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Adopted By
Roark13 (talk)
Original Creator: Jota II
Date Adopted: 6 February, 2010
Status: WIP
Editing: Please feel free to edit constructively!

{{#set:Summary=A member of the Boy Scouts of America. Be prepared... }}


ScoutEdit

<-general description->.

Making a ScoutEdit

Scouts do a little bit of everything. Above all else, they persevere. A Scout is a substitute for a rogue more than any other class. One thing Scouts don't tend to do well is hack people to death. Please leave your Scout toward the rear or middle of the party if you plan on stabbing things.

Abilities: Wisdom is the governing ability for a scout's abilities. Intelligence is important for skills. Dexterity and Constitution are important for their defensive contributions. Strength is important for melee-oriented Scouts, and Charisma's still a dump stat (at least for the most part), although keep in mind that Scouts are supposed to be well-rounded.

Races: Scouting is open to members of all races, although it has a stronger tradition with humans and the races most akin to them.

Alignment: Any good.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Scout

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Be Prepared, Merit Badge, Scout Oath, Tenderfoot
2nd +1 +3 +3 +3 Evasion, Firem'n Chit
3rd +2 +3 +3 +3 Merit Badge
4th +3 +4 +4 +4 Second Class, Uncanny Dodge
5th +3 +4 +4 +4 Merit Badge
6th +4 +5 +5 +5 Merit Badge
7th +5 +5 +5 +5 First Class, Improved Uncanny Dodge
8th +6/+1 +6 +6 +6 Merit Badge
9th +6/+1 +6 +6 +6 Merit Badge
10th +7/+2 +7 +7 +7 Mettle, Star
11th +8/+3 +7 +7 +7 Merit Badge
12th +9/+4 +8 +8 +8 Merit Badge
13th +9/+4 +8 +8 +8 Improved Evasion
14th +10/+5 +9 +9 +9 Merit Badge
15th +11/+6/+6 +9 +9 +9 Merit Badge
16th +12/+7/+7 +10 +10 +10 Life, Improved Mettle
17th +12/+7/+7 +10 +10 +10 Merit Badge
18th +13/+8/+8 +11 +11 +11 Merit Badge
19th +14/+9/+9 +11 +11 +11 Merit Badge
20th +15/+10/+10 +12 +12 +12 Eagle Scout

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft: Whittling (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis, Swim (Str), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

Monkeycollect resized

A collection of monkey's fist knots.

All of the following are class features of the Scout.

Weapon and Armor Proficiency: Scouts are proficient with, daggers, handaxes, shortbows, throwing axes, and quarterstaves, as well as rope weapons of their own creation*.

*A Scout can craft rope weapons (bolas, flails, meteor hammers*, and morningstars) using the Use Rope skill to make a money's fist knot (DC 20). Tying a monkey's fist takes 2d20+10 rounds. Morning stars take one check, bolas and meteor hammers requires two, and a flail takes at least three (one per head). Rope weapons deal lethal damage, but they deal one less damage per die than their metal counterparts (except bolas) and weigh as if they were one size category smaller. For example, a medium-sized rope flail weighs as much as a small-sized flail and deals 1d8-1 bludgeoning damage, minimum one. Rope weapons can be set on fire, in which case they do an extra 1d6 fire damage with each hit, but the weapon is consumed in a number of rounds equal to its size category (a medium weapon burns for five rounds before becoming useless). Multiply a weapon's multiplier on the table below by 5 to determine how many feet of rope it takes to make one of that weapon. A Scout can take 10 or 20 on this check and can retry as many times as he wants, although each attempt (not taking 10/20) consumes 2d20+10 rounds.
*Treat a meteor hammer as a spiked chain that deals bludgeoning damage.
Rope Weapons
Weapon Multiplier
Bolas 1
Flail 1 (per head)
Meteor Hammer 4
Morning Star 1

Aid Another: Due to a scout's strength in working with others, his aid another checks result in greater bonuses than usual. When a scout anvances in level, he gives greater and greater bonuses. These bonuses do not stack, are based on either a roll ≥10 or ≥15 (not both), and are in addition to the usual +2.

Aid Bonuses
Rank ≥10 ≥15
Tenderfoot +0 +1
Second Class +1 +1
First Class +1 +2
Star +2 +2
Life +2 +3
Eagle +3 +3

Be Prepared: A scout who wears his Scout uniform at the expense of all other armor gains a bonus to his AC and initiative checks equal to one half his scout level, minimum one.

Merit Badge: After learning the basics of scouting, scouts advance in rank by collecting merit badges, among other things. A complete list of merit badges can be found here.

Scout Oath: A scout must adhere to the Scout Oath to the best of his abilities at all times. The Scout Oath reads as follows:

"A Scout is trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean, and reverent."

The Scout Oath is not as inflexible as the paladin's code of conduct, and there is a certain amount of leniency. For the most part, the Scout Oath governs the Scout's interactions with law-abiding citizens and other Scouts. A Scout could, for example, lie to a known criminal if it was in the best interests of the greater good. Alternatively, a Scout would not necessarily have to be brave or helpful if it might result in the death of himself or his party.

Tenderfoot: As a tenderfoot scout, you have begun the journey of the scout, learning the basics of being a scout. You gain an extra feat from the fighter bonus feat list. This feat cannot have a feat as a prerequisite, and you must meet any other prerequisites.

Evasion (Ex): At second level and higher, a Scout can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Scout is wearing light armor or no armor. A helpless Scout does not gain the benefit of evasion.

Firem'n Chit (Ex): Scouts are trained to start and maintain fires for a variety of useful purposes, including light, cooking, warmth, and signaling. A second level scout can recreate the effects of a produce flame spell at will as a swift action. Note that this is an extraordinary ability and thus cannot be dispelled, nor does it go away in an anti-magic field.

Second Class: As a second class scout, your knowledge has grown in all areas of life. You gain a second feat from the fighter bonus feat list. You must meet any prerequisites of the feat.

Uncanny Dodge (Ex): Starting at fourth level, a Scout can react to danger before his senses would normally allow him to do so (that's called being prepared). He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.

First Class: As a first class scout, you have completed a multitude of both menial and important tasks. You pick up on the subtiltes of scouting, and even begin teaching the younger scouts. You gain another feat from the fighter bonus feat list. This feat cannot have a feat as a prerequisite. However, you don't need to meet any of the prerequisites.

Improved Uncanny Dodge (Ex): A Scout of seventh level or higher can no longer be flanked. This defense denies a rogue (or other similar class) the ability to sneak attack the Scout by flanking him, unless the attacker has at least four more rogue (or other appropriate class) levels than the Scout has Scout levels. If the Scout already has uncanny dodge (see above) from a second class, the Scout automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the Scout.

Mettle (Ex): At tenth level, a Scout can resist magical or unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Scout does not gain the benefit of mettle.

Improved Evasion (Ex): This ability works like evasion, except that while the Scout still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Scout does not gain the benefit of improved evasion.

Improved Mettle (Ex): At sixteenth level, a Scout can resist magical or unusual attacks with even greater willpower or fortitude. Every time the Scout fails a Will or Fortitude save against an effect that has a reduced effect on a successful save, he instead takes the reduced effect as if he had made that save.

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature ->"><-subclass feature -></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-ScoutsEdit

A scout who ceases to be good retains all of his class abilities, but can no longer advance as a scout until he becomes good again and receives the benefits of an atonement spell.

Epic ScoutEdit

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

'Epic Scout Bonus Feat List: <-list of bonus epic feats->.

Half-Elf Scout Starting PackageEdit

This section needs a more complete description. For more information please look here

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign InformationEdit

Playing a ScoutEdit

This section needs a more complete description. For more information please look here

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Scouts in the WorldEdit

This section needs a more complete description. For more information please look here
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: Every day is an adventure when you're a scout. The possibilites are limited only by your imagination. Interplanar camping, anyone?

Notables: Name a famous man. Probably him. Seriously: Barack Obama, Tony Blair, Paul McCartney, Buzz Aldrin, George W. Bush, Bill Gates, Neil Armstrong, Philo Farnsworth, Gerald Ford, Henry Fonda, Michael Moore, Jim Mora, Harrison Ford, Ross Perot, Donald Rumsfeld, Paul Siple, Steven Spielberg... et cetera, et cetera.

Organizations: Scouts of all different ranks form troops, which are localized to specific areas. Each troop will usually have a designated meeting place and hierarchy. Troops do community work as well as various other activities such as camping and hiking as a means of character-building. Scouts who operate in adventuring parties typically do so as part of their community work and to spread the word of scouting. Troops from nearby regions will usually gather once every few years to interact, spread the word of, and advance the cause of Scouting.

NPC Reactions: There are three ways in which NPCs typically react to scouts: appreciative, neutral, and cynical or dismissive. Appreciative NPCs recognize the values scouting promotes and respect the nobility of its cause. Neutral NPCs may not know much about scouting or may simply not believe in the values scouting promotes. To these people, scouting is a choice, but it is a neutral one, such as belonging to the local merchant's guild or knitting club. Dismissive characters either do not believe in the values scouting adheres to or do not believe the system does an adequate job of instilling these core beliefs. They will treat the scout as an extension of a pointless organization or possibly as simply a naive individual.

Scout LoreEdit

This section needs a more complete description. For more information please look here

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Scouts in the GameEdit

This section needs a more complete description. For more information please look here

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation:' Girl Scouts is an obvious option. Any youth organization with similar values could also be adapted to a different campaign setting. If you don't plan on playing by Races of War rules, assuming you cope with the merit badges as the stand (Tome skill feats and sphere equivalents), then simply traditionalize the base attack bonus and you're good to go. If you need to scale back the saves a bit as well to let your DM give it a go, then so be it.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.


---- {{Copyright Disclaimer}} {{3.5e Base Classes Breadcrumb}} 3.5e User Class Base Class April Fools Tome Alternative? Spellcasting

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