B1 04 T3 - The Scout

by AspireGames

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The Scout

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

Class Traits

As a Scout, you gain the following class traits.

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 two of your choice

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

  • Saving Throws: Reflex

Equipment


  • Armor: (a) partial light armor and 400 cr; (b) minimal medium armor and 250 cr; (c) minimal heavy armor; or (d) 500 cr
  • Shield: (a) light physical shield and 450 cr; (b) medium physical shield and 375 cr; (c) heavy physical shield and 250 cr; or (d) 500 cr
  • Weapon: (a) longsword and 150 cr; (b) longbow with 20 arrows and 255 cr; or (c) 500 cr
  • School: tech pad and 300 cr
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Class Features

As a Scout, you gain the following class features.

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 been healed in this way, they cannot do so again until they complete a short 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 to 120 feet. This increases to 300 feet at 11th 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

You are a partial Technologist. See chapter 10 for the full rules of techcasting.

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. You can choose your trait or role on the table below to determine it randomly.

d8 Trait
1 Carrying Caster
2 Jumping Caster
3 Resourceful Techcaster
4 Skillful Caster
d8 Trait
5 Technologist
6 Throwing Caster
7 Variable Techcaster
8 Vaulting Caster
UNBOUND REALMS | CLASSES | THE TECHNOLOGISTS | 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 an additional 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 an additional 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 an additional 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. This feature refreshes after a short rest.

20th level: Ability Score Capstone

Increase an ability score of your choice by 2. Your maximum for this score increases by 2. Then, do so a second time.

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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.

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).

Huntsman’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).

Mobile Routine

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

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.

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.
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Focused Scout

Focused Scouts use their knowledge to elevate their allies and cripple their foes with tactical precision.

3rd level: Subclass Traits

As a Focused Scout, you gain the following subclass traits.


  • Linguist: You learn one language of your choice.
  • Skill Proficient: You are proficient in Perception.
  • Tool Proficient: You are proficient in artisan's implements.

3rd level: Focus

Your training allows you to harness the natural energy of focus. Chapter 10 features the complete rules for focus.

Focus Points. Your access to this energy is represented by a number of focus points equal to half your Esper level + your focus ability modifier (discussed below).

Focus Ability. You use your techcasting ability for your focus ability.

Focus Features. You can spend these points to fuel various focus features. You start knowing three such features: One, Two, Three.

Beneficial Scan

When you use your Subject Scan feature on a friendly creature, you can spend 1 focus point to apply 1 level of a leveled beneficial condition of your choice, which lasts for 1 minute or when the Subject Scan ends, whichever happens first.

Concentrating Scan

When you use your Subject Scan feature, you can spend 1 focus point to not have that scan count against your maximum. If you do so, it requires concentration.

Detrimental Scan

When you use your Subject Scan feature on a hostile creature, you can spend 1 focus point to apply 1 level of a leveled detrimental condition of your choice, which lasts for 1 minute or when the Subject Scan ends, whichever happens first.

3rd level: Focus Scan

You've learned to apply greater focus to your Subject Scan.

  • While you have an ally scanned, you can use your bonus action to buff the ally, applying 1 level of a leveled beneficial condition of your choice, which lasts for 1 round. Once you've buffed a creature and 1 minute has passed, you can't buff that creature in this way again until you complete a short rest.
  • While you have a hostile creature scanned, you can use your bonus action to debuff the enemy, applying 1 level of a leveled detrimental condition of your choice, which lasts for 1 round. Once you've debuffed a creature and 1 minute has passed, you can't debuff that creature in this way again until you complete a short rest.

6th level: Extra Bonus Action

You can take a second bonus action on each of your turns. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a short rest.

10th level: Inverse Conditions

You gain the following benefits:

  • You can use your bonus action to end 1 level of a leveled detrimental condition affecting an ally that is benefitting from a leveled beneficial condition you applied.
  • You can use your bonus action to end 1 level of a leveled beneficial condition affecting a hostile creature that is suffering from a leveled detrimental condition you applied.

If a creature you would affect in this way is the target of your Subject Scan, you can use this feature as a part of the same bonus action you use for your Focus Scan feature.

14th level: Focus Improvements

You learn improvements that allow you to better hone your focus abilities.

Beneficial Scan

When you use your Beneficial Scan feature, you can spend 1 additional focus point to add a second level of the chosen condition. If you do so, the duration of both levels last for the duration of the scan, minimum of 1 minute.

Concentrating Scan

When you use your Concentrating Scan feature, you can spend 1 additional focus point to not have the scan require concentration. You can only have one instance of this effect active at a time.

Detrimental Scan

When you use your Detrimental Scan feature, you can spend 1 additional focus point to add a second level of the chosen condition. If you do so, the duration of both levels last for the duration of the scan, minimum of 1 minute.

18th level: Redistribution

As an action on your turn, you can immediately end up to 6 levels of leveled beneficial conditions and up to 6 levels of leveled detrimental conditions affecting creatures you can see within 60 feet. You can then immediately apply those conditions to other creatures you can see within 60 feet. You can apply no more than 3 levels of the same condition to the same creature in this way, and the duration of each level applied in this way is 1 minute.

This feature refreshes after a short rest.

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Hunter Scout

Hunter Scouts transform the battlefield into a deadly maze, luring foes to their doom with perfectly placed snares and hidden traps.

3rd level: Subclass Traits

As a Hunter Scout, you gain the following subclass traits.


  • Skill Proficient: You are proficient in Survival.
  • Tool Proficient: You are proficient in herbology kits and trapping kits.

3rd level: Hunter Consumables

You learn to create special consumable infusions. Over the course of a short rest, you can create two infusions from those you know. You can create a third infusion at 5th level, fourth at 9th level, fifth at 13th level, and sixth at 17th level. Your infusions can only be used by you, and they lose their potency at the end of your next short rest.

You start with one such infusion option from the following adventuring gear options: snare trap, spike trap, tangleroot, or tincture. You can choose another option from the list at 6th, 14th, and 18th levels. If an infusion option deals damage, it deals an additional damage die at 5th, 11th, and 17th level.

Additionally, when determining the save DC of Herbology and Trap adventuring gear, you can use your tech save DC if it would be higher than the item’s DC.

3rd level: Hunter's Scan

When you use your Subject Scan on a hostile creature, they have disadvantage on ability checks to notice your concealed objects.

Additionally, if the creature triggers a hidden trap you control, they have disadvantage on the saving throw they make against it.

6th level: Hunter Practice

You gain the Hunter fighting practice.

10th level: Hunter Technique

You gain the Hunter fighting technique.

14th level: Painful Traps

Creatures who are affected by an Herbology or Trap adventuring gear you control take an additional 1d10 damage whenever they take damage.

18th level: Expanding Traps

When you deploy a trap, you can spend 1 minute expanding it. If you do so, the trap can affect a creature up to two size categories larger.

Spotting Scout

Spotting Scouts, with their eyes like a hawk's, chart every shadow and movement, ensuring their allies never walk into an unseen danger.

3rd level: Subclass Traits

As a Spotting Scout, you gain the following subclass traits.


  • Keen Sight: The sense ranges at which you can see are each doubled.
  • Skill Proficient: You are proficient in your choice of Investigation or Perception.
  • Vision, Dim: You gain dimvision.

3rd level: Spotter's Scan

When you use your Subject Scan on a friendly creature, you can see as if you are in that creature's space. You can cast modules, make weapon attacks, and take similar actions using that creature's line of sight and line of effect as your own.

3rd level: Spotting Practice

You gain the Spotting fighting practice.

6th level: Long Watch

When a creature is revealed to you, whether through failing to hide from you or otherwise becoming visible, and it is within 120 feet of you, it provokes an opportunity attack from you, and you can make a ranged weapon attack with a ranged weapon for that opportunity attack.

10th level: Spotting Technique

You gain the Spotting fighting technique.

14th level: Master Plan

As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following ability test types: ability check, attack roll, or saving throw. Each creature gains a Master Plan die, which is a d10. This die becomes a d12 at 17th level. Once within the next 10 minutes, each creature can roll the die as a boon die when they make the chosen test.

Once you’ve used this feature, you must complete a short rest before you can use it again.

18th level: Spotter's Resilience

Whenever you take damage, you can use your reaction to gain resistance to the damage provided you can see the damage's source.

UNBOUND REALMS | CLASSES | THE TECHNOLOGISTS | SCOUT
UNBOUND REALMS | CLASSES | THE TECHNOLOGISTS | SCOUT

Artillerist Scout (Likely Book 4)

With a practiced eye, the Artillery Scout surveys the battlefield, their every observation a silent prelude to the storm of fire about to descend.

3rd level: Subclass Traits

You gain proficiency in artillerist's implements, as well as the Expert Thrower and Keen Sight traits.

3rd level: Artillerist Scan

You can now use your Subject Scan feature on a surface within 60 feet of you that you can see. You can treat any creatures inside this space as if they are the target of your Subject Scan feature. Additionally, when a creature is hit by a tech attack or fails a saving throw against a module you cast that deals damage, you can apply your Subject Scan damage to that creature.

Your scan has a diameter of 10 feet when scanning in this way. This increases to 20 feet at 7th level and 30 feet at 15th level.

3rd level: Modular Munitions

When you cast a module, rather than having it take effect instantly, you can choose to delay the effect to occur on initiative count 20 (losing all initiative ties). When you do so, any creature that leaves the affected area of your module is unaffected when the module occurs. If the power would only target one creature, and that creature moves from the space it was in when you cast the power, the module automatically misses if it would call for an attack roll, as if you had rolled a 1 on the attack, and the creature automatically succeeds on the saving throw against the power if it calls for a saving throw, as if it had rolled a 20 on the save.

Additionally, when you cast a module and choose to delay it in this way, and that module would deal damage, you can apply one of the following additional empowerment effects:

  • Flashbang: Each creature damaged by this power must succeed on a Fortitude saving throw or be blinded and deafened until the start of your next turn.
  • Mire: Each creature damaged by this power must succeed on a Reflex saving throw or gain one slowed level until the start of your next turn.
  • Psyche: Each creature damaged by this power must succeed on a Will saving throw or become frightened until the start of your next turn.

If an empowerment effect calls for a saving throw, the DC equals your tech save DC.

You can use these features a combined total of twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a short rest.

While you have no remaining uses of this feature, you can instead expend 1 tech point to use it. When you do so, your maximum tech points are reduced by 1 until you complete a long rest.

6th level: Sundered Defenses

Your precise bombardments make even the most hardened defenses crumble. When you cast a power that calls for a tech attack or a Dexterity saving throw, it reduces partial cover by one step (from three-quarters to half or half to one-quarter) against creatures affected by it. If an affected creature has one-quarter cover, your power ignores it entirely.

10th level: Target Masking

You are familiar with various turrets and defensive emplacements, and their operation.

As a bonus action, you can activate a masking effect to confuse the targeting of constructs for 1 minute. Any construct who targets you with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw against your tech save DC. On a failed save, the construct must choose a new target or lose the attack or power. This power doesn't protect you from area effects.

You can use this feature a combined total of four times. You gain an additional use at 13th and 17th levels. All uses refresh after a long rest.

14th level: Siege Artillery

Your weapons and modules deal double damage to objects and structures.

18th level: Master of Ordnance

You can now expend two uses of your Modular Munitions feature when you cast a module to apply two empowerment effects, instead of only one. Additionally, you gain three additional empowerment effects:

  • Confusion: Each creature damaged by this power must make a Will saving throw. On a failure, on its next turn, a creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • Knockout: Each creature damaged by this power must succeed on a Fortitude saving throw or be knocked prone.
  • Static: Each creature damaged by this power must succeed on an Reflex saving throw or become dazed until the start of your next turn.

Additionally, when you would spend 1 tech point to apply an empowerment effect, it no longer reduces your maximum tech points.

UNBOUND REALMS | CLASSES | THE TECHNOLOGISTS | SCOUT