Scout-Nin

These shinobi, different as they might be, are
connected by one common factor, they are Jack of all
trades. While others are specialists of some sort in one
form or another, a scout-nin is someone who by
definition is able to complete most tasks or fill most
roles in a team with little trouble. Scout-Nin are able to
draw out their latent abilities in most fields while others
cannot.

You must have a Strength OR Dexterity score AND an Intelligence or Wisdom score of 14 or higher in order to multiclass in or out of this class.

Scout-Nin
Level Proficiency Bonus Features Jutsu Known Highest Rank Jutsu Known
1st +3 Fighting Style 6 D-Rank
2nd +3 Shinobi Adept 7 D-Rank
3rd +3 Scouting Technique 8 D-Rank
4th +4 Ability Score Improvement/Feat 8 D-Rank
5th +4 Extra Attack 9 C-Rank
6th +4 Scouting Technique (2) 10 C-Rank
7th +5 - 11 C-Rank
8th +5 Ability Score Improvement/Feat 11 C-Rank
9th +5 Scouting Technique (3) 12 B-Rank
10th +6 Hide in Plain Sight 13 B-Rank
11th +6 Signature Jutsu 14 B-Rank
12th +6 Ability Score Improvement/Feat 14 B-Rank
13th +7 Shinobi Adept (2) 15 A-Rank
14th +7 Scouting Technique (4) 16 A-Rank
15th +7 Hide in Plain Sight (2) 17 A-Rank
16th +8 Ability Score Improvement/Feat 17 A-Rank
17th +8 Scouting Technique (5) 18 S-Rank
18th +8 - 19 S-Rank
19th +9 Ability Score Improvement/Feat 20 S-Rank
20th +9 Scouting Technique (6) 20 S-Rank

Class Features

As a Scout-Nin, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Scout-Nin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scout-Nin level after 1st

Chakra Points

Chakra Dice: 1d10 per Scout-Nin level
Chakra Points at 1st Level: 10 + your Constitution modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Scout-Nin level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: All Simple and Martial Weapons
Ninja Tools: Tracking Kit, Trapper's Kit
Saving Throws: Strength, Constitution
Skills: Choose three from Ninshou, Illusions, Martial Arts, Insight, Investigation, Nature, Acrobatics, Athletics, History, Stealth, Perception, Medicine, Chakra Control.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Padded Armor or (b) Combat Jacket
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon
  • (a) One Kunai stack or (b) One Shuriken stack
  • (a) 1 Paper Bomb or (b) 1 Flash Tag
  • Tracking Kit

Jutsu Casting

Ninjutsu

Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier

Genjutsu

Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier

Taijutsu

Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier
Taijutsu attack modifier = your proficiency bonus + your Strength modifier

Fighting Style

Beginning at 1st Level you adopt a particular style of fighting as your specialty.

Choose one Fighting Style; You can’t take a fighting style more than once, even if you get to choose again later.

Shinobi Adept

Beginning at 2nd Level, you gain a General Feat of your choice. You gain an additional General Feat at 13th level.

Scouting Technique

Starting at 3rd level, choose a technique that you strive to emulate in combat and style.

The Scouting Technique you choose grants you features at 3rd, 6th, 9th, 14th, 17th and 20th Levels.

Technique Description
Arbiter Scout
Assault Scout Those Scout-Ninja who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialist Scouts combine rigorous training with physical excellence to deal devastating blows.
Barrier Scout
Cloning Scout Those Scout-Nin that choose to become Cloning specialists employ superior numbers as their primary method of combat. They hone this skill through repeated use of their Clones in different situations allowing them to becomes masters of duplicative combat. Not every scout has the ability to use Clones the way a Cloning Scout can and it shows through their tactics and abilities available to them.
Elemental Scout
Pathfinder Scout
Phantom Scout
Tactical Scout Those Scout Ninja who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as weaponsmith or armor craft.
Trickster Scout

Ability Score Improvement / Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hide In Plain Sight

Starting at 10th level, 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.

Beginning at 15th when you gain the benefit of this feature you cannot be found due to the effects of Tremorsense, Jutsu with the “Sensory” keyword, or Chakra Sight.

Signature Jutsu

Beginning at 11th level, you have found a jutsu that you specialize in better than anyone else who may have come before.

Select one jutsu you know of B-Rank or Lower.

You gain one of the following benefits of your choice when using the chosen jutsu.

  • Signature Power: When you use your chosen jutsu, you deal additional damage equal to your Jutsu Type's Ability Modifier (Ninjutsu, Genjutsu or Taijutsu.), while also ignoring resistance to your chosen jutsu’s damage type.
  • Signature Ramping: When you would upcast your chosen jutsu, reduce the cost of the upcast by 1. If your upcast adds an additional die of any type. Add one additional die. Otherwise, increase the save DC of the chosen Jutsu (If any) by +1.
  • Signature Control: When you would cast your chosen jutsu, reduce the cost of the chosen jutsu by 2. If this would reduce the cost of the jutsu to 0, it instead costs 1. If your chosen jutsu requires concentration, reduce the cost to maintain the jutsu by 2 this can reduce the cost to maintain a jutsu to 0.

You may switch which jutsu this feature affects whenever you would learn a new jutsu from leveling up in this class.

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