Scout

Rim pathfinder who works OFF the Kadiss grid.

The Scout is not a soldier who took a navigation course. The Scout is the person who walks into terrain the corps declared unsurvivable and walks out three weeks later with a route mapped, a water source located, and a dead enemy column the Scout led into a sinkhole. The Scout reads the land -- any land -- and finds the path that is not on any map, because maps are made by people who survived to draw them, and the Scout survives where mapmakers do not.

Asset Realisation has one entry for the Scout: "terrain asset -- unregistered." The corps would love to own a Scout. The Scout's knowledge of uncharted routes, dead-world navigation, and off-grid survival is worth more than any piece of hardware. But Scouts do not sign contracts. The Kadiss grid cannot track them because they know where the grid's blind spots are -- the canyons, the interference zones, the dead satellites. A Scout who appears on Kadiss is a Scout who wants to be found. The ones who do not want to be found simply disappear into terrain the grid does not cover.

The Scout operates on the Combat/Edge chassis (d10 HD, full BAB, Fort/Ref good, Will poor, 4 SP). Light and medium armour -- mobility is survival. Rifles, long-arms, melee weapons -- the Scout fights at range and up close, depending on terrain. Prime requisites: STR, DEX, WIS -- the body, the hands, the eyes that read what the instruments miss.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesScouts can multiclass with Soldier and Operative archetypes. Non-human scouts use simultaneous multiclassing rules.
Primary AbilitiesSTR, DEX, WIS
Prime RequisitesSTR, DEX, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll rifles and long-arms, All pistols, All melee weapons, Grenades and thrown weapons

Notes

Archetype Niche: The Scout is the party's advance element. Master Tracker provides information dominance: the Scout knows what lies ahead before the party commits. Terrain Adaptation turns hostile environments into home ground, granting the entire party stealth and navigation advantages. Sniper's Patience gives the Scout a devastating alpha-strike capability -- one perfect shot from concealment that can end an encounter before it begins. The Scout's niche is control of the battlespace through superior information and positioning.

Level Table

Pathfinder

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titlePathfinder
will0
xp0

Tracker

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleTracker
will0
xp2250

Wanderer

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleWanderer
will1
xp4500

Guide

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleGuide
will1
xp9000

Explorer

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleExplorer
will1
xp18000

Ranger

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleRanger
will2
xp36000

Warden

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleWarden
will2
xp75000

Scout Commander

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleScout Commander
will2
xp150000

Master Scout

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleMaster Scout
will3
xp300000

Legendary Pathfinder

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleLegendary Pathfinder
will3
xp600000

Void Walker

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleVoid Walker
will3
xp900000

Deep Scout

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleDeep Scout
will4
xp1200000

Frontier Lord

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleFrontier Lord
will4
xp1500000

Frontier Master

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleFrontier Master
will4
xp1800000

World Walker

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleWorld Walker
will5
xp2100000

World Lord

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleWorld Lord
will5
xp2400000

Star Walker

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleStar Walker
will5
xp2700000

Star Lord

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleStar Lord
will6
xp3000000

Void Seer

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleVoid Seer
will6
xp3300000

Supreme Pathfinder

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleSupreme Pathfinder
will6
xp3600000

Special Abilities

Master Tracker

FieldValue
level1
nameMaster Tracker

description: The Scout reads tracks the way a banker reads a balance sheet. Tracking as a class skill with +2 competence bonus. The Scout identifies species, number, direction, and approximate time since passage from tracks and spoor. At level 5, the Scout tracks across hard surfaces (metal decking, rock) at no penalty -- micro-abrasions, heat residue, displaced dust. At level 10, the Scout tracks targets that passed up to 7 days ago -- old trails, weathered sign, the faint traces others miss. At level 15, the Scout tracks across vacuum (trace atmosphere residue, micro-abrasions on hull plating, thermal ghosts on cold metal). The Scout also gains Survival as a class skill with +2 bonus -- tracking is only useful if you can live long enough to follow.

Terrain Adaptation

FieldValue
level3
nameTerrain Adaptation

description: The Scout's body learns terrain the way others learn languages -- immersion, repetition, survival. Select one favoured terrain: vacuum/void, jungle/xeno-forest, desert/wastes, arctic/tundra, urban/hive, or swamp/mire. In that terrain, the Scout and up to 4 allies within 30 feet gain +2 to Stealth, Perception, and Survival checks, and cannot be tracked except by another Scout of equal or higher level. Movement is never impeded by difficult terrain -- the Scout finds the path the instruments cannot see. Select additional favoured terrains at levels 7, 11, 15, and 19. By level 19, the Scout has survived five environments that would kill anyone else.

Sniper's Patience

FieldValue
level5
nameSniper's Patience

description: The Scout has learned that one shot from the right position ends a fight before it starts. Full-round action to study a target: +2 to the next attack roll, double the weapon's range increment. If the Scout remains stationary and hidden for 2 consecutive rounds before firing: bonus increases to +4 and the attack automatically threatens a critical hit -- the Scout has found the gap in the armour, the unguarded moment, the angle no one checks. Usable once per encounter. At level 12, twice per encounter. The Scout does not need a second shot. The first one counted.