Scout

Hit Dice
d8

Skills
6 + Int

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]

Proficiencies
Light Armor

Blaster pistols

Blaster Rifles

Simple weapons

Primitive weapons

Vibro weapons

Credits
1d6x500 (Avg. 1750)

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.

Tracker
More ranger-y with combat style and Favored Enemy?

Pack Leader
Animal companion and teamwork feats/abilities