B1 04 T3 - Scout

by AspireGames

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The Scout

The Scout

Class
Level
Features Subject
Scan
Tech Modules
Known
Tech
Points
Max Module
Level
Routines
Known
Routine
Radius
1st Pathfinder, Subject Scan d4 3 1 1st
2nd Techcasting, Fighting Practice d4 4 2 1st
3rd Scout Routine, Scout Subclass d4 5 3 1st 1 5 ft.
4th Ability Score Improvement, Major Feat d4 6 4 1st 1 5 ft.
5th Technologic Trait, Extra Attack d6 7 5 2nd 1 5 ft.
6th Subclass feature, Minor Feat d6 8 6 2nd 1 5 ft.
7th Fighting Technique d6 9 7 2nd 1 15 ft.
8th Ability Score Improvement, Major Feat d6 10 8 2nd 1 15 ft.
9th Technologic Trait d8 12 9 3rd 1 15 ft.
10th Subclass feature, Minor Feat d8 13 10 3rd 1 15 ft.
11th Subject Scan Improvements d8 14 11 3rd 2 15 ft.
12th Ability Score Improvement, Major Feat d8 15 12 3rd 2 15 ft.
13th Technologic Trait d10 16 13 4th 2 15 ft.
14th Subclass feature, Minor Feat d10 17 14 4th 2 15 ft.
15th Commando d10 18 15 4th 2 30 ft.
16th Ability Score Improvement, Major Feat d10 19 16 4th 2 30 ft.
17th Technologic Trait d12 20 17 5th 2 30 ft.
18th Subclass feature, Minor Feat d12 21 18 5th 2 30 ft.
19th Scout Capstone, Tech Capstone d12 22 19 5th 2 30 ft.
20th Ability Score Capstone d12 23 20 5th 2 30 ft.

Class Features

As a Scout, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Scout level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Scout level after 1st

Proficiencies


  • Skills: Any one of your choice
  • Tools: Any one of your choice

  • Armor: Light, medium, and heavy armor
  • Weapons: Simple and martial weapons

  • Saving Throws: Reflex

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) partial light armor and 250 cr; (b) minimal medium armor; or (c) 500 cr
  • (a) longsword and 150 cr; (b) longbow with 20 arrows and 255 cr; (c) two light pistols with 20 power cells and 80 cr; or (d) 500 cr
  • (a) light energy shield and 375 cr; (b) medium physical shield and 350 cr; (c) heavy physical shield; or (d) 500 cr
  • tech pad and 300 cr
UNBOUND REALMS | SCOUT

1st level: Pathfinder

You are skilled at navigating the untamed wilds. You gain the following benefits:

  • You treat terrain as one step better (from extreme to difficult or difficult to normal).
  • You can perform an additional activity while camping and traveling, making a separate ability check for each.
  • While traveling alone, you treat each travel circumstance as one step better (from tier 4 to tier 3 or tier 3 to tier 2).
  • While camping in a group, every hour you spend establishing a sanctuary counts as two hours.

1st level: Subject Scan

As a bonus action on your turn, you can scan a creature you can see within 60 feet of you. You can only have one creature scanned in this way at a time. For the next hour, or until you scan another creature, you gain the following benefits:

  • When you scan a creature, you have advantage on any ability check you make to find it while it's on the same plane or planet as you.
  • When you scan a hostile creature, once per turn when you hit it with a weapon attack, you can deal 1d4 additional damage. This die changes as you gain scout levels, as shown in the Subject Scan column of the scout table.
  • When you scan an ally, on your turn you can use your bonus action to restore 1d4 + your techcasting ability modifier hit points to the creature. This die changes as you gain scout levels, as shown in the Subject Scan column of the scout table. Once an ally has benefited from this ability, they cannot do so again until they complete a short or long rest.

Starting at 2nd level, when you would scan a creature in this way, you can expend 1 tech point to gain one of the following additional benefits for the duration. At 9th level, you can instead spend 2 tech points to gain two of these benefits, and at 17th level you can instead spend 3 tech points to gain three of these benefits:

  • Increase your critical hit range against the hostile creature by 1.
  • Increase your critical failure range against the hostile creature by 1.
  • Increase your critical success range against the hostile creature by 1.
  • Increase the duration of your Subject Scan to 24 hours.
  • Increase the range of your Subject Scan by an amount equal to 5 x your scout level.
  • Increase the ally’s critical hit range by 1 against any creature you’ve damaged in the last round.
  • Increase the ally’s critical failure range by 1 against any creature you’ve damaged in the last round.
  • Increase the ally’s critical success range by 1 against any creature you’ve damaged in the last round.

 Beginning at 5th level, you can scan a creature using your reaction on your turn, and you can use your reaction to scan a hostile creature when it enters your line of sight, provided it is within range of your Subject Scan.

2nd level: Techcasting

With the aid of your tech pad, you show your technological prowess. Chapter 10 features the complete rules for casting, and appendix D features the list of tech modules available. Those features that vary by your class are featured here.

Tech Modules Known

You learn 4 tech modules of your choice, and you learn more at higher levels, as shown in the Modules Known column of the Scout table.

High Level Casting

You may only cast tech modules at 4th and 5th level once. You regain the ability to do so after you complete a long rest.

Tech Points

You have a number of tech points equal to your Scout level, as shown in the Tech Points column of the Scout table, + your techcasting ability modifier (discussed in chapter 10).

2nd level: Fighting Practice

You are practiced with a particular style of fighting. Choose one of the fighting practice options, detailed in Chapter 6.

3rd level: Scout Routine

You've developed one routine, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Routines Known column of the scout table. Your routines have two options: individual and team. Individual options only affect you, and team options only affect creatures other than you. You can swap between the individual and team options at the start of each of your turns and when you roll initiative (no action required). The team option radiates from you and has a radius of 5 feet, which increases at higher levels, as shown in the Routine Radius column of the scout table.

3rd level: Scout Subclass

You choose a scout subclass, which is detailed at the end of the class description, after the Scout Routines.

4th level: Ability Score Improvement

Increase an ability score of your choice by 1.

4th level: Major Feat

You gain a major feat of your choice.

5th level: Technologic Trait

You gain a technologic trait.

UNBOUND REALMS | SCOUT

5th level: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

6th level: Subclass Feature

You gain a feature from your subclass.

6th level: Minor Feat

You gain a minor feat of your choice.

7th level: Fighting Technique

You're skilled in the techniques of a particular style of fighting. Choose one of the fighting technique options, detailed in Chapter 6.

8th level: Ability Score Improvement

Increase an ability score of your choice by 1.

8th level: Major Feat

You gain a major feat of your choice.

9th level: Technologic Trait

You gain a technologic trait.

10th level: Subclass Feature

You gain a feature from your subclass.

10th level: Minor Feat

You gain a minor feat of your choice.

11th level: Subject Scan Improvements

Your ability to scan a subject has improved. You gain the following benefits:

  • You can scan a second creature. You can do so as a part of scanning the first creature, or you can do so on a subsequent turn. If you try to scan a creature beyond your capacity, you must immediately terminate one of your existing scans.
  • If you spend tech points to gain benefits for a scanned creature, those benefits apply to all scanned creatures.

12th level: Ability Score Improvement

Increase an ability score of your choice by 1.

12th level: Major Feat

You gain a major feat of your choice.

13th level: Technologic Trait

You gain a technologic trait.

14th level: Subclass Feature

You gain a feature from your subclass.

14th level: Minor Feat

You gain a minor feat of your choice.

15th level: Commando

You have advantage on saving throws against modules.

Additionally, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Lastly, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

16th level: Ability Score Improvement

Increase an ability score of your choice by 1.

16th level: Major Feat

You gain a major feat of your choice.

17th level: Technologic Trait

You gain a technologic trait.

18th level: Subclass Feature

You gain a feature from your subclass.

18th level: Minor Feat

You gain a minor feat of your choice.

19th level: Scout Capstone

You can mark a third creature as your quarry. You can do so as a part of marking the first creature, or you can do so on a subsequent turn.

Additionally, the team options for routines now benefit you as well, instead of having to choose.

19th level: Tech Capstone

When you roll initiative, you can choose to recover up to six expended tech points. Once you've done so, you must complete a short or long rest before you can do so again.

20th level: Ability Score Capstone

Increase two different ability scores of your choice by 2. The maximum for these scores increases by 2.

UNBOUND REALMS | SCOUT

Scout Routines

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

Initiative Routine

  • Individual: Your tier of proficiency in initiative checks increases by two steps (to proficient or from trained or proficient to expertise). If you’ve already rolled initiative, this impacts your current initiative as well.
  • Team: Allies’ tier of proficiency in initiative checks increases by one step (to trained, from trained to proficient, or from proficient to expertise). If you’ve already rolled initiative, this impacts your current initiative as well.

Offensive Routine

  • Individual: Once per turn, you can add your techcasting ability modifier to one attack roll and one damage roll.
  • Team: Once per turn, allies can add half your techcasting ability modifier to one attack roll and one damage roll.

Defensive Routine

  • Individual: Once per round, you can add your techcasting ability modifier to one saving throw you make.
  • Team: Once per round, allies can add half your techcasting ability modifier to one saving throw they make.

Resistive Routine

  • Individual: You have resistance to damage from modules and tech attacks against you have disadvantage.
  • Team: Allies have resistance to damage from modules.

Mobile Routine

  • Individual: Your speed increases by 20 feet.
  • Team: Allies’ speeds increase by 10 feet.

Hunter’s Routine

  • Individual: Your tier of vision increases by two steps (to darkvision or from dimvision or darkvision to nightvision).
  • Team: Allies’ tier of vision increases by one step (to dimvision, from dimvision to darkvision, or from darkvision to nightvision).

Elevation Routine

  • Individual: While dominating a creature, your level of dominance against that creature increases by two steps (from lightly or moderately to heavily). While dominating a creature, your ranged attacks reduce partial cover by two steps (from heavily to lightly or moderately or lightly to none).
  • Team: While dominating a creature, allies’ level of dominance against that creature increases by one step (from lightly to moderately or moderately to heavily). While dominating a creature, allies’ ranged attacks reduce partial cover by one step (from heavily to moderately, moderately to lightly, or lightly to none).

Shielding Routine

  • Individual: When you roll initiative, you gain 2 Shielded levels, which lasts for 1 minute or until you roll initiative again, whichever happens first. This increases to 3 levels at 9th level and 4 levels at 17th level.
  • Team: When you roll initiative, allies gain 1 Shielded level, which lasts for 1 minute or until you roll initiative again, whichever happens first. This increases to 2 levels at 9th level and 3 levels at 17th level.

Warden's Routine

  • Individual: You gain a climbing, crawling, and swimming speed equal to your walking speed, and you can take the Dash action as a bonus action.
  • Team: Allies gain climbing, crawling, and swimming speeds equal to their walking speeds.
UNBOUND REALMS | SCOUT
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