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Class record

Scout

Utility / Striker

Tier
2
Difficulty
2 / 5
Main role
Utility
Secondary role
Striker

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Rogue or Ranger mastered

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 skill points to spend on Appraise, Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry, Art or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

In the frostbitten silence at the edge of the Astra Lands, survival doesn’t just come from strength, it comes from knowing where not to step. The first to cross the threshold past Mirane were not conquerors or scholars, but a scattered few with sharpened senses and silent tread.

It was the scouts, led by Elyne Ravas, that laid the first trail into the Astra Lands. Long, long before the existence of the Dragon Claw Alliance or the Mirane Expeditioner's Alliance, they were the ones that cleared the path, placed the first markers and discovered how vast the lands truly were. The things learned during that time were passed on and are still shared to this day.

The scout’s role is not simply to guide, but to witness. To thread through impossible terrain, observe the unspeakable, and return with clarity while others return with nothing at all. Whether alone or among allies, they mark the path. Not for glory, but so others may live long enough to see it.

"Eyes sharp, steps light. Leave no echo but the truth." -Ravas

Tactical guidance

Playing Scout

The scout is a class that allows for more solo play than would normally be possible. With the high bonuses given from Independant Actor and the scout's retreat ability, a scout operating alone is unlikely to be caught out and trapped before they can escape.

When you are forced to work in a team, you can take point with their Pathfinder ability and allow allies to move up unimpeded. With squadsight, you can spot out hidden enemies for your allies as well as increase the range of their ranged attacks. This can be very useful to allow allies that only have a light ranged weapon to fire at enemies further away.

To move up in a fight without getting focused, you have Hide in bush. It won't work in every environment, but it allows you to remain hidden even if the terrain would normally be too open or there would be too many sight lines from different angles.

Finally, your secret art is a powerful opening move that does require you to start the battle in stealth. It also requires you to use it as your first attack, but it's an auto hit attack that deals maximum damage and allows you to remain stealthed as a bonus.

Scout

Class features

Abilities unlocked

Complete rules for every ability granted by Scout.

Class feature

Benefit 1

When working alone (No known allies within 300ft of you) you gain a +10 bonus to Perception, Insight, Survival and Stealth checks. Must be alone for at least 15 minutes to gain this benefit.

Benefit 2

You gain a +5 bonus in Art (Cartography) expertise. This is not doubled for expertise bonus.

Benefit 3

You may use Scout’s Retreat.

Benefit 4

Having an Aetherie or similar connection active automatically fails the ‘No known allies’ requirements.

Ability

Squadsight

0 RP1 MP
Range
300ft

An ally that can see or hear you within range may use your Perception score until the start of your next turn. They may also see from your position rather than their own and they may calculate their ranged weapon range (but not LoS) from your position instead of their own. This new range may not exceed twice their normal range.

Ability

Pathfinder

1 AP
Range
Self
Keywords
Stealth

You may move up to your speed and you ignore difficult terrain penalties for this movement. Until the start of your next turn, all terrain within 20ft of you is not considered difficult terrain for your allies.

2 AP1 MP
Range
Self

You take the Hide action and are considered to be in cover for the purposes of remaining stealthed. This lasts until you take any action or speak.

Requirements

Must be in natural terrain.

2 AP
Range
Ranged Weapon Range

You make a Heavy attack that does maximum damage instead of rolling. This attack does not break your stealth.

Requirements

Enemy must be unaware of your presence. Can only be used on the first turn of an encounter and must be your first attack.