Scout

Scout

Scouts were individuals who surveyed, patrolled, or explored areas of land. The Galactic Empire's Stormtrooper Corps included Scout troopers. The Ewok Wicket W. Warrick was a scout. The Gungan Grand Army used Gungan scouts who rode swift beasts called kaadu into combat. Several Felucians served as scouts for the Grand Army of the Republic during the Battle of Felucia. Wollivan was an interstellar scout who blazed hyperspace trails between the far-flung stars of the galaxy

Scout

Scouts were individuals who surveyed, patrolled, or explored areas of land. The Galactic Empire's Stormtrooper Corps included Scout troopers. The Ewok Wicket W. Warrick was a scout. The Gungan Grand Army used Gungan scouts who rode swift beasts called kaadu into combat. Several Felucians served as scouts for the Grand Army of the Republic during the Battle of Felucia. Wollivan was an interstellar scout who blazed hyperspace trails between the far-flung stars of the galaxy

Creating A Scout

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering around together until you mastered the scouts ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as part of a band of scouts affiliated with a gang. You might be self taught, a recluse who learned combat throwugh the necessity of surviving. 

Whats the source of your particular hatred of a certain kind of enemy? Did it kill someone you loved or destroy your home? Or did you see too much of the destruction these monsters cause and commit yourself to reining in the their depredations? is your adventuring career a continuation of your work in protecting the borderlands, or a signfificant change>

What made you join up with a band of adventures? Do you find it challenging to teach new allies the ways of the scout or do you welcome the relief from solitude that they offer?

Scouts are trained to be ever aware of their surroundings and how to survive in them; Scouts are jacks-of-all-trades, the middle ground between Soldier and Scoundrel. Because of their extensive training, Scouts can quickly adapt to almost any situation.

Quick Build

You can make a scout quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity Second choose the military background.

HIT POINTS

  • Hit Dice: 1d8 per Scout level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scoundrel level after 1st

PROFICIENCIES

  • Armor: Light and Medium armor, Energy Shields
  • Weapons: Simple weapons, Pistols, Rifles, Grenades
  • Tools: Vehicles (Atmospheric), Vehicles (Space)
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth or Survival.
  • Languages: Choose any two

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) a blaster pistol or (b) any simple weapon
  • • (a) a blaster pistol or (b) a blaster rifle
  • • (a) a exploror's pack or (b) a burgler's pack
  • • Half Vest , a vibro-knife
  • You start with a number of credits equal to the total of 4d4 x 10.

Implants Level 1

Cybernetic Implants were cybernetic constructs that were implanted into the body and created a link with the user's brain. Through this link, the implant would provide data on the battle which included information on weapon specifications, troop estimates and other important tactical information. Higher level Implants ignore the ability score maximum.

Starting at level 1, you gain a Level 1 implant of your choice from the following list:

  • Cardio Package: This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might. Granting you a +1 Constitution while installed.
  • Response Package: This implant boosts the regular energy impulses of the nervous system, sharpening the performance of dexterous action. Inactive users may suffer the odd lingering twitch. Granting you a +1 Dexterity while installed.
  • Memory Package:This implant stimulates the brain, effectively increasing the user's capacity for intelligent thought, all at a price cheaper than a trip to the libraries of Coruscant. Granting you a +1 Intelligence while installed. 

Covered Terrain 

 Also at 1st level, you have trained in certain environments that have granted you advantages especially when working within them. Choose one of the Terrains below. When you reach higher levels in this class, you choose one additional Terrain. You choose one at 5th level, 11th level and 17th level.

Artic : You have resistence to cold damage. While in the Terrain, you are immune to slipping and falling due to the cold environment. 

Desert: You can survive twice as long without food and water. While in the Terrain, you can find sources of water and gain a +5 bonus to spotting dangerous sand based environmental effects such as sandstorms and quicksand. 

Jungle: You gain a 30ft climbing speed, if you already have a climbing speed, you gain an additional 10ft. While in the Terrain, you can add 2d6 to your rolls to identify plants and animals. 

Ocean: You gain a 30ft swim speed, if you already have a swim speed you gain an additional 10ft. While in the Terrain, you can hold your breath for twice as long and gain a bonus 1d6 on Perception checks. 

Swamp: You have resistence to Poison damage and gain Advantage on Saving Throws against the Poisoned Condition. While in the Terrain, You gain a bonus 2d6 on Stealth rolls. 

Urban: You gain Proficiency in Deception, if you already have it you instead gain Expertise. While in the Terrain, you gain 15ft to your walking speed and 1d6 bonus to Insight Checks. 


Bonus Feat

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

Recon 

Starting at 2nd level, your duty is to gain details about the area. While scouting an area, you can learn one immediate fact that is within one mile of you. When you do, choose one of the facts below to learn. You can do this a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long rest. 

Type of animals.

Any man made structures. 

Natural structures such as caves, rivers and cliffs. 

Any Factions or Groups. 

Sources of food and water. 

Droids, Turrets or Security Guards 

Unknown or undefinable structure or environment 


Heightened Reflex 

Also at 2nd level, you have the ability to dodge out of the way of trouble. When you make a Dexterity Saving Throw or roll for Initiative, you add your Wisdom Modifier to the roll. Also once per short rest, if you would take damage from an effect that caused you to make a Dexterity Saving Throw, you can reduce the damage by an amount equal to your Scout level. 

Covert

At 3rd level, you choose an covert type that you strive to emulate. Tracker, Shadow Walker or Survivor. Detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scoresof your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

Ambush Tactics 

Starting at 5th level, your ability to move through difficult terrain makes it harder for others to be ware of you. You can move through difficult Terrain as normal and you dont gain Disadvantage on Ranged Attacks while Prone. If you are hidden when you roll Initiative, you deal bonus damage on your first attack you make equal to 2d6 + your Scout level. This can happen once every 10 minutes. 

Openning Space 

Beginning at 7th level, when a hostile creature ends its Turn within 10ft of you, you can use your Reaction to take the Dash Action. 

Implants Level 2 & 3

Starting at 9th level your bodies ability to adapt to a higher cybernetic implant pushes your bodies limits. You can now instal Level 2 and Level 3 Implants. Also the Constitution requirement is reduced by a number equal to your Proficiency Bonus.nct

Situational Awareness 

Starting at 11th level, when you roll Initiative, you can use your Reaction to take the Dash Action. Whenever you take the Dash action, you also take the Disengage Action. In addition, you have Resistance to Environmental damage. 

Guerrilla Evasion 

At 13th level, you can find your way out of situations when the walls are closing in. You gain a +1 bonus on Dexterity based checks for each hostile enemy within 10ft of you. In addition, if you are grappled, you can use a Bonus Action to attempt to escape the grapple. 

Hide in Plain Sight

Starting at 15th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Implants Level 4

Starting at 17th level your body is pushed to its maximum limit and can stall some of the best and rarest implants in the galaxy, you can install level 4 Implants. In addition, you can have one additional implant.

Environmental Constitution 

When you reach 17th level, your endurance throughout your travels has gained you a Bonus to your Saving Throws equal to your Constitution Modifier. In addition, when you roll a Hit Die, you instead take the maximum. 

Adaptive Movement 

At 18th level, your ability to move through the environment is better then others. You gain a bonus 15ft of movement and you travel twice as fast through Difficult Terrain. 

Extraction 

When you reach 20th level, your scouting ability has prepared you to not only recieve extraction but to extract others. When you take the Dash Action while hidden, you can move an ally with you as long as their size is equal or smaller then yours. If your Passive Stealth is higher then opposing Passive or active checks, then the ally you bring with you is also under stealth. If Initiative is rolled, while you are escaping an area, you can take two Dash Actions if you use your Reaction to Dash.