Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, most important, time to prepare for battle. A Scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a Scout is only seen when she wants to be

- Hit Die: d8
- Proficiencies: A Scout is proficient with simple and rogue weapons, as well as light armor, but no shields.
- Skill Points: 8 + Int Modifier


1: Skirmish (+1d6)
2: Battle Fortitude +1, Uncanny Dodge
3: Fast Movement +10 ft., Skirmish (+1d6, +1 AC), Trackless Step
4: Bonus Feat
5: Evasion, Skirmish (+2d6, +1 AC)
6: Flawless Stride
7: Skirmish (+2d6, +2 AC)
8: Bonus Feat
9: Skirmish (+3d6, +2 AC)
10: Blindsense 30 ft.
11: Battle Fortitude +2, Fast Movement 20 ft., Skirmish (+3d6, +3 AC)
12: Bonus Feat
13: Skirmish (+4d6, +3 AC)
14: Hide in Plain Sight
15: Skirmish (+4d6, +4 AC)
16: Bonus Feat
17: Skirmish (+5d6, +4 AC)
18: Free Movement
19: Skirmish (+5d6, +5 AC)
20: Battle Fortitude +3, Blindsight 30 ft., Bonus Feat

vL BAB Fort Ref Will
1 0 0 2 0
2 1 0 3 0
3 2 1 3 1
4 3 1 4 1
5 3 1 4 1
6 4 2 5 2
7 5 2 5 2
8 6 2 6 2
9 6 3 6 3
10 7 3 7 3
11 8 3 7 3
12 9 4 8 4
13 9 4 8 4
14 10 4 9 4
15 11 5 9 5
16 12 5 10 5
17 12 5 10 5
18 13 6 11 6
19 14 6 11 6
20 15 6 12 6

Class skills:
Craft armor
Craft trap
Craft weapon
Disable trap
Move silently
class features
proficiencies : scoutsare proficient with all simple weapons, plus the hand axe, throwing axe, short sword and short bow.
They are proficient with light armor but not shields
Skirmish: A Scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra dammage applies only to attacks taken during the Scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.
The extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional 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. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. ( 2d6 at 5th, 3d6 at 9th, 4d6 at 13th , and 5d6 at 17th)
At 3rd level, a Scout gains a +1 competence bonus to AC during any round in which she moves at least 10 feet. The bonus applies as soon as the Scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.
A Scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Trapfinding: see rogue class feature pg 50 in phb
Battle fortitude: At 2nd level, a Scout gains a +1 competence bonus on Fortitude saves and Initiative checks. This bonus increases by +1 for every nine levels gained above 2nd. A Scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny dodge: see barbarian class feature page 26 in phb
Fast movement: see monk class feature pg 41 in phb
Starting at 3rd level, a Scout gains a +10 feet enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. A Scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

trackless step: see druid class feature page 36 of phb.
Bonus feats: starting at 4th lvl and at every 4th lvl after that( 8th,12th,16th, and 20th), a scout gains a bonus feat, which must be selected from the following list:
Alertness, combat expertise, blind-fight, dodge, great fortitude, improved initiative, iron will, lightning reflexes, mobility, point blank shot, precise shot , rapid reload, skill focus, and spring attack. She must meet all requirements for the feat.
Evasion: see monk class feature pg 41 in phb
Flawless stride: starting at 6th lvl, a scout can move through any sort of terrain that slows movement( such as undergrowth, rubble, and similar terrain) at her normal speed without taking damamge or suffering any other impairment( think woodland stride from the druid)a scout looses this ability when in medium , heavy armor or carrying a medium or heavy load.
Camouflage : see ranger class feature pg 48 in phb
Blindsense: at 10th lvl, a scout gains the blindsense ability out to 30’. This ability functions as described on page 306 in the mm.
Hide in plain sight: see ranger class feature pg 38 in phb
Free movement: at 18th level and higher, a scout can slip out of manacles, grapples and the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is constantly active. Looses in medium or heavy armor or when carrying a medium or heavy load.

Blindsight: A 20th-level Scout gains the Blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Scout must have line of effect to a creature or object to discern it.
Feat Replaced By:

steelfire dragon was here, or was i over there…..

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