The Scout

Hit Point Rate: 6

Class Skills: Athletics, Acrobatics, Craft, Disable Device, Diplomacy, Escape Artist, Endurance, Gather Information, Handle Animal, Heal, Insight, Investigation, Knowledge (local), Knowledge (nature), Knowledge (geography), Knowledge (planes), Knowledge (any monster related), Perception, Profession, Ride, Stealth, Survival

Skill Points: 4 + Int per level

Proficiencies: The Scout is proficient with light armor, medium armor, and any shields except the tower shield. She is also proficient with simple and martial weapons.

Level BAB Fort Will Ref Class Features Archetype Features Racial & Background Features
1 +2 0 0 +2 Trapfinding, Marked Prey Initial Archetype Power Origin Feat, Racial Features
2 +3 +1 +1 +3 Skirmish Lesser Archetype Power Lesser Racial Power
3 +4 +2 +2 +4 Iterative Attack, Terrain Mastery - -
4 +5 +3 +3 +5 Deadly Aim Moderate Archetype Power Moderate Racial Power
5 +6 +4 +4 +6 Advanced Skirmish - -
6 +7 +5 +5 +7 Ultimate Trial Greater Archetype Power Greater Racial Power

Class Features

Level 1

Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.

Archetype Feature: Select your archetype and receive their basic features.

Trapfinding : As the rogue ability.

Marked Prey : Once per encounter a scout can declare someone her marked prey as a free action. A scout may only have one single marked prey at a time.

Marked Prey: The scout receives +4 on perception, survival and gather information checks to locate the prey. Furthermore, the scout receives a +4 bonus on attack rolls versus the marked prey.

Marked prey cannot only used in combat encounters but in other encounters, such as pursuits, as well. However, the scout must have a description, may it be from a wanted poster or first-hand, or track of that 'someone'. The scout may dismiss her marked prey at any time. If the scout successfully solved the situation with her marked prey, she may use this ability again after 10 minutes. If not, the scout may not use this ability for 24h.

Level 2

Racial Feature: Lesser Power available

Archetype Feature: Lesser Power available

Skirmish : Scouts receive 3m more movement speed. After using a move action to move or hide the Scout receives 2 + 1 per level points of bonus precision damage until the end of his next turn. This ability counts as skirmish.

Additionally, you gain +2 rank bonus on survival and endurance checks.

Level 3

Iterative Attack : As a full-attack action, you may make two attacks. Both attacks take a -2 penalty to attack rolls.

Terrain Mastery : The scout is not hindered by difficult terrain and receives +4 on saving throws versus environmental spells such as entanglement and grease. Furthermore, the scout may study specific locations to get advantages:

Home field advantage: If the scout spends 10 minutes scouting out an area not larger than 90mx90m, she receives a situational bonus to initiative, stealth and perception of +4 in this area and if he spends 10 more minutes explaining the terrain to her allies they receive a +4 bonus to initiative, stealth and perception in that area. If the area undergoes drastic changes, she and her allies lose that bonus. Furthermore, the scout receives a half move action each turn in their home field, this half move action counts for activating skirmish but can otherwise only be used to move half the scouts movement speed.

Level 4

Racial Feature: Moderate Power available

Archetype Feature: Moderate Power available

Deadly Aim : The critical threat range of the scout increases versus its marked prey. Deadly aim does not work with any bludgeoning weapons. The bonus to the critical threat range is always applied last and is according to the following table:

Critical multiplier x2 x3 x4
Bonus to threat range 4 2 1

Level 5

Advanced Skirmish : As a full-round action the scout may perform any standard action directly in combination with readying a move action.

Furthermore, when the Scout uses the shoot on the run or the spring attack feat, they may perform a second iterative attack.

Finally, the Scout gains +2 dodge bonus to AC and reflex saves when using skirmish.

Level 6

Archetype Feature: Greater Power available

Racial Feature: Greater Power available

Ultimate Trial : Once per day the Scout may make use of one of the following abilities:

Unerring Shot/Strike: As a free action the next attack of the scout is a critical threat, however the critical hit multiplier is only 3 (or 2 for each weapon if utilizing two or more weapons). If it is used versus the marked prey, it also ignores any kind of concealment and receives a +10 insight bonus on the attack rolls.

Guerrilla: The scout does not provoke attacks of opportunity for movement during this encounter and may perform once per four levels during the next encounter the following action: As a full-round action the scout may perform a full-attack action in combination with a readied move action.

Shared Mark: For the next 8 hours. All allies of the scout receive +4 moral bonus on attack rolls, perception, survival and gather information checks versus her marked prey.

Attack! (Animal Companion): As an immediate action you may order all your animal companion to charge as a free action, gaining a +4 bonus on the attack roll. If they are already near an opponent, they may do an attack of opportunity instead.

Specific advancement

Feats: Camouflage, Deadeye, Epic Deadly Aim, Epic Hunter Of Mages, Guerrilla Tactics, Instinctive Proficiency, Needler, Swift Tracker, Ultimate Specialization

Archetypes

Archetypes

Beastmaster Big Game Hunter Butcher Hexblade Marshal Ranger Renegade Slayer Strained Marksman

Beastmaster

Divine Spells:

Level0123
1st20--
2nd31--
3rd420-
4th431-
5th4420
6th4431

The Beastmaster refers to all his permanent followers, e.g. animal companions and obtained familiars of animal or beast type beasts.

Initial Archetype Power (Level 1): You may use his wisdom in place of his charisma to determine which minion feats you may learn.

Divine Caster: The beastmaster has the spell casting ability of a druid, except he has not the ability to cast elemental spells, with the following number of spells per day:

You receive an animal companion

Lesser Archetype Power (Level 2): Once per day, you may teach your beasts one of your feats, this takes 10 minutes. They can use this feat until you teach the next feat. They need to qualify for the feat, however, they may substitute the intelligence requirement of the feat with your wisdom score.

Additionally, all beasts receive the same bonuses from the marked prey ability that the beastmaster receives.

Moderate Archetype Power (Level 4): The Beasts of the beastmaster receive their constitution modifier as bonus to their natural armor class.

You receive a second animal companion

Greater Archetype Power (Level 6): All beasts gain an +1 bonus to its Strength, Dexterity, Constitution and Wisdom scores for every point of wisdom modifier of the beastmaster.

A beastmaster may cast the spell raise animal companion as SLA using his ultimate ability. When using this ability your animal companion does not lose experience.

Progression Options

Feats: Coordinated Strike, Master Trainer

Classes: Scout

Big Game Hunter

At the start of the encounter you must mark the biggest game in the encounter, except allies. If a bigger game arrives, you must switch your mark.

Choose one mental attribute as primary attribute.

Initial Archetype Power (Level 1): Two handed spears and two handed crossbows deal 1.5 times precision damage versus your mark.

Lesser Archetype Power (Level 2): You gain damage reduction equal to your primary attributes modifier versus all opponents except your mark.

The first attack each turn comes with a trip attempt.

Moderate Archetype Power (Level 4): When succeeding a saving throw versus an effect, that is not from your mark, you ignore partial effects.

Versus prone enemies you deal your primary attributes modifier as additional precision damage.

Greater Archetype Power (Level 6): Versus your trip attempts opponents must choose the lower of reflex and fortitude.

You "pin" flying enemies instead of tripping them. They fall down and count as being tripped if they fail a save. This counts as a trip attempt for feat and other purposes.

Progression Options

Feats: None.

Classes: Scout

Butcher

Initial Archetype Power (Level 1): The butcher can accumulate butchery points. At the start of an encounter you have 0 butchery points. At the end of each turn, you receive:

  • One butchery point if the butcher shed blood (successfully deal weapon damage).
  • One butchery point if the butcher dropped one or more opponents using melee weapon attacks.
The maximum number of butchery points is equal to 3 + half the butchers class level. For each butchery point the butcher receives one points of bonus melee weapon damage.

The HPR of the butcher increase to 7.

Lesser Archetype Power (Level 2): The butcher is proficient and receives +2 on attack rolls with typical butcher weapons as the grappling hook and all kinds of axes. The butcher receives the power attack and the cleave feat.

Moderate Archetype Power (Level 4): Whenever the butcher drops a foe unconscious he receive temporary hitpoints equal to his level + strength modifier. These temporary hitpoints last until the end of the encounter.

After dropping an opponent unconscious the butcher gains an move action which may be used immediately.

Greater Archetype Power (Level 6): For every four butchery points the butcher receives a single additional attack at full-attack bonus, which can be performed once per turn during the butchers action.

Additionally, the bonus damage from the butchery points increases to two per point.

Progression Options

Feats: Blood Rush, Crazed, Dirty Cleave, Double Cleave, Epic Butchery, Improved Butchery, Last Man Standing

Classes: Scoundrel, Scout, Warrior

Hexblade

Arcane Spells:

Level12
1st--
2nd1-
3rd2-
4th31
5th42
6th43

Initial Archetype Power (Level 1): The hexblade adds Concentration, Knowledge (arcana) to his class skills. The hexblade learns their charisma modifier cantrips from the sorcerer spell list and may use them 3+ charisma modifier times per day as an SLA.

The hexblade gains the ability to unleash a curse upon a foe. Whenever he marks his prey the hexblade may choose to also apply that curse. The target of the Curse takes a -2 to d20 checks for a hour. A charisma-based will save halves the penalty.

Lesser Archetype Power (Level 2): The hexblade has the spell casting ability of a d20srd hexblade, but with his level as caster level and the following number of spells per day and the same number of spells known.

Moderate Archetype Power (Level 4): A hexblade receives spell resistance equal to 10 + his level + his charisma modifier, that is increased by 4 versus the hexblades marked prey.

Removing spell effects caused by the hexblade requires the opponent to pierce the hexblades spell resistance first. When it is not a magical removal, a level check is required.

Greater Archetype Power (Level 6): When performing a full-attack action or standard attack action, the hexblade may cast one of his spells as a swift action without provoking an attack of opportunity.

The hexblades charisma influences the effectiveness of some of his banes. He adds his charisma modifier to resistance reduction of lower resist spells, damage reduction of weaken and healing done by life tab.

Progression Options

Feats: Bane Curse

Classes: Scout

Marshal

Initial Archetype Power (Level 1): A Marshal learns to use maneuvers like a Warblade of his class level. With the following exceptions: He can use only Maneuvers from the Marshals list. To use such maneuvers he has to prepare it together with every ally that is supposed to benefit from it. To benefit from such an command the ally must be able to hear the marshal.

At the first level, maneuvers cannot be recovered during combat.

Lesser Archetype Power (Level 2): Each maneuver may be recovered like a Warblade recovers maneuvers.

Moderate Archetype Power (Level 4): The marshal receives one Marshals Aura known per two class levels. As a normal character the marshal can only be in one stance at a time.

Greater Archetype Power (Level 6): A Marshals shouts can no longer be activated as a swift or immediate action. Instead the marshal has an additional shout action each turn which can only be used to shout, and takes place at the same time the shout would normally (immediately or swift).

Progression Options

Feats: None.

Classes: Crusader, Scout, Sentinel, Warrior

Ranger

Divine Spells:

Level12
1st--
2nd1-
3rd2-
4th31
5th42
6th43

Initial Archetype Power (Level 1): The ranger receives the two-weapon fighting, rapid shot and precise shot feats. The ranger switch from two weapons to bow or the other way round once per turn as a free action.

The Ranger receives the favored enemy class feature of a level 1 d20srd ranger with a restriction of the creature type: If you select a creature type that has monsters with subtype, you have to select one specific creature subtype as well to receive bonuses versus such monsters (alignment, extraplanar and such subtypes are ignored). E.g. when choosing outsider you could between choose demon or devil. For humanoid and monstrous humanoid you may choose either civilized or primitive people as subtype. Note that some favored enemy feats are banned.

Lesser Archetype Power (Level 2): Divine Caster: The Ranger has the spell casting ability of a pathfinder ranger, but with his level as caster level and the following number of spells per day.

Single turn, swift action damage buffs from the Ranger spell list work for all melee and ranged attacks. When the Ranger casts a spell that improves their melee attacks but not their ranged attacks they may cast another one of the same level with same or less casting time without spending a spell slot, we refer to this way of casting as coupled. They also prepare spells coupled, only using one slot.

Moderate Archetype Power (Level 4): The ranger receives the improved-two weapon fighting feat and ignores maximum range of point blank shot.

The ranger gains the services of an animal companion, as a druid of his class level. The animal receives the Rangers wisdom modifier as bonus damage with primary natural attacks and half that amount with secondary attacks.

Single turn, swift action damage buffs from the Ranger spell list are shared with the animal companion. When the Ranger casts a spell that improves their melee attacks, ranged attacks but not their animal companions attacks they may cast another one of the same level with same or less casting time without spending a spell slot. They also prepare spells in this coupled way, only using one slot.

If you go alone without animal companion, you may add your constitution modifier to your wisdom modifier to compute the number of bonus spells and can couple your melee/ranged spells with a clearly non offensive spell (haste, swift is offensive, while protection from energy is not).

Greater Archetype Power (Level 6): The ranger does not take the usual -4 or lower penalty on attack rolls for wielding two weapons or using rapid shot.

The rangers favored enemy bonus increases to +4.

Progression Options

Feats: Extra Favored Enemy, Master Trainer

Classes: Scout

Renegade

The renegade's primary attribute is constitution

Initial Archetype Power (Level 1): Renegades always have survival as a class skill, 8 HPR and good fortitude saves.

Lesser Archetype Power (Level 2): You gain a +2 bonus to saves, initiative, 3m movement speed and half your primary attribute modifier as DR.

Renegades may stand up, retreat (ending up in a square out of enemy melee range) and use the demoralize combat maneuver as a swift action.

Moderate Archetype Power (Level 4): You do not provoke attacks of opportunity, are not caught flat-footed, always retain your dexterity to AC and flanking does not help against you either.

While above 50% of your hitpoints, you receive half your level as moral bonus to d20 rolls.

Greater Archetype Power (Level 6): You receive either half your constitution modifier as bonus heavy damage or as bonus precision damage.

Additionally add the following ability to your Ultimate powers:

Ruuuun!: You can use that ability even when you have become unconscious, staggered, stunned or paralyzed. You may stand up and act unhindered from the listed conditions and all conditions freedom of movement helps against for a number of turns equal to your constitution modifier. While you are doing nothing but running the duration of this feature does not tick down.

Progression Options

Feats: Renegades Legwork, Ultimate Coward

Classes: Scoundrel, Scout, Warrior

Slayer

Powers:

Powers
LevelPointsKnownMaximum Power Level
1st1 --
2nd3 21st
3rd6 31st
4th9 41st
5th1252nd
6th1562nd

Initial Archetype Power (Level 1): The Slayer adds the following to his class skills: Autohypnosis, Concentration, Knowledge (aberrations), Knowledge (psionics).

The Slayer learns to manifest psionic powers as a psionic warrior, using their psi power table. At the first level they cannot manifest powers but may obtain a psionic focus and take psionic feats. His manifester level is his class level and the manifester attribute is wisdom.

The Slayer receives the psionic weapon and psionic shot feats for free.

Lesser Archetype Power (Level 2): The Slayer receives the favored enemy class feature of a level 1 d20srd ranger with a restriction of the creature type: If you select a creature type that has monsters with subtype, you have to select one specific creature subtype as well to receive bonuses versus such monsters (alignment, extraplanar and such subtypes are ignored). E.g. when choosing outsider you could between choose demon or devil. For humanoid and monstrous humanoid you may choose either civilized or primitive people as subtype.

Moderate Archetype Power (Level 4): The Slayers will saves improve to good.

Greater Archetype Power (Level 6): When failing a save versus a mind-effect ability, the slayer can expend their psionic focus to negate the effect.

The favored enemy bonus increases to +4.

Progression Options

Feats: Epic Psionic Refreshment

Classes: Scout

Strained Marksman

The strained marksman's abilities are restricted to bows, crossbows, and rifles.

Initial Archetype Power (Level 1): The strained marksman gains two special abilities that cannot be combined with the overwatch style feat:

Strained Shot: As a standard action, you perform or ready a special attack. You may either make an attack with bonus damage or perform a ranged combat maneuver using dexterity or intelligence as your key ability. The attack deals 1d6 points of bonus damage per level. The allowed combat maneuvers are: Trip or Dirty Trick.

Suppressing Fire: As a full-round action, you focus fire on a 3m radius area within your weapon's range. You threaten the entire target area and may perform attacks of opportunity within it.

Lesser Archetype Power (Level 2): You may specify the conditions for readied attacks, strained shots, or restrict the targets of suppressing fire to receive bonuses to attack rolls. The more specific your targeting conditions, the greater the bonus: specifying a single target grants +2, general action types grant +2, and specific conditions (such as "when the target uses a fireball spell" or "when the target draws their longsword") grant an additional +2.

Moderate Archetype Power (Level 4): The strained marksman receives half his level as bonus damage and +2 to attack rolls.

You gain the pathfinder snapshot feat, which is disabled while you are using strained shot.

You may automatically apply the interrupt combat maneuver when using strained shot.

Greater Archetype Power (Level 6): You may prepare your weapon, such as drawing the bow, as a move action. If you do, your next ranged attack becomes a critical threat with a ×2 multiplier instead of the weapon's normal critical multiplier. The confirmation roll also determines whether the attack hits. You must make this attack within 3 turns after drawing.

Additionally, within your threat range, you may use melee-only attack of opportunity feats. Treat yourself as occupying squares along your line of fire for this purpose.

Progression Options

Feats: Epic Suppressive Fire

Classes: MartialArtist, Scout, Warrior