5E – Roguish Archtype – The Scout

This archetype owes its existence to the Scout “NPC” class from Dragon #161 for AD&D 1E. Not that I would have ever have expected it, but it was a very popular option for a large number of players for pretty much all the reasons suggested by the article itself, you get a thief without having to worry about them picking your pocket, as well as some other abilities that made it extremely useful for adventuring groups. This version isn’t quite so “not a thief” but I think it actually makes better overall sense and makes it useful as either the Scout or the Bandit NPC class from Dragon #63 – another class that was available to my players but not very popular.

———————————————————————————————————————————-

The Scout

Not all Rogues are thieves or other urban entrepreneurs, some live and work in rural areas – sometimes as bandits and sometimes as scouts for caravans, the military, or other authorities. In either case, Scouts have great advantages when operating in the wilderness and have focused their skills and abilities to creating and discerning ambushes, as well as Stealth and Survival in the same environment which allows them to track targets with a great deal of success.

Bonus Expert Proficiency

When chosen at 3rd level the Scout archetype gains the Survival proficiency, as well as gaining Expertise (double Proficiency Bonus) in it.

Woodwise

Beginning at 3rd level, Scouts have Advantage on Perceptions checks to detect Ambush.

Camouflage

At 9th level, Scouts become highly skilled at camouflage in natural surroundings. Not only can they attempt to Hide when they are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena, they gain double Proficiency bonus for Stealth when remaining motionless.

Pathfinder

At 13th level, the Scout ignores the movement penalties for non-magical terrain, as well as the damage or conditions that are incurred from non-magical plants or terrain. Scouts are also able to blaze a trail for companions to avoid the effects of non-magical plants and terrain, though this treats the terrain as Difficult for all involved.

Uncanny Awareness

Scouts develop greatly heightened senses at 17th level. This allows them to detect Illusions on a passive Perception check rather than having to take an action. They also have Advantage when actively trying to discern Illusions as an action.

Advertisements
Categories: Campaign Development, Game Design, House Rules | Tags: , , , , , | Leave a comment

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Blog at WordPress.com.

%d bloggers like this: