Scout

### 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.

#### 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.

### Class Features

All of the following are features of the Scout class.

#### Defense Bonuses\*

At 1st level, a Scout gains a +1 Class bonus to their Fortitude Defense and a +2 Class bonus to their Reflex Defense.

#### Starting Feats\*

* Training in 5 skills
* Shake It Off
* Weapon Proficiency (Pistols)
* Weapon Proficiency (Rifles)
* Weapon Proficiency (Simple Weapons) \*You must meet the prerequisite of this Feat (minimum Constitution 13 and Trained in Endurance) to gain it.

#### Talent Trees\*

* At every odd-numbered level (1st, 3rd, 5th, and so on), a Scout gains an additional Talent. A Scout may choose a Talent from any of the Scout or Force Talent Trees they wish, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

#### Bonus Feats\*

* At every even-numbered level (2nd, 4th, 6th, etc.), a Scout gains a bonus Feat.

#### Credits\*

* A 1st level Scout starts play with 1500 credits.

### Talents

#### Camouflage

##### Hidden Movement\*

Prerequisite: Improved Stealth

You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal Speed. This Talent applies to Stealth checks made while Piloting a Starship (see Starship Stealth).

##### Improved Stealth\*

You may choose to reroll any Stealth check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Stealth checks made while Piloting a Starship (see Starship Stealth).

##### Total Concealment\*

Prerequisites: Hidden Movement, Improved Stealth Any situation that would give you Concealment grants you Total Concealment instead.

##### Dig In\*

Reference Book: Star Wars Saga Edition Galaxy at War

When Prone, you can spend a Swift Action to gain Concealment until the start of your next turn. If you stand up or move, you lose this benefit.

Confusing Strike: Make a single melee or ranged attack against an opponent within Range. If this opponent is denied its Dexterity bonus to its Reflex Defense, or if you have Concealment form this opponent, a successful attack also causes the opponent to be able to take only a Swift Action on its next turn.

Unexpected Attack: Make a melee or ranged attack within your Range against an opponent from whom you have Concealment. You gain a +2 bonus on this attack roll if you have Concealment, or a +5 bonus if you have Total Concealment.

##### Slip By\*

Reference Book: Star Wars Saga Edition Galaxy at War

When you would normally provoke an Attack of Opportunity by moving out of a Threatened Area, you can roll a Stealth check, replacing your Reflex Defense with the results of your Stealth check if it is higher.

##### Extended Ambush\*

Reference Book: Star Wars Saga Regions

Prerequisite: Improved Stealth

During a Surprise Round, if you make a ranged attack against a target that is Surprised, you can Aim at the target as a Free Action.

##### Ghost Assailant\*

Reference Book: Star Wars Saga Edition Galaxy at War

If you start your turn with Total Concealment or Total Cover from a target, during that turn you can make a Stealth check as a Swift Action, opposed by the target's Perception check. If you succeed, the target is considered Flat-Footed against you until the end of your turn.

##### Hide in Plain Sight\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Hidden Movement, Improved Stealth

Once per encounter, when you are within 2 spaces of Cover or Concealment, you can move to that Cover or Concealment and make a Stealth check to hide as a single Move Action.

##### Hunker Down\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Whenever you benefit from Cover, you can spend a Standard Action to Hunker Down and maximize the benefit of the Cover. You increase the benefit of Cover to Improved Cover or Improved Cover to Total Cover.

##### Shadow Striker\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Hidden Movement, Improved Stealth

You excel at fighting from the shadows, hitting your opponents when they least expect it. You can use each of the following actions once per encounter as a Standard Action:

Blinding Strike: Make a single melee or ranged attack against an opponent within Range. If you damage the target, you gain Total Concealment against that target until the beginning of your next turn.