Scout
GAME RULE INFORMATION
Scouts have the following game statistics.
Abilities
Scouts need a good Dexterity score. A high Wisdom, Intelligence, and Constitution are all useful in the wild.
Hit Die: 1d8.
Action Points
Scouts gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.
Class Skills
The Scout's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (earth and life sciences, streetwise, tactics, technology: archaic) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pilot (Aerial Mount) (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex).
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st-level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Explorer begins play with the Archaic Weapons Proficiency, Simple Weapons Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats.
CLASS FEATURES
All the following are class features of the Scout class.
Track: The Scout gains Track as a bonus feat at 1st-level.
Aware (Ex): The Scout may add his/her base Will saving throw bonus on Listen and Spot checks to avoid surprise.
Evasion: The Scout gains Evasion as a bonus talent at 2nd-level.
Sniper: Starting at 3rd-level, the Scout gains a +2 circumstance bonus on both attack and damage rolls with ranged weapons. This bonus increases to +4 at 7th-level.
Survival Expert (Ex): Starting at 4th-level, the Scout gains a +2 bonus on skill checks and Fortitude saving throws used to find shelter, to hunt for food, and to avoid damage due to exposure or disease. This bonus increases to +4 at 8th-level.
Bonus Feats: At 3rd-level and every two levels thereafter (5th, 7th, and 9th), the Scout gains a bonus feat. These bonus feats must be chosen from the following list: Acrobatic, Agile Riposte, Combat Reflexes, Defensive Martial Arts, Dodge, Double Tap, Elusive Target, Far Shot, Improved Initiative, Lightning Reflexes, Mobility, Nimble, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Snap Shot *, Spring Attack, Survivalist *, Two-Weapon Fighting, Weapon Finesse, Whirlwind Attack. *These feats are detailed in the Gamma World Player's Handbook.
Increased Speed (Ex): The Scout's base land speed increases by 5 feet at 6th-level and then increases again by an additional 5 feet at 10th-level. This ability stacks with the talents from the Increased Speed Talent Tree.
Talents: The Scout may select one talent at 4th-level, and another every two levels thereafter (6th, 8th, and 10th). The Scout select talents from the Fast Hero Talent Trees (pg. 22–23) and the Dedicated Hero Talent Trees (pg. 28–29) from the d20 Modern RPG. The Scout may also select talents from the Coordination Talent Tree and the Zeal Talent Tree from the Gamma World Player's Handbook.