Scout Class

Scouts are natural explorers and adventures, 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. Unlike the fringer, who is born to the frontier and often wants to escape from it, the scout consciously embraces the wild regions and understands the skills he or she possesses instead of coming to them by innate ability and happenstance. 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 nebula.

Many scouts become adventures 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 are 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.

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 t 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.

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 or military institution, or they may take 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.

Most of the scout’s key skills rely on Dexterity, Intelligence, and Wisdom. Strength is also useful for the scout who uses athletic skills.

Scouts gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The scout’s class skills, and the key ability for each, are as follows:
Astrogate (Int), Climb (Dex), Computer Use (Int), Craft* (Int), Demolitions (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Read/Write Language, Repair (Int), Ride (Dex), Search (Int), Survival (Wis), Swim (Str)
*This skill actually encompasses a numbber of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All of the following are class features of the scout.

Starting Feats
The scout begins play with the following feats:
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Simple Weapons)

Bonus Feats
At 1st, 8th, 12th, and 16th level, the scout gains a bonus feat. This feat must be selected from the following list, and the scout must meet any prerequisites.
Cautious, Endurance, Great Fortitude, Rugged, Sharp-Eyed, Skill Emphasis (Survival), Starship Operation (Space Transport), Starship Operation (Starfighter), Track

Beginning at 2nd level, the scout becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the scout may make a Survival check to reduce travel time.

With a check result of 15 or better, the scout reduces the total travel time by 25%. With a 25 or better, the time is reduced by 50%.

The scout can guide a group of up ot three individuals at no penalty. However, for each additional three in the group being guided, apply a -2 penalty to the trailblazing check.

The scout can take 10 on this check, but he can’t take 20. This ability does not apply to tatical movement or local movement as described in Heroic Characteristics.

The scout possesses a great deal of self-confidence and courage. Because of this, once per day the scout can focus his will and gain a circumstance bonus based on his innate belief in himself and his abilities. The bonus ranges from +1 at 3rd level to +4 at 18th level. The bonus can be applied to any skill check, ability check, or attack roll. You can decide to use this class feature after making a die roll but before the GM reveals the result of the check or attack roll.

Uncanny Dodge
Starting at 4th level, the scout gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 4th level and above, the scout retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.) This aspect of uncanny dodge does not negate flank attacks.

At 7th level, the scout can no longer be flanked, since he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.

Skill Mastery
At 5th level, the scout designates a skill. When making a skill check with this skill, the scout may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the sue of this skill that he can use it reliably even under adverse conditions. He designates an additional skill at 10th, 15th, and 20th level.

At 6th level, a scout gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a grenade blast), the scout suffers no damage with a successful saving throw. Evasion can only be used if the scout is wearing light armor or no armor.

Extreme Effort
The scout can push himself to make an extreme effort a number of times per day based on the character’s scout level (but only once in any encounter). The effort must relate to either a Strength check, a Strength-based skill check, or a melee attack. You can decide to use this class feature after making a die roll but before the GM reveals the result of the check or attack roll. The effort provides a circumstance bonus based on the character’s scout level. Making an extreme effort also hinders the scout with a penalty to Defense for 1 round.

Scout Level Circumstance Bonus Penalty to Defense Uses
5-7 +3 -2 1/day
8-11 +4 -3 2/day
12-15 +5 -4 3/day
16-18 +6 -5 4/day
19-20 +7 -6 5/day

After making an extreme effort, the scout becomes fatigued until the end of the current encounter.

A 1st-level scout starts play with 1d6 x 500 credits.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +1 +1 +1 Bonus Feat +2 +0
2 +1 +2 +2 +2 Trailblazing +2 +0
3 +2 +2 +2 +2 Heart +1 +3 +0
4 +3 +2 +2 +2 Uncanny Dodge (Dex bonus to Defense) +3 +1
5 +3 +3 +3 +3 Skill Mastery, Extreme Effort +4 +1
6 +4 +3 +3 +3 Evasion +4 +1
7 +5 +4 +4 +4 Uncanny Dodge (Can't be flanked) +5 +1
8 +6 +4 +4 +4 Bonus Feat +5 +2
9 +6 +4 +4 +4 +6 +2
10 +7 +5 +5 +5 Skill Mastery +6 +2
11 +8 +5 +5 +5 Heart +2 +7 +2
12 +9 +6 +6 +6 Bonus Feat +7 +3
13 +9 +6 +6 +6 +8 +3
14 +10 +6 +6 +6 Heart +3 +8 +3
15 +11 +7 +7 +7 Skill Mastery +9 +3
16 +12 +7 +7 +7 Bonus Feat +9 +4
17 +12 +8 +8 +8 +10 +4
18 +13 +8 +8 +8 Heart +4 +10 +4
19 +14 +8 +8 +8 +11 +4
20 +15 +9 +9 +9 Skill Mastery +11 +5
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