Scout
Specialty(Party Role)
Class Bonus
When a Scout damages an opponent with an ability that uses his CMD, he gains +2 AR until the beginning of his next turn.
Scout 1: Careful Shot
Action: Primary
Power: Standard
The Scout fires a shot that deals CMD if the target has not taken an action this combat, if the target has acted this combat, it instead forces the target to make a strength check or to be knocked back 5' for each wound suffered.
Scout 2: Parting Shot
Action: Primary
Power: Standard
The Scout moves 5', this movement is Safeguarded. The Scout also makes an attack with a melee or ranged weapon, and gains his Class Bonus.
Scout 3: Deflection
Action: Free
Power: Standard
If an attack would meet the AR of the Scout, it instead misses if the Scout spends the 1 Mana to use this ability.
Scout 4: Combat Reload
Action: Secondary
Power: Standard
The Scout reloads any weapon he is familiar with, and can fully function by himself.
Empowered:
4 Mana: The Action becomes a Tertiary Action.
9 Mana: The Action becomes a Free Action.
Scout 5: Sure Strike
Action: Primary
Power: Standard
The Scout makes two attacks of his choosing with two weapons on his person. These strikes ignore any penalties that might be applied, such as those from attacking in melee range, threatened zones, and attacking up to maximum reach on ranged weapons.
Scout 6: Whirlwind Dash
Action: Primary
Power: Weak
The Scout makes a melee attack against all targets that he threatens, and then moves up to his movement speed. This attack gains +1 AD and AP, and targets wounded by this attack may not retaliate against the scout this round.
Scout 7: Disarm
Action: Primary
Power: Weak
The Scout attacks with an equipped weapon, gaining +1 to AP and AD. The target must make a dexterity save vs the scout's attack or be forced to drop their weapon.
Scout 8: Camouflage
Action: Primary
Power: Weak
The Scout prepares a magical barrier spreading 5' in all directions. This ability lasts for 1 minute, and grants all inside the barrier a +1 bonus to all stealth checks, and sleight of hand checks.
Scout 9: Trip
Action: Primary
Power: Weak
The Scout attacks with a wielded weapon, dealing Weapon Damage if he strikes the target. The target must make a Dexterity Save or gain 1 step in the tripped condition. The Target must make an additional save at the beginning of his next turn or gain 1 step in the tripped condition.
Scout 10: Cover Fire
Action: Primary
Power: Weak
The Scout prepares a ranged weapon to strike at a target who leaves himself open. When an opponent would provoke retaliation the Scout may immediately make an attack with a +2 bonus to AP and AD, deal his Weapon Damage Dice, and CMD. The Scout may use this attack a single time per Combat Round, but continue to retaliate normally, otherwise.
Scout 11: Scout's Call
Action: Primary
Power: Strong
Passive: The Scout gains +2 Initiative.
Active: The Scout may allow allies to swap their initiatives in a combat, this ability may only be activated before an enemy takes its first turn.
Scout 12: Keen Eyed
Action: Primary
Power: Strong
Passive: The Scout may see through Light Cover as though there were no cover at all.
Active: The Scout may see through Heavy Cover as though there were no cover at all; the Scout may see through magical effects that provide cover for targets, and the Scout may make a single attack with a wielded weapon that deals Weapon Damage, and CMD to a target.
Scout 13: Suppress
Action: None
Power: Strong
Passive: The Character gains access to the Suppress Spell. The Scout gains a point in Spell Mastery for the Suppress Spell if he already knows, or would otherwise learn the spell.
Scout 14: Awareness
Action: Primary Reaction
Power: Strong
Passive: The Scout gains a +1 bonus to his Initiative, and Dexterity Save; the Scout's allies also gain this bonus if they are within 30' of the Scout.
Active: The Scout may make a Dexterity Save for an ally within 30' using his own Dexterity Score, this ability may be used once roll totals are, but before the results are announced.
Scout 15: Blitz
Action: Primary
Power: Strong
The Scout's AR for this round increases by 3, and then moves up to his movement speed. Enemies in melee range that do not damage the Scout during this movement suffer an attack from the scout. This attack must be from a weapon the Scout has equipped, deals combat damage, and CMD.
Scout 16: Marked for Death
Action: Primary
Power: Powerful
Passive: Through means mundane, arcane, or divine the character is adapt at being able to relay the position of opponents to his allies, giving them a clearer sight on the target. Allies of the scout can see any and all targets the scout can as though they were the scout.
Active: The Scout fires a ranged weapon, gaining +2 AD and AP, and dealing CMD. Creatures struck by this ability are always able to be targeted by the Scout until he selects a new target, and allies of the Scout gain a +2 bonus to AP and AD as long as the Scout is within attacking range of the Creature.
Scout 17: Shadow Clone
Action: Free Reaction
Power: Powerful
The Scout automatically dodges an attack or targeted spell, or any spell with a radius he may move out of with this ability. The Scout teleports up to 30' in any direction, and may make an attack with a wielded weapon of his choosing against a valid target. This attack deals Weapon Damage and CMD if the Scout has not used his CMD yet this round.
Scout 18: Multi-Shot
Action: Primary
Power: Powerful
The Scout Channels an attack, causing their next non-AoE attack to strike up to 5 targets of his choosing.
Scout 19: Fleetness
Action: Movement
Power: Powerful
Passive: The Scout's Movement Speed increases by 10 feet.
Active: The Scout moves up to his movement speed in a round, additionally the Scout may move an additional 5' each time he attacks an enemy, this movement is protected.
Scout 20: Survivalist
Action: Primary
Power: Powerful
Passive: The Scout heals 1 Wound when he has not been struck for 1 minute, and gains Fast Healing 1/m when outside combat.
Active: The Scout makes a Ranged Attack dealing Weapon Damage and CMD, the Scout may make an immediate Sneak Roll and use that to avoid, or to lose detection of enemies.
Scout 21: Stratagem
Action: Free
Power: Wicked
The Scout sets his initiative score, and the initiative scores of a number of other targets up to his Intellect Modifier. This effect may not allow the scout to skip the rounds of any target; if a target's turn is set so that it would lose a turn, the scout may choose for it to act immediately after him, or at the end of the round. The Scout still chooses the order of these targets.
Scout 22: Perfect Aim
Action: Primary
Power: Wicked
The Scout takes aim on a target, causing the next attack to gain CMD if it did not already have it, and increasing aim bonuses by +1. Additionally, if the attack already would apply CMD bonuses the attack instead keeps its CMD and gains +3 AP and AD.
Scout 23: Smokescreen
Action: Primary
Power: Wicked
The Scout may target any allies within 30' to fall under a smokescreen, providing light concealment, and a +3 bonus to AR, SR, Stealth Checks, and Sleight of Hand Checks.
Scout 24: Two Steps Ahead
Action: Passive
Power: Wicked
Passive: The Scout may choose any position within 100' of his starting position. The Scout also learns the Teleportation Spell, and gains 1 mastery point in the spell should he otherwise learn it.
Scout 25: Hail of Arrows
Action: Primary
Power: Wicked
The Scout marks a 30' Radius area. All Enemies in the area must make a Dexterity Save to avoid taking Weapon Damage and CMD. All Enemies in the area have their movement speed reduced to 0', and all enemies that would enter the area before the beginning of the Scout's next turn have their movement speed reduced to 0' and take the previously stated damage without the Save.
On Class