Scout

Scouts rely on superior positioning and knowledge of their surroundings to take out their opponents. Scouts specialize in light armor and light weaponry and are focused on survival skills and superior positioning abilities.

Scout

Scouts rely on superior positioning and knowledge of their surroundings to take out their opponents. Scouts specialize in light armor and light weaponry and are focused on survival skills and superior positioning abilities. Dexterity or Strength and Wisdom should be a Scout's highest Attributes.

Playing a Scout

XP Cost : 4 Prerequisites : DEX 14

Meet the Prerequisites and pay this Archetype's XP cost to gain the following:

Training

Gain Training in Perception and Survival and 2 of the following Skills: Knowledge, Medicine, Athletics, Fine Motor, Stealth, Charm, Deception, Navigation or Investigation.

Gain Training in the use of 2 Weapon Types of your choice.

Gain Training in the use of Light Shields.

Equipment

Acquire a Common or Uncommon Suit of Light Armor of your choice.

Acquire a Common or Uncommon Melee or Ranged Weapon of your Choice.

Acquire a Common or Uncommon Light Shield of your choice.

Acquire a Common or Uncommon Bundle of your Choice.

Trait

Skirmisher Tactics Add a Destiny Die to Stealth Skill Rolls made while in Tall Grass or Dense Foliage. You only require 2 Meters of Movement to Disengage from Opponents.

Archetype Trait

Lone Operative You gain various bonuses to skills, attacks and defenses while in certain Terrain.

Branches

You gain Advantage on Athletics Skill Rolls made to Climb Trees(+2 if you already have advantage on Athletics Skill Rolls to Climb).

You gain +2 to Hit with Ranged Attacks.

Tall Grass

Gain Advantage on Stealth Checks.

You gain +2 to Hit with Melee Attacks.

Dense Foliage

Gain Advantage on Stealth Checks.

You gain +2 to Hit with Melee Attacks.

Snow

You have your movement speed reduced by 2 Meters in deep snow rather than treating it as difficult terrain.

You gain +2 to Hit with Ranged Attacks vs uncamouflaged targets in snow.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Scout

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Scout

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Scout

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Basic Maneuvers

XP Cost : 1 Prerequisites : Scout

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Expert Maneuvers

XP Cost : 2 Prerequisites : Scout, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Special Maneuvers

XP Cost : 3 Prerequisites : Scout, Expert Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Superior Focus

XP Cost : 1 Prerequisites : Scout

Your Maximum Focus is increased by 2.

Stamina Training

XP Cost : 1 Prerequisites : Scout

Your Maximum Stamina is increased by 2.

Weight Training

XP Cost : 1 Prerequisites : Scout

Your Maximum Might is increased by 2.

High Ground

XP Cost : 1 Prerequisites : Scout

You gain +2 to Hit and +2 to Damage on Melee Attacks when you are 1 to 2 Meters above your target.

Light Armor Specialist

XP Cost : 2 Prerequisites : Scout

You gain an additional Bonus to your AC equal to ½ your DEX Modifier.

Natural Camouflage

XP Cost : 1 Prerequisites : Scout

You gain +2 to Stealth Checks made in high foliage environments, such as crop fields, forests, jungles, swamps and tall grass.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Scout

You reduce the Initial cost of all Tier I Might Abilities by ½.

Might Maneuver Veteran

XP Cost : 3 Prerequisites : Scout, Might Maneuver Expert

You reduce the Initial cost of all Tier II Might Abilities by ½.

Might Maneuver Specialist

XP Cost : 4 Prerequisites : Scout, Might Maneuver Veteran

You reduce the Initial cost of all Tier III Might Abilities by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Scout

You reduce the Initial cost of all Tier I Stamina Abilities by ½.

Stamina Maneuver Veteran

XP Cost : 3 Prerequisites : Scout, Stamina Maneuver Expert

You reduce the Initial cost of all Tier II Stamina Abilities by ½.

Stamina Maneuver Specialist

XP Cost : 4 Prerequisites : Scout, Stamina Maneuver Veteran

You reduce the Initial cost of all Tier III Stamina Abilities by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Scout

You reduce the Initial cost of all Tier I Focus Abilities by ½.

Focus Maneuver Veteran

XP Cost : 3 Prerequisites : Scout, Focus Maneuver Expert

You reduce the Initial cost of all Tier II Focus Abilities by ½.

Focus Maneuver Specialist

XP Cost : 4 Prerequisites : Scout, Focus Maneuver Veteran

You reduce the Initial cost of all Tier III Focus Abilities by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Scout

You reduce the cost to Sustain all your Maneuvers by ½.

Nimble Recovery

XP Cost : 1 Prerequisites : Scout

Gain training in DEX Saving Throws.

Lightning Reflexes

XP Cost : 1 Prerequisites : Scout

You gain +2 to your Initiative.

Relentless

XP Cost : 2 Prerequisites : Scout

You have one additional Reaction at your disposal.

Relentless II

XP Cost : 3 Prerequisites : Scout, Relentless

You have one additional Reaction at your disposal.

Relentless III

XP Cost : 4 Prerequisites : Scout, Relentless II

You have one additional Reaction at your disposal.

Efficient

XP Cost : 1 Prerequisites : Scout

You have one additional Motion at your disposal.

Efficient II

XP Cost : 2 Prerequisites : Scout, Efficient

You have one additional Motion at your disposal.

Efficient III

XP Cost : 2 Prerequisites : Scout, Efficient II

You have one additional Motion at your disposal.

Tracker

XP Cost : 2 Prerequisites : Scout

You gain Advantage on survival skill rolls made to track or follow trails left by creatures in non-urban environments.

Abilities

Arrow and Bolt Recovery

XP Cost : 2 Prerequisites : Scout

You never lose arrows or bolts as long as you have 10 minutes or more to Search the Battle Area for your Ammunition. Arrows and Bolts that Hit Targets that escape the battlefield are still lost as normal.

Lay of the Land

XP Cost : 2 Prerequisites : Scout

You can use a 10 Minute Perception or Investigation Skill Check to Scout Out up to 100 Meters of Area. When you do so, you gain +2 on all Skill Roll made in that area for the next 12 Hours.

Quick Draw

XP Cost : 2 Prerequisites : Scout

You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Scout

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Scout, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.

Dual Wielder III

XP Cost : 6 Prerequisites : Scout, Dual Wielder II

Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.

Penalties for Additional Attacks while Dual Wielding are now Halved.

Pincushion

XP Cost : 2 Prerequisites : Scout

Each additional Hit on the same target deals +1 Damage(Maximum of 10). This bonus damage expires at the end of the round.

Ghillie Suit

XP Cost : 3 Prerequisites : Scout

You can use your Action while moving through non-urban, vegetated environments to create a localized ghillie suit ensemble. When you do so, roll a Fine Motor or Survival Skill Roll, If you meet or exceed the DC of 16 you gain Advantage on all Stealth Skill Rolls made in that environment for the next hour(+2 if you already have advantage on stealth rolls). You can only gain the benefit of one Ghillie Suit at a time. You can create Ghillie Suits for other creatures or allies.