Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Interest in Oriental Adventures PbP?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gez" data-source="post: 2243059" data-attributes="member: 1328"><p>Quick question, could I make a multiclass sohei 2/scout 2?</p><p></p><p>Here's the scout (copied from Complete Adventurer):</p><p>[sblock]<span style="font-size: 22px">Scout Table</span>[sblock]</p><p>[code]</p><p>Level BAB Fort Refs Will Special------------------------------- -Skirmish-</p><p> 1st +0 +0 +2 +0 Skirmish, trapfinding +1d6 +0 AC</p><p> 2nd +1 +0 +3 +0 Battle fortitude, uncanny dodge +1d6 +0 AC</p><p> 3rd +2 +1 +3 +1 Fast movement +10 ft., trackless steps +1d6 +1 AC</p><p> 4th +3 +1 +4 +1 Bonus feat +1d6 +1 AC</p><p> 5th +3 +1 +4 +1 Evasion +2d6 +1 AC</p><p> 6th +4 +2 +5 +2 Flawless stride +2d6 +1 AC</p><p> 7th +5 +2 +5 +2 +2d6 +2 AC</p><p> 8th +6 +2 +6 +2 Camouflage, bonus feat +2d6 +2 AC</p><p> 9th +6 +3 +6 +3 +3d6 +2 AC</p><p>10th +7 +3 +7 +3 Blindsense 30 ft. +3d6 +2 AC</p><p>11th +8 +3 +7 +3 Fast movement +20 ft. +3d6 +3 AC</p><p>12th +9 +4 +8 +4 Bonus feat +3d6 +3 AC</p><p>13th +9 +4 +8 +4 +4d6 +3 AC</p><p>14th +10 +4 +9 +4 Hide in plain sight +4d6 +3 AC</p><p>15th +11 +5 +9 +5 +4d6 +4 AC</p><p>16th +12 +5 +10 +5 Bonus feat +4d6 +4 AC</p><p>17th +12 +5 +10 +5 +5d6 +4 AC</p><p>18th +13 +6 +11 +6 Free movement +5d6 +4 AC</p><p>19th +14 +6 +11 +6 +5d6 +5 AC</p><p>20th +15 +6 +12 +6 Blindsight 30 ft., bonus feat +5d6 +5 AC</p><p></p><p></p><p></p><p></p><p></p><p>[/code][/sblock]</p><p><strong>Abilities:</strong> Dexterity helps scouts become stealthy and overcome their lack of access to heavy armor. Wisdom is also important because it affects many skills, especially Spot and Listen, that most scouts consider vital to their ability to survive in the wild and to detect enemies efficiently.</p><p><strong>Alignment:</strong> Any.Scouts in military service are usually lawful.</p><p><strong>Hit Dice:</strong> d8.</p><p><strong>Class Skills:</strong> Balance (Dex), Cimb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge-Dungeoneering (Int), Knowledge-Geography (Int), Knowledge-Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).</p><p><strong>Base Skill Points:</strong> 8.</p><p></p><p><span style="font-size: 22px">Scout Class Features</span>[sblock]</p><p><strong>Weapon and Armor Proficiencies:</strong> Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.</p><p><strong>Skirmish (Ex):</strong> A scout relies on mobility to deal extra damage and improve her defense. She deals a number of extra d6 of damage on all attacks she makes during her turn, after having moved at least 10 feet.</p><p>The extra damage only applies against living creatures that have a discernible anatomy. Undead, construct, 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.</p><p>Scouts also gain a competence bonus to Armor Class 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.</p><p>A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stacks. Skirmish damage stacks with other precision-based damage, like sneak attacks.</p><p><strong>Trapfinding (Ex):</strong> A scout can use the Search skill to locate traps with a DC higher than 20, and she can use the Disable Device skill to bypass a trap or disarm magic traps.</p><p><strong>Battle Fortitude (Ex):</strong> At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and Initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p><strong>Uncanny Dodge (Ex):</strong> Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.</p><p><strong>Fast Movement (Ex):</strong> 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 ability when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p><strong>Trackless Steps:</strong> Beginning at 3rd level, a scout cannot be tracked in natural surroundings.</p><p><strong>Bonus Feats:</strong> At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: <a href="http://www.d20srd.org/srd/feats.htm#acrobatics" target="_blank">Acrobatics</a>, <a href="http://www.d20srd.org/srd/feats.htm#agile" target="_blank">Agile</a>, <a href="http://www.d20srd.org/srd/feats.htm#alertness" target="_blank">Alertness</a>, <a href="http://www.d20srd.org/srd/feats.htm#athletic" target="_blank">Athletic</a>, <a href="http://www.d20srd.org/srd/feats.htm#blindFight" target="_blank">Blind-Fight</a>, Brachiation, <a href="http://www.d20srd.org/srd/feats.htm#combatExpertise" target="_blank">Combat Expertise</a>, Danger Sense, <a href="http://www.d20srd.org/srd/feats.htm#dodge" target="_blank">Dodge</a>, <a href="http://www.d20srd.org/srd/feats.htm#endurance" target="_blank">Endurance</a>, <a href="http://www.d20srd.org/srd/feats.htm#farShot" target="_blank">Far Shot</a>, <a href="http://www.d20srd.org/srd/feats.htm#greatFortitude" target="_blank">Great Fortitude</a>, Hear the Unseen, <a href="http://www.d20srd.org/srd/feats.htm#improvedInitiative" target="_blank">Improved Initiative</a>, Improved Swimming, <a href="http://www.d20srd.org/srd/feats.htm#ironWill" target="_blank">Iron Will</a>, <a href="http://www.d20srd.org/srd/feats.htm#lightningReflexes" target="_blank">Lightning Reflexes</a>, <a href="http://www.d20srd.org/srd/feats.htm#mobility" target="_blank">Mobility</a>, <a href="http://www.d20srd.org/srd/feats.htm#pointBlankShot" target="_blank">Point Blank Shot</a>, <a href="http://www.d20srd.org/srd/feats.htm#preciseShot" target="_blank">Precise Shot</a>, <a href="http://www.d20srd.org/srd/feats.htm#quickDraw" target="_blank">Quick Draw</a>, Quick Reconnoiter, <a href="http://www.d20srd.org/srd/feats.htm#rapidReload" target="_blank">Rapid Reload</a>, <a href="http://www.d20srd.org/srd/feats.htm#shotontheRun" target="_blank">Shot on the Run</a>, <a href="http://www.d20srd.org/srd/feats.htm#skillFocus" target="_blank">Skill Focus</a>, <a href="http://www.d20srd.org/srd/feats.htm#springAttack" target="_blank">Spring Attack</a>, <a href="http://www.d20srd.org/srd/feats.htm#track" target="_blank">Track</a>.</p><p><strong>Evasion (Ex):</strong> Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save.</p><p><strong>Flawless Stride (Ex):</strong> Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly throught terrains that requires a Climb or Swim check to navigate, nor can she move quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p><strong>Camouflage (Ex):</strong> Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p><strong>Blindsense (Ex):</strong> At 10th level, a scout gains blindsense ability out to 30 feet.</p><p><strong>Hide in Plain Sight (Ex):</strong> Beginning at 14th level, a scout can use the Hide skill, while in any sort of natural terrain, even while being observed.</p><p><strong>Free Movement (Ex):</strong> At 18th-level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a <em><a href="http://www.d20srd.org/srd/spells/freedomofMovement.htm" target="_blank">freedom of movement</a></em> spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p><strong>Blindsight (Ex):</strong> 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 to discern it.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Gez, post: 2243059, member: 1328"] Quick question, could I make a multiclass sohei 2/scout 2? Here's the scout (copied from Complete Adventurer): [sblock][size=6]Scout Table[/size][sblock] [code] Level BAB Fort Refs Will Special------------------------------- -Skirmish- 1st +0 +0 +2 +0 Skirmish, trapfinding +1d6 +0 AC 2nd +1 +0 +3 +0 Battle fortitude, uncanny dodge +1d6 +0 AC 3rd +2 +1 +3 +1 Fast movement +10 ft., trackless steps +1d6 +1 AC 4th +3 +1 +4 +1 Bonus feat +1d6 +1 AC 5th +3 +1 +4 +1 Evasion +2d6 +1 AC 6th +4 +2 +5 +2 Flawless stride +2d6 +1 AC 7th +5 +2 +5 +2 +2d6 +2 AC 8th +6 +2 +6 +2 Camouflage, bonus feat +2d6 +2 AC 9th +6 +3 +6 +3 +3d6 +2 AC 10th +7 +3 +7 +3 Blindsense 30 ft. +3d6 +2 AC 11th +8 +3 +7 +3 Fast movement +20 ft. +3d6 +3 AC 12th +9 +4 +8 +4 Bonus feat +3d6 +3 AC 13th +9 +4 +8 +4 +4d6 +3 AC 14th +10 +4 +9 +4 Hide in plain sight +4d6 +3 AC 15th +11 +5 +9 +5 +4d6 +4 AC 16th +12 +5 +10 +5 Bonus feat +4d6 +4 AC 17th +12 +5 +10 +5 +5d6 +4 AC 18th +13 +6 +11 +6 Free movement +5d6 +4 AC 19th +14 +6 +11 +6 +5d6 +5 AC 20th +15 +6 +12 +6 Blindsight 30 ft., bonus feat +5d6 +5 AC [/code][/sblock] [b]Abilities:[/b] Dexterity helps scouts become stealthy and overcome their lack of access to heavy armor. Wisdom is also important because it affects many skills, especially Spot and Listen, that most scouts consider vital to their ability to survive in the wild and to detect enemies efficiently. [b]Alignment:[/b] Any.Scouts in military service are usually lawful. [b]Hit Dice:[/b] d8. [b]Class Skills:[/b] Balance (Dex), Cimb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge-Dungeoneering (Int), Knowledge-Geography (Int), Knowledge-Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex). [b]Base Skill Points:[/b] 8. [size=6]Scout Class Features[/size][sblock] [b]Weapon and Armor Proficiencies:[/b] Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields. [b]Skirmish (Ex):[/b] A scout relies on mobility to deal extra damage and improve her defense. She deals a number of extra d6 of damage on all attacks she makes during her turn, after having moved at least 10 feet. The extra damage only applies against living creatures that have a discernible anatomy. Undead, construct, 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. Scouts also gain a competence bonus to Armor Class 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. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stacks. Skirmish damage stacks with other precision-based damage, like sneak attacks. [b]Trapfinding (Ex):[/b] A scout can use the Search skill to locate traps with a DC higher than 20, and she can use the Disable Device skill to bypass a trap or disarm magic traps. [b]Battle Fortitude (Ex):[/b] At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and Initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. [b]Uncanny Dodge (Ex):[/b] Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. [b]Fast Movement (Ex):[/b] 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 ability when wearing medium or heavy armor or when carrying a medium or heavy load. [b]Trackless Steps:[/b] Beginning at 3rd level, a scout cannot be tracked in natural surroundings. [b]Bonus Feats:[/b] At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: [url=http://www.d20srd.org/srd/feats.htm#acrobatics]Acrobatics[/url], [url=http://www.d20srd.org/srd/feats.htm#agile]Agile[/url], [url=http://www.d20srd.org/srd/feats.htm#alertness]Alertness[/url], [url=http://www.d20srd.org/srd/feats.htm#athletic]Athletic[/url], [url=http://www.d20srd.org/srd/feats.htm#blindFight]Blind-Fight[/url], Brachiation, [url=http://www.d20srd.org/srd/feats.htm#combatExpertise]Combat Expertise[/url], Danger Sense, [url=http://www.d20srd.org/srd/feats.htm#dodge]Dodge[/url], [url=http://www.d20srd.org/srd/feats.htm#endurance]Endurance[/url], [url=http://www.d20srd.org/srd/feats.htm#farShot]Far Shot[/url], [url=http://www.d20srd.org/srd/feats.htm#greatFortitude]Great Fortitude[/url], Hear the Unseen, [url=http://www.d20srd.org/srd/feats.htm#improvedInitiative]Improved Initiative[/url], Improved Swimming, [url=http://www.d20srd.org/srd/feats.htm#ironWill]Iron Will[/url], [url=http://www.d20srd.org/srd/feats.htm#lightningReflexes]Lightning Reflexes[/url], [url=http://www.d20srd.org/srd/feats.htm#mobility]Mobility[/url], [url=http://www.d20srd.org/srd/feats.htm#pointBlankShot]Point Blank Shot[/url], [url=http://www.d20srd.org/srd/feats.htm#preciseShot]Precise Shot[/url], [url=http://www.d20srd.org/srd/feats.htm#quickDraw]Quick Draw[/url], Quick Reconnoiter, [url=http://www.d20srd.org/srd/feats.htm#rapidReload]Rapid Reload[/url], [url=http://www.d20srd.org/srd/feats.htm#shotontheRun]Shot on the Run[/url], [url=http://www.d20srd.org/srd/feats.htm#skillFocus]Skill Focus[/url], [url=http://www.d20srd.org/srd/feats.htm#springAttack]Spring Attack[/url], [url=http://www.d20srd.org/srd/feats.htm#track]Track[/url]. [b]Evasion (Ex):[/b] Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. [b]Flawless Stride (Ex):[/b] Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly throught terrains that requires a Climb or Swim check to navigate, nor can she move quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. [b]Camouflage (Ex):[/b] Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. [b]Blindsense (Ex):[/b] At 10th level, a scout gains blindsense ability out to 30 feet. [b]Hide in Plain Sight (Ex):[/b] Beginning at 14th level, a scout can use the Hide skill, while in any sort of natural terrain, even while being observed. [b]Free Movement (Ex):[/b] At 18th-level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a [i][url=http://www.d20srd.org/srd/spells/freedomofMovement.htm]freedom of movement[/url][/i] spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. [b]Blindsight (Ex):[/b] 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 to discern it.[/sblock][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Interest in Oriental Adventures PbP?
Top