Chul Bitou | Star Wars 5e Character Sheet | Star Wars 5e | Statblocks & Sheets | World Anvil

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Chul Bitou

Scout 3 Class & Level
Farmer Background
Race
Chaotic Dark Alignment

Strength 12
+1
Dexterity 10
+0
constitution 11
+0
intelligence 13
+1
wisdom 14
+2
charisma 15
+2
Total Hit Dice 3
Hit Die
1d10+0
+2 proficiency bonus
+3 Strength
+2 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+0 Lore
+1 Athletics
+2 Deception
+2 Insight
+2 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+1 Perception
+2 Performance
+0 Persuasion
+1 Piloting
+0 Sleight of Hand
+0 Stealth
+1 Survival
+1 Technology
skills

 
10
Armor Class
22
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Blaster Carbine 1d20+5 1d6+0
Attacks
0
Total Power Points
Blaster Carbine, Combat Suit
Equipment
RANGER’S QUARRY
Scout: 1st, 5th, 9th, and 17th level
You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

PATHFINDER
Scout: 1st level
You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

Difficult terrain doesn’t slow your group, provided they can see and hear you.
You can’t become lost by unenhanced means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food.
You have advantage on Survival checks.
TECHCASTING
Scout: 2nd level
You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

TECH POWERS KNOWN
You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

TECH POINTS
You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

MAX POWER LEVEL
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

Tech attack modifier = your proficiency bonus + your Intelligence modifier

TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a tech focus for your tech powers.

FIGHTING STYLE
Scout: 2nd level
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

SCOUT ROUTINE
Scout: 3rd, 7th, 9th, 15th, and 17th level
You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet

SCOUT TECHNIQUE
Scout: 3rd, 7th, 11th, and 15th level
You choose to focus on a specific scout technique, which is detailed at the end of the class description.
Features & Traits

 

Species for the character

Starship deployment associated with this character

The statblocks of your Weapons, armor and other important/magical equipment

Blaster Carbine

Standard - Weapon


Simple Blaster - 60/240
1d6 Energy Damage

Ammunition (range 60/240), reload 16, two-handed

Value: 300
Weight: 8

Combat Suit

Standard - Armor


Light Armor
Armor Class: 11 + DEX Modifier

Combat suits are seen all over the galaxy, and can be found for sale by almost any merchant who dealt in weapons and armor. Many such suits are used by military organizations, such as the Galactic Republic’s military, as well as by mercenaries, criminals, bounty hunters and even some Jedi.
The suit itself offers decent protection from most types of attacks while maintaining maximum flexibility and minimum weight. However this armor is only recommended for light skirmishes.

Value: 100
Weight: 10

The statblocks of your class features

Scout


Hit Points

Hit Dice: d10
Hit Points at First Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: All blasters, all vibroweapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

Overview and Creation

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.   Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.   Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

Starting Equipment Options

You start with the following equipment, in addition to the equipment granted by your background (a) mesh armor or (b) combat suit, blaster carbine, and two power cells (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons (a) a hold-out and a power cell or (b) two vibrodaggers (a) a dungeoneer’s pack or (b) an explorer’s pack A wristpad

Spellcasting

Class Features

RANGER’S QUARRY Scout: 1st, 5th, 9th, and 17th level You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:   Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you. You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.   The duration increases to 8 hours at 9th level and 24 hours at 17th level.   PATHFINDER Scout: 1st level You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:   Difficult terrain doesn’t slow your group, provided they can see and hear you. You can’t become lost by unenhanced means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food. You have advantage on Survival checks. TECHCASTING Scout: 2nd level You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.   TECH POWERS KNOWN You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.   TECH POINTS You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.   MAX POWER LEVEL Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.   You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.   TECHCASTING ABILITY Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.   Tech save DC = 8 + your proficiency bonus + your Intelligence modifier   Tech attack modifier = your proficiency bonus + your Intelligence modifier   TECHCASTING FOCUS You use a wristpad (found in chapter 5) as a tech focus for your tech powers.   FIGHTING STYLE Scout: 2nd level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.   SCOUT ROUTINE Scout: 3rd, 7th, 9th, 15th, and 17th level You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.   At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet   SCOUT TECHNIQUE Scout: 3rd, 7th, 11th, and 15th level You choose to focus on a specific scout technique, which is detailed at the end of the class description.   ABILITY SCORE IMPROVEMENT Scout: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.   EXTRA ATTACK Scout: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.   EXPERTISE Scout: 6th and 14th level Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.   At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.   COMMANDO Scout: 10th level You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.   When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.   If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.   Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.   COMBAT TECH Scout: 14th level When you use your action to cast a tech power, you can make one weapon attack as a bonus action.   SUPREME AWARENESS Scout: 18th level You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.   FOE SLAYER Scout: 20th level You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.   Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.   SCOUT ROUTINES The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines…   ADAPTABILITY ROUTINE At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.   MAVEN’S ROUTINE At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.   MESMER’S ROUTINE At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.   NOMAD’S ROUTINE At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.   RESPONDER’S ROUTINE When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.   SHARPSHOOTER’S ROUTINE At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.   STRIDER’S ROUTINE At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.   WARDEN’S ROUTINE At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.
Subclasses
Bulwark Technique Hunter Technique Slayer Technique Stalker Technique Artillerist Technique Deadeye Technique Illusionist Technique Inquisitor Technique Mastermind Technique Mechanist Technique Mechanist Technique (Companion) Predator Technique Teleportation Technique Triage Technique

Statblocks for companions, followers and other allies.

Statblocks for your spells.


Created by

brendan685.

System

Star Wars 5e

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