Scout Talents

 

Awareness

     Acute Senses: You may choose to reroll any Perception skill check, but you must accept the result of the reroll.

         Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving at your normal speed.

         Prerequisite: Acute Senses.

         Improved Iniitative: You may choose to reroll any Initiative skill check, but you must appecpt the result of the reroll.

         Prerequisite: Acute Senses.

         Reset Initiative: Once per encounter, as a swift action, at any time after the first full round (that is, the first full round after the surprise round, if one occurs), you can reset your Initiative score to your current score+5.

         Prerequisite: Improved Initiative.

         Keen Shot: You take no penalty on your attack roll when attack a target with concealment (but not total concealment).

         Uncanny Dodge I: You retain your Dexterity bonus to defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus if you are immobilized.

         Prerequisites: Improved Initiative.

         Uncanny Dodge II: You cannot be flanked.

         Prerequisites: Uncanny Dodge I.

 

Camoflage

     Hide In Plain Sight: Once per encounter, when you are within 2 squares of cover or concealment, you can move to that cover and make a Stealth check to hide as a single move action.

         Prerequisites: Hidden Movement.

     Hidden Movement: You take no penalty to your Stealth skill when moving at your normal speed.

         Prerequisite: Improved Stealth.

         Hunker Down: 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, and improved cover to total cover.

         Improved Stealth: You may choose to reroll any Stealth skill check, but you must accept the result of the reroll.

         Shadow Striker: You excel at fighting from the shadows, hitting your ooponents where they least expect it. You can use each of the following abilities once per encounter as a standard action:

         *Blinding Strike: Make an attack. If you damage the target,   you gain total concealment against them until the          beginning of your next turn.

         *Confusing Strike: Make an attack. If you have concealment against the target, or if they are denied their Dexterity   bonus to Reflex Defense, then a successful (damaging)        attack also causes the opponent to only be able to take a    swift action on their next turn.

         *Unexpected Attack: Make an attack against a target you      have concealment against. You gain a +2 bonus on this   attack, or +5 if you have total concealment.

         Prerequisites: Hidden Movement.

         Total Concealment: Any situaution that would grant you concealment instead grants you total concealment.

         Prerequisites: Hidden Movement.

 

Fringer

     Barter: You may choose to reroll any Persuasion skill check, but you must accept the result of the reroll.

         Flee: As a standard action, you can designate a single opponent and move up to your spped away from that opponent; this movement does not provoke attacks of opportunity from that enemy, though it provoke it might provoke them them from other enemies as normal.

         Prerequisite: Long Stride.

         Fringe Savant: Whenever you roll a natural 20 on a skill check during an encounter, you gain one temporary Force Point. If the Force Point is not spent by the end of the encounter, then it is lost.

         Keep it Together: Whenever you successfully jury-rig a device or vehicle. The vehicel does not move -5 steps down the condition track at the end of the end of encounter, although it does move -2 persistent steps.

         Prerequisite: Jure-Rigger.

         Long Stride: Your speed increases by 2 squares if you are wearing light or no armor. If you have a natural fly, climb, or swim speed, it increases as well. You cannot use thi talent in medium or heavy armor.

         Jury-Rigger: You may reroll any Mechanics check made to accomplish a jury-rigged repair. You must, however, accept the result of the reroll.

         Sidestep: You can use a swift action to redusce the cost of diagonal movement to 1 eachif you are wearing light or no armor. You cannot use this talent if you arer wearing medium or heavy armor.

         Prerequisite: Long Stride.

         Surge: Once per encounter, you may use a swift action to move up to your speed.

         Prerequisite: Long Sride.

         Swift Strider: You are skilled at manuevering on the battlefield thanks to your experience at surviving in such a dangerous place. You can use each of the following abilities once per encounter:

         *Blurring Burst: As a move action move up to your speed,      and gain a +2 bonus to your Reflex Defense until the end      of the encounter.

         *Sudden Assault: Make a charge attack against an enemy              within range as a standard action. You take no penalty to     your Reflex Defense for this attack.

         *Weaving Stride: Move up to your speed as a move action.      You gain a cumulative +2 dodge bonus to Reflex Defense     for each attack of opportunity made against you during        this movement. This bonus lasts until the beginning of your        next turn

         Prerequisites: Long Stride, Sidestep.

 

Reconnaissance

     Reconnaissance Team Leader: You gain a single follower. This follower gains training in Perception and Stealth. Additionally, whenever you make a Stealth skill check, all of your followers can make Stealth skill checks as part of the same action if they are able to do so.

         You can select this talent multiple times. Each time you do, you gain an additional follower (to a maximum of three).

         Close-Combat Assault: Each of your followers gains the Point Blank Shot feat.

         Prerequisite: Reconnaissance Team Leader.

         Get Into Position: As a move action, you can make one of you followers move up to their speed +2.

         Prerequisite: Reconnaissance Team Leader.

         Reconnaissance Actions: You can use any of the following actions on your turn:

      Forward Scouting: As a standard action, you can make an attack. For each of your allies armed with a ranged weapon who has lin of sight to the target, you can grant one ally a +2 insight bonus to attack rolls against your target until the beginning of your next turn.

      Group Sniping: As a standard action, you can make an attack. For each follower armed with a ranged weapon who has line of sight to your target, you and each of your followers gains a +1 circumstance bonus to Stealth skill checks until the end of your next turn.

      Sweep the Area: As a standard action, you can make an attack. For each of your followers armoed with a ranged weapon who has line of sight to your target, you and each  of your followers gain a +1 circumstance bonus on Perception skill checks until the start of your next turn.

Prerequisite: Recconaissance Team Leader.

 

Spy

       Blend In: You can use your Stealth skill in place of your Deception skill for purposes of creating a decptive appearance. You are considered trained in the Deception skill for purposes of this talent. If you are entitled to a Deception reroll, you may reroll Stealth.

         Ingognito: You can reroll you Deception check for the purposes of creating a deceptive appearance, using the better result.

         Prerequisite: Blend In.

         Improved Surveillance: When you succesfully use the Surrveillance talent, you grant yourself and your allies a +1 insight bonus to all defenses against that target.

         Prerequisite: Surveillance:

         Intimate Knowledge: Once per encounteras a standard action, you can take 20 on a check on a check invoving a Knowledge skill you are trained in, or take 10 on a Knowledge skill you are untrained in, even if circumstances would not normally allow it.

         Prerequisite: Surveillance.

         Surveillance: As a full-round action, you can make a perception check against a single target within line of sight. The DC is equal to 15 or the target's Stealth check result (if the target is actively trying to remain hidden), whichever is greater.

If the check is successful, you grant yourself and all allies within line of sighta +2 insight bonus on attack rolls against that target until the end of your next turn. You allies must be communicate with you to receive the bonus.

         Traceless tampering: When using Mechanics to disable a device, you automatically leave no trace when tampering and you must fail by 10 or more for anything to go wrong.

 

Survivor

     Evasion: If you are hit by an area attack, you take half damage if the attack hits you, and no damage if the attack misses you.

         Extreme Effort: You can spend two swift actions to gain a +5 bonus on a single Strength check or strength-based skill made in the same round.

         Mettle: Whenever an effect misses your you Fortitude or Will Defenses and has a partial effect, it is instead negated entirely.

         Sprint: When you use the run action, you move 5 times your normal speed.

         Surefooted: Your speed is not reduced by difficult terrain.

 

Surveillance

     Advanced Intel: If you are not surprised at the begginning of combat, you can use the Spotter talent as a free action on your first turn, including during the surprise round.

         Prerequisite: Spotter.

         Hidden Eyes: If you have concealment from a target, you gain a +5 circumstance bonus on all Perception skill checks made against that target.

         Hunt the Hunter: When you use a standard action to actively lokk for hidden enemies, you can make a single attack against any target you successfully notice with your Perception skill check.

         Seek and Destroy: If you make a charge attack against a target that is unaware of you, the target cannot make a Perception skill check you until after the attack is resolved, even if you move away from cover or concealment.

         Prerequisite: Hidden Eyes.

         Spotter: As a move action, you can make a Perception skill check against a DC equal to (10+enemy's CL) against one enemy in line of sight. If you succeed on the check, you and all allies that you can communicate with gain a +1 insight bonus to attack rolls until the beginning of your next turn.