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|special7=[[#Sneak Attack|Sneak Attack]] +4d6, [[#Calm Animals|Calm Animals]]
|special8=<!-- special abilities granted at 8 --> [[#Survivalist|Survivalist]], [[#Camouflage|Camouflage]]
|special9=[[#Sneak Attack|Sneak Attack]] +5d6, [[#Trap Sense|Trap Sense]] +3, [[#Leave No Trace|Leave No Trace]]
|special10=<!-- special abilities granted at 10 -->[[#Improved Evasion|Improved Evasion]]
|special11=[[#Sneak Attack|Sneak Attack]] +6d6,
Climb,
Craft,
Disable Device,
Escape Artist,
'''Weapon and Armor Proficiency:''' all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], and with [[SRD:Armor Proficiency (Light)|light armor]]
'''{{Anchor|Spyglass}}''': A Spyglass Scout begins the game with a [[SRD:spyglass|spyglass]]. He She does not have to pay for it.
'''{{Anchor|[[SRD:Track|Track]]}}:''' A ranger gains [[SRD:Track|Track]] as a bonus [[SRD:Feats|feat]].
'''{{Anchor|Sneak Attack}}:''' If a Spyglass Scout can catch an opponent when he 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 [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the Spyglass Scout [[SRD:Flanking|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 [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied.
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.
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.
'''{{Anchor|Scouting}}''': The At level 2, the Spyglass Scout is given a +2 bonus to Listen, Spot, Hide, and Move Silently checks
'''{{Anchor|True North}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The At level 3, the Spyglass Scout can use ''[[SRD:Know Direction|Know Direction]]'' (as the spell) to find North, at will. This requires one full action.
'''{{Anchor|Mountaineer}}''': The Upon reaching level 4, the Spyglass scout gains a +2 bonus to climbClimb, balanceBalance, and use rope Use Rope checks.
'''{{Anchor|Unentangle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This gives 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.
'''{{Anchor|Outdoorsman}}''': At level 46, the Spyglass Scout's experience has boosted his outdoor skills. He She gains a +2 bonus to Swim, Jump, Handle Animal, and Ride checkchecks.
'''{{Anchor|SurvivalistCalm Animals}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': At level 67, the Spyglass Scout gains a +2 bonus to Survival, Heal, Escape Artist, and all knowledge checkscan use ''[[SRD:Calm Animals|Calm Animals]]'' (as the spell) at will.
'''{{Anchor|Calm AnimalsSurvivalist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' : At level 78, the Spyglass Scout can use ''[[SRD:Calm Animals|Calm Animals]]'' (as the spell) at willgains a +2 bonus to Survival, Heal, Escape Artist, and all knowledge checks for his class.
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|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'').
'''{{Anchor|Leave No Trace}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 9, the Spyglass Scout no longer leaves tracks where she walks. Does not apply when running.
''' {{Anchor|Swift Unentangle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Level 14 - The Spyglass Scout may now use his Unentangle ability as a swift action.
'''{{Anchor|Hide Party}} ([[SRD:Special Abilities Overview#Extraordinary|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 she is leading.