Morgenstern
First Post
For basic feats for Spirit I’d recommend Animal Partner (AA), Mystic (SFA), and Track (SEH).
For his sixth sense, I’d say either go for 2 levels of Fixer to pick up evasion, or take the Guardian Presence feat (or both
).
Base classes – Probably soldier with a touch of fixer, but the best choice is definitely Scout (SG-1). I’ve attached the first 5 levels in case no one has that book.
Prestige class you should look towards Hunter (Sol/Whl) which is a big-time tracker class. If you want to push the control and usefulness of his bird, a level or two of tamer will be useful.
If the full Scout class is available, then mix heavy on scout and dash of soldier or fixer, skipping prestige classes (upper levels of scout includes most hunter abilities).
Animal Partner (From AA)
You have an indispensable pet, mount, or other animal companion that can accompany you on missions.
Prerequisites: Agent level 3+, Handle Animal skill 6+ ranks, personal budget must include an animal.
Benefit: Select any animal in your personal budget. The animal’s BP cost is not increased by the domesticated and trained qualities (see page XX). It gains the clever quality if it does not already possess it. It also receives a number of bonus vitality points equal to your agent level times its Constitution bonus (minimum of your agent level in bonus vitality).
If the animal is Medium-size or larger, you and it both gain the benefits of the Wolf Pack Basics feat with respect to each other’s flanking positions only (i.e. you only benefit from the feat if the two of you are flanking an opponent opposite one another). If the animal is Small or smaller, its size bonus to defense is doubled.
The animal receives (and may use) no action dice, but you may spend your own action dice to assist it and activate any of its abilities that require action dice. Likewise, it receives no budget, but you may spend your personal or mission budget to acquire items for it (teaching it to use these items is your problem). You are assumed to have all documents necessary for you to legally possess the animal, regardless of local laws or any endangered status it may possess.
The animal always recognizes you as its primary trainer. It will never intentionally attack you, even if you critically fail a Handle Animal check with it.
Special: You may take this feat a number of times equal to 1 plus your Charisma bonus. The Handle Animal prerequisite for each successive instance of the feat increases by 2 (so you must have 8+ ranks in Handle Animal to take the feat a second time, 10+ ranks the third time, and so on). The benefits of this feat may not be applied to the same animal multiple times.
If the animal is killed, you may apply the benefits of this feat to a new animal, following the standard rules for replacing a deceased animal that was part of your personal budget (page XX).
Mystic (From SFA)
The forces of the unseen world have peculiar resonance for you.
Benefit: Your action dice are considered one die type larger than you normally receive for your agent level (e.g. d4s become d6s, d8s become d10s). Further, you count as 2 bonded followers when participating in any mystic event (including one you are performing).
Glimpse (From SFA)
You have flashes and occasional visions about the future.
Prerequisites: Mystic, Knowledge (Occult) skill 1+.
Benefit: Once per session, during a session in which you or your team will face a life-threatening challenge, the Game Control must secretly make a Knowledge (Occult) check for you with a DC of 20. If the roll succeeds, he must describe the challenge as a simple 1-3 second flash of what is to come. The GC may be as vague and misleading as he wishes, but cannot lie about the challenge. The GC may spend one of his action dice to forego this roll for this session.
Guardian Presence (From SFA)
Sometimes it seems as if… something… is watching out for you.
Prerequisites: Cha 13+, Mystic.
Benefit: At the start of each session, you may give one action die to the Game Control to hold for you. At any time during the session, he may decide that your agent is in great peril and secretly add the maximum value of the held action die to one of your rolls. The maximum value of the action die must have an impact on the result of your roll or the GC may not use it for you. If the die is not used by the end of the session you gain two additional action dice at the beginning of the next session.
Animal stats for Spycraft (From AA)
Raptor (4 BP): This generic entry represents most common birds of prey such as hawks and falcons.
CR 1/3 (1d4 vitality die). SZ Tiny; v/wp 4/3; Init +3 (+3 Dex); Spd. 10 ft., fly 60 ft.; Def 17 (+2 size, +3 Dex, +2 dodge); Atk: claws +5 (1d4-2); Face 1 square; Reach none; SA none; SQ DAY; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Skills: Listen +6, Spot +14. Feats: Weapon Finesse (claws).
Scout
With so many operations taking place on worlds with little or no technological infrastructure, the SGC finds itself with a pressing need for operatives with experience in primitive conditions. A team without a scout may find itself unable to adapt, maneuver, or survive if cut off from the Stargate.
Abilities: The scout must be able to survive in an alien environment without logistical support. This makes the scout’s Wisdom and Constitution scores of paramount importance.
Vitality: 1d10 plus Con modifier per level.
Class Skills
The scout’s class skills and key abilities are:
Class Skill (Key Ability)
Balance (Dex)
Climb (Str)
Concentration (Wis)
Craft (Int)
Cultures (Wis)
Driver (Dex)
First Aid (Wis)
Gather Information (Cha)
Handle Animal (Cha)
Hide (Dex)
Innuendo (Wis)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Search (Int)
Sport (Str or Dex)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
The following are class features of the scout.
Starting Feats: The scout begins play with the following feats.
Armor Group Proficiency (Light)
Armor Group Proficiency (Medium)
Armor Group Proficiency (Heavy)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Trailblazer: The scout’s primary responsibility is ensuring that every member of his team survives the hostile environments sometimes encountered beyond the gate. The scout may spend one action die to grant the benefits of any one terrain feat he already possesses to each member of his team. The scout may grant the benefits of any number of terrain feats to his teammates, up to the number of terrain feats he possesses, at a cost of one action die per feat granted. This effect lasts for the duration of the current scene. This is the scout’s core ability.
Stalker: Beginning at 1st level, and for every class level gained thereafter, the scout gains 1 additional skill point which must be spent on the Survival skill.
The scout also gains the Outdoorsman feat. All prerequisites for this feat – including minimum skill ranks – are waived.
Rough Living: The scout’s time spent living in the wilds toughens him against cuts and bruises. At 2nd level, he gains a +2 natural armor bonus to his Defense (this bonus stacks with armor and class Defense bonuses, even though armor and class Defense bonuses don’t stack with one another). The scout also gains a +2 competence bonus with all saves made against environmental natural dangers.
Bushmaster: At 3rd level, the scout gains one bonus basic combat or terrain feat. He must meet all prerequisites for the feat before choosing it.
At 5th level, the scout gains one additional basic combat or terrain feat, with the same restrictions.
Sneak Attack: At 4th level, the precision of the scout’s blows causes additional damage. The scout gains a +1d6 sneak attack bonus to damage when either flanking a target or attacking a target who is currently denied his Dexterity bonus to Defense (including a target who is flat-footed or immobilized). This bonus increases by an additional +1d6 at 8th level and for every 4 class levels gained thereafter.
This bonus is only applied to ranged attacks when the target is within 1 range increment. Beyond that, the accuracy needed to hit the target’s vitals cannot be managed.
The scout may make a sneak attack with any weapon (or unarmed attack) – even a weapon that deals subdual damage. However, he cannot use a weapon that deals normal damage to inflict subdual damage during a sneak attack, even by accepting the standard –4 penalty to do so. Further, he cannot make autofire or strafe attack actions when making a sneak attack. Finally, the scout may not sneak attack targets who are immune to critical hits, who have total concealment, or whose vitals are out of reach.
If you drop by the Spycraft forums, I'm sure someone'll be happy to stat up an eagle for you
. (slightly bigger/tougher, and the BP cost isn't terribly prohibitive...)
Hope this helps
For his sixth sense, I’d say either go for 2 levels of Fixer to pick up evasion, or take the Guardian Presence feat (or both

Base classes – Probably soldier with a touch of fixer, but the best choice is definitely Scout (SG-1). I’ve attached the first 5 levels in case no one has that book.
Prestige class you should look towards Hunter (Sol/Whl) which is a big-time tracker class. If you want to push the control and usefulness of his bird, a level or two of tamer will be useful.
If the full Scout class is available, then mix heavy on scout and dash of soldier or fixer, skipping prestige classes (upper levels of scout includes most hunter abilities).
Animal Partner (From AA)
You have an indispensable pet, mount, or other animal companion that can accompany you on missions.
Prerequisites: Agent level 3+, Handle Animal skill 6+ ranks, personal budget must include an animal.
Benefit: Select any animal in your personal budget. The animal’s BP cost is not increased by the domesticated and trained qualities (see page XX). It gains the clever quality if it does not already possess it. It also receives a number of bonus vitality points equal to your agent level times its Constitution bonus (minimum of your agent level in bonus vitality).
If the animal is Medium-size or larger, you and it both gain the benefits of the Wolf Pack Basics feat with respect to each other’s flanking positions only (i.e. you only benefit from the feat if the two of you are flanking an opponent opposite one another). If the animal is Small or smaller, its size bonus to defense is doubled.
The animal receives (and may use) no action dice, but you may spend your own action dice to assist it and activate any of its abilities that require action dice. Likewise, it receives no budget, but you may spend your personal or mission budget to acquire items for it (teaching it to use these items is your problem). You are assumed to have all documents necessary for you to legally possess the animal, regardless of local laws or any endangered status it may possess.
The animal always recognizes you as its primary trainer. It will never intentionally attack you, even if you critically fail a Handle Animal check with it.
Special: You may take this feat a number of times equal to 1 plus your Charisma bonus. The Handle Animal prerequisite for each successive instance of the feat increases by 2 (so you must have 8+ ranks in Handle Animal to take the feat a second time, 10+ ranks the third time, and so on). The benefits of this feat may not be applied to the same animal multiple times.
If the animal is killed, you may apply the benefits of this feat to a new animal, following the standard rules for replacing a deceased animal that was part of your personal budget (page XX).
Mystic (From SFA)
The forces of the unseen world have peculiar resonance for you.
Benefit: Your action dice are considered one die type larger than you normally receive for your agent level (e.g. d4s become d6s, d8s become d10s). Further, you count as 2 bonded followers when participating in any mystic event (including one you are performing).
Glimpse (From SFA)
You have flashes and occasional visions about the future.
Prerequisites: Mystic, Knowledge (Occult) skill 1+.
Benefit: Once per session, during a session in which you or your team will face a life-threatening challenge, the Game Control must secretly make a Knowledge (Occult) check for you with a DC of 20. If the roll succeeds, he must describe the challenge as a simple 1-3 second flash of what is to come. The GC may be as vague and misleading as he wishes, but cannot lie about the challenge. The GC may spend one of his action dice to forego this roll for this session.
Guardian Presence (From SFA)
Sometimes it seems as if… something… is watching out for you.
Prerequisites: Cha 13+, Mystic.
Benefit: At the start of each session, you may give one action die to the Game Control to hold for you. At any time during the session, he may decide that your agent is in great peril and secretly add the maximum value of the held action die to one of your rolls. The maximum value of the action die must have an impact on the result of your roll or the GC may not use it for you. If the die is not used by the end of the session you gain two additional action dice at the beginning of the next session.
Animal stats for Spycraft (From AA)
Raptor (4 BP): This generic entry represents most common birds of prey such as hawks and falcons.
CR 1/3 (1d4 vitality die). SZ Tiny; v/wp 4/3; Init +3 (+3 Dex); Spd. 10 ft., fly 60 ft.; Def 17 (+2 size, +3 Dex, +2 dodge); Atk: claws +5 (1d4-2); Face 1 square; Reach none; SA none; SQ DAY; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Skills: Listen +6, Spot +14. Feats: Weapon Finesse (claws).
Scout
With so many operations taking place on worlds with little or no technological infrastructure, the SGC finds itself with a pressing need for operatives with experience in primitive conditions. A team without a scout may find itself unable to adapt, maneuver, or survive if cut off from the Stargate.
Abilities: The scout must be able to survive in an alien environment without logistical support. This makes the scout’s Wisdom and Constitution scores of paramount importance.
Vitality: 1d10 plus Con modifier per level.
Class Skills
The scout’s class skills and key abilities are:
Class Skill (Key Ability)
Balance (Dex)
Climb (Str)
Concentration (Wis)
Craft (Int)
Cultures (Wis)
Driver (Dex)
First Aid (Wis)
Gather Information (Cha)
Handle Animal (Cha)
Hide (Dex)
Innuendo (Wis)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Search (Int)
Sport (Str or Dex)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
The following are class features of the scout.
Starting Feats: The scout begins play with the following feats.
Armor Group Proficiency (Light)
Armor Group Proficiency (Medium)
Armor Group Proficiency (Heavy)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Trailblazer: The scout’s primary responsibility is ensuring that every member of his team survives the hostile environments sometimes encountered beyond the gate. The scout may spend one action die to grant the benefits of any one terrain feat he already possesses to each member of his team. The scout may grant the benefits of any number of terrain feats to his teammates, up to the number of terrain feats he possesses, at a cost of one action die per feat granted. This effect lasts for the duration of the current scene. This is the scout’s core ability.
Stalker: Beginning at 1st level, and for every class level gained thereafter, the scout gains 1 additional skill point which must be spent on the Survival skill.
The scout also gains the Outdoorsman feat. All prerequisites for this feat – including minimum skill ranks – are waived.
Rough Living: The scout’s time spent living in the wilds toughens him against cuts and bruises. At 2nd level, he gains a +2 natural armor bonus to his Defense (this bonus stacks with armor and class Defense bonuses, even though armor and class Defense bonuses don’t stack with one another). The scout also gains a +2 competence bonus with all saves made against environmental natural dangers.
Bushmaster: At 3rd level, the scout gains one bonus basic combat or terrain feat. He must meet all prerequisites for the feat before choosing it.
At 5th level, the scout gains one additional basic combat or terrain feat, with the same restrictions.
Sneak Attack: At 4th level, the precision of the scout’s blows causes additional damage. The scout gains a +1d6 sneak attack bonus to damage when either flanking a target or attacking a target who is currently denied his Dexterity bonus to Defense (including a target who is flat-footed or immobilized). This bonus increases by an additional +1d6 at 8th level and for every 4 class levels gained thereafter.
This bonus is only applied to ranged attacks when the target is within 1 range increment. Beyond that, the accuracy needed to hit the target’s vitals cannot be managed.
The scout may make a sneak attack with any weapon (or unarmed attack) – even a weapon that deals subdual damage. However, he cannot use a weapon that deals normal damage to inflict subdual damage during a sneak attack, even by accepting the standard –4 penalty to do so. Further, he cannot make autofire or strafe attack actions when making a sneak attack. Finally, the scout may not sneak attack targets who are immune to critical hits, who have total concealment, or whose vitals are out of reach.
Code:
[b]The Scout
Base Fort Ref Will Def Init
Lvl Att Save Save Save Bon Bon BP GP Special[/b]
1 +0 +2 +1 +0 +0 +1 2 0 Stalker, starting feats,
[i]trailblazer[/i]
2 +1 +3 +2 +0 +1 +2 4 1 Rough living +2
3 +2 +3 +2 +1 +1 +3 6 2 Bushmaster
4 +3 +4 +2 +1 +2 +3 8 3 Sneak attack +1d6
5 +3 +4 +3 +1 +2 +4 10 3 Bushmaster
If you drop by the Spycraft forums, I'm sure someone'll be happy to stat up an eagle for you

Hope this helps

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