Reconnoiter

The reconnoiters of Sulos have always played a critical role on the battlefields of the numerous skirmishes and wars to have ravaged the world. Often mounted upon their trusty animal companions, reconnoiters are quick and stealthy combatants, who are rarely seen unless they choose to be. Reconnoiters have an affinity for nature, a plethora of valuable skills, and a love for adventure.

Hit Die: D6

Alignment: Any

Class Skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope

Skill Points: 8 + Intelligence modifier (x4 at 1st level) 

LevelBABFortitudeReflexWillSpecial
1+0+0+2+0A. Companion
2+1+0+3+0 
3+2+1+3+1U. Dodge
4+3+1+4+1 
5+3+1+4+1 
6+4+2+5+2Trackless Step
7+5+2+5+2 
8+6/+1+2+6+2 
9+6/+1+3+6+3Evasion
10+7/+2+3+7+3 
11+8/+3+3+7+3 
12+9/+4+4+8+4Flawless Stride
13+9/+4+4+8+4 
14+10/+5+4+9+4 
15+11/+6/+1+5+9+5Camouflage
16+12/+7/+2+5+10+5 
17+12/+7/+2+5+10+5 
18+13/+8/+3+6+11+6H.I.P.S.
19+14/+9/+4+6+11+6 
20+15/+10/+5+6+12+6 
 
 
 
 
LevelSkirmishRide BonusShiftingM. Combat
1+1d6  M. Combat
2+1d6   
3+1d6, +1 AC+1  
4+1d6, +1 AC Bonus Feat 
5+2d6, +1 AC   
6+2d6, +2 AC+2  
7+2d6, +2 AC   
8+2d6, +2 AC Bonus Feat 
9+3d6, +2 AC+3  
10+3d6, +2 AC  M. Skirmish
11+3d6, +3 AC   
12+3d6, +3 AC+4Bonus Feat 
13+4d6, +3 AC   
14+4d6, +3 AC   
15+4d6, +4 AC+5  
16+4d6, +4 AC Bonus Feat 
17+5d6, +4 AC   
18+5d6, +4 AC+6  
19+5d6, +5 AC   
20+5d6, +5 AC Bonus FeatM. Assault

Reconnoiter Class Features

All of the following are class features of the reconnoiter class.

Weapon and Armor Proficiencies

A reconnoiter is proficient in all simple weapons, plus the hand axe, throwing axe, short sword, and short bow. Reconnoiters are proficient with light armor, but not with shields

Skirmish (Ex)

A reconnoiters relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes in any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the ranger’s turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage applies only against living creatures that have discernable anatomies. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. The reconnoiter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Reconnoiters can apply this extra damage to ranged attacks, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to AC during any round in which she moves at least ten feet. The bonus applies as soon as the scout has moved ten feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd. A reconnoiter loses this ability when wearing medium or heavy armor, or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Animal Companion (Ex)

A reconnoiter begins play with an animal companion. This loyal companion shares a special bond with the scout and is functionally identical to a druid’s animal companion.

Mounted Combat (Ex)

At 1st level, a reconnoiter gains the mounted combat feat as a bonus feat.

Uncanny Dodge (Ex)

At 2nd level, a reconnoiter can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However she still loses her dexterity bonus to AC if immobilized. If a reconnoiter already has uncanny dodge from another class, she gains improved uncanny dodge instead.

Ride Bonus (Ex)

At 3rd level, a reconnoiter gains a +1 bonus to ride checks. This bonus increases by 1 for every three levels the reconnoiter gains thereafter.

Shifting (Su)

Starting at 4th level, a reconnoiter may tap into his affinity for nature to gain short bursts of physical power. Once per day (per shifter feat), a reconnoiter can enter a state that is in tune with the power of nature. Each reconnoiter has one of ten shifter traits---characteristics that manifest themselves when a character is shifting. Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores, and grants some other advantages as well.

Shifting is a free action and lasts for a number of rounds equal to 3 + the character’s constitution modifier. Every shifter feat selected after her first shifter feat, enables a scout to shift 1 additional time per day.

See the variant druid for shifter traits

Trackless Step (Ex)

At 6th level, a reconnoiter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and other similar terrain) at her normal speed and without taking damage or suffering any other impairment. However terrain enchanted or magically manipulated to impede motion still affects her.

Evasion (Ex)

Beginning at 9th level, a reconnoiter can avoid even magical or unusual attacks with great agility. If she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the scout is wearing light armor or no armor. A helpless reconnoiter cannot use evasion.

Mounted Skirmish (Ex)

At 10th level, a reconnoiter riding her animal companion or any other mount, may use her skirmish ability as though the movements of her mount were her own. Therefore even while mounted, a reconnoiter retains the use of her skirmish ability.

Flawless Stride (Ex)

Starting at 12th level, a reconnoiter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed, and without taking damage, or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a clime or swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A reconnoiter loses this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.

Camouflage (Ex)

At 15th level, a reconnoiter can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex)

At 18th level, a reconnoiter can use the hide skill in any sort of natural terrain, even while being observed.

Mounted Assault (Ex)

At 20th level, a reconnoiter may use the full attack action while mounted, even when her mount has moved more than 5’ in a round.