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Scout

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.  

DEADLY HUNTERS

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.   Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.  

INDEPENDENT ADVENTURERS

  Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first and possibly the last line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.   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, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?  

QUICK BUILD

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the bounty hunter background.   THE SCOUT
Level Proficiency Bonus Features Ranger's Quarry Tech Powers Known Tech Points Max Power Level Routines Known Routine Radius
1 +2 Ranger's Quarry, Pathfinder d4 - - - - -
2 +2 Techcasting, Fighting Style d4 2 1 1 - -
3 +2 Scout Routine, Scout Technique d4 3 1 1 1 2,5 meter
4 +2 Ability Score Improvement d4 4 1 1 1 2,5 meter
5 +3 Extra Attack d6 5 1 1 1 2,5 meter
6 +3 Expertise d6 6 2 1 1 2,5 meter
7 +3 Technique feature d6 7 2 2 2 2,5 meter
8 +3 Ability Score Improvement d6 8 2 2 2 2,5 meter
9 +4 d8 9 2 2 2 7,5 meter
10 +4 Commando d8 10 2 2 2 7,5 meter
11 +4 Technique feature d8 11 2 2 2 7,5 meter
12 +4 Ability Score Improvement d8 12 2 2 2 7,5 meter
13 +5 d10 13 2 2 2 7,5 meter
14 +5 Expertise, Combat Tech d10 14 2 2 2 7,5 meter
15 +5 Technique feature d10 15 3 3 3 7,5 meter
16 +5 Ability Score Improvement d10 16 3 3 3 7,5 meter
17 +6 d12 17 3 3 3 15 meter
18 +6 Supreme Awareness d12 18 3 3 3 15 meter
19 +6 Ability Score Improvement d12 19 3 3 3 15 meter
20 +6 Foe Slayer d12 20 3 3 3 15 meter

CLASS FEATURES

As a Scout, you gain the following class features.  

HIT POINTS

Hit Dice: 1d10 per Scout level   Hit Points at 1st Level: 10 + your Constitution modifier   Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st  

PROFICIENCIES

  Armor: Light armor, medium armor   Weapons: All blasters, all vibroweapons   Tools: None   Saving Throws: Strength, Dexterity   Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology   EQUIPMENT   You start with the following equipment, in addition to the equipment granted by your background   (a) mesh armor or (b) a combat suit, blaster rifle or simple blaster, and two power cells   (a) a vibroweapon and a light physical shield or (b) two simple vibroweapons   (a) a hold-out and a power cell or (b) two vibrodaggers   (a) a dungeoneer’s pack or (b) an explorer’s pack   A wristpad   VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class Funds Scout   8d4 x 100 cr  

RANGER’S QUARRY

Scout: 1st, 5th, 9th, and 17th level You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 60 meters and mark it as your quarry (no action required). For the next hour, you gain the following benefits:   Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you. You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.   The duration increases to 8 hours at 9th level and 24 hours at 17th level.  

PATHFINDER

Scout: 1st level You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:   Difficult terrain doesn’t slow your group, provided they can see and hear you. You can’t become lost by unenhanced means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food. You have advantage on Survival checks.  

TECHCASTING

Scout: 2nd level You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.  

TECH POWERS KNOWN

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.   List of tech powers here:      

TECH POINTS

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.  

MAX POWER LEVEL

Many tech powers can be overcharged, consuming   more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.   You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.  

TECHCASTING ABILITY

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.   Tech save DC = 8 + your proficiency bonus + your Intelligence modifier   Tech attack modifier = your proficiency bonus + your Intelligence modifier  

TECHCASTING FOCUS

You use a wristpad (found in chapter 5) as a tech focus for your tech powers.  

FIGHTING STYLE

Scout: 2nd level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.  

SCOUT ROUTINE

Scout: 3rd level You’ve developed one routine, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Routines Known column of the scout table. Your routine has a radius of 5 feet, which increases at higher levels, as shown in the Routine Radius column of the scout table.  

SCOUT TECHNIQUE

Scout: 3rd, 7th, 11th, and 15th level You choose to focus on a specific scout technique, which is detailed at the end of the class description.  

ABILITY SCORE IMPROVEMENT

Scout: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.  

EXTRA ATTACK

Scout: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.  

EXPERTISE

Scout: 6th and 14th level Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.   At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.  

COMMANDO

Scout: 10th level You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.   When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.   If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.   Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.  

COMBAT TECH

Scout: 14th level When you use your action to cast a tech power, you can make one weapon attack as a bonus action.  

SUPREME AWARENESS

Scout: 18th level You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.  

FOE SLAYER

Scout: 20th level You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.   Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make.  

SCOUT ROUTINES

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.  

ADAPTABILITY ROUTINE

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus to saving throws you make with the chosen ability. Alternatively,   you can choose to extend this benefit to allies within 5 feet of you.  

MAVEN’S ROUTINE

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.  

MESMER’S ROUTINE

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.  

NOMAD’S ROUTINE

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.  

RESPONDER’S ROUTINE

When you roll initiative, you can choose to add your proficiency bonus to the initiative check and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each friendly creature within 5 feet of you to add half your proficiency bonus to the initiative check and have advantage on the first attack roll they make against a creature that has not yet acted.  

SHARPSHOOTER’S ROUTINE

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each friendly creature within 5 feet of you to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.  

STRIDER’S ROUTINE

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.  

WARDEN’S ROUTINE

At the start of each of your turns, you can choose to gain a crawling, climbing, and swimming speed equal to your walking speed until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.

Career

Career Progression

Archetypes:

 

BULWARK TECHNIQUE

Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.  

BONUS PROFICIENCIES

Bulwark Technique: 3rd level You gain proficiency in heavy armor.  

PERSONAL BARRIER

Bulwark Technique: 3rd level You gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.   Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.   While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.   Additionally, for as long as your barrier has hit points, you gain the following benefits:   You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers. Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of one). MARK OF THE BULWARK Bulwark Technique: 3rd level When the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creature takes bonus damage equal to your Ranger’s Quarry Damage Die.  

PROJECTED BARRIER

Bulwark Technique: 7th, 11th, and 17th level You’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.   Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.   If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.  

PROJECTED SPHERE

You create a protective spherical barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).  

PROJECTED MAELSTROM

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).   This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).  

PROJECTED WAVE

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.   This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).  

REGENERATIVE SHIELDING

Bulwark Technique: 11th level When a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.  

ADAPTIVE BARRIER

Bulwark Technique: 15th level When your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.    

HUNTER TECHNIQUE

Some scouts seek to master weapons to better protect civilization from the terrors of their enemies. Followers of the Hunter Technique learn specialized fighting techniques for use against the most dire threats, from an onslaught of soldiers to towering walkers.  

HUNTER’S PREY

Hunter Technique: 3rd level You gain one of the following features of your choice.  

COLOSSUS SLAYER

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon’s damage.  

GIANT KILLER

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.  

HORDE BREAKER

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.  

MARK OF THE HUNTER

Hunter Technique: 3rd level When you use your Ranger’s Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger’s Quarry each turn, roll your Ranger’s Quarry die and add it to the roll.  

DEFENSIVE TACTICS

Hunter Technique: 7th level You gain one of the following features of your choice.  

ESCAPE THE HORDE

Opportunity attacks against you are made with disadvantage.  

MULTIATTACK DEFENSE

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.  

STEEL WILL

You have advantage on saving throws against being frightened.  

MULTIATTACK

Hunter Technique: 11th level You gain one of the following features of your choice.  

VOLLEY

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.  

WHIRLWIND ATTACK

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.  

SUPERIOR HUNTER’S DEFENSE

Hunter Technique: 15th level You gain one of the following features of your choice.  

EVASION

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.  

STAND AGAINST THE TIDE

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.  

UNCANNY DODGE

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.    

SLAYER TECHNIQUE

Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Followers of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.  

BONUS PROFICIENCIES

Slayer Technique: 3rd level You gain proficiency in heavy armor.  

SLAYER’S PRIDE

Slayer Technique: 3rd level You have advantage on saving throws against being frightened.  

MARK OF THE SLAYER

Slayer Technique: 3rd level You immediately learn if the target of your Ranger’s Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger’s Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger’s Quarry Damage Die. The damage is of the same type as the weapon’s damage.  

SUPERNATURAL DEFENSE

Slayer Technique: 7th level Whenever the target of your Ranger’s Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger’s Quarry Damage Die, adding it to the roll.  

NEMESIS

Slayer Technique: 11th level When you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature’s turns it repeats this saving throw, ending the effect on a success.  

SLAYER’S COUNTER

Slayer Technique: 15th level If the target of your Ranger’s Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack’s normal effects.    

STALKER TECHNIQUE

Some Scouts become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of the Stalker Technique hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.  

ACCOMPLISHED AMBUSHER

Stalker Technique: 3rd level When you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.  

MARK OF THE STALKER

Stalker Technique: 3rd level While you are hidden from the target of your Ranger’s Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.  

CONCEALMENT

Stalker Technique: 7th, 9th, 13th, and 17th level You’ve become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.   Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature’s speed is reduced to 0 until the end of your next turn. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.  

STALKER’S FLURRY

Stalker Technique: 11th level If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.  

STALKER’S DODGE

Stalker Technique: 15th level Whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

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