Scouts are natural explorers and adventurers, full of curiosity and trained to handle the out of the way locations where they often operate. Scouts tend to be independent, signing on when the credits are good and their skills are best utilized and tested. Scouts understand the lay of the land and the orbit of the stars. They know how to recognize danger and locate the basic necessities for survival. The scout seeks knowledge, tries to solve mysteries, and wants to be the first to see something new and different. The scout learns to find a path through the wild regions, often becoming a decent pilot along the way, and usually learns how to protect himself from whatever hides over the next hill or beyond the most distant asteroid.
EXPLOITS
Many scouts become adventurers to see what’s in the next star system. They pick up skills that make them excellent members of any team. They are usually the best trackers, trailblazers, and survivalists the galaxy has to offer. Some scouts arc scientists and researchers who learn the skills of the profession so they don’t have to rely on others. Some sell their services to the highest bidder. More often, the adventurous scout has a good heart, a sense of honor, and a burning desire to embrace the wild regions of the galaxy and learn to conquer them—either figuratively or literally. Adventurous scouts call themselves rangers, outriders, hunters, explorers, guides, adventurous scholars, and vanguards.
CHARACTERISTICS
Scouts temper insatiable curiosity with excellent survival instincts. They make use of dexterity and intelligence, as well as wisdom, to spot and avoid dangers. The scout has an undying faith in himself and his abilities that sometimes allows the scout to call upon reserves and an inner strength to get out of tough situations, Scouts like to be the first to reach any location, although they also want to reach it in one piece. They can be gruff or silent, jovial or talkative. They are confident and brave, and they often appreciate the wonders that the galaxy has to offer.
BACKGROUND
Scouts come to their profession in search of something, usually knowledge or secrets or the answers to the mysteries of the ages. Scholars, while possibly associated with an institute of learning or a particular government, often forsake the halls of academe for the pure research of working in the field. Pathfinders and explorers may work for a government or a military institution, or they may take on freelance contracts from anyone willing to pay for their services. Many scouts develop into bounty hunters, especially those who combine military skills with their tracking and searching abilities. Every group of adventurers benefits from having a scout in the party.
GAME RULE INFORMATION
Scouts have the following game statistics.
Abilities
Most of the scout’s key skills rely on Dexterity, Intelligence, and Wisdom. Strength is also useful for the scout trained in athletic skills
Hit Points
Scouts begin play at 1st level with a number of hit points equal to 24 + their Constitution modifier. At each level after 1st, scouts gain 1d8 hit points + their Constitution modifier.
Hero Points
Scouts gain a number of Hero Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Hero Points left over from previous levels are lost.
| Base Level | Attack Bonus | Class Features |
| 1st | +0 | Defense Bonuses, Starting Feats, Talent |
| 2nd | +1 | Bonus Feat |
| 3rd | +2 | Talent |
| 4th | +3 | Bonus Feat |
| 5th | +3 | Talent |
| 6th | +4 | Bonus Feat |
| 7th | +5 | Talent |
| 8th | +6 | Bonus Feat |
| 9th | +6 | Talent |
| 10th | +7 | Bonus Feat |
| 11th | +8 | Talent |
| 12th | +9 | Bonus Feat |
| 13th | +9 | Talent |
| 14th | +10 | Bonus Feat |
| 15th | +11 | Talent |
| 16th | +12 | Bonus Feat |
| 17th | +12 | Talent |
| 18th | +13 | Bonus Feat |
| 19th | +14 | Talent |
| 20th | +15 | Bonus Feat |
Class Skills (trained in 6+INT Modifier): Climb, Endurance, Initiative, Jump, Knowledge (all skills, taken individually), Mechanics, Perception, Pilot, Ride, Stealth, Survival, Swim
CLASS FEATURES
All of the following are features of the scout class.
Defense Bonuses
At 1st level, you gain a +1 class bonus to your Fortitude Defense and a +2 class bonus to your Reflex Defense .
Starting Feats
You begin play with the following feats:
- Shake It Off*
- Weapon Proficiency (pistols)
- Weapon Proficiency (rifles)
- Weapon Proficiency (simple weapons)
*You must meet the prerequisite of this feat (minimum Constitution 13 and trained in the Endurance skill) to gain it.
Talents
At 1st level and every odd-numbered level thereafter 3rd, 5th, 7th. etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
ADVANCE PATROL TALENT TREE
Your skills at observation and stealth are frequently called upon as you gather information about enemy forces.
- Forward Patrol: At the start of a surprise round in which you are not caught by surprise, you can designate one ally within 6 squares of you as able to retain his or her Dexterity bonus to Reflex Defense during the surprise round.
- Prerequisite: Watchful Step.
- Mobile Combatant: You know that the key to winning a fight is keeping your enemies from pinning you down. You can use each of the following actions once per encounter:
- Evasive Assault: As a standard action, make a single melee or ranged attack. If the attack successfully deals damage, you gain a +5 dodge bonus to your Reflex Defense until the end of your next turn.
- Expeditious Attack: As a standard action, make a single melee or ranged attack, then move up to half your speed as a free action. This movement does not provoke an attack of opportunity.
- Yielding Assault: When you are damaged by an enemy’s melee or ranged attack, you can move up to one-half your speed as a reaction. This movement does not provoke an attack of opportunity. On your next turn, you gain a favorable circumstance to your first attack roll against the same enemy that damaged you.
- Prerequisites: Forward Patrol, Watchful Step.
- Trailblazer: During your turn, you can spend a swift action to allow all allies within 6 squares of you and within your line of sight to count the first square of difficult terrain as normal terrain each time they move.
- Prerequisite: Trained in Survival.
- Watchful Step: You can use your Perception check modifier instead of your Initiative modifier when making Initiative checks. If you are entitled to an Initiative check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). You are considered to be trained in Initiative.
AWARENESS TALENT TREE
You are exceptionally good at noticing things and avoiding perilous situations.
- Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse. This talent applies to Use Computer checks made to perceive enemy ships when used aboard a vehicle.
- Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving your normal speed. (Without this talent, you take a -5 penalty on Survival checks made to follow tracks while moving your normal speed.)
- Prerequisite. Acute Senses.
- Improved Initiative: You may choose to reroll any Initiative check, but the result of the reroll must be accepted even if it is worse.
- Prerequisite: Acute Senses.
- Keen Shot: You take no penalty on your attack roll when attacking a target with concealment (but not total concealment).
- Prerequisite: Acute Senses.
- Reset Initiative: Scouts are highly aware of their surroundings and able to take advantage of the slightest opportunities. Once per encounter, at any time after the first full round (that is, the first full round after the surprise round, if one occurs), the scout can set his Initiative to his current Initiative +5.
- Prerequisites: Acute Senses, Improved Initiative, trained in the Initiative skill.
- Uncanny Dodge I: You retain your Dexterity bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus to your Reflex Defense if you are immobilized. If you are the pilot of a vehicle, this talent applies to your vehicle.
- Prerequisites: Acute Senses, Improved Initiative.
- Uncanny Dodge II: You cannot be flanked. You can react to opponents on opposite sides of you as easily as you can react to a single attacker. If you are the pilot of a vehicle, this talent applies to your vehicle.
- Prerequisites: Acute Senses, Improved lnitiative, Uncanny Dodge I.
- Weak Point: Once per encounter, you can use a swift action to ignore the Damage Reduction of a single target within your line of sight for the rest of your turn.
- Prerequisites: Acute Senses, Keen Shot.
CAMOUFLAGE TALENT TREE
You learn quickly how to blend in with your environment.
- Dig In: When prone, you can spend a swift action to gain concealment until the start of your next turn. If you stand up or move, you lose this benefit.
- Extended Ambush: During a surprise round, if you make a ranged attack against a target that is surprised, you can aim at that target as a free action.
- Prerequisite: Improved Stealth.
- Ghost Assailant: If you start your turn with total concealment or total cover from a target, during that turn you can make a Stealth check as a swift action, opposed by the target’s Perception check. If you succeed, the target is considered flat-footed against you until the end of your turn.
- Hidden Movement: You’re very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal speed. This talent applies to Stealth checks made while piloting a vehicle.
- Prerequisite: Improved Stealth.
- Hide in Plain Sight: Once per encounter, when you are within 2 squares of cover or concealment, you can move to that cover or concealment and make a Stealth check to hide as a single move action.
- Prerequisites: Hidden Movement, Improved Stealth.
- Hunker Down: Whenever you benefit from cover, you can spend a standard action to hunker down and maximize the benefit of the cover. You increase the benefit of cover to improved cover and improved cover to total cover.
- Improved Stealth: You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse. This talent applies to Stealth checks made while piloting a vehicle.
- Shadow Striker: You excel at fighting from the shadows, hitting your opponents when they least expect it. You can use each of the following actions once per encounter as a standard action:
- Blinding Strike: Make a single melee or ranged attack against an opponent within range. If you damage the target, you gain total concealment against that target until the beginning of your next turn.
- Confusing Strike: You can make a single melee or ranged attack against an opponent within range. If this opponent is denied its Dexterity bonus to Reflex Defense or if you have concealment from this opponent, a successful attack causes the opponent to be able to take only a swift action on its next turn.
- Unexpected Attack: Make a melee or ranged attack within your range against an opponent from whom you have concealment. You gain a +2 bonus on this attack roll if you have concealment or a +5 bonus if you have total concealment.
- Prerequisites: Hidden Movement, Improved Stealth.
- Slip By: When you would normally provoke an attack of opportunity by moving out of a threatened space, you can roll a Stealth check, replacing your Reflex Defense with the results of your Stealth check if it is higher.
- Total Concealment: Any situation that would give you concealment grants you total concealment instead.
- Prerequisites: Hidden Movement, Improved Stealth.
DEEP SPACE EXPLORER TALENT TREE
You are an experienced deep-space explorer who has reamed a few tricks along the way that help you survive both in space and planet-side.
- Deep-Space Gambit: Once per encounter, when you or a vehicle you occupy are the target of an attack roll, you can force your opponent to reroll the attack. The opponent must take the worse result.
- Guidance: You know how to guide others through treacherous terrain. You may use a swift action to point out to an ally the path of least resistance to an ally within line of sight who can see, hear, and understand you. The ally ignores the effect of difficult terrain on its next turn. You may not use this talent on yourself.
- Prerequisite: Trained in Perception.
- Hidden Attacker: Your shots seem to come from nowhere. Whenever you use the snipe application of the Stealth skill, you do so as a swift action instead of a move action.
- Prerequisite: Trained in Stealth.
- Deep Space Savant: You can substitute your Pilot skill for any Use Computer check made to astrogate or operate sensors while you are the pilot or wirehead of a vehicle.
- Prerequisite: Trained in Pilot.
- Silent Movement: You know how to move silently in almost any environment. You never suffer from unfavorable circumstances from environmental effects associated with noise when you sneak using the Stealth skill. Once per round, when you make a Stealth check, you can automatically use the aid another action on one ally’s Stealth check.
- Prerequisite: Trained in the Stealth skill.
- Vehicle Sneak: You know how to fly and operate your vehicle in order to hide its approach visually, decrease the noise it produces, and minimize its sensor signature. Treat your ship as two size categories smaller when attempting Stealth checks.
- Prerequisite: Trained in Pilot.
ESPIONAGE TALENT TREE
You use your knowledge of stealth and survival to make yourself a master of espionage and a valuable resource for those who wish to keep their hands clean in dirty situations.
- Fade Out: You know how to make yourself scarce when dealing with suspicious or hostile beings. You can use your Stealth skill, not Deception, to create a diversion to hide. If you are trained in the Deception skill, you gain a +5 bonus to your skill check for the purposes of creating a diversion.
- Prerequisite: Trained in Stealth.
- Keep Together: Whenever you are hit or missed by a melee or a ranged attack, you can move up to your speed as a reaction, provided that you end your movement adjacent to an ally. This movement does not provoke attacks of opportunity.
- Prudent Escape: Whenever you reduce a target to 0 hit points or otherwise render a creature unconscious, you can choose two allies within 6 squares of you and within your line of sight. You and the allies you chose can immediately move up to your speeds as a reaction. This movement does not provoke opportunity attacks.
- Reactive Stealth: When you are missed by a ranged attack and have concealment or cover from the attacker, you can move up to half your speed as a reaction and make a Stealth check to become hidden from your attacker, provided you still have concealment or cover at the end of your movement.
- Prerequisite: Trained in Stealth.
- Sizing Up: Once per encounter, you can make a Perception check against the Will Defense of a single target that is within 6 squares of you and within your line of sight. If you succeed, you gain a +2 insight bonus to all skill checks and attack rolls against the target until the end of the encounter.
FRINGER TALENT TREE
You’re especially gifted at “getting by” in backwater areas.
- Barter: You may reroll any Persuasion check made to haggle (see the Persuasion skill). You must, however, accept the result of the reroll.
- Flee: As a standard action, you can designate a single opponent and move up to your speed away from that opponent; this movement does not provoke attacks of opportunity from that opponent, though it might provoke as normal for all other opponents. In addition, your speed increases by 2 until the end of your next turn.
- Prerequisite: Long Stride.
- Fringe Savant: Whenever you roll a natural 20 on a skill check during an encounter, you gain one temporary Hero Point. If the Hero Point is not used before the end of the encounter, it is lost.
- Jury-Rigger: You may reroll any Mechanics check made to accomplish a jury-rigged repair (see the Mechanics skill). You must, however, accept the result of the reroll.
- Keep it Together: Whenever you successfully jury-rig a device or vehicle, the vehicle does not move -5 steps along the condition track at the end of the encounter, though it does move -2 persistent steps down the condition track.
- Prerequisite: Jury-Rigger.
- Long Stride: Your speed increases by 2 squares if you are wearing light armor or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well. You cannot use this talent if you are wearing medium or heavy armor.
- Sidestep: You can use a swift action to reduce the cost of each move into a diagonal square to 1 until the end of your turn if you are wearing light armor or no armor. You cannot use this talent if you are wearing medium armor or heavy armor.
- Prerequisite: Long Stride.
- Surge: Once per encounter, you can use a swift action to move up to your speed.
- Prerequisite: Long Stride.
- Swift Strider: You are skilled at maneuvering on the battlefield thanks to your experience surviving in dangerous places. You can use each of the following actions once per encounter as a standard action:
- Blurring Burst: As a move action, move up to your speed, and gain a +2 bonus to your Reflex Defense until the end of the encounter.
- Sudden Assault: Make a charge attack against an enemy within range as a standard action. You take no penalty to your Reflex Defense for this attack.
- Weaving Stride: Move up to your speed as a move action. You gain a cumulative +2 dodge bonus to Reflex Defense for each attack of opportunity made against you during this movement. This bonus lasts until the beginning of your next turn.
- Prerequisites: Long Stride, Sidestep.
INVESTIGATOR TALENT TREE
Whether self-taught or highly trained, you have learned to ferret out the truth in the most unlikely of places.
- Empathy: You may make Perception check instead of Gather Information checks. Gather Information is considered to be a trained skill for you. In addition, any ability that provides bonuses or allows for re-rolls or taking 10 on Gathering Information checks also gives these advantages on Perception checks for this purpose.
- Prerequisites: Perception as a trained skill
- Intuition: Once per day, you may have the Game Master make a Perception check for you as a Full Round Action that doesn’t provoke attacks of opportunity. You should specify a person, place or object associated with your current investigation or adventure. Based on the result of this check, your storyteller will give you a certain amount of information about the subject of your hunch.
- Roll Total:
- 14 or lower – Vaguely misleading information. Ex: Right person, but wrong crime.
- 15 – Vague information, but accurate. Ex: This person can be found in this part of town.
- 25 – More specific information, nothing solid. Ex: This person is a member of a local crime syndicate, and they hang out on the south side of town.
- 35 – Specific information. Ex: An individual’s exact whereabouts. Who is importing weapons.
- 45+ – Extremely specific information. Ex: A complete profile of the person, from how they dress to what they eat, where they live and who they hang out with.
- Prerequisites: Perceptive or Empathy
- Roll Total:
- Investigative Procedure: You can take 10 on Gather Information and Perception rolls, even when you are under attack or in otherwise highly stressful situations.
- Prerequisites: Perceptive or Empathy
- Perceptive: You may make a Perception check instead of an Initiative check. Initiative is considered to be a trained skill for you. Any ability that would give you bonuses, or allow you to re-roll or take 10 on initiative checks gives you the same advantages on Perception checks for this purpose.
- Prerequisites: Perception as a trained skill
MASTER SCOUT TALENT TREE
You are more experienced and talented than the average scout. You draw upon your diverse abilities to gain advantages others cannot match. Several of these talents draw upon talents from multiple talent trees available to the scout class.
- Piercing Hit: You are skilled at fighting armored characters, taking advantage of their weaknesses. You can use each of the following actions once per encounter:
- Binding Hit: You dislodge an enemy’s armor, causing it to hinder the wearer’s defenses. Make a melee or ranged attack as a standard action. If you hit and damage your target, the target loses its arm or bonus to Reflex Defense and is flat-footed. This effect remains until the target spends a standard action to adjust its armor.
- Blinding Fire: Make a melee or ranged attack as a standard action. If the attack hits and damages the target, the target takes a -2 penalty to all attacks until the end of your next turn. Additionally, al l other creatures and vehicles have concealment from the target until the end of your next turn.
- Slowing Shot: Your hit damages your target’s armor so that the target’s movement is hindered. Make a melee or ranged attack as a standard action. If you hit and damage the target, the target’s speed is reduced to 2 squares until the end of your next turn.
- Prerequisites: Acute Senses, Keen Shot.
- Quicktrap: You can use Tripwire as a move action instead of a standard action.
- Prerequisites: Jury-Rigger, Tripwire, trained in the Mechanics skill.
- Speedclimber: You do not take the penalty when using the Accelerated Climbing application of the Climb skill.
- Prerequisites: Long Stride, Surefooted, trained in the Climb skill.
- Surprisingly Quick: In a surprise round, if you are not surprised, you can take a swift action in addition to the one other action normally allowed. If you are surprised, you can take a single swift action (instead of no actions).
- Prerequisites: Skill Focus (Initiative), trained in the Initiative skill.
- Tripwire: As a standard action, you can set up a simple snare or trap across an opening up to 3 squares wide. You must have the required item to set the trap. Make a successful DC 20 Mechanics check to set the trap. Make a Deception check to conceal the wire. Compare the result of the Deception check to the Perception check of the next creature that passes through that square (-10 if it observes you setting the trap). If the creature fails the Perception check, it takes the result indicated for the trap. If the creature succeeds, it can make a DC 10 Acrobatics check to avoid the wire. Select one of the following options:
- Clothesline: Requires thin wire, set at neck height. Success results in the target falling prone in the trapped square, ending its actions for the turn and taking 1d6 points of damage.
- Electronic Tripwire: Success results in mine damage (treat as frag grenade, 2-square blast radius centered on one end of the wire). Target is automatically hit; roll 1d20+ 10 against the Reflex Defense of adjacent targets.
- Tripwire: Requires thin wire, set at ankle height. Add 2 to the Deception check result. Success results in the target immediately falling prone in the trapped square and ending its actions for the turn.
- Prerequisites: Jury- Rigger, trained in the Mechanics skill.
MOBILE SCOUT TALENT TREE
Always mobile, scouts have developed ways to ride and drive over all types of terrain. The following talents enable a scout to become a more effective rider and pilot.
- Battle Mount: You know how to fight from a living mount. You can use each of the following actions once per encounter:
- Covered Attack: Once per encounter, when you use Use Mount as Cover (but not improved cover) with the Ride skill (see page 72 of the Saga Edition core rulebook), you can make an attack as a standard action, but you must have a free hand to do so.
- Reduce Profile: You gain additional cover from your mount. When you succeed in using the Use Mount as Cover application of the Ride skill (see page 72 of the Saga Edition core rulebook), you gain improved cover. If you fail by less than 10, you still gain the benefit of normal cover. You gain no benefit if you fail by 10 or more.
- Swift Attack Mount: Once per encounter, the mount you are riding can make an attack as a swift action instead of as a standard action.
- Prerequisites: Expert Rider, Terrain Guidance, trained in the Ride skill.
- Expert Rider: You can reroll any Ride check, but the result of the reroll must be accepted even if it is worse.
- Prerequisite: Trained in the Ride skill.
- Terrain Guidance: You effectively guide your mount through rough terrain. When in control of your mount, you can make a DC 20 Ride check as a swift action to negate the effect of difficult terrain on your mount’s speed.
- Prerequisite: Trained in the Ride skill.
- Mechanized Rider: You use your riding experience to improve your skills on a speeder bike or a swoop. When riding a speeder bike or a swoop (or similar vehicle), you can use the following applications of the Ride skill (see page 72 of the Saga Edition core rulebook): Fast Mount or Dismount, Soft Fall, Stay in Saddle, and Use Mount as Cover.
- Prerequisites: Trained in the Pilot and Ride skills.
SPY TALENT TREE
Scouts are often capable of getting into areas unseen, and they make excellent spies thanks to their survival instincts and aptitude for stealth.
- Blend In: You know the tricks of body language and movement that allow you to disguise your appearance without elaborate materials or efforts. You can use your Stealth modifier in place of your Deception modifier for the purpose of creating a deceptive appearance. You are considered trained in the Deception skill for the purpose of using this talent. If you are entitled to a Deception check reroll, you can reroll your Stealth check instead (subject to the same circumstances and conditions).
- Incognito: Spies are adept at concealing their identities, even if not using a physical disguise. You can reroll your Deception check for the purpose of creating a deceptive appearance, using the better result.
- Prerequisite: Blend In.
- Improved Surveillance: When you successfully use the Surveillance talent, you grant yourself and your allies a +1 insight bonus to all defenses against that target.
- Prerequisites: Surveillance, trained in the Perception skill.
- Intimate Knowledge: Experienced spies and scouts remember many details from previous assignments, providing insights on later missions. Once per encounter as a standard action, you can take 20 on a check involving a Knowledge skill you are trained in, or take 10 on a check involving a Knowledge skill you are untrained in, even if circumstances would not normally allow you to take 10 or 20.
- Prerequisite: Surveillance.
- Surveillance: As a full-round action, you can make a Perception check against a single target within line of sight. The DC is equal to 15 or the target’s Stealth check result (if the target is actively trying to remain hidden), whichever is greater. If the check is successful, you grant yourself and all allies within line of sight a +2 insight bonus on attack rolls against that target until the end of your next turn. Your allies must be able to hear and understand you to benefit from this bonus, and they do not lose the benefit of this talent if they move out of line of sight after it is used.
- Prerequisite: Trained in the Perception skill.
- Traceless Tampering: Spies specialize in leaving no evidence of their presence when they tamper with advanced electronics or basic mechanical systems. When using Mechanics to disable a device, you automatically leave no trace when tampering (with no DC increase), and you must fail by 10 or more (instead of 5 or more) before something goes wrong.
SURVEILLANCE TALENT TREE
You have mastered the art of surveillance, transforming the information you gather with scouting into a distinct advantage on the battlefield.
- Advanced Intel: If you are not surprised at the beginning of combat, you can use the Spotter talent as a free action on your first turn, including the surprise round.
- Prerequisite: Spotter.
- Hidden Eyes: If you have concealment from a target, you gain a +5 circumstance bonus on all Perception checks made against that target.
- Hunt the Hunter: When you use a standard action to actively look for hidden enemies (as per the Notice Targets application of the Perception skill), you can make a single melee or ranged attack against any one enemy you notice with your Perception check.
- Seek and Destroy: If you make a charge attack against a target that is unaware of you, that target cannot make a Perception check to notice you until after the attack is resolved, even if you move away from cover or concealment.
- Prerequisite: Hidden Eyes.
- Spotter: As a move action, you can make a Perception check with a DC equal to 10 + the CL of a single target enemy in your line of sight. If you succeed on the check, you and all your allies that can hear and understand you gain a +1 insight bonus on your attack rolls against that target until the end of your next turn.
SURVIVOR TALENT TREE
As an explorer of dangerous places, you are trained to react to danger swiftly and adroitly, as well as navigate difficult terrain and reduce damage.
- Evasion: If you are hit by an area attack, you take half damage if the attack hit you. If the area attack misses you, you take no damage. If you are the pilot of a vehicle, this talent applies to the vehicle.
- Extreme Effort: You can spend two swift actions to gain a +5 bonus on a single Strength check or Strength based skill check made during the same round.
- Sprint: When you use the run action, you can move up to five times your speed (instead of the normal four times your speed).
- Surefooted: Your speed is not reduced by difficult terrain.
UNPREDICTABLE TALENT TREE
You make it difficult for enemies to harm you because you’re never in the place where they expect you to be. When they do manage to hurt you, you make them pay for it with sudden retribution attacks.
- Aggressive Surge: Once per encounter when you catch a second wind, you can make a charge attack as a free action, provided that you can make a charge attack against a legal target at the time you catch a second wind.
- Blast Back: Once per round when you are damaged by an enemy’s area attack, as a reaction you can make an immediate melee or ranged attack against the source of the area attack, provided that you have line of sight to the attacker and the target is within your melee or ranged reach.
- Fade Away: Once per turn when you are damaged by an enemy’s attack, as a reaction you can move up to half your speed. This movement does not provoke attacks of opportunity.
- Second Strike: Once per encounter when you miss a target with a single melee or ranged attack, as a free action you can move up to half your speed and make a second attack of the same type against a different target. This movement does not provoke attacks of opportunity. If you have the Combat Reflexes feat, you can use this talent a number of times per encounter equal to your Dexterity bonus (minimum 1). You may still only use this talent once per round.
- Prerequisite: Blast Back.
- Swerve: Once per encounter when an enemy makes an attack of opportunity against you, as a reaction you can automatically negate the attack and immediately move up to half your speed. This movement does not provoke attacks of opportunity. If you have the Combat Reflexes feat, you can use this talent a number of times per encounter equal to your Dexterity bonus (minimum 1). You may still only use this talent once per round.
VERSATILITY TALENT TREE
You are known for your ability to adapt to any situation, heedless of adversity.
- Adapt and Survive: When an enemy within 24 squares of you and in your line of sight receives a morale or insight bonus of any kind, you also gain the benefits of that bonus until the end of your next turn.
- Defensive Protection: You can spend a Hero Point as a reaction and add the results of the Hero Point to any one of your defenses, or to one of the defenses of an adjacent ally. This bonus lasts until the beginning of your next turn.
- Quick on Your Feet: Once per encounter, you may move up to your speed as reaction.
- Ready and Willing: When you ready an action, you can choose at any time before the start of your next turn to take your readied action at the end of the current turn, after the acting creature or vehicle completes its action.
- Unbalancing Adaptation: When you use the Adapt and Survive talent, you also deny the bonus that triggered the talent to one enemy within your line of sight.
- Prerequisite: Adapt and Survive.
Bonus Feats
At every even-numbered level (2nd. 4th. 6th. etc.). you gain a bonus feat. This feat must be selected from the following list. and you must meet any prerequisites for that feat.
- Advantageous Attack
- Advantageous Cover
- Agile Riposte
- Armor Proficiency (light
- medium
- or heavy)
- Attack Combo (Ranged)
- Bad Feeling
- Burst of Speed
- Careful Shot
- Conditioning
- Cornered
- Cunning Attack
- Deadeye
- Deadly Sniper
- Deft Charge
- Destructive Force
- Dive for Cover
- Dodge
- Duck and Cover
- Far Shot
- Fast Surge
- Fatal Hit
- Feat of Strength
- Flash and Clear
- Fleet Footed
- Forceful Blast
- Fortifying Recovery
- Gearhead
- Grapple Resistance
- Hold Together
- Hyperblazer
- Improvised Weapon Mastery
- Increased Agility
- Linguist
- Maniacal Charge
- Mission Specialist
- Mobility
- Mounted Combat
- Moving Target
- Never Surrender
- Opportunistic Shooter
- Pistoleer
- Point Blank Shot
- Poison Resistance
- Precise Shot
- Prime Shot
- Rapid Reaction
- Rapid Shot
- Recovering Surge
- Resilient Strength
- Resurgence
- Return Fire
- Riflemaster
- Risk Taker
- Running Attack
- Skill Focus
- Skill Training
- Slippery Maneuver
- Sniper
- Sport Hunter
- Stay Up
- Steadying Position
- Superior Awareness
- Targeted Area
- Trample
- Vehicular Combat
- Vehicular Surge
- Vehicle Systems Expertise
- Weapon Proficiency (advanced melee weapons)
- Wilderness First Aid
CREDITS
A 1st-level scout starts play with 3d4 x 250 credits.