Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Sneak Attack | |
---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Skill specialty, Weapon Finesse | +1d6 |
2nd | +1 | +0 | +3 | +0 | Evasion, rogue talent | +1d6 |
3rd | +2 | +1 | +3 | +1 | 1st favored environment | +2d6 |
4th | +3 | +1 | +4 | +1 | Rogue talent, uncanny dodge | +2d6 |
5th | +3 | +1 | +4 | +1 | Skill specialty | +3d6 |
6th | +4 | +2 | +5 | +2 | Rogue talent | +3d6 |
7th | +5 | +2 | +5 | +2 | Improved uncanny dodge | +4d6 |
8th | +6/+1 | +2 | +6 | +2 | 2nd favored environment, rogue talent | +4d6 |
9th | +6/+1 | +3 | +6 | +3 | Skill specialty | +5d6 |
10th | +7/+2 | +3 | +7 | +3 | Rogue talent | +5d6 |
11th | +8/+3 | +3 | +7 | +3 | Advantageous attack +1 | +6d6 |
12th | +9/+4 | +4 | +8 | +4 | Rogue talent | +6d6 |
13th | +9/+4 | +4 | +8 | +4 | 3rd favored environment, skill specialty | +7d6 |
14th | +10/+5 | +4 | +9 | +4 | Rogue talent | +7d6 |
15th | +11/+6/+1 | +5 | +9 | +5 | — | +8d6 |
16th | +12/+7/+2 | +5 | +10 | +5 | Rogue talent | +8d6 |
17th | +12/+7/+2 | +5 | +10 | +5 | Skill specialty | +9d6 |
18th | +13/+8/+3 | +6 | +11 | +6 | 4th favored environment, rogue talent | +9d6 |
19th | +14/+9/+4 | +6 | +11 | +6 | Advantageous attack +2 | +10d6 |
20th | +15/+10/+5 | +6 | +12 | +6 | Master strike, rogue talent | +10d6 |
Class Skills (8 + Int modifier per level): Acrobatics, Athletics, Deception, Engineering, Insight, Intimidate, Linguistics, Perception, Persuasion, Profession, Stealth, Handle Animal, and Natural Lore
Class Features
A Scout does not gain the Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge class features.
Weapon and Armor Proficiency
A Scout gains no proficiency with any type of weapon, armor, or shield.
Class Skills
A scout loses Perform and Streetwise as class skills but gains Handle Animal and Natural Lore.
Scout’s Charge
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.
Favored Environment
Environment | Examples |
---|---|
Aquatic | on or under water |
Cold | glaciers, snow, tundra |
Desert | badlands and sandy deserts |
Forest | coniferous and deciduous |
Jungle | rain forests, monsoon forests |
Marsh | bogs, swamps, mangrove forests |
Mountain | mountains and foothills |
Plains | grassland, savanna, steppe, prairie |
Underground | caverns, dungeons |
Urban | cities, towns |
At 3rd level, a scout may select an environment from among those given on Table: Ranger Favored Environments. The scout gains a +2 bonus on Natural Lore, Perception, and Stealth checks when using these skills in that environment.
At 8th level and every five levels thereafter (at 13th and 18th level), the scout may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2.
If a specific terrain falls into more than one category of favored environment, the scout’s bonuses do not stack; he simply uses whichever bonus is higher.
This is identical to the Ranger ability of the same name. This ability replaces trap sense.
Skirmisher
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
This ability replaces improved uncanny dodge.