Resource Title:   ORC SCOUT
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Terry Zimmerman
ORCS
Word Document of Orc Scout
November 21, 2003
A class for orc player characters and NPC's..


The content below is an article written by Terry Zimmerman. This article presents gaming information for a "d20 format" orc character class. All information contained within is protected by copyright laws of Canada.

 

 
An orc scout is an expert in wilderness surveillance. Using their keen senses and vast knowledge of the wilderness the orc scout thrives on stalking his prey. Orc scouts are typically quick and agile orcs who are usually smaller in stature and not cut out for melee combat. They have a natural affinity for the wilderness and feel like a fish out of water when not within the wilds. As orcs tend to be very nomadic the scouts are accustomed to many varied wilderness terrains.

Typically orc scouts are used for either tracking, reconnaissance or as a covert sentry. Orc scouts are also intensely trained in the use of a shortbow and quickly become masters of the weapon. Often they are needed to shoot down fleeing foes or to stealthily eliminate a potential threat.

Regardless of their duty, orc scouts are always very stealthy and aware of their surroundings. Often they have been called Shadowslingers, as they seemingly appear out of no-where and sling forth a multitude of arrows - only to vanish from the shadows they appeared from.

Characteristics:   Orc scouts are masters of the wilderness and many of their abilities are only useful when in the wilderness. The orc scout relies on his stealth and archery skills when performing his duties. They are very agile orcs and are quite good at evading damage from magical and physical attacks. They are also fairly adept at setting traps. An orc scout also has a good understanding of basic anatomy and therefore can increase their damage potential when their opponent is not aware of them. When not on active scout duties, the orc scouts are typically posted in a perimeter around orc encampments or settlements as concealed sentries.

Alignment:  Any. As much of an orc scout's job requires great patience and discretion, some chaotic orc characters may find it difficult to maintain these requirements.

Religion:  Scout's will typically follow the theology of the clan in which they were raised. Gruumsh and Shargaas are their preferred deities.

Background:  As youth, potential orc scouts are quickly identified as being poor warriors. They are usually orcs smaller in build and learn to keep alive by hiding from the larger orcs and stealing what they need. Should they be able to prove their usefulness with a bow and demonstrate adeptness at tracking then they are given respect and assigned a post as a scout for the clan.

Races:  Almost all scouts are orcs. Some clan-raised half-orcs become scouts as in their youthful years they too learn that they are weaker than most of the orcs and that hiding and stealing will keep them alive longer. A few half-orcs who have deserted their clan learn to live off the land as scouts.

Other Classes:  Orc Scouts don't typically associate with the fighting troops of the clan, (Warriors, Ragers and Brawlers), as they are viewed as lesser orcs. Orc scouts best relate to Orc Spirit Talkers as they supply them with various poisons for their bows and they each share a similar knowledge of the wilds. Orc Shamans and Orc Casters they generally avoided due to a slight fear of their magical abilities. Orc Bangers are viewed with indifference. Wizards of any race are feared. Scouts will either remain out of their sight, or will attempt to sneak up and kill them quickly.

Game Rule Information

Orc scouts have the following game statistics:

Abilities:  Dexterity is very important for an orc scout assisting in many of his skills and his ranged attack ability. Wisdom and Intelligence are also very important for a scout's skills.

Alignment:  any

Hit Die:  d6

Class Skills The scout's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

     Skill Points at 1st Level: 8 + Int modifier) X 4.
     Skill Points at Each Additional Level: 8 + Int modifier.

Class Features

All of the following are class features of the orc scout:

Weapon and Armor Proficiency:  Scouts are proficient with all simple weapons plus the shortbow. Orc scouts are proficient with light armor, but not with shields.

 
 Level
Base Attack
Bonus
Fort.
Save
Ref.
Save
Will
Save
 
Special
1 +0 +0 +2 +0 Scout Sense +1, Find Traps, Weapon Focus (Shortbow)
2 +1 +0 +3 +0 Sneak Attack 1d6, Track
3 +2 +1 +3 +1 Evasion, Poison Use
4 +3 +1 +4 +1 Scout Sense +2
5 +3 +1 +4 +1 Sneak Attack +2d6, Archery
6 +4 +2 +5 +2 Uncanny Dodge, Blind-Fight (Wilderness)
7 +5 +2 +5 +2 Woodland Stride, Scout Bonus Feat
8 +6/+1 +2 +6 +2 Sneak Attack +3d6, Scout Sense +3
9 +6/+1 +3 +6 +3 Swift Tracker, Improved Uncanny Dodge
10 +7/+2 +3 +7 +3 Scent
11 +8/+3 +3 +7 +3 Sneak Attack +4d6, Improved Archery, Shadow Archery
12 +9/+4 +4 +8 +4 Scout Sense +4
13 +9/+4 +4 +8 +4 Special Ability
14 +10/+5 +4 +9 +4 Sneak Attack +5d6
15 +11/+6/+1 +5 +9 +5 Woodland Hide
16 +12/+7/+2 +5 +10 +5 Scout Sense +5
17 +12/+7/+2 +5 +10 +5 Sneak Attack +6d6, Greater Archery, Improved Shadow Archery
18 +13/+8/+3 +6 +11 +6  
19 +14/+9/+4 +6 +11 +6 Special Ability
20 +15/+10/+5 +6 +12 +6 Sneak Attack +7d6, Scout Sense +6, Improved Scent
 
Scout Sense:  At first level and then every fourth level, the scout gains a bonus to his scouting senses while wearing light or no armor. When in the wilderness the scout gains the Scout Sense bonus to any difficulty checks made with the following skills: Craft (Trapmaking), Hide, Listen, Spot, Survival and Find Traps. The scout looses this ability (temporarily) should any other class levels exceed his level in orc scout.

Find Traps:  At first level the orc scout gains unique senses attuned to finding and avoiding traps. There are three components to this ability - all of which are subject to the bonus provided by Scout Sense.

  • Sense Traps (Ex):  The scout can make a search check by passing within 5' of a trap set in the wilderness without actively looking for a trap - albeit at a -4 penalty. (The DM may want to make a difficulty check in secret for this).
  • Avoid Traps (Ex):  By relying on his quick reflexes the scout has an increased chance to avoid traps set in the wilderness. The orc scout gains a bonus equal to his Scout Sense bonus towards Reflex saves made to avoid traps and a similar bonus as a dodge bonus to AC towards avoiding attacks made by traps.
  • Trapfinding:  This is the virtually the same ability as the Trapfinding ability as described in the Rogue class in the Player's Handbook. This ability only applies to traps set in the wilderness.
Weapon Focus:  At first level the scout gains the Weapon Focus (Shortbow) feat as a bonus feat.

Sneak Attack:  At second level the scout gains the Sneak Attack ability as described in the Rogue class in the Player's Handbook. This ability improves every three levels.

Track:  At second level the scout gains the Track feat as a bonus feat.

Evasion (Ex):  At third level the scout gains the Evasion ability as described in the Rogue class in the Player's Handbook.

Poison Use:  At third level the scout has used enough poisons to have learnt how to apply them to weapons (usually arrows) without poisoning themselves. They do not suffer the 5% chance of poisoning themselves that characters without this skill are normally subject to.

Archery:  At fifth level the orc scout has learnt how to deliver powerful and effective blows with his shortbow and gains Weapon Specialization (Shortbow). Should the scout already be specialized in the shortbow then he gains a Scout Bonus Feat as gained at seventh level.

Additionally this ability confers a +1 magical weapon effect to arrows shot at opponents with damage resistance. The arrows themselves do not gain the +1 bonus a magical weapon would have towards hitting or damaging the opponent. When employing this ability, the orc scout draws back strongly on the string of the bow, preventing him from using the Manyshot or Rapid Shot feats and risks snapping the bowstring on a to hit roll of 1 or 20. On a 1 the string breaks and no shot is made. On a 20 the string breaks after the arrow is shot - the chance for a critical hit still applies.

Uncanny Dodge (Ex):  At sixth level the scout gains the Uncanny Dodge ability as described in the Rogue class in the Player's Handbook.

Blind-Fight (Wilderness) (Ex):  At sixth level the scout gains the abilities of the Blind Fight feat when used in the wilderness. If the scout already has the Blind-Fight feat then he gains no additional benefit from this ability.

Woodland Stride (Ex):  At seventh level the scout gains the Woodland Stride ability as described in the Ranger class in the Player's Handbook.

Scout Bonus Feat:  At seventh level the scout gains a bonus feat which must be chosen from the following list: Far Shot, Improved Critical, Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, or Shot on the Run.

Swift Tracker (Ex):  At ninth level the scout gains the Swift Tracker ability as described in the Ranger class in the Player's Handbook.

Scent (Ex):  At tenth level the orc scout's sense of smell has become very acute and he gains the Scent ability as described in the Monster Manual. When tracking by scent the scout can only move at half his normal movement rate.

Improved Archery:  At eleventh level the orc scout has furthered his mastery of the shortbow and gains the benefits of Greater Weapon Specialization (Shortbow). Should the scout already have greater specialization in the shortbow then he gains a Scout Bonus Feat as gained at seventh level. Additionally, this ability enhances the magical weapon effect provided by Archery to +2.

Shadow Archery (Ex):  At eleventh level the scout gains the ability to fire a single arrow from a hidden position and not reveal his location as a full round action. The scout must have made a successful hide attempt versus his opponent's spot check (if applicable) at least one round prior to firing the arrow. After the arrow is fired the scout must immediately make another hide check.

Special Ability:  At thirteenth level and again at nineteenth level the orc scout may select any ability from the Rogue Special Abilities as described in the Rogue class in the Player's Handbook or may choose a Scout Bonus Feat.

Woodland Hide (Ex):  At fifteenth level the orc scout can attempt to hide with a successful Hide check even while being observed. The scout must be in natural terrain and must be at least 30' away from anyone he is trying to hide from.

Greater Archery:  At seventeenth level the orc scout demonstrates exceptional mastery with a shortbow and gains the Improved Precise Shot Feat, regardless of whether he meets the requirements for the feat. If the scout already has this Feat then he may choose a Scout Bonus Feat in its place. Additionally, this ability enhances the magical weapon effect provided by Archery to +3.

Improved Shadow Archery (Ex):  At seventeenth level the orc scout may fire an arrow and move up to half his movement rate (or vice-versa) while remaining hidden. The scout must have made a successful hide attempt versus his opponent's spot check (if applicable) at least one round prior to firing the arrow. After the arrow is fired the scout is not required to make another hide check, although a move silently check may be required during the scout's movement.

Improved Scent (Ex):  At twentieth level, the orc scout's senses have become so acute that he can track by scent at his full movement rate.


The orc scout is based off a combination of the Rogue and Ranger classes. On first glance the orc scout appears to have a lot of abilities, however most of his skills and abilities are very situational and may not be frequently used. Additionally many of his skills and abilities are only useful when he is in wilderness terrain - should he find himself in a flat prairie landscape, subterranean cavern system or in an urban area, the scout will be of little use, albeit unlikely he would willingly enter such areas.
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