Prestige Class: Wilderness Scout

Crothian

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Wilderness Scout

A Wilderness Scout is a person who lacks many of the talents of an actual ranger, but can still get along in the woods much better then the average person. They are often hired out as scouts and guides in the wilderness. They are known to accompany rangers on missions, as the wilderness scouts are sometimes better then rangers in a few areas. Wilderness Scouts are accustomed to wearing some armor. They are adept in dealing with bandits not only with force but also with grace and ease. They are known to speak many languages that they encounter in their journeys. They are best known for not getting lost.

Prerequisites
Climb: 5 ranks
Inuit Direction: 8 ranks
Jump: 5 ranks
Listen: 5 ranks
Spot: 5 ranks
Wilderness Lore: 8 ranks
Track Feat

Wilderness Scout
HD: 1D8
Weapons and Armor: All Simple weapons, light and medium armor
Class Skills: Animal Empathy (Cha), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Inuit Direction (Wis), Jump (Str), Knowledge Nature (Int), Move Silently (Dex), Ride (Dex), Search (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)
Skill Points: 6 + Int Modifier

Attack Fort Ref Will Special
1 +0 +2 +0 +0 +4 competence bonus to intuit direction, Languages
2 +1 +3 +0 +0 Overland Movement
3 +2 +3 +1 +1 +1 Reduce Armor Penalty. Alertness Feat
4 +3 +4 +1 +1 Find the Path
5 +3 +4 +1 +1 Animal Companion
6 +4 +5 +2 +2 +1 Reduce Armor Penalty, Skill Focus of any Class Skill
7 +5 +5 +2 +2 Natural Camouflage, Hide in Plain Sight
8 +6 +6 +2 +2 Superior hide and move silently
9 +6 +6 +3 +3 +1 Reduce Armor Penalty, Skill Focus of any Class Skill
10 +7 +7 +3 +3 Trackless Step and Woodland Stride

Languages: A Wilderness Scout learns languages quicker and easier then most people. If as a house rule you require training for learning languages, this training time should be cut by a fourth for all Wilderness Scouts. This is an extraordinary ability.

Overland Movement: A Wilderness Guide is able to find the optimum trail through rough terrain, increasing the party’s movement rate when traversing long distances. This increases the speed of the party by 10% in most forests, 15% in heavy forests, and 20% in mountains. This is an extraordinary ability.

Reduce Armor Penalty: The bonus to counteract armor penalty will only cancel out the penalty. For instance a 10th level Wilderness Scout in a Chain Shirt has an Armor Check penalty of zero. Chain shirt offers a penalty of minus two and a tenth level Wilderness Scout gets a plus three but can never add more then the penalty. This ability is plus one at level three, +2 at level six, and +3 at level nine. This is an extraordinary ability.


Find the Path: The Wilderness Scout can use this ability to sense the correct direction that will eventually lead to a desired geographical location. The Wilderness Scout must have some clue, map, information, or body of research about the local to use this ability. It can be used once a week providing a day’s worth of guidance. This is an extraordinary ability.

Animal Companion: The Wilderness Scout finds and befriends one animal of his choice. This has the same effect as if an Animal Friendship spell had been cast upon the animal. The animal can have no more then twice the number of hit dice as the Wilderness Scout. If the animal is lost or killed for any reason the Wilderness Scout has to wait a month before acquiring a new one. This is a supernatural ability.

Natural Camouflage: The Wilderness Scout is so accustomed to being in the woods that he can at any time become more difficult to attack from afar.. This is the equivalent of one-quarter concealment for attacks from 30 or mor efeet away. Any time an attack would hit the Wilderness scout, there is a ten- percent chance that the attack actually misses. This can be done for up to ten minutes per character level and only works in a natural wilderness setting. This is an supernatural ability.

Hide in Plain Sight: Wilderness Scouts can vanish as you look at them. They can use the Hide Skill while they are being observed. They must be a natural setting to do this.

Superior hide and move silently: A Wilderness Scout has become very attuned with the wilderness and can take ten on hide and move silently skills in any wilderness area. This is an extraordinary ability.

Trackless Step: A Wilderness Scout leaves no trail when he walks and cannot be tracked. This is an extraordinary ability.

Woodland Stride: A Wilderness Scout can walk through briars, thorns, overgrown areas, and similar difficult terrain at his normal movement without suffering any damage or impairment. This is an extraordinary ability.
 
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Salutations,

It looks very nice.

Natural Camo- does this only work in woodland settings or anywhere? It would seem to make sense to limit it to woodland terrain.

How about adding an ambush ability- something along the lines if the scout is hidden and hits a foe who is flat-footed- it is automatically considered a threat.

Good luck!

FD
 

Natural CAmo should be woodland settings only, I'll edit that in. THe ambush is a good ability, but I'm a little concerned that the class is a little on the strong side already. Thanks for your reply.
 

Languages: A Wilderness Scout needs to spend one skill points to learn any language he has previously been in contact with. This is an extraordinary ability.

That shouldn't be an ex ability. You simply have to add Speak Language to his class skill list.

If you look, the skill is cross class to everyone but the bard, which explains most classes needing to spend 2 sp to get a new language.

Every time a character gets 1 rank in Speak Language, they learn a new language.
 

whatisitgoodfor said:


That shouldn't be an ex ability. You simply have to add Speak Language to his class skill list.

If you look, the skill is cross class to everyone but the bard, which explains most classes needing to spend 2 sp to get a new language.

Every time a character gets 1 rank in Speak Language, they learn a new language.

You are of course right and that little change will be made. The reason I did this as an ability is because I wanted to make it easier for Wilderness Scouts to learn a language. Granted in the Core Rules all you have to do is spend the skill points to learn the language. However, some people might require a little more from their characters before they learn a language. Learning a Language is not an easy thing to do. The point of the ability is that Wilderness Scouts learn languages faster and easier then others.
 

The PrC looks really good, but there are a couple of things I would change just for personal preference.

I would change overland movement to simply reduce movement penalties due to terrain by 1/2. IMO that's a lot easier to deal with than messy percents.

The other thing I would change is the Natural Camoflauge ability. I would just have it work like Hide in Plain Site, but only in wilderness settings. Again, this is just my dislike of percents coming through.

You might want to add an option to allow the character to train his animal companion to use the character's ranks in certain skills instead of its own. Stuff like Hide or Move Silent. After all, it doesn't matter how quietly the scout is moving if he has a 3,000 lb dire bear tramping along behind him. Each skill that is trained into the companion should count as a complex trick for time constraints and occupy one of the animals max tricks known.

What about weapon and armor proficiencies?
 

whatisitgoodfor said:
The PrC looks really good, but there are a couple of things I would change just for personal preference.

I would change overland movement to simply reduce movement penalties due to terrain by 1/2. IMO that's a lot easier to deal with than messy percents.

The other thing I would change is the Natural Camoflauge ability. I would just have it work like Hide in Plain Site, but only in wilderness settings. Again, this is just my dislike of percents coming through.

You might want to add an option to allow the character to train his animal companion to use the character's ranks in certain skills instead of its own. Stuff like Hide or Move Silent. After all, it doesn't matter how quietly the scout is moving if he has a 3,000 lb dire bear tramping along behind him. Each skill that is trained into the companion should count as a complex trick for time constraints and occupy one of the animals max tricks known.

What about weapon and armor proficiencies?

THe overland movement I didn't want to improve the speed hugely as a 50% would be. It's designed for day by day travel. Percents are a little tougher then just 1/2, ubt again I don't think the ability should increase the speed that much.

Natural camaflage is an iffy ability. I'm thinking of weakening it by applying it only to ranged weapons at a range greater then 30ft. If you're in melee with the guy it shouldn't matter. If I do that, I plan to add the Hide in Plain sight ability.

Handle Animal already covers training animals. Maybe I'll give them a bonus, but this isn't a Beast training class.

The weapon and armor stuff is listed under the HD. It's just a line, so I'm not surprised you missed it.

"Weapons and Armor: All Simple weapons, light and medium armor "

THanks for the input.
 




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