Scout

Class Skills:

* Acrobatics[Dex]
* Athletics[Str]
* Computers[Int]
* Craft[Int]
* Demolitions[Int]
* Disguise[Cha]
* Handle Animal[Cha]
* Knowledge[Int](Astronomy, Geography, Nature, Streetwise)
* Linguistics[Int]
* Perception[Wis]
* Pilot[Dex]
* Profession[Wis]
* Repair[Int]
* Survival[Wis]

Blaster pistols

Blaster Rifles

Simple weapons

Primitive weapons

Vibro weapons

## Class Features

### Wilderness Leader

The scout can add half her class level to survival checks made to follow a track or trail. Additionally, the scout is adept at finding shortcuts through difficult areas. When traveling through poor conditions or difficult terrain, the scout can make a Survival check to reduce the penalties on travel time. A check result of 15 or better reduces the penalty by 25%, while 20 or better reduces the penalty by 50%. The scout can take 10 on this check when in his favored terrain, but not 20. The scout can guide a group of up to 3 individuals with no penalty. For each additional 3 individuals being guided, apply a +2 to the survival check DC.

### Extreme Effort

A scout has pushed and been pushed to the edges of their endurance many times, and can call upon those reserves to perform great feats. As a swift action on his turn the scout gains +2 Str and Con, and a +2 to Fort and Will saving throws, while taking a -1 penalty to Defense. The scout can use Extreme Effort for 1 minute per level per day. This duration can be broken up into multiple uses per day, but only in one minute increments. After ending extreme effort, the scout is fatigued for a number of minutes equal to double the time spent in Extreme Effort.

### Fast Movement

At 2nd level, the land speed of the scout increases by 10 feet.

### Favored Terrain

At 2nd level, the scout chooses a type of terrain. While in this terrain, the scout gains a +2 bonus on initiative checks and Knowledge(Geography), Perception, Stealth, and Survival skill checks. A scout traveling through his favored terrain leaves no tracks, and cannot be tracked(though he may leave a trail if he so chooses). At 7th level, and every five levels thereafter(12th, 17th), the scout can choose an additional favored terrain. Also, the bonus for existing favored terrains increases by 2.

Terrain Examples: *Cold, Desert, Forest, Jungle, Mountain, Plains, Swamp, Underground, Urban, Water*

### Uncanny Dodge

At 3rd level, the scout can react to danger before his senses would normally allow him to. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. The scout can still be deceived via the feint action, and still loses his Dex bonus if immobilized. If the scout already has Uncanny dodge from another class, he instead gains Improved Uncanny Dodge.

### Best Effort

At 3rd Level, and every three levels thereafter, the scout chooses a new trick to add to his arsenal. This is chosen from the Best Effort list. Unless otherwise stated, the scout cannot select the same effect twice. These abilities are only usable while the scout is using Extreme Effort unless they indicate otherwise. [The current list is pulled from Pathfinder 1e lists of barbarian rage powers(Ba) and rogue talents(Ro). In the case of rage powers, these only apply while the Scout is using Extreme Effort.]

Best Effort List

### Studied Target

At 4th level, the scout gains the ability to study a single target to find the best way to hunt them. After taking a full round action to study a single creature that they can see, the scout gains a +2 bonus on attack and damage rolls against that creature until the creature dies, the scout studies another target, or 24 hours passes. Every four levels thereafter, the bonus increases by +1 to a maximum of +6 at 20th level. If the studied target dies, the scout must wait an hour before he can study a new target.

### Improved Uncanny Dodge

At 6th level, a scout becomes immune to being flanked except by a scoundrel of higher level.

### Camouflage

At 10th level, the scout can hide with unnatural skill. While in one of his favored environments, the scout can attempt a stealth skill check without needing cover or concealment.

### Evasion

At 14th level, the scout learns to avoid explosions and other blasts with great agility. If he makes a successful Reflex saving throw against an attack that would normally deal a lesser effect on a successful save, the scout suffers no effect. Evasion can only be used if the scout is wearing light or no armor, and is not helpless.

### Hide in Plain Sight

At 19th level, the scout can use the stealth skill in any of his favored terrains, even while being observed.

## Archetypes

### Tracker

More ranger-y with combat style and Favored Enemy?

### Pack Leader

Animal companion and teamwork feats/abilities