Human Scout 5
NN Medium Humanoid (human)
Init +8; Senses Listen +12, Spot +12
AC 18, touch 13, flat-footed 15, uncanny dodge, mobility, dodge
Aura Fear DC 16
hp 35 (5 HD) fast healing 5
Fort+2 Ref +6 Will +3, evasion
Speed 40ft.
Melee dagger () or
Ranged Composite Longbow (+5) () Base Atk +3, Grp +8
Attack Options Skirmish +
Special Actions
Combat Gear Potion of Cure Moderate Wounds
Abilities Str 20 Dex 16 Con - Int 15 Wis 14 Cha 19
Feats dodge, improved initiative, weapon focus (longbow), toughness, alertness, mobility
Skills Balance +11, Disable Device +10, Escape Artist +11, Hide +11, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Tumble +11, Use Rope +11
Equipment Composite longbow (+5), studded leather armor
Skirmish (Ex):A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex):A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Battle Fortitude (Ex):At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex):Starting at 2nd level, a scout cannot be caught fat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature.
Fast Movement (Ex):Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex):Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Refexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.
Evasion (Ex):Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Refex save. See the monk class feature.Create Spawn (Su): A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a spawn of Kyuss if it is a giant, humanoid; or monstrous humanoid that does not qualify for the scion of Kyuss template and as a scion of Kyuss if it does. Other creatures do not rise as undead.
Fear Aura (Su): A scion of Kyuss continuously radiates a fear effect. This ability functions like a fear spell (caster level 15th), except that it affects all living creatures within a 40-foot radius. Any creature that makes a successful saving throw against the effect cannot be affected again by the fear aura of that scion of Kyuss for 24 hours.
Implant Worm (Su): Once per round as a free action, a scion of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a natural attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 20 feet, See the Scion of Kyuss Worms sidebar for more details.
Worm Expulsion (Su): Once per day as a standard action, a scion of Kyuss can cause a 20-foot burst of worms from its body. Each creature in the area is coated with worms. See the Scion of Kyuss Worms sidebar for more details.
Special Qualities: A scion of Kyuss retains all the base creature's special qualities and gains those listed below.
Fast Healing (Ex): A scion of Kyuss regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the scion of Kyuss to regrow or reattach lost body parts.
Worms Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the scion's next action after contact with a living creature, the worm burrows into its host's flesh (a creature with a natural armor bonus of +5 or higher is immune to this burrowing effect). The worm makes its way toward the host's brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of the period, it reaches the brain. While the worm is inside the victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays it progress for 10d6 minutes. A successful Heal check (DC 20) will extract and kill one worm.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). The victim returns as an undead creature as described un der the scion of Kyuss's create spawn ability. Newly created spawn are not under the control of the parent, but they usually follow whatever scion of Kyuss created them
NN Medium Humanoid (human)
Init +8; Senses Listen +12, Spot +12
AC 18, touch 13, flat-footed 15, uncanny dodge, mobility, dodge
Aura Fear DC 16
hp 35 (5 HD) fast healing 5
Fort+2 Ref +6 Will +3, evasion
Speed 40ft.
Melee dagger () or
Ranged Composite Longbow (+5) () Base Atk +3, Grp +8
Attack Options Skirmish +
Special Actions
Combat Gear Potion of Cure Moderate Wounds
Abilities Str 20 Dex 16 Con - Int 15 Wis 14 Cha 19
Feats dodge, improved initiative, weapon focus (longbow), toughness, alertness, mobility
Skills Balance +11, Disable Device +10, Escape Artist +11, Hide +11, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Tumble +11, Use Rope +11
Equipment Composite longbow (+5), studded leather armor
Skirmish (Ex):A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex):A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Battle Fortitude (Ex):At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex):Starting at 2nd level, a scout cannot be caught fat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature.
Fast Movement (Ex):Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex):Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Refexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.
Evasion (Ex):Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Refex save. See the monk class feature.Create Spawn (Su): A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a spawn of Kyuss if it is a giant, humanoid; or monstrous humanoid that does not qualify for the scion of Kyuss template and as a scion of Kyuss if it does. Other creatures do not rise as undead.
Fear Aura (Su): A scion of Kyuss continuously radiates a fear effect. This ability functions like a fear spell (caster level 15th), except that it affects all living creatures within a 40-foot radius. Any creature that makes a successful saving throw against the effect cannot be affected again by the fear aura of that scion of Kyuss for 24 hours.
Implant Worm (Su): Once per round as a free action, a scion of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a natural attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 20 feet, See the Scion of Kyuss Worms sidebar for more details.
Worm Expulsion (Su): Once per day as a standard action, a scion of Kyuss can cause a 20-foot burst of worms from its body. Each creature in the area is coated with worms. See the Scion of Kyuss Worms sidebar for more details.
Special Qualities: A scion of Kyuss retains all the base creature's special qualities and gains those listed below.
Fast Healing (Ex): A scion of Kyuss regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the scion of Kyuss to regrow or reattach lost body parts.
Worms Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the scion's next action after contact with a living creature, the worm burrows into its host's flesh (a creature with a natural armor bonus of +5 or higher is immune to this burrowing effect). The worm makes its way toward the host's brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of the period, it reaches the brain. While the worm is inside the victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays it progress for 10d6 minutes. A successful Heal check (DC 20) will extract and kill one worm.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). The victim returns as an undead creature as described un der the scion of Kyuss's create spawn ability. Newly created spawn are not under the control of the parent, but they usually follow whatever scion of Kyuss created them

