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0Insect Scouts003-121 round0S, M (a drop of honey)0no040one insect scout/4 levels-1000antipaladin 4, bard 4, druid 2, inquisitor 3, psychic 4, ranger 2, shaman 2, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3Spymaster's Handbook0100-1-100003A favorite in the creaking courts of Ustalav, insect scouts summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. When done, they return unerringly to you with their findings, traveling up to 1 mile per caster level you have to rejoin their master. Each insect's size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity, +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total Perception skill bonus equal to 5 + 1/2 your caster level, and can't attack. Because of their incredibly small size and magical nature, they can attempt Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a total Stealth skill bonus equal to 18 + 1/2 your caster level. Each scout that returns passes along memories of specific structural flaws, defenses, and alarms, granting you the ability to reroll one failed skill check per scout, as long as the skill check involves that specific location's layout, such as a Stealth check to sneak in, a Disable Device check to silence an alarm, or a Perception check to notice a trap. If even one scout returns, you also gain a rough understanding of the building's layout (at least, any portions your scouts could access). All insight (and the associated rerolls) fades 1 hour per caster level you have after the scouts return. Your insects remember nothing about creatures, and so provide no information about guardians or any conversations they may overhear.00001d6 hours, plus 1 hour/level; see text-103close (25 ft. + 5 ft./2 levels)

Insect Scouts

School divination; Level antipaladin 4, bard 4, druid 2, inquisitor 3, psychic 4, ranger 2, shaman 2, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3

CASTING

Casting Time 1 round
Components S, M (a drop of honey)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one insect scout/4 levels
Duration 1d6 hours, plus 1 hour/level; see text
Saving Throw none; Spell Resistance no

DESCRIPTION

A favorite in the creaking courts of Ustalav, insect scouts summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. When done, they return unerringly to you with their findings, traveling up to 1 mile per caster level you have to rejoin their master. Each insect's size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity, +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total Perception skill bonus equal to 5 + 1/2 your caster level, and can't attack. Because of their incredibly small size and magical nature, they can attempt Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a total Stealth skill bonus equal to 18 + 1/2 your caster level. Each scout that returns passes along memories of specific structural flaws, defenses, and alarms, granting you the ability to reroll one failed skill check per scout, as long as the skill check involves that specific location's layout, such as a Stealth check to sneak in, a Disable Device check to silence an alarm, or a Perception check to notice a trap. If even one scout returns, you also gain a rough understanding of the building's layout (at least, any portions your scouts could access). All insight (and the associated rerolls) fades 1 hour per caster level you have after the scouts return. Your insects remember nothing about creatures, and so provide no information about guardians or any conversations they may overhear.

NULL200303-12divination-100-1404002331-1-1-1NULLnone0-100

A favorite in the creaking courts of Ustalav, insect scouts summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. When done, they return unerringly to you with their findings, traveling up to 1 mile per caster level you have to rejoin their master. Each insect's size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity, +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total Perception skill bonus equal to 5 + 1/2 your caster level, and can't attack. Because of their incredibly small size and magical nature, they can attempt Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a total Stealth skill bonus equal to 18 + 1/2 your caster level. Each scout that returns passes along memories of specific structural flaws, defenses, and alarms, granting you the ability to reroll one failed skill check per scout, as long as the skill check involves that specific location's layout, such as a Stealth check to sneak in, a Disable Device check to silence an alarm, or a Perception check to notice a trap. If even one scout returns, you also gain a rough understanding of the building's layout (at least, any portions your scouts could access). All insight (and the associated rerolls) fades 1 hour per caster level you have after the scouts return. Your insects remember nothing about creatures, and so provide no information about guardians or any conversations they may overhear.

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