Scouts are fast and stealthy. They take the position of sentry, messenger, and of course scout. Most prefer to use light ranged weapons such as shortbows, light crossbows, or thrown weapons. They serve in many places throughout the lands of Lajoun.
Alternative Names: Tracker, Trailblazer, Outrunner, Outrider, Lookout, Vanguard, Herald, Searcher, Spotter, Far Seer
Alignment: Any.
Power Source: Natural/Athletic
HP: T6 S7 M8 L9 H10 + Con
Key Abilities: Dexterity, Intelligence, Wisdom
Defensive Bonus: +2 Reflex
General Class Skills (6 + Int): Balance (Dex), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Knowledge Class Skills (4 + Int): Craft (bone, food, leather, trapmaking (only natural traps), weaving, and wood) (Int), Knowledge (Geography, Local, Tactics, and Nature) (Int) , and Profession (Adventurer, Bowyer, Cook, Fletcher, Gatherer, Guide, Herbalist, Hunter, Lumberjack, Riddler, Ropemaker, Soldier, Strategist, Tanner, Trader) (Wis)
Weapon and Armor Proficiencies: Punching daggers, claws, moonblade, one-hand daggers, all thrown weapons (except lasso), short bow, light crossbow, blowpipe, sling. Light and med-light armors. No shields.
Crafting: Scouts recieve no crafting bonuses.
Fieldcraft (Ex): Bonuses to Climb, Heal, Hide, Listen, Move Silently, Search, Spot, and Survival while in wilderness areas.
Wild Healing (Ex): Scout makes Survival DC 15 check to find healing herbs, then DC 10 to heal. Additional levels of this ability add to Healing skill. (must have 5 ranks in survival for this ability to function and only works in wilderness).
Blend into Wilds (Ex): Recieve Hide +10 when in wilderness area, not moving, and not under previous observation.
Camouflage (Ex): Increases cover step. Must have at least 1/4 cover for this ability to work. Cover must be natural such as trees or bushes.