Because everyone likes alt.rangers, right?
The Scout is supposed to fill the role ostensibly similar to that of some fighter/rogues. In other words, someone who isn't bad with a sword, but who is more concerned with spying and scouting than tumbling into a flanking position to do sneak-attack damage.
It's probably underpowered in a combat-heavy campaign, but it has its own individual little charms . . . let me know what you think. No doubt it could use a little tweaking.
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The Scout
Alignment: Any.
Hit Die: d8.
Good Saves: Fort & Reflex
BAB: As ROGUE (very important difference – most alt.rangers progress as fighters).
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at First Level: (6 + Int. modifier) x 6.
Skill Points at Each Additional Level: 6 + Int. modifier.
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, bows, short swords, and longswords. They are proficient with light and medium armor, and shields.
Bonus Feat list: Alertness, Combat Reflexes, Dodge, Mobility, Improved Initiative, Improved Unarmed Strike, Mounted Combat, Mounted Archery, Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run, Quick Draw, Skill Focus, Track, Weapon Focus
Feat/Special Ability Progression:
1st level: Bonus Feat, *Heightened Alertness*
2nd level: Uncanny Dodge (no dex loss when flat-footed), Endurance
3rd level: “Fast on his Feet” (+2 to initiative), Run
4th level: *Heightened Alertness*
5th level: Skill Mastery (one skill per point of Int bonus) or Bonus Feat
6th level: Uncanny Dodge (cannot be flanked)
7th level: Bonus Feat, *Heightened Alertness*
8th level: Scout Endurance I
9th level: “Fast on his Feet” (+2 to Initiative)
10th level: *Heightened Alertness*
11th level: Skill Mastery (one skill per point of Int bonus) or Bonus Feat
12th level:
13th level: Bonus Feat, *Heightened Alertness*
14th level: Scout Endurance II
15th level: “Fast on his Feet” (+2 to initiative)
16th level: *Heightened Alertness*
17th level: Skill Mastery (one skill per point of Int bonus) or Bonus Feat
18th level:
19th level: Bonus Feat, *Heightened Alertness*
20th level: Uber-Endurance
”Heightened Alertness” gives a +1 bonus to Spot, Listen, Search, and Sense Motive checks.
Fast on His Feat: At 3rd level, the Scout gains +2 to his initiative rolls, and can reroll one initiative roll per day. He must take the second result, whether it is better or worse. At 9th level, the Scout gains another +2 to his initiative rolls, and because of his presence and leadership, all allies within 60’ that he is visible to gain +2 to their initiative rolls. At 15th he gains another +2 to initiative, and the ability to “Take 10” on initiative rolls: instead of rolling initiative he may suppose he rolled a ‘10’.
Scout Endurance I: The scout gains abilities equivalent to those from the “Endurance” feat, and these stack with those from the Endurance feat. In addition, the Scout only needs four hours of sleep/rest each day. (Multiclassed Scouts still needs eight hours of sleep/rest in order to prepare spells.) In addition, the Scout may Hustle for up to four hours a day before taking subdual damage.
Scout Endurance II: The scout gains abilities equivalent to those from the “Endurance” feat, and these stack with those from Endurance and Scout Endurance I. In addition, the Scout only needs two hours of sleep/rest each day. (Multiclassed Scouts still need eight hours of sleep/rest in order to prepare spells.) In addition, the Scout may Hustle for up to eight hours a day before taking subdual damage.
Uber-Endurance: The scout needs only two hours of rest a week, may hustle for any length of time, and need not ever make “forced march” constitution checks.
The Scout is supposed to fill the role ostensibly similar to that of some fighter/rogues. In other words, someone who isn't bad with a sword, but who is more concerned with spying and scouting than tumbling into a flanking position to do sneak-attack damage.
It's probably underpowered in a combat-heavy campaign, but it has its own individual little charms . . . let me know what you think. No doubt it could use a little tweaking.
------------------
The Scout
Alignment: Any.
Hit Die: d8.
Good Saves: Fort & Reflex
BAB: As ROGUE (very important difference – most alt.rangers progress as fighters).
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at First Level: (6 + Int. modifier) x 6.
Skill Points at Each Additional Level: 6 + Int. modifier.
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, bows, short swords, and longswords. They are proficient with light and medium armor, and shields.
Bonus Feat list: Alertness, Combat Reflexes, Dodge, Mobility, Improved Initiative, Improved Unarmed Strike, Mounted Combat, Mounted Archery, Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run, Quick Draw, Skill Focus, Track, Weapon Focus
Feat/Special Ability Progression:
1st level: Bonus Feat, *Heightened Alertness*
2nd level: Uncanny Dodge (no dex loss when flat-footed), Endurance
3rd level: “Fast on his Feet” (+2 to initiative), Run
4th level: *Heightened Alertness*
5th level: Skill Mastery (one skill per point of Int bonus) or Bonus Feat
6th level: Uncanny Dodge (cannot be flanked)
7th level: Bonus Feat, *Heightened Alertness*
8th level: Scout Endurance I
9th level: “Fast on his Feet” (+2 to Initiative)
10th level: *Heightened Alertness*
11th level: Skill Mastery (one skill per point of Int bonus) or Bonus Feat
12th level:
13th level: Bonus Feat, *Heightened Alertness*
14th level: Scout Endurance II
15th level: “Fast on his Feet” (+2 to initiative)
16th level: *Heightened Alertness*
17th level: Skill Mastery (one skill per point of Int bonus) or Bonus Feat
18th level:
19th level: Bonus Feat, *Heightened Alertness*
20th level: Uber-Endurance
”Heightened Alertness” gives a +1 bonus to Spot, Listen, Search, and Sense Motive checks.
Fast on His Feat: At 3rd level, the Scout gains +2 to his initiative rolls, and can reroll one initiative roll per day. He must take the second result, whether it is better or worse. At 9th level, the Scout gains another +2 to his initiative rolls, and because of his presence and leadership, all allies within 60’ that he is visible to gain +2 to their initiative rolls. At 15th he gains another +2 to initiative, and the ability to “Take 10” on initiative rolls: instead of rolling initiative he may suppose he rolled a ‘10’.
Scout Endurance I: The scout gains abilities equivalent to those from the “Endurance” feat, and these stack with those from the Endurance feat. In addition, the Scout only needs four hours of sleep/rest each day. (Multiclassed Scouts still needs eight hours of sleep/rest in order to prepare spells.) In addition, the Scout may Hustle for up to four hours a day before taking subdual damage.
Scout Endurance II: The scout gains abilities equivalent to those from the “Endurance” feat, and these stack with those from Endurance and Scout Endurance I. In addition, the Scout only needs two hours of sleep/rest each day. (Multiclassed Scouts still need eight hours of sleep/rest in order to prepare spells.) In addition, the Scout may Hustle for up to eight hours a day before taking subdual damage.
Uber-Endurance: The scout needs only two hours of rest a week, may hustle for any length of time, and need not ever make “forced march” constitution checks.