Scout

A human scout

Little can the vanguard's advance without brave scouts venturing and investigating.

Their mobility and perceptive skills allow them to support their team’s advance, and slow down the enemy’s.

## Features

### Scout Training

You gain proficiency in *light armor* and in *handguns* and 1 *weapon* of your choice. You gain proficiency in *Perception*, if you are already proficient you gain expertise. You gain the following ability:

> ***Swift*** - You also gain 5 ft additional to your base walking and swimming speed.
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### Scout Training

Your senses adapt to extreme conditions. You gain the following ability:

> ***Heightened Senses*** - While not suffering from the Blinded condition you gain 10ft true sight.
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### Scout Training

An effective scout avoids direct confrontation with their enemy. You gain the following ability:

> ***Skirmisher*** (reaction) - You can move up to half your speed when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
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### Spotter

The main duty of a scout is to scout vulnerabilities, and you do so with great proficiency. You gain the following ability:

> ***Spot*** (3AP) - You mark a creature or vehicle that you can see. They must make a wisdom saving throw against your Scout Save DC (if it is a vehicle, the pilot must make this roll). If failed, the creature will be vulnerable to the damage of the next attack dealing one of these damage types: piercing, ballistic, slashing, bludgeoning. Whether the attack hits or misses, this mark is removed. You can only have 1 creature marked at a time.
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### Patience

A scout’s duty is one of bravery and patience, and striking at the right time in kahoots with your allies. You gain the following ability:

> ***Patient*** - When rolling initiative, you may swap your initiative result with that of another creature as long that creature is willing.
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### Stalk

By observing your enemy from afar, you increase your chance of victory. You gain the following ability:

> ***Stalk*** - When you observe a creature for at least 10 minutes, you must roll a Stealth check contested to a Perception Check they roll. When you score a success on this contested skill check, this target becomes ‘*stalked*’, and the ‘*spot*’ ability used in the following week will cost only 2 AP on this creature. When having observed a creature for at least 1 hour, you reroll the contested check and if successful this cost is further reduced to 1AP. You may only have 1 creature ‘*stalked*’ at a given time. If any of these checks are failed, you are noticed by the creatures and they will become suspicious of your intent.
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### Saboteurs Aura

You are an expert in slowing down the enemy’s advance but planting minor traps and limiting their mobility.  You gain the two following ability:

> ***Saboteurs Aura*** - You have a saboteur’s aura around you, which is a sphere with a 10ft radius. All terrain in this sphere is considered difficult terrain to all creatures of your choice.
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> ***Move Saboteurs Aura*** (1AP)- The saboteur’s aura can be moved to a different creature within 30ft. If they leave this range, the aura reverts to you.
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                             ~ DikkBott ಠ‿ಠ