Difference between revisions of "Spyglass Scout (3.5e Class)"

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|description=An "outdoor rogue", they use their many skills to track enemies, avoid danger, and guide their party. A support class that combines the rogue and the ranger classes. An "outdoor rogue", they use their many skills to track enemies, avoid danger, and guide their party. A support class that combines the rogue and the ranger classes. [[Minimum Level::1 [[Class Ability::Sneak Attack [[Class Ability Progression::



Spyglass Scout

In between a rogue and a ranger is the Spyglass Scout. With the skills necessary to lead the party through any situation, this class gives a player the ability to contribute to any group, while also being useful in combat.

Making a Spyglass Scout

Abilities: DEX will be a critical skill for most builds, but a high INT is also desirable since the class is skill-based.

Races: Any

Alignment: Any

Starting Gold: 4d4 x 10

Starting Age: Simple

Table: The Spyglass Scout

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Spyglass, Track, Sneak Attack +1d6, Trapfinding
2nd +1 +3 +3 +0 Woodland Stride, Scouting
3rd +2 +3 +3 +1 Sneak Attack +2d6, Trap Sense +1, True North
4th +3 +4 +4 +1 Evasion, Mountaineer
5th +3 +4 +4 +1 Sneak Attack +3d6, Unentangle
6th +4 +5 +5 +2 Trap Sense +2, Outdoorsman
7th +5 +5 +5 +2 Sneak Attack +4d6, Calm Animals
8th +6/+1 +6 +6 +2 Survivalist, Camouflage
9th +6/+1 +6 +6 +3 Sneak Attack +5d6, Trap Sense +3, Leave No Trace
10th +7/+2 +7 +7 +3 Improved Evasion
11th +8/+3 +7 +7 +3 Sneak Attack +6d6,
12th +9/+4 +8 +8 +4 Trap Sense +4
13th +9/+4 +8 +8 +4 Sneak Attack +7d6,
14th +10/+5 +9 +9 +4 Swift Unentangle
15th +11/+6/+1 +9 +9 +5 Sneak Attack +8d6, Trap Sense +5
16th +12/+7/+2 +10 +10 +5 Hide in Plain Sight
17th +12/+7/+2 +10 +10 +5 Sneak Attack +9d6,
18th +13/+8/+3 +11 +11 +6 Trap Sense +6
19th +14/+9/+4 +11 +11 +6 Sneak Attack +10d6,
20th +15/+10/+5 +12 +12 +6 Hide Party

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (history) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), Use Magic Device (Cha).


Class Features

All of the following are class features of the Spyglass Scout.

Weapon and Armor Proficiency: all simple and martial weapons, and with light armor


Spyglass: A Spyglass Scout begins the game with a spyglass. She does not have to pay for it.


Track: A Spyglass Scout gains Track as a bonus feat.


Sneak Attack: If a Spyglass Scout can catch an opponent when She is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Spyglass Scout’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spyglass Scout flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Spyglass Scout levels thereafter. Should the player score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Spyglass Scout can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Spyglass Scout can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The player must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Spyglass Scout cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Trapfinging: A spyglass Scout can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

She can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A player who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Woodland Stride: Starting at 3rd level, a Spyglass Scout may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.


Scouting: At level 2, the Spyglass Scout is given a +2 bonus to Listen, Spot, Hide, and Move Silently checks


Trap Sense (Ex): At 3rd level, a Spyglass Scout gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the player reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.


True North (Ex): At level 3, the Spyglass Scout can use Know Direction (as the spell) to find North, at will. This requires one full action.


Evasion (Ex): At 4th level and higher, a Spyglass Scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Spyglass Scout can be used only when wearing light armor or no armor. A helpless Spyglass Scout does not gain the benefit of evasion.


Mountaineer: Upon reaching level 4, the Spyglass scout gains a +2 bonus to Climb, Balance, and Use Rope checks.


Unentangle (Ex): At level 5, the Spyglass Scout gains the ability to spend one standard action disentangling himself, or another party member, from any natural type of entanglement (thorns, web, etc.), even if the snare was summoned by a spell.


Outdoorsman: At level 6, the Spyglass Scout's experience has boosted her outdoor skills. She gains a +2 bonus to Swim, Jump, Handle Animal, and Ride checks.


Calm Animals (Ex): At level 7, the Spyglass Scout can use Calm Animals (as the spell) at will.


Survivalist: At level 8, the Spyglass Scout gains a +2 bonus to Survival, Heal, Escape Artist, and all knowledge checks that apply to the Spyglass Scout's class.


Camouflage (Ex): Beginning at 8th level, a Spyglass Scout can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor or carrying any more than a light load.(See the ranger class feature on page 48 of the Players Handbook).


Leave No Trace (Ex): At level 9, the Spyglass Scout no longer leaves tracks where she walks. Does not apply when running.


Improved Evasion (Ex): At 10th level a Spyglass Scout gains Improved Evasion. This ability works like evasion, except that while the player still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Spyglass Scout does not gain the benefit of improved evasion.


Swift Unentangle (Ex): Level 14 - The Spyglass Scout may now use her Unentangle ability as a swift action.


Hide in Plain Sight (Ex): While in any sort of natural terrain, a Spyglass Scout of 16th level or higher can use the Hide skill even while being observed.


Hide Party (Ex) : While using this ability, the Spyglass Scout can hide her entire party. To do this, the entire party must move at half-speed (using the slowest party member's movement speed). During this time, the Spyglass Scout's Hide and Move Silently checks apply to every member of the party she is leading.


Campaign Information

Playing a Spyglass Scout

Religion: Any

Other Classes: Works well in a group that lacks skill-based members. The Spyglass Scout is a support class that is intended to be the "Swiss Army Knife" of the party.

Combat: In most fights, the Spyglass Scout will want use their Sneak Attack ability. Out of combat, they will have access to most of the skills that a party needs.



Spyglass Scout Lore

Characters with ranks in Knowledge (Local) can research Spyglass Scouts to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 A Spyglass Scout really knows the outdoors.
10 It's not easy to sneak up on Spyglass Scout.
15 A Spyglass Scout can survive on their own in nature.
20 They always carry a spyglass, and they can lead their party safely around traps and sneak up on their enemies.



Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorThe Arcanist +
Base Attack Bonus ProgressionModerate +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Rated BySomehownotsingle +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Craft +, Disable Device +, Escape Artist +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival +, Swim +, Use Rope + and Use Magic Device +
Skill Points8 +
SummaryAn "outdoor rogue", they use their many skills to track enemies, avoid danger, and guide their party. A support class that combines the rogue and the ranger classes.

[[Minimum Level::1 [[Class Ability::Sneak Attack

[[Class Ability Progression:: +
TitleSpyglass Scout +
Will Save ProgressionPoor +