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 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 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 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