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.
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.
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?
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.
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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.
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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.