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Revision to Master Scout Prestige Class

Crimslain

First Post
I think I have finallyfigured out this class, so here we go, pls feel free to tear it apart if ya dont like it, all input is good.

Prerequistes:
Base Attack +5
Feats: Blooded, Alertness, Dash or lvl in Barbarian.
Only Light Armor, and Light Load.
Must spend 1 rank per lvl in Move Silent, Hide, Spot, Listen
Wilderness Lore.
Ranks:
move silent: 5
hide: 5
Wilderness Lore: 5
Spot: 7
Listen: 7

Skills: As Barbarian + spot, move silent, and hide, hit die
d10, skill pts/ lvl & saves as Rogue

Benefits:
Lvl 1: Gains +2 Initative, + 10' to vision
Lvl 2: Gains Scent Feat
Lvl 3: Gains +1 initative, +10' vision
Lvl 4: Gains Darkvision & + 2 spot & listen checks
Lvl 5: Gains +1 Initative, +10 Vision
Lvl 6:Gains True Sight 10' rad.
Lvl 7: Gains +1 Initative, +10 Vision
Lvl 8: Gains True sight 15' rad.
Lvl 9: Gains +1 Initative, +10 Vision
Lvl 10: Gains True Sight 20' rad.

True sight only applies to anything trying to hide and traps, does not apply to invisible creatures or objects or ethereal. I focused on these feats and powers because I thought it was the best for a scouts. I think a scout should be able to react to situations alot quicker hence the higher Initative, see farther, hence Darkvision and increased sight, and as they get higher in lvl, they should be able to know what is in there immediate surroundings, hence the true sight. I dont think tracking should be a required feat since a scout doesnt really track, he explores his surroundings, and knows what is around him. A bounty hunter or Bloodhound tracks people down. Blooded I think is good since you have to know some local knowledge in order to train yourself. Alertness speaks for itself. For the skills, its kinda a Rogue/ Barbarian class but anyone can take it. I believe the hit die might be my only concern, maybe a d8 would be better, I gave it a d10 because your going to be way out front most of the time, and if ya get hit hard out there, your not much good to the poeople your scouting for. Again, pls let me know what ya think..
 

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First, work on your organization skills this is a mess.


Crimslain said:
I think I have finallyfigured out this class, so here we go, pls feel free to tear it apart if ya dont like it, all input is good.

Prerequistes:
Base Attack +5
Feats: Blooded, Alertness, Dash or lvl in Barbarian.
Only Light Armor, and Light Load.
Must spend 1 rank per lvl in Move Silent, Hide, Spot, Listen
Wilderness Lore.
Ranks:
move silent: 5
hide: 5
Wilderness Lore: 5
Spot: 7
Listen: 7

Okay, I assume it should be the dash feat or a level in barbarian (which should technically say Fast Movement class ability). THey way you have it I can't be for sure which the or applies to.

What does Only light Armor or light load refer to? And why do you have required ranks in the middle of the prerequites?



Skills: As Barbarian + spot, move silent, and hide, hit die
d10, skill pts/ lvl & saves as Rogue

I'd either lower the HD or the skill points per level.



Benefits:
Lvl 1: Gains +2 Initative, + 10' to vision
Lvl 2: Gains Scent Feat
Lvl 3: Gains +1 initative, +10' vision
Lvl 4: Gains Darkvision & + 2 spot & listen checks
Lvl 5: Gains +1 Initative, +10 Vision
Lvl 6:Gains True Sight 10' rad.
Lvl 7: Gains +1 Initative, +10 Vision
Lvl 8: Gains True sight 15' rad.
Lvl 9: Gains +1 Initative, +10 Vision
Lvl 10: Gains True Sight 20' rad.

True sight only applies to anything trying to hide and traps, does not apply to invisible creatures or objects or ethereal. I focused on these feats and powers because I thought it was the best for a scouts. I think a scout should be able to react to situations alot quicker hence the higher Initative, see farther, hence Darkvision and increased sight, and as they get higher in lvl, they should be able to know what is in there immediate surroundings, hence the true sight. I dont think tracking should be a required feat since a scout doesnt really track, he explores his surroundings, and knows what is around him. A bounty hunter or Bloodhound tracks people down. Blooded I think is good since you have to know some local knowledge in order to train yourself. Alertness speaks for itself. For the skills, its kinda a Rogue/ Barbarian class but anyone can take it. I believe the hit die might be my only concern, maybe a d8 would be better, I gave it a d10 because your going to be way out front most of the time, and if ya get hit hard out there, your not much good to the poeople your scouting for. Again, pls let me know what ya think..

Tracking is essential to determine what is around you. I'd come up with some better abilities, give them cool names, and expand on the premise. You have a good foundation, but you need to make it come alive.
 

Greetings,

Crothian addressed some of the questions I had so I won't repeat them. I do want to know what the Scent Feat is?

I just got 4 of the class hand books this week and haven't had time to go through them all, if its in one of them just let me know which and I will take a look, thanks.
 

Airwolf said:
Greetings,

Crothian addressed some of the questions I had so I won't repeat them. I do want to know what the Scent Feat is?

I just got 4 of the class hand books this week and haven't had time to go through them all, if its in one of them just let me know which and I will take a look, thanks.

SCent is one of those things that is not found wher eyou tink you'd find it. Pg 81 of the DMG. They might have reprinted it in MotW, I don't recall if they did or not.
 

Airwolf said:
I do want to know what the Scent Feat is?

from the SRD:
SCENT
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
The creature can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If
it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted
above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a standard
action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.
The creature can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is
10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the
trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat.
Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures such as sharks, however,
have the scent ability and can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly
detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.
This is a special ability in the monster manual.
 



what about changing darkvision to lowlight, but have lowlight applicable anywhere except in magical darkness...granting darkvision 24/7 to a human is rather..odd...


remove level in barbarian as a 2ndary way to obtain the class and change alertness to tracking.
 

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