Scout

Base Level Attack Bonus Class Features

1

+0

Defense Bonuses, Scout Starting Feats, Scout Talent

2

+1

Scout Bonus Feat

3

+2

Scout Talent

4

+3

Scout Bonus Feat

5

+3

Scout Talent

6

+4

Scout Bonus Feat

7

+5

Scout Talent

8

+6

Scout Bonus Feat

9

+6

Scout Talent

10

+7

Scout Bonus Feat

11

+8

Scout Talent

12

+9

Scout Bonus Feat

13

+9

Scout Talent

14

+10

Scout Bonus Feat

15

+11

Scout Talent

16

+12

Scout Bonus Feat

17

+12

Scout Talent

18

+13

Scout Bonus Feat

19

+14

Scout Talent

20

+15

Scout Bonus Feat

Starting Features

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, scoundrels gain 1d8 hit points + their Constitution modifier.

Class Skills
Scouts begin play at 1st level with 5 + their Intelligence modifier of trained skill chosen from the following list of class skills - Athletics, Endurance, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Pilot, Ride, Security, Stealth, and Survival.

Force Points
Scouts gain a number of Force 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 Force Points left over from previous levels are lost.

Credits
A 1st-level scout starts play with 3d4 x 250 credits.

Class Features

Defense Bonuses

At 1st level, you gain a +1 class bonus to your Fortitude Defense and a +2 class bonus to your Reflex Defense.

Scout Starting Feats

At 1st level, you gain the following bonus feats- Shake It Off*, Weapon Proficiency (Blasters), Weapon Proficiency (Simple Weapons), and your choice of one of the following: Skill Training or Skill Focus.

  • You must meet the prerequisite of this feat (minimum Constitution 13 and trained in the Endurance skill) to gain it.

Scout Bonus Feat

At each even-number level (2nd, 4th, 6th, etc.) you gain a bonus feat. This feat must be selected from the following, and you must meet any prerequisites for that feat.

Bonus Feat Prerequisites Benefit
Armor Proficiency (heavy)

Armor Proficiency (light), Armor Proficiency (medium)

No penalty on attacks and no armor check penalty while wearing light, medium, or heavy armor.

Armor Proficiency (light)

No penalty on attacks and no armor check penalty while wearing light armor.

Armor Proficiency (medium)

Armor Proficiency (light)

No penalty on attacks and no armor check penalty while wearing light or medium armor.

Careful Shot

Point Blank Shot, base attack bonus +2

If you aim, gain +1 bonus on the attack roll.

Deadeye

Point Blank Shot, Precise Shot, base attack bonus +4

If you aim, deal extra damage.

Dodge

Dex 13

Gain a + 1 dodge bonus to Reflex Defense against a selected target.

Far Shot

Point Blank Shot

Range penalties for short-, medium-, and long-ranged attacks are reduced.

Linguist

Int 13

Gain bonus languages equal to 1 + your Int modifier (minimum 1).

Mobility

Dex 13, Dodge

Gain +5 dodge bonus to Reflex Defense against some attacks of opportunity.

Point Blank Shot

+ 1 bonus on ranged attacks and damage against point blank foes.

Precise Shot

Point Blank Shot

No -5 penalty for shooting into melee.

Rapid Shot

Str 13, base attack bonus + 1, proficient with weapon

Take a -2 penalty on a ranged attack roll to deal +1 die of damage.

Running Attack

Dex 13

Move before and after making an attack.

Skill Focus

Gain +5 competence bonus on skill checks with one trained skill.

Skill Training

You become trained in one class skill.

Sniper

Point Blank Shot, Precise Shot, base attack bonus +4

You ignore soft cover when making a ranged attack.

Vehicular Combat

Trained in Pilot

Negate one attack per round against the vehicle you're piloting.

Weapon Proficiency (Advanced Melee Weapons)

Ignore -5 penalty on attack rolls with advanced melee weapons.

Scout Talent

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 indicted.

Awareness Talent Tree

You are exceptionally good at noticing things and avoiding perilous situations.

Talent Brief Prereqs Source
Acute Senses

You are more skilled than most at perception.

-

Core

~Expert Tracker

You can swiftly track your prey.

Acute Senses Core

~Improved Initiative

You are fast to battle.

Acute Senses Core

~~Uncanny Dodge I

You are difficult to ambush.

Acute Senses, Improved Initiative Core

~~~Uncanny Dodge II

You cannot be out-flanked.

Acute Senses, Improved Initiative, Uncanny Dodge I Core

~Keen Shot

You are adept at shooting through concealment.

-

Acute Senses
Reset Initiative

TFU 28
Weak Point

KotOR 28

Camouflage Talent Tree

You learn quickly how to blend in with your environment.

Talent Brief Prereqs Source
Improved Stealth

You are more stealthy than most.

-

Core

~Hidden Movement

You can move both swiftly and silently.

Improved Stealth Core

~~Total Concealment

You make the most of available concealment.

Improved Stealth, Total Concealment Core

Fringer Talent Tree

You're especially skilled at "getting by" on backwater worlds.

Talent Brief Prereqs Source
Barter

You are an expert haggler.

-

Core
Fringe Savant

You are adept at making the most of your luck.

-

Core
Long Stride

You are adept at swift movement while unencumbered.

-

Core
Jury-Rigger

You are an expert at jury-rigging your equipment.

-

Core
Flee

SNV 17
Keep It Together

SNV 17
Sidestep

SNV 17
Surge

SNV 17
Swift Strider

SNV 17

Hyperspace Explorer Talent Tree

Reconnaissance Talent Tree

Spy Talent Tree

Surveillance Talent Tree

Talent Brief Prereqs Source
Advanced Intel

TCW 25
Hidden Eyes

TCW 25
Hunt the Hunter

TCW 25
Seek and Destroy

TCW 25
Spotter

TCW 25

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.

Talent Brief Prereqs Source
Evasion

You are adept at evading attacks against an area.

-

Core
Extreme Effort

You are capable of extreme feats of strength.

-

Core
Sprint

You are exceptionally swift on your feet.

-

Core
Surefooted

You are adept at travel through treacherous terrain.

-

Core

Versatility Talent Tree

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