3.5 Scout in Pathfinder - A refined conversion.


Conversions


Greeting all :D

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

Progression Grid:

BAB: Good, 3/4
Fort: Good
Reflex: Good
Will: Poor

1 - Scout Talent. Skirmish Attack +1d6. Trapfinding
2 - Uncanny Dodge
3 - Fast Movement +10'. Reconnoiter. Skirmish Attack +2d6
4 - Scout Talent. Spring Assault
5 - Evasion. Skirmish Attack +3d6
6 - Flawless Stride
7 - Skirmish Attack +4d6
8 - Camouflage. Scout Talent
9 - Skirmish Attack +5d6
10 - Blindsense 30'
11 - Fast Movement +20'. Skirmish Attack +6d6
12 - Advanced Scout Talent
13 - Improved Reconnoiter. Skirmish Attack +7d6
14 - Hide in Plain Sight
15 - Skirmish Attack +8d6
16 - Advanced Scout Talent
17 - Skirmish Attack +9d6
18 - Free Movement
19 - Skirmish Attack +10d6
20 - Advanced Scout Talent. Blindsight 30'. Master Skirmisher

Class Features Descriptions:

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.

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