Spyglass Scout (3.5e Class)
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1 [[Class Ability::Sneak Attack
[[Class Ability Progression::
Contents
Spyglass Scout
In between a rogue and a ranger is the Spyglass Scout. With the skills necessary to lead the party through any situation, the class gives a player the ability to contribute to any group, while being useful in combat, as well.
Making a Spyglass Scout
Abilities: DEX will be the most important skill for most builds, and a high INT is obvious since the class is skill-based.
Races: Amy
Alignment: Any
Starting Gold: 4d4 x 10
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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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 | ||||||||||||||||||||||||||||||||||||
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) |
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. He does not have to pay for it.
Track: A ranger gains Track as a bonus feat.
Sneak Attack: If a Spyglass Scout can catch an opponent when he 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 rogue 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 rogue 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.
He 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 his normal speed and without taking damage or suffering any other impairment.
Scouting: 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 rogue 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): 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: The Spyglass scout gains a +2 bonus to climb, balance, and use rope checks.
Unentangle (Ex): This gives the Spyglass Scout 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 4, the Spyglass Scout's experience has boosted his skills. He gains a +2 bonus to Swim, Jump, Handle Animal, and Ride check.
Survivalist: At level 6, the Spyglass Scout gains a +2 bonus to Survival, Heal, Escape Artist, and all knowledge checks.
Calm Animals (Ex): At level 7, the Spyglass Scout can use Calm Animals (as the spell) at will.
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).
Improved Evasion (Ex): At 10th level a Spyglass Scout gains Improved Evasion. This ability works like evasion, except that while the Cat Burglar 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 Cat Burglar does not gain the benefit of improved evasion.
Swift Unentangle (Ex): The Spyglass Scout may now use his 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 his 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 he is leading.
Playing a Spyglass Scout
Religion: Any
Other Classes: Works well in a group that lacks skill-based members. Can compliment fighters and mages well.
Combat: Sneak attack is useful, for obvious reasons. The rogue-like abilities should help the party to avoid being surprised.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Article Balance | Moderate + |
Author | The Arcanist + |
Base Attack Bonus Progression | Moderate + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Rated By | Somehownotsingle + |
Rating | Rating Pending + |
Reflex Save Progression | Good + |
Skill | Balance +, Bluff +, Climb +, Craft +, Diplomacy +, Disable Device +, Escape Artist +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival +, Swim + and Use Rope + |
Skill Points | 8 + |
Title | Spyglass Scout + |
Will Save Progression | Poor + |