The Scout focuses his martial prowess into an unparalleled tactical acumen, knowing where to direct strikes and ranged volleys where they will be the most disruptive to the enemy's plans. Most often wielding bows or other long-ranged weapons, the Scout is also trained to infiltrate the enemy's lines, gathering information and reporting back without being seen.

Scout Class Features

The Scout gains the following class features:

Weapon Proficiencies

As a Fighter, the Scout gains training with all weapon groups.

Armor Proficiencies

As a fighter, the Scout gains training with light armor, heavy armor, and shields.

Magic Proficiencies

As a fighter, the Scout cannot perform magic.

Skill Proficiencies

As a Fighter, the Scout gains training in Athletics and Endurance.
Additionally, battle awareness grants training in Perception,
and tracker's quarry grants training in Stealth.

Starting Feats

Battle Awareness

(Scout class feature)


(Level 0)

Class Maneuver

  • You gain the following maneuver:

Scout Ahead

(per-encounter free reactionutility maneuver)


Battle Awareness


You roll Initiative.


The area within 10 + your Wisdom modifier paces of you in each direction
(Perception - no difficulty).


You may immediately choose one at-will stance that you know, and enter that stance as part of this action. You determine the number and nature of all creatures that have moved through the area within the past 24 hours whose stealth checks did not exceed your check result. You ascertain when and where they entered the area, and when and where they left. Until the end of the encounter, enemies within the burst gain a penalty to all Stealth checks equal to your Wisdom modifier, and you and your allies may ignore half your enemies' concealment or cover bonuses caused by terrain within the area. Whenever an ally misses an attack against an enemy within the area, you may slide that enemy one pace as a free reaction.

Tracker's Quarry

(Scout class feature)


(Level 0)

  • You gain training in the Stealth skill.
  • You gain a +1 class bonus to your Reflex defense, or a +2 class bonus to your Reflex defense if you already had a class bonus to Reflex.
  • Once per round as a free action, you may mark an unmarked target that you may see as your Quarry. Until the end of the encounter or until you mark a new Quarry, you gain +5 to all Perception rolls vs. your Quarry, and halve all your Quarry's cover or concealment bonuses. If you can see your Quarry, you automatically know its current hit points and conditions.

Class Maneuver

  • You gain the following maneuver:

Disrupting Strike

(per-encounter immediate reactionstrike maneuver)


Tracker's Quarry


You hit your quarry with a weapon attack.


Choose one: the target becomes dazed or immobilized until the end of your next turn.
The target becomes stunned until the end of your next turn instead if you achieve a critical hit.

Fighting Styles

Choose a Fighting Style to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that fighting style.

Bare-handed Fighting Style

Training in unarmed or grappling, stunning blow.

Shield Fighting Style

Training in shields, no opening.

Polearm Fighting Style

Training in polearms, full extension.

Two-Weapon Fighting Style

Wield versatile weapons as off-hand, tornado strike.

Light Blade Fighting Style

Training in blades, blade crescendo.

Heavy Blade Fighting Style

Training in axes or swords, cleaving strike.

Flail Fighting Style

Training in flails, blade crescendo.

Spear Fighting Style

Training in spears, skewering charge.

Blunt Weapon Fighting Style

Training in bludgeons or hammers, bell ringer.

Thrown Weapon Fighting Style

Training in thrown weapons, flurry of darts.

Archery Fighting Style

Training in bows or crossbows, piercing shot.

Leveling Up

At each level, you gain new features and bonuses to increase your martial prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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