function well in combat.
Those are a few reasons. I'm sure there are more and better ones.
Going through the boards, I have seen much in regard to fixing monks and comments that they are under-powered, but I don't think I have been able to divine any info into why people have this opinion.
So I ask- what is wrong with the Monk class in comparison to the other base classes?
I have a player that just lost a dwarven Archery based ranger in a fight with an Underworld Dragon. I saw your scout write up and forwarded it to him. He wants to give it a shot, but wants to stay archery based. I saw your were working up a sniper archetype. I would be curious to see what you had wrote up.
As of now, I have way more feature ideas than places for them, so I am not sure where to put them. I am also in the process of making sure the build fits logically with the available ranged combat feats.
I have 5 features to replace, 1 scout talent and 2 advances talents to populate.
The only thing I have truly nailed down is the replacement for Skirmish Attack
Replace the +10 foot base movement increase to +10 feet to ranged increment.
Gain longbow weapon proficiency, but lose shield prof and can only chose one martial weapon prof, limited to light melee weapons.
Sniper Precision, replaces Skirmish Attack at level 1:
When a sniper attacks an opponent who is within 30 feet with a ranged attack and they are already being threatened by an ally, the sniper can apply precision dice to his damage roll if the attack hits. This precision damage is +1d6 starting at level 1 and increases by one extra 1d6 for every odd scout level.
For melee attacks, a sniper can only add this damage against opponents who are, helpless, flat-footed, or denied their Dexterity bonus to AC.
Sniper Shot, replaces Spring Assault at level 4:
As a full-round action a scout is able to make one ranged attack (a sniper shot) and apply precision damage at any range.
Here are some of the other ideas. The names of the abilities are not finalized yet, so I have version tags on them. I have no idea what will be talents or replacement of features.
Lastly, I have no idea what to put in the level 20 "Master Sniper" ability. I will think about it today though =)
In-progress abilities, beta:
Hawkeye v1: A sniper's standard precision range is increased from 30 feet to half his weapon's first range increment (minimum of 60 feet).
Hawkeye v2: A sniper's standard precision range is increased from 30 feet to half his weapon's first range increment (minimum of 60 feet). Critical Threat count is increased by one.
Feel the Shot v1: A sniper can add his Wisdom and Dexterity modifier to all ranged attack rolls.
Feel the Shot v2: A sniper can add his scout class level as extra precision damage when performing Sniper Shot.
Distracting Shot: Whenever a sniper hits a foe with a ranged attack, the foe is considered threatened and flanked relative to his allies. This includes other ranged attacks made by allies, so as long as their attack is from a different direction than the sniper's.
(yes, this means a sniper can 'flank' an opponent with ranged AND allow their rogue ally to sneak attack)
Call the Shot v1: Any critical threat with a Sniper Shot is automatically confirmed.
Call the Shot v2: Any critical threat with a Sniper Shot is automatically confirmed. Critical Threat count is increased by one.
Call the Shot v3: A sniper can add twice his scout class level as extra precision damage when performing Sniper Shot.
In Defilade v1: No negative to hide checks after attacking.
In Defilade v2: No negative to hide checks after attacking. Sniper Shot can now be done as a Standard Action. If Sniper Shot is done as a full-round action, it will ignore armor, shield, and natural armor AC.
What is Critical Threat count?:
This is our table rule in regard to stacking 'keen' effects.
We only allow one magical, one skill-based, and one natural keen-increasing effect.. anything beyond that are onyl gained thru class features (such as the Fighter level 20 ability).
Keen effect stacking alternates between critical threat range increase, then critical damage multiplier.
For example, a normal long bow is x3.
..with Keen spell on it: 19-20, x3
..with Keen and Imp Critical feat: 19-20, x4
..with Keen, Imp Critical feat, and one valid 'count': 18-20, x4
..with Keen, Imp Critical feat, and two valid 'count': 18-20, x5
..with Keen, Imp Critical feat, and three valid 'count': 17-20, x5
etc, etc, etc...
At our table, yes, we consider them part-race. At our table, you can't play a sorcerer (or any other spontaneous caster class) unless you get a "bloodline"; a percentage role to determine if your character has an uncommon or rare heritage; something beyond just 'elf' or 'human'. Other options at our table for getting your bloodline role is to gain a bloodline template out of 3.5 unearth arcana or choosing an exotic race; typically something with ECL or racial levels).
As far as their class powers, we are Ok with them as-is. It's still a class because the character is investing time and effort to exploit their racial advantage to its fullest.
We have table-ruled that sorcerers run off of Wis, and not Cha. Logic being is that your capacity for that sort of innate talent is a reflex of deep-buried knowledge. An understanding of something that you don't truly comprehend.
If you can accept that statement as true and then your given two stats to choose, which fits better as the controlling factor of your power- Wisdom or Charisma?
my suggestion would be to cap spells at 3rd, 4th or 5th level. Spell levels beyond that would only be attainable through the use of metamagic feats.
Also think about removing or capping Heightened Spell metamagic feat.
It gives them the opportunity to cast powerful spells, but still limits them.
I did pull from this. When I was in version one, I pulled that up as well as many other others items; the 'scout' rogue variant, and the 'ranger tricks' variant as examples, as a means of judging the sorts of thing a Scout should be able to do.
Marc, based on what I have here, what do you think in the spell-less Ranger should be incorporated?
I would add Mobility as a class feature, or a scaling bonus to AC vs attacks of opportunity.
In an earlier version I did give them dodge, mobility, and an increasing dodge bonus; originally I created a list of bonus feats mirroring the 3.5 list.
The reason it took them out was that the feature were getting a bit too crammed together; how can I justify a class getting 3 bonus feats within the first 5 levels?
As far as the increasing dodge bonus, I was on the fence to have a full 10d6 precision damage as well an increasing dodge bonus, especially with being able to take combat feats as talents and in-part why I created "Evasive Bound".
I get it. But, some other classes so get feats crammed into the early levels, such as monk and ranger, so its not unheard of. I suggested it because a character so reliant on moving every turn is going to provoke more often. You could add take do something simple like +1 to AC vs AoOs for every three levels, essentially taking the place of Trap Sense.
I definitely had a +dodge progression and I like the idea, but I was not sure where to fit it in with this version.
In version 1, the scout recv'd a +1 to their dodge bonus from Mobility they got Spring Assault, Bounding Assault, Rapid Assault, and (at the time) the level 20 "assault" talent, giving them a total of +8 at level 20. I scraped it because I couldn't keep the progression of it at an even pace... you'll notice that between level 4 (the soonest I would allow for any class get spring attack for free), level 9 (when they get their 2nd spring attack), and level 15 (when they get their 3rd spring attack), there isn't a way to make it an even spacing.
.. well that isn't true, I was able to get an even spacing, but not without moving Bounding Assault and Rapid Assault down one level each; something I toyed with, but in the end, wasn't willing to sacrifice.
This build is a version of Version 2. My plan for Revision 3 is to recon/integrate Favored Terrain and other class features to be more seemless and cohesive (and for a way to re-intergrate Battle Fortitude), maybe I can see a way to re-establish it.
Their database is downloadable. I have it in an formatted excel file that creates stat blocks.. all the fields are a VLOOKUP off of the creature's name, which is in a List.
I played a scout quite a bit in a 3.5 home game and found out it excelled with the 3.5 version of multishot. You could move more than 10 feet, fire a single shot and get multiple arrows plus your skirmish bonus. Add in Shot on the Run and you could continually do that from cover.
Have had a few good scout builds too, but from a perspective of being able to use a class feature, a scout has far less 'opportunities' to be able to apply extra damage; as an inherent flaw in the features design was forcing it to become level w/ the stock features of other classes.
My main goal was to ensure that damage application opportunities would scale with a rogue and ranger.
FYI- my Sniper archetype will address mobile ranged attackz as well as long-ranged precision damage, so more to come =)
I would add Mobility as a class feature, or a scaling bonus to AC vs attacks of opportunity.
In an earlier version I did give them dodge, mobility, and an increasing dodge bonus; originally I created a list of bonus feats mirroring the 3.5 list.
The reason it took them out was that the feature were getting a bit too crammed together; how can I justify a class getting 3 bonus feats within the first 5 levels?
As far as the increasing dodge bonus, I was on the fence to have a full 10d6 precision damage as well an increasing dodge bonus, especially with being able to take combat feats as talents and in-part why I created "Evasive Bound".
This is my current attempt to recon the 3.5 Scout into Pathfinder.
While the the 3.5 class is playable in Pathfinder (with a few modifications) its general quality when compared to other base Pathfinder classes is lacking. Even when compared to other 3.5 classes, the scout was underwhelming, so I wanted to give the Scout the same level of recon that all of the other base classes underwent in Pathfinder; something more than just a few ranger-like tricks thrown at a rogue.
Since a Scout is a combination Ranger & Rogue, my starting point was to populate the levels using the class features of both of them.
Favored Terrain
"Rogue" talents
Combat progression
Track as a ranger
Disable device as a rogue
Precision damage progression, triggered on movement
Retain the unique 3.5 class features
Below are some specific notes about the build and the class outline.
Please evaluate and comment; I am happy to discuss =)
My Build Comments:
Recon of Trapfinding and Tracking; Trapper's Cunning:
I merged these two features into one for sake of class flavor; I was recon'ing everything, so might as well. Progression right now is every 3rd level, but I am sure a play-test will show that keeping it "half class level, minimum of +1" is not imbalanced.
Recon'ing Skirmish Attack:
While Skirmish in 3.5 was a reasonable combat ability to envision (it's just rules about how to 'stick & move'), the reality was that it was a woefully under-powered and unimpressive mechanic; especially when compared to Sneak Attack. My goal was to ensure that a Scout's precision damage could circumstantially apply an equal number of times in combat as a rogue can apply sneak attack.
Quote:
These are the "walk-up rules" for spring attack without actually having the feat. This precision damage progresses the same as sneak attack and uses all the other sneak attack rules in regard to when a creature is eligible for extra precision damage
Skirmish Attack (ex): When a Scout moves 10' or more in a round prior to attacking with a melee weapon, he can apply precision damage if his attack hits. He cannot use this ability on an opponent who is adjacent to him at the beginning of his turn, and can only be performed in light or no armor.
Quote:
Since a spring attack requires a minimum of 10 feet of movement, it triggers Skirmish as a native part of its functionality
Spring Assault: At 4th level, a scout gains the Spring Attack feat, even if the scout does not meet the requirements.
Quote:
spring attack improves to accommodate a 2nd attack since the scout's BAB allows it
Bounding Assault: At 8th level, as a full-round action, a scout is able to make a second attack during a spring attack (at the normal -5 to the attack roll), whether on the same or different target within the distance limit.
Quote:
spring attack improves again to account for the 3rd attack
Rapid Assault: At 15th level, as a full-round action a scout is able to make a third attack during a spring attack (at the normal -10 to the attack roll), whether on the same or different targets within the distance limit.
Precision damage in Ranged Attacks:
Since ranged attacks don't fit into the recon, I simply used the same rules that sneak attack uses for ranged attacks.
Scout Talents:
I felt creating a list of scout talents is the best way to give the class a rogue-like variability and customization. They allow a Scout to focus on whatever is necessary, whether it be trapfinding, outdoormanship, or even combat. I populated the list with class features from ranger and rogues that I fit the class as well as several newly created ones. As it stands, I tink they give a scout an amazing range of flexibility and customization.
There are a total of 19 talents to chose from (and there are some new ones still cooking on the burners).
The class only gains a total of 8 talents by level 20; two are normal scout talents and six advanced scout talents.
A Scout won't gain more then two Favored Terrain unless they are taken as an advanced talent.
The Uncanny Tracker and Unrelenting Tracker advanced talents are recon'd versions of the Quarry and Improved Quarry ranger class features, since a scout does not have Favored Enemy.
The level 20 combat feature, Master Skirmisher:
Since the scout does gain Blindsight at level 20, I didn't feel that the level-20 combat feature should be as murderously brutal as the ranger's and rogue's "fort or die" ability. It does, however, still needs to be a significant combat advantage for the scout. Keeping with the variability of the class, I created a feature that has many different options for a player to chose from, depending on the situation.
Specifically Missing, Dodge bonus to AC while using Skirmish Attack:
I specifically left this out because if few reasons:
Since the class an amped-up version of spring attack, this alone offers a fair amount of protection. Second, I always felt that the alternating of a dodge bonus and precision damage in 3.5 hurt the class overall more then it added. With that said, I recognize that it is a core function to the class so I created the Evasive Bound scout talent:
Evasive Bound (ex): When performing a skirmish attack, a scout is able to grant himself a +1 dodge bonus to AC and a +1 circumstantial bonus to his reflex for each skirmish die he sacrifices from his damage. The scout may only sacrifice up to half of his available skirmish dice in this way. This bonus last until the beginning of his next turn. Prereq's, +2d6 skirmish
Class Information:
Hit Die & Skills: d8. 8 + Int skill points per level. The follow are class skills for a scout: Acrobatics, Climb, Craft (any), Disable Device, Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Linguistics, Perception, Profession (any), Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim, UMD
Proficiencies: A scout is proficient with all simple weapons, hand axe, shot bow, and his choice of 2 martial weapons; limited to light and one-handed. A scout is proficient with light armor and light shields.
Skirmish Attack (ex): When a Scout moves more then 10' in a round prior to attacking with a melee weapon, he can apply precision damage if his attack hits. He cannot use this ability on an opponent who is adjacent to him at the beginning of his turn, and can only be performed in light or no armor. This precision damage is +1d6 starting at level 1 and increases by one extra 1d6 for every odd scout level. This ability can only be used while wearing light or no armor.
This extra precision damage can only be applied to living creatures with discernible anatomies- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to skirmish damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot skirmish attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
For ranged attacks, a scout can apply this precision damage to an opponent within 30 feet who is flat-footed or would be denied their Dexterity bonus to AC.
Trapper’s Cunning: A scout is granted a +1 competence bonus to all survival checks to tracking, perception check to find traps and disable device checks. At 3rd level and every 3 levels thereafter, the scout gains an additional +1 to this bonus.
The scout can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The scout can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If the scout beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Favored Terrain: A scout may select a type of terrain from the Favored Terrains table. He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A scout traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
If a scout chooses additional favored terrains, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the scout’s bonuses do not stack; he simply uses whichever bonus is higher.
Uncanny Dodge (ex): At 2nd level, a scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Scout Talents: At 4th and 6th level, a scout may choose a Scout Talent. Starting 10th level (and every even level thereafter) a scout may chose an advanced scout talent instead.
Camouflage (ex): A scout can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Evasive Bound (ex): When performing a spring attack, a scout is able to grant himself a +1 dodge bonus to AC and a +1 circumstantial bonus to his reflex for each skirmish die he sacrifices from his damage. The scout may sacrifice up to half of his skirmish dice in this way.
Fast Stealth (ex): The scout takes no negatives to stealth checks while moving at full speed.
Powerful Skirmish: The scout can take a -2 on his attack roles to count Skirmish damage rolls of 1s as 2s instead.
Quick Disable (ex): It only takes only half the normal time to disable a trap when using Disable Device, minimum of 1 round.
Scout Crawl (ex): While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.
Scout’s Expertise: The scout gains a skill focus feat or a combat feat. He still must meet the normal requirements of the feat to take this talent.
Swift Tracker (ex): The scout can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Trap Spotter (ex): Whenever a scout comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Advanced Scout Talents:
Deadly Skirmish: The scout no longer suffers a -2 to attack rolls for using Powerful Skirmish. If he does take a -2 during n attack, he can count all Skirmish damage rolls of 1s and 2s as 3s instead. A scout must have the Powerful Skirmish talent prior to choosing this talent.
Favored Terrain: The scout gains another Favored Terrain.
Hide in Plain Sight (ex): While in any of his favored terrains, a scout can use the Stealth skill even while being observed. A scout must have the Camouflage talent prior to choosing this talent.
Improved Evasion: The scout gains Improves Evasion, as the rogue talent.
Opportunistic: Once per round, the scout can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. I the attack hits he is able to apply his Skirmish damage to this attack. This attack counts as an attack of opportunity for that round. Even a scout with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Tactical Assault (ex): In lieu of a normal melee attack during a spring attack, the scout can instead perform a combat maneuver; trip, bullrush, etc.
Trailblazer (ex): The scout’s knowledge of terrain allows them to lead his comrades through the most difficult terrain with ease. When he is in his favored terrain, he is able to sacrifice his bonuses granted while in his favored terrain to grant Flawless Stride to all allies within 30 feet.
Uncanny Tracker: The scout is able to take 10 on his survival checks while tracking in his favored terrain when moving up to his normal speed and when the tracks are no older than 24 hours. A scout must have the Swift Tracker talent prior to choosing this talent.
Unrelenting Tracker: The scout is able to take 20 on his survival checks while tracking in his favored terrain when moving up to his full speed and when the tracks are no older than 4 hours. A scout must have the Swift Tracker and Uncanny Tracker talents prior to choosing this talent.
Vexing Assault (ex): Any foe a scout performs a spring attack on is considered flanked for the remainder of the round.
Fast Movement (ex): At 3rd level, a scout gains +10 feet to his base movement. At 8th level, this increases to +20 feet.
Spring Assault: At 4th level, a scout gains the Spring Attack feat, even if the scout does not meet the requirements.
Evasion (ex): At 5th level, a scout can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
Flawless Stride (ex): At 6th level, a scout takes no movement penalty when moving through rough or difficult terrain. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. This does not prevent damage from exposure to hazardous terrains (such as lava).
Bounding Assault: At 8th level, as a full-round action, a scout is able to make a second attack during a spring attack (at the normal -5 to the attack roll), whether on the same or different target within the distance limit.
Blindsense (ex): At 10th level, the scout gains blindsense out to 30 feet.
Rapid Assault: At 15th level, as a full-round action a scout is able to make a third attack during a spring attack (at the normal -10 to the attack roll), whether on the same or different targets within the distance limit.
Free Movement (su): At 18th level, a scout is immune to any effect, spell-like ability, or spell that would hinder his movement. This is an effect similar to the Freedom of Movement spell, except that he is still susceptible to standard combat maneuvers (grapple, trip, etc).
Blindsight (ex): At 20th level, the scout’s gains blindsight out to 30 feet.
Master Skirmisher: At 20th level, a scout becomes an efficient master of mobile lethality. A scout may perform one of the below actions. The chosen effect lasts for the entire encounter. He is able to perform a number of maneuvers per day equal to his Wisdom modifier.
Perfect Strike (ex): When performing a skirmish attack, the weapon's critical threat stack increases by one and critical threats are automatically confirmed
Change-Up (ex): If a scout misses while performing a skirmish attack, he is able to perform another attack against that opponent at a +5 to the attack roll. If against an opponent who is already threatened by an adjacent ally, the scout can forgo this attack to allow one ally to take an attack of opportunity or perform an immediate combat maneuver.
Lightning Assault (ex): A scout is able to take a -2 to all attack during the round to make a 4th attack during a spring attack. This attack is taken after the 3rd spring attack at his highest attack bonus.
Perfect Skirmish (ex): A scout is able to add +2 damage per skirmish dice to all attacks.
No Life, No Problem (su): A scout is able to apply half his skirmish damage to creatures normally immune to precision damage. This ability does not give the ability to score critical damage.