Scout

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The scout is typically the most damage focused of the melee classes, with the potential to train in paths that provide a great deal of diversity such as the sneaky rogue or the dangerous bowman. While they lack the wide range of potential weapon skills of the Conscript path, they make up for it with their utility and their sheer damage potential.

After Level 6, the Scout can choose an Advanced Progression Path; either as a Rogue or a Ranger.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 16

'''Base Attack Bonus

Saves: Fortitude - Low, Reflex - High, Will - Low

Base Skill Points: 6 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Appraise, Bluff, Disable Device, Heal, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Survival, Tactician, Taunt, Tumble and Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Battle Training, Diplomacy, Concentration, Lore, Piety and Spellcraft

Automatic Feats Granted:


 * At Level 1: Light Armor Proficiency- This feat grants the knowledge to make effective use of light armor.
 * At Level 1: Scout Weapons - This feat allows the character to use the club, dagger, dart, handaxe, light crossbow, heavy crossbow, quarterstaff, mace, short sword, rapier, shortbow, morningstar, and sling.
 * At Level 2: Sneak Attack - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 1d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.
 * At Level 3: Trap Sense - A +1 bonus on Reflex saves made to avoid traps.
 * At Level 4: Uncanny Dodge -The character retains his DEX bonus to AC, even if caught Flat Footed or attacked by a hidden or invisible creature.
 * At Level 4: Sneak Attack 2 - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 2d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.
 * At Level 5: Evasion - Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage. Against Traps, Scouts automatically take half damage.
 * At Level 6: Trap Sense 2 - A +2 bonus on Reflex saves made to avoid traps.
 * At Level 6: Proficient Scout - This feat allows access to the Rogue or Ranger advanced class paths.

Master Feats Eligibility:
 * Ambusher's Way I - III


 * Battle Intuition I - III


 * Natural Cunning I - III


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You complete your Scout training at level 6 and will have to select your secondary path when you gain L7. The Scout must choose his progression path; either as a Rogue or a Ranger.


 * Description of path


 * Description of path 2


 * Description of path


 * The Ranger is a dangerous melee class, often the weapon of choice is the Longbow. The Ranger can eventually elect to become the Marksman or the more well-rounded Pathfinder.


 * Description of path


 * The Pathfinder has a wide variety of skills and abilities; while it doesnt excel in any single area, it can cover a wide variety of needs within an adventuring group. The Pathfinder gains a strong companion that will serve him faithfully, his link with this companion grows stronger as he gains in experience. The Pathfinder can employ a unique fighting style, incorporating a weapon and buckler into a dangerous melee style.

'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 &amp; 18) if you meet the prerequisites ''' *** Available to all classes Background Feats (only available at Character Creation)

Custom Feats - one can be selected at each level up if you meet the prerequisites