(UPDATE 31-Jan-14: This post has been superseded; see Collected Class Options for revisions.)
Scouts are fast-moving, lightly-armoured skirmishers. The scout is a hunter and a ranger who lives by his wits, and his abilities make him particularly good at tracking, woodcraft, infiltration, and spying.
Unless stated below, a scout is identical to a thief in terms of rule effects:
- Level Limits: Dwarves are limited to 6th level as scouts, elves to 8th level, while humans have unlimited advancement.
- Increased Movement: Scouts add +3” MV if wearing light or no armour.
This replaces the thief’s backstab ability (but is available at 1st level instead of 2nd). - Foraging: Starting at 2nd level, scouts gain an improved chance to forage. Foraging reduces movement to ⅔ normal, and the scout provides a 3-in-6 chance of finding sustenance (instead of the regular 2-in-6 chance).
- Tracking: It is possible for scouts to track both outdoors and underground in dungeons and like settings – even under conditions that would prevent most characters from following a trail.
This replaces the thief’s ability to open locks, remove traps, and disable mechanical devices.
