SEKKO (Scout)


Any force on the move, whether it’s an army or an adventuring group, needs information about what’s ahead and what’s behind and, more important, time to prepare for battle. A Sekko can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a Sekko is seen only when she wants to be.

    Many have a role in a military organization. Whether serving as outriders for a large army or as foresters for a small border fort, these Sekko venture into the wilderness under orders. Although more common than other Sekko, those attached to the military are unlikely to have the time or permission necessary to undertake regular adventures. Instead, adventuring Sekko come from rural villages, having honed their skills over a lifetime of wandering the woods. Others have left their military service behind and find themselves attracted to the adventuring lifestyle. Many adventuring Sekko begin their careers as guides hired to lead other adventurers through the wilderness. Those who find the excitement and challenge of adventuring to their taste then seek out a group of their own.

    A Sekko plays several roles in most adventuring groups. First and foremost, a Sekko excels at detecting an enemy or creature before being detected herself. Whether moving well ahead of the group or guarding the rear, a Sekko is the character most likely to discover a potential threat and be ready to act in combat. Serving as a backup melee combatant or ranged expert in battle, she provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A Sekko’s stealth and trapfinding ability make her the natural choice for entering and searching dangerous areas.

    A Sekko has some training in weapons and a unique combat style that favours fast movement and devastating attacks. She excels in performing during running battles, which allow her to maximize her special fighting techniques and high movement rate. Although a Sekko can hold her own in a fight, she’s at her best before combat begins, when she can use her powers of stealth and observation to find an enemy and give her companions accurate information about what they face.

    The Sekko is a backcountry expert, exceeding even the Horosha’s ability to navigate rough terrain and lead a group of companions through the wilderness. The Sekko also excels in a dungeon environment, and she can find and disable traps as well as any Gorotsuki. As a Sekko advances in level, her senses become amazingly acute, and she can eventually operate normally even in total darkness.

    Sekko can be of any alignment, and a Sekko’s alignment is often shaped more by her personal background than from any training. The notable exceptions to this are the many Sekko who receive their training in a military organization—such Sekko are carefully and rigorously taught, and are almost always lawful in alignment. Outside of military organizations, more Sekko are neutral than any other alignment, but every alignment and philosophy is represented within the class.

    Sekko have varied and individual takes on religion, and no single religion stands out as typical of the class. Sekko occasionally pay homage to deities of nature, but these devotions are more a personal choice on the part of an individual than any outgrowth of their training. Sekko don’t see nature as a force in its own right, and this belief is one of the most profound differences between the Sekko and the ranger classes. Where the ranger sees nature as something to be revered and protected, the Sekko sees it as the terrain over which she must do her job. Although a Sekko might love nature for its beauty or for the solitude she can find within it, she’ll never draw power from nature the way a Horosha does.

    Many Sekko receive military training and serve for a time as outriders for an army. They perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military service turns out tough, independent Sekko accustomed to working on their own or in small groups. Such steady individuals make great additions to adventuring parties, and their expertise is often sought by members of other classes. Other Sekko come from a wide variety of backgrounds. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the countryside, spending month after month exploring the wild in their leisure time. Sekko from such diverse backgrounds often take up adventuring to leave their home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader portion of the world.

    Skilled and adaptable, they thrive when they can complement a slower and louder group of adventurers or soldiers. Sekko move ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and then circling back again to ensure that enemies are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to which a Sekko can fall back when pressed. Those willing to cast spells that enhance a Sekko’s mobility or stealth make her job easier, and are welcome companions in combat as well.

    Conversely, a Sekko also welcomes a group made up entirely of stealthy characters such as Gorotsuki, Horosha, Shinobi, and fellow Sekko. This group moves much more quietly than a normal adventuring party, and it is seldom surprised.



RP Collection: Sekko collect RP from the following holding types at the rates indicated:

-          Province: Full

-          Law: Full

-          Manor: Half

-          Guild: Half


Class Action: Espionage (General) or Wage War.



Alignment: Any. (Sekko in military service are usually lawful).


Status: Neither.


Hit Die: d8.

Class Skills: A Sekko’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Stealth (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Warcraft (Int).


Skill Points at 1st Level: (8 + Int modifier) × 4.


Skill Points at Each Additional Level: 8 + Int modifier.





Attack Bonus

Fort Save

Ref Save

Will Save







Skirmish (+1d6), trapfinding






Battle fortitude +1, uncanny dodge






Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step






Bonus feat






Evasion, skirmish (+2d6, +1 AC)






Flawless stride






Skirmish (+2d6, +2 AC)






Camouflage, bonus feat






Skirmish (+3d6, +2 AC)






Blindsense 30 ft.






Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC)






Bonus feat






Skirmish (+4d6, +3 AC)






Hide in plain sight






Skirmish (+4d6, +4 AC)






Bonus feat






Skirmish (+5d6, +4 AC)






Free movement






Skirmish (+5d6, +5 AC)






Battle fortitude +3, blindsight 30 ft., bonus feat


Class Features

All of the following are class features of the Sekko.

Weapon and Armour Proficiency: Sekko are proficient with all simple weapons, plus the hand axe, throwing axe, short sword, and short bow. Sekko are proficient with light armour, but not with tessen or tate.


Skirmish (Ex): A Sekko relies on mobility to deal extra damage and improve her defence. 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 Sekko’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 Sekko must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Sekko can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

    At 3rd level, a Sekko gains a +1 competence bonus to Armour Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Sekko 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 Sekko loses this ability when wearing medium or heavy armour or when carrying a medium or heavy load.

    If she gains the skirmish ability from another class, the bonuses stack.


Trapfinding (Ex): A Sekko 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 (A magic trap generally has a DC of 25 + the level of the spell used to create it).

    Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    A Sekko who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Battle Fortitude (Ex): At 2nd level, a Sekko 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 Sekko loses this bonus when wearing medium or heavy armour or when carrying a medium or heavy load.


Uncanny Dodge (Ex): Starting at 2nd level, a Sekko cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so, even if struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Sekko already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.


Fast Movement (Ex): Starting at 3rd level, a Sekko gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet.  A Sekko loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.


Trackless Step (Ex): Beginning at 3rd level, a Sekko leaves no trail and cannot be tracked in natural surroundings. She may choose to leave a trail if so desired.


Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a Sekko gains a bonus feat. These bonus feats must be drawn from the feats noted below. A Sekko must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Sekko is not limited to the list of Sekko bonus feats when choosing normal feats.

Sekko Bonus Feats





+2 bonus on Jump and Tumble checks


+2 bonus on Balance and Escape Artist checks


+2 bonus on Listen and Spot checks


+2 bonus on Climb and Swim checks


Reroll miss chance for concealment


Climb 4 ranks, Jump 4 ranks

Swing through trees at normal land speed

Combat Expertise

Int 13

Trade attack bonus for AC (max 5 points)

Danger Sense

Improved Initiative

Reroll initiative once per day


Dex 13

+1 dodge bonus to AC against selected target


+4 bonus on checks or saves to resist non-lethal damage

Eyes in the Back of Your Head

Wis 13, base attack bonus +1

Opponents do not gain flanking benefit

Far Shot

Point Blank Shot

Increase range increment by 50% or 100%

Great Fortitude

+2 bonus on Fortitude saves

Hear the Unseen

Listen 5 ranks, Blind-Fight

Pinpoint a target’s location by sound, not sight

Improved Initiative

+4 bonus on initiative checks

Improved Skirmish

Skirmish +2d6/+1 AC

Move 20 feet to gain +2d6 points of damage, +2 AC

Improved Swimming

Swim 6 ranks

Double your swimming speed

Iron Will

+2 bonus on Will saves

Keen-Eared Scout

Listen 6 ranks,

Listen check reveals extra information about sound

Lightning Reflexes

+2 bonus on Reflex saves



+4 dodge bonus to AC against some attacks of opportunity

Point Blank Shot

+1 bonus on ranged attack and damage within 30 ft.

Precise Shot

Point Blank Shot

No –4 penalty for shooting into melee

Quick Draw

Base attack bonus +1

Draw weapon as free weapon

Quick Reconnoitre

Listen 5 ranks, Spot 5 ranks

Spot and Listen as free actions, +2 on initiative checks

Rapid Reload

Weapon Proficiency with crossbow

Reload crossbow more quickly

Rapid Shot

Dex 13, Point Blank Shot

One extra ranged attack each round


+2 bonus on Heal and Survival checks


Point Blank Shot, Precise Shot, base attack bonus +3

Halve opponent’s cover bonus

Shot on the Run

Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4

Move before and after ranged attack

Skill Focus

+3 bonus on checks with selected skill

Spectral Skirmisher

Base attack bonus +6

Gain bonuses while invisible

Spring Attack

Mobility, base attack bonus +4

Move before and after melee attack

Swift Ambusher

Skirmish +1d6/+1 AC, sneak attack +1d6

Gorotsuki and Sekko levels stack for skirmish bonuses

Swift Hunter

Favoured enemy, skirmish +1d6/+1 AC

Morihito and Sekko levels stack for skirmish bonuses, favoured enemies

Telling Blow

Skirmish attack or sneak attack

Gain skirmish or sneak attack damage on critical hits


Use Survival skill to track

Vexing Flanker

Combat Reflexes

+4 on attacks when flanking

Wise Monkey Style

Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks

Allows the use of special deceptive bluff-related manoeuvres

Evasion (Ex): Beginning at 5th level, a Sekko can avoid damage from certain attacks with a successful Reflex save. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a Sekko is wearing light armour or no armour. A helpless Sekko (such as one who is unconscious or paralysed) does not gain the benefit of evasion.


Flawless Stride (Ex): Starting at 6th level, a Sekko can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

    This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

    A Sekko loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.


Camouflage (Ex): Beginning at 8th level, a Sekko can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. She loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.


Blindsense (Ex): At 10th level, a Sekko gains the blindsense ability out to 30 feet. Using non-visual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The Sekko usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the Sekko cannot see still has total concealment against the Sekko, and the Sekko still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a Sekko with blindsense. A Sekko with blindsense is still denied its Dexterity bonus to Armour Class against attacks from creatures it cannot see.


Hide in Plain Sight (Ex): Beginning at 14th level, a Sekko can use the Hide skill in natural terrain even while being observed. A Sekko loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.


Free Movement (Ex): At 18th level and higher, a Sekko can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A Sekko loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load.


Blindsight (Ex): A 20th-level Sekko gains the blindsight ability out to 30 feet. Her senses become so acute that she can manoeuvre and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Sekko must have line of effect to a creature or object to discern it.


Based on the Scout class from The Complete Adventurer.