Scout

SCOUT

Hero Level Attack Bonus Class Features
1 0 Defense Bonus, Starting Feats, talents, skills
2 1 Bonus Feat
3 2 Talent : Train Skill
4 3 Bonus Feat : Attribute +
5 3 Talent
6 4 Bonus Feat
7 5 Talent : Train Skill
8 6 Bonus Feat : Attribute +
9 6 Talent
10 7 Bonus Feat
11 8 Talent : Train Skill
12 9 Bonus Feat : Attribute +
13 9 Talent
14 10 Bonus Feat
15 11 Talent : Train Skill
16 12 Bonus Feat : Attribute +
17 12 Talent
18 13 Bonus Feat
19 14 Talent : Train Skill
20 15 Bonus Feat : Attribute +
Scouts start with  3d4 x 250 credits to start

Class Skills : train in 5 + Int modifier
Climb Initiative Knowledge (all) Mechanics(all) Perception -
Pilot Ride Stealth(all) Survival(all) Swim Treat Injury(all)
Abilities : Scout's key skills rely on Dexterity, Intelligence and Wisdom.
     Strength is also useful for the scout trained in athletic skills




Each level you can distribute 5 + Int modifier in skill ranks to any available skill.
  • You may not have a higher training or skill ranking than your character level

Hit Points : level 1 receive  24 hitpoints + constitution modifier
  •      further levels gain 1d8 + con modifier

The Force : Receive 5 points.

Class Features

     Defensive bonus : at  level 1 gain + 1 to Fortitude Defense, and +2 to Reflex Defense
     At level 1 gain 1 extra Feat

Starting Feat: at level 1 gain these Feats -
     Second Wind
     Shake It Off
     Weapon Proficiency (pistol) & (rifles) & (simple weapons)


Talents : 

At first level and every odd level you may choose from any of the following talent trees but you must meet the prerequisites of any chosen talent

Awareness:  You are good at noticing things others might not.
  1. Acute senses: You may choose to reroll any perception check, but the result must be accepted.
  2. Expert Tracker:  You take no penalty on Survival checks made to follow tracks while moving your normal speed. (-5 penalty if you don't have this talent)
    1. Prerequisite: Acute Senses
  3. Improved Initiative:  You may choose to reroll any initiative check but the result must be accepted.
    1. Prerequisite: Acute Senses
  4. Keen Shot:  You take no penalty on your attack roll when attacking a target with concealment (but not total concealment)
    1. Prerequisite: Acute Senses
  5. Uncanny Dodge:  You retain your Dex bonus to your reflex defense regardless of being flatfooted or attacked by hidden attackers (you loose this bonus if you are immobilized)
    1. Prerequisite: Improved Initiative
  6. Extreme Uncanny Dodge:  You can not be flanked, you can react to people no matter what side of you they are on.
    1. Prerequisite: Uncanny Dodge
Camouflage: You can blend into the environment
  1. Improved Stealth:  You may reroll any stealth check but must take the result
  2. Hidden Movement:  You can stay hidden while moving.  Take no penalty on stealth check while moving at normal speed
    1. Prerequisite: Improved stealth
  3. Total Concealment:  Any situation that would give you concealment grants to total concealment 
    1. Prerequisite: Hidden Movement
  4. Surefooted:  Your speed is not reduced by difficult terrain 

Fringer:  You know how to get by on even the most isolated planets
  1. Barter:  You may reroll any persuasions check when trying to purchase items at a better price.  (Must take result)
  2. Fringe savant: When ever you roll a natural 20 on a skill check you gain a temporary force point.
    1. The point is lost if it is not used by the end of the encounter  
  3. Sweet Talker: Having dealt with many cultures you know just what to say.   You may reroll a persuasion check on any conversation. (Must take result)
    1. Prerequisite: Barter
  4. Make do:  Having little to work with, you find ways to make things work.  You may reroll a mechanic check.  (result must be taken)

Survivor: As an explorer you are trained to deal with whatever you may encounter.
  1. Evasion:  If you are hit by an area attack, you take 1/2 damage.  (take none if it misses)
  2. Bind Wound:  Having been alone you often need to take care of yourself.  You may reroll a Treat Injury check.  (result must be taken) This also removes all penalties for treating yourself when trying to heal yourself
    1. Prerequisite: Treat Injury skill
  3. Extreme Effort: You can spend 2 swift actions to gain a +5 bonus and a single strength check or strength based skill check made during that round.
  4. Long Strider:  increase speed by 2 squares if you are wearing light (or none) armor
  5. Sprinter: May increase your run speed by 4 times normal if you are wearing light (or none) armor  
    1. Prerequisite: Long Strider                               

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