Scouts were individuals who surveyed, patrolled, or explored areas of land. The Galactic Empire's Stormtrooper Corps included Scout troopers. The Ewok Wicket W. Warrick was a scout. The Gungan Grand Army used Gungan scouts who rode swift beasts called kaadu into combat. Several Felucians served as scouts for the Grand Army of the Republic during the Battle of Felucia. Wollivan was an interstellar scout who blazed hyperspace trails between the far-flung stars of the galaxy


Scouts were individuals who surveyed, patrolled, or explored areas of land. The Galactic Empire's Stormtrooper Corps included Scout troopers. The Ewok Wicket W. Warrick was a scout. The Gungan Grand Army used Gungan scouts who rode swift beasts called kaadu into combat. Several Felucians served as scouts for the Grand Army of the Republic during the Battle of Felucia. Wollivan was an interstellar scout who blazed hyperspace trails between the far-flung stars of the galaxy

Creating A Scout

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering around together until you mastered the scouts ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as part of a band of scouts affiliated with a gang. You might be self taught, a recluse who learned combat throwugh the necessity of surviving. 

Whats the source of your particular hatred of a certain kind of enemy? Did it kill someone you loved or destroy your home? Or did you see too much of the destruction these monsters cause and commit yourself to reining in the their depredations? is your adventuring career a continuation of your work in protecting the borderlands, or a signfificant change>

What made you join up with a band of adventures? Do you find it challenging to teach new allies the ways of the scout or do you welcome the relief from solitude that they offer?

Scouts are trained to be ever aware of their surroundings and how to survive in them; Scouts are jacks-of-all-trades, the middle ground between Soldier and Scoundrel. Because of their extensive training, Scouts can quickly adapt to almost any situation.

Quick Build

You can make a scout quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity Second choose the military background.


  • Hit Dice: 1d8 per Scout level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scoundrel level after 1st


  • Armor: Light and Medium armor, Energy Shields
  • Weapons: Simple weapons, Pistols, Rifles, Grenades
  • Tools: Vehicles (Atmospheric), Vehicles (Space)
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth or Survival.
  • Languages: Choose any two


You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) a blaster pistol or (b) any simple weapon
  • • (a) a blaster pistol or (b) a blaster rifle
  • • (a) a exploror's pack or (b) a burgler's pack
  • • Half Vest , a vibro-knife
  • You start with a number of credits equal to the total of 4d4 x 10.

Implants Level 1

Cybernetic Implants were cybernetic constructs that were implanted into the body and created a link with the user's brain. Through this link, the implant would provide data on the battle which included information on weapon specifications, troop estimates and other important tactical information. Higher level Implants ignore the ability score maximum.

Starting at level 1, you gain a Level 1 implant of your choice from the following list:

  • Cardio Package: This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might. Granting you a +1 Constitution while installed.
  • Response Package: This implant boosts the regular energy impulses of the nervous system, sharpening the performance of dexterous action. Inactive users may suffer the odd lingering twitch. Granting you a +1 Dexterity while installed.
  • Memory Package:This implant stimulates the brain, effectively increasing the user's capacity for intelligent thought, all at a price cheaper than a trip to the libraries of Coruscant. Granting you a +1 Intelligence while installed. 

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose two races of favored enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them, you also get a +2 to damage. When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all. You choose two additional favored enemy, as well as an associated Language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monstersyou have encountered on your adventures. 

Natural Explorer

Beginning at 1st level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by unknown 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 as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You gain bonus damage to your attacks based on your level, displayed on the Scout Table in the Explorer Section.

You choose additional favored terrain types at 6th and 10th level. 

Bonus Feat

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. 

Danger Sense

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and force powers. To gain this benefit, you cant be blinded, deafned or incapacitated.


At 3rd level, you choose an covert type that you strive to emulate. Tracker, Shadow Walker or Survivor. Detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scoresof your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. 

Implants Level 2 & 3

Starting at 6th level your bodies ability to adapt to a higher cybernetic implant pushes your bodies limits. You can now instal Level 2 and Level 3 Implants. Also the Constitution requirement is reduced by a number equal to your Proficiency Bonus.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on Initiative rolls. Additionally, if you are surprised at the beginning of combat and arent incapacitated, you can act normally on your turn.

Land's Stride

Starting at 8th level, moving through difficult terrain costs you no extra Movement. You can also pass through Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.  You have advantage on force powers that grapple or restrain that uses the environment. In addition, if your passive stealth is equal to or higher then an environmental trap, you don't trigger it.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critcal hit with a melee attack. This increases two additional dice at 13the level and three additional dice at 17th level.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Implants Level 4

Starting at 12th level your body is pushed to its maximum limit and can stall some of the best and rarest implants in the galaxy, you can install level 4 Implants. In addition, you can have one additional implant.


Starting at 14th level, you can use the Hide action as a Bonus Action on Your Turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 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

At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to the Attack roll and the damage roll of Attacks you make against one of your Favored Enemies. In addition, when you defeat one of your Favored Enemies, you gain an additional Action.