Ranger sub-class
I just re-wrote my december 2014 scout sub-class . This is non-magical scout that rely on dexterity, wisdom and intelligence. Intelligence is only useful for wizards eldritch knights and skill lovers so i'll give more dept. My scout is skilled in intelligence analysis, mobility and tactics. He is a ranger used to artificial environments as well as natural. The scout is more defensive than an hunter; he specializes in higher damage rather than mutiattacks.
The Scout archetype represents a consummate explorer or spy, perceptive and a nimble warrior who fights with intelligence. Their favored terrain may be wilderness, dungeons or cities, everywhere their sponsor or officer ask them to perform reconnaissance. the Scout mission briefing grants her advantages and she adopts an intelligent and mobile style of fighting. The myriad dangers of their terrain– monsters, invading armies and calamities- are well known to the Scout, who can handle anything Mother Nature or humanoids throws on her way.
Defensive tactics : There is Always Cover (level 3)
While in a favored terrain you are familiar with as a natural explorer, if you take a round analyze the surroundings and success on a dc 15 investigation roll, you and intelligence bonus allies may find cover within move range, using a dash action. Half cover in featureless environments like plains and desert, three-quarter cover in terrain with natural cover, like forest, hills, crags, etc.
Your Armor Class without cover bonus never can be lower than 10 + your Dexterity modifier + intelligence modifier, as you can analyze opponents attacks patterns and react.
Expanded Natural Explorer (level 6)
The scout gets an extra favored terrain to her list. The Scout can add Cities and Dungeons areas as favored terrain.
Superior scout defense : Maneuvers Analysis (level 7)
Humanoids attacks are still unpredictable, but your found a pattern in maneuvers. Your checks against being Disarmed, Grappled, Overrun, Shoved, Tumbled past, or Pushed Aside are advantaged, as are your saving throws against Battle Master maneuvers.
Evasion : The scout get evasion in favored terrain
Offensive scout tactics : Analyzing Defense Patterns (level 11)
For the next hour, you get a damage bonus against a specific race equal to your intelligence modifier, as you can analyze defense patterns You should observe the creature in advance for at least one minute or success perception roll of dc 15 if only taking one action), All allies hearing your instructions get half your intelligence bonus, round down, against the same creature. More than one race can be analyzed at the same time.
Evasion (level 15)
Evasion as per the rogue ability, without terrain restriction.
I just re-wrote my december 2014 scout sub-class . This is non-magical scout that rely on dexterity, wisdom and intelligence. Intelligence is only useful for wizards eldritch knights and skill lovers so i'll give more dept. My scout is skilled in intelligence analysis, mobility and tactics. He is a ranger used to artificial environments as well as natural. The scout is more defensive than an hunter; he specializes in higher damage rather than mutiattacks.
The Scout archetype represents a consummate explorer or spy, perceptive and a nimble warrior who fights with intelligence. Their favored terrain may be wilderness, dungeons or cities, everywhere their sponsor or officer ask them to perform reconnaissance. the Scout mission briefing grants her advantages and she adopts an intelligent and mobile style of fighting. The myriad dangers of their terrain– monsters, invading armies and calamities- are well known to the Scout, who can handle anything Mother Nature or humanoids throws on her way.
Defensive tactics : There is Always Cover (level 3)
While in a favored terrain you are familiar with as a natural explorer, if you take a round analyze the surroundings and success on a dc 15 investigation roll, you and intelligence bonus allies may find cover within move range, using a dash action. Half cover in featureless environments like plains and desert, three-quarter cover in terrain with natural cover, like forest, hills, crags, etc.
Your Armor Class without cover bonus never can be lower than 10 + your Dexterity modifier + intelligence modifier, as you can analyze opponents attacks patterns and react.
Expanded Natural Explorer (level 6)
The scout gets an extra favored terrain to her list. The Scout can add Cities and Dungeons areas as favored terrain.
Superior scout defense : Maneuvers Analysis (level 7)
Humanoids attacks are still unpredictable, but your found a pattern in maneuvers. Your checks against being Disarmed, Grappled, Overrun, Shoved, Tumbled past, or Pushed Aside are advantaged, as are your saving throws against Battle Master maneuvers.
Evasion : The scout get evasion in favored terrain
Offensive scout tactics : Analyzing Defense Patterns (level 11)
For the next hour, you get a damage bonus against a specific race equal to your intelligence modifier, as you can analyze defense patterns You should observe the creature in advance for at least one minute or success perception roll of dc 15 if only taking one action), All allies hearing your instructions get half your intelligence bonus, round down, against the same creature. More than one race can be analyzed at the same time.
Evasion (level 15)
Evasion as per the rogue ability, without terrain restriction.
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