The Tracker

Tracker

Expert Tracking:

At 3rd level, you gain proficiency in Perception and Survival skill. If you are already proficient in the skill you can add double your proficiency bonus to the skill checks. In addition, if you follow tracks for at least 1 minute, you cannot lose these tracks unless a force power is involved.

Asharl Master:

Starting at 3rd level,  you gain a Asharl Panther that accompanies you on your adventures and is trained to fight alongside you. Use the template below for your Asharl Panther then add your proficiency bonus to the beasts AC, attack rolls and damage rolls as well to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Scout level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesnt take an action unless you command it to. On your turn you can verbally command the beast where to move (no action required by you). You can use a bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge or Help action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours bonding with another one that isnt hostile to you. 

Brand of the Tracker:

Starting at 11th level, as an action, you can brand a creature you can see within 90ft of you. You may only have one creature branded at a time and lasts for 24 hours. You can use this feature a number of times equal to your wisdom modifier. While you and the branded creature are on the same planet as you, you and your Asharl gain the following benefits:

  • Deal an additional 2d6 damage against the branded creature
  • You are able to track the creatures exact movements and whereabouts
  • Your speed increases by 10ft when moving toward the branded target 

Twin Brand

Starting at 15th level, you are now able to brand an additional creature. Also your brands lasts until you dismiss them (no action required). 

Asharl Bond:

Also at 15th level, your bond with your Asharl Panther allows it to act independently, able to take actions while you are unable to give it commands, protecting you at all costs and carrying you to safety if you are unconcious.

Asharl Panther Biography

"These fierce, attractively spotted cats are found on numerous worlds in the Outer Rim and Unknown Regions. The distinctive dorsal fronds of the asharl panther work as a set of extra sensory organs; thick nerve bundles running up the fronds allow the asharl panther to pick up the vibrations of threats approaching from behind. Along with the panthers' pelts, these fronds are often sought after by hunters.
The asharl panther has been adopted as a mascot of the Mandalorian Rodarch clan, whose members train the animals to fight alongside them and who paint their armor to match the panthers' pelts. The symbolism of a beast which is fearless and always aware of its surroundings is one the Rodarch clan has embraced wholeheartedly.

Asharl Panther


Medium Beast
Armor Class 16 (natural armor)
Hit Points 26 (4d8+4)
  STR       DEX      CON      INT         WIS        CHA
14 (+2)    14 (+2)    12 (+1)    10 (+0)    16 (+3)    10 (+0)

Senses: Passive Perception 15, Tremor Sense 30ft
Profiecincies: Athletics, Acrobatics, Perception, Survival
Languages: understands Basic and Mando'a but cant speak it
Challenge 2
Heightend Senses: Advantage on perception checks to do with sight, smell and hearing.
Leap: The asharl panther standing jump and standing leap is 15ft. 

Multiattack. The asharl panther can makae one bite and one claw attack.

Bite. Melee Weapon Attack: +4 to hit, one target, 5ft reach. Hit 6 (1d8+2) piercing damage.

Claw. Melee Wapon Attack: +4 to hit, one target, 5ft reach. Hit 4 (1d6+2) slashing damage.