Tải bản đầy đủ (.pdf) (1 trang)

Samurai sheepdog book of many things vol 132

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (288.75 KB, 1 trang )

Scout
A scout is a character who travels ahead of the rest of the
group, checking for traps, hazards, and potential enemies. The
scout handles each of these in its own way, be it diplomatically,
or with the end of a well placed dagger.
In social settings, the scout handles the interactions the party
may have with locals, monsters, and other entities. They are the
face of the group, and may act as the party leader, either up front
or from behind the scenes. Bards, rogues, sorcerers, and other
charismatic characters often benefit most from this kit, but any
character can achieve the same general results with some focus.
Needle in a Haystack: You can use Perception (rather than
Survival) to follow tracks. After you track a creature using the
Perception skill, you gain a +2 insight bonus on Perception checks
to avoid being surprised by that creature for 1 hour. If you have
10 or more ranks in Perception, this bonus increases to +4.
Quick Favor: Once per day, you can decrease the time required
for a Diplomacy check to gather information to 4d10 minutes
when you use Diplomacy to gather information again just after
you previously gathered information there (whether or not the
previous attempt was successful).

Gloves of the Shortened Path
Once per day on command, the wearer can extend her reach
to any non-adjacent square within line of sight. For the next 10
rounds, she can touch anything in that square as if it were her
own square, as long as she has line of effect to the target square.
She may change the targeted square as a swift action.
When using the gloves to touch, attack, or manipulate anything
in the square, the wearer’s arms and hands also appear in that
square, allowing creatures and effects to target her as if she



were in that square. She cannot use this connection to transfer
anything from her square to the target square, or vice versa. If
she drops anything, it lands in her square. She can use her hands
(including natural attacks from those hands, if any), hand-held
objects (such as lockpicks), and melee weapons in that square
as if she were there. The square is part of her threatened area,
though she cannot use the gloves to provide flanking for herself.
She cannot use the gloves to grapple, make ranged attacks, or
make attacks that require her to move out of her actual square
(such as a bull rush combat maneuver).
Interacting with the target square is distracting, and anything
that threatens her in her actual square automatically flanks her.
If the wearer or her square is blocked from using teleportation
or planar travel effects (such as dimensional anchor), the gloves
do not function. She cannot use the gloves to target a square
protected by such an effect.

Hand of Stone
If the wearer spends a standard action concentrating on the
hand, she gains tremorsense out to a range of 30 feet until
the start of her next turn. This ability only allows her to sense
creatures and objects that are in contact with earth or stone.
Sleeves of Many Garments
The wearer of these sleeves can, when she slips them on,
choose to transform the appearance of her current garments
into any other non-magical set of clothing. These new clothes
fit her perfectly and are always clean and mended unless she
specifically designates otherwise. When she removes the sleeves,
her clothes revert to their original form.


Scout Advancement
Character
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Feats
Skill Focus (perception)

Needle in a Haystack


Persuasive

Quick Favor

Signature Skill (stealth)

Improved Initiative

Skill Focus (stealth)

Alertness

Uncanny Alertness

Skill Focus (sense motive)


Ability
Increase



Dexterity



Dexterity




Dexterity



Dexterity



Dexterity

Suggested Equipment
dungeoneering kit, thieves’ tools
elixir of hiding, sleeves of many garments
currency purse v2
cloak of resistance +1, +1 armor (add cost of armor to total)
belt of incredible dexterity +2
headband of inspire wisdom +2
jaunt boots
ring of mind shielding
add effect for cape of the mountebank
trade for headband of mental superiority +2, +1 weapon
ring of invisibility
increase belt to +4 and cloak to +3
increase armor to +2, gloves of the shortened path
increase weapon to +3, hand of stone
increase belt to +6 and cloak to +4
increase headband to +4, cloak to +5, and armor to +4
increase headband to +6 and weapon to +4
robe of eyes
increase armor to +5, manual of quickness in action +5

truesight goggles

Total Cost
45 gp
495 gp
1,995 gp
4,145 gp
8,145 gp
12,145 gp
19,345 gp
27,345 gp
38,645 gp
52,645 gp
72,645 gp
96,645 gp
126,645 gp
169,645 gp
221,845 gp
290,845 gp
384,845 gp
504,845 gp
651,345 gp
836,145 gp

131



×