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The master scout talent tree belongs to the scout class.

Talents Edit

Piercing Hit Edit

Reference: The Unknown Regions (21-22).

Prerequisites: Acute Senses, Keen Shot.

Effect: You are skilled at fighting armored characters, taking advantage of their weaknesses. You can use each of the following actions once per encounter:

  • Binding Hit: You dislodge an enemy's armor, causing it to hinder the wearer's defenses. Make a melee or ranged attack as a standard action. If you hit and damage your target, the target loses its armor bonus to Reflex Defense and is flat-footed. This effect remains until the target spends a standard action to adjust its armor.
  • Blinding Fire: Make a melee or ranged attack as a standard action. If the attack hits and damages the target, the target takes a -2 penalty to all attacks until the end of your next turn. Additionally, all other creatures, droids, and vehicles have concealment from the target until the end of your next turn.
  • Slowing Shot: Your hit damages your target's armor so that the target's movement is hindered. Make a melee or ranged attack as a standard action. If you hit and damage the target, the target's speed is reduced by two squares until the end of your next turn.

Quicktrap Edit

Reference: The Unknown Regions (22).

Prerequisites: Jury-Rigger, Tripwire, trained in Mechanics.

Effect: You can use Tripwire as a move action instead of a standard action.

Speedclimber Edit

Reference: The Unknown Regions (22).

Prerequisites: Long Stride, Surefooted, trained in Climb.

Effect: You do not take the penalty when using the Accelerated Climbing application of the Climb skill.

Surprisingly Quick Edit

Reference: The Unknown Regions (22).

Prerequisites: Skill Focus (Initiative), trained in Initiative.

Effect: In a surprise round, if you are not surprised, you can take a swift action in addition to the one other action normally allowed. If you are surprised, you can take a single swift action.

Normal: In a surprise round, if you are not surprised, you can take a standard, move, or swift action. If you are surprised, you can take no actions.

Tripwire Edit

Reference: The Unknown Regions (22).

Prerequisites: Jury-Rigger, trained in Mechanics.

Effect: As a standard action, you can set up a simple snare or trap across an opening up to 3 squares wide. You must have the required item to set the trap. Make a successful DC 20 Mechanics check to set the trap. Make a Deception check to conceal the wire. Compare the result of the Deception check to the Perception check of the next creature that passes through that square (-10 if it observes you setting the trap). If the creature fails the Perception check, it takes the indicated use of the trap. If the creature succeeds, it can make a DC 10 Acrobatics check to avoid the wire. Select one of the following options:

  • Clothesline: Requires thin wire, set at neck height. Success results in the target falling prone in the trapped square, ending its actions for the turn and taking 1d6 points of damage.
  • Electronic Tripwire: Success results in the mine damage (treat as frag grenade, 2-square blast radius centered on one end of the wire). Target is automatically hit; roll 1d20+10 against the Reflex Defense of adjacent targets.
  • Tripwire: Requires thin wire, set at ankle height. Add 2 to the Deception check result. Success results in the target immediately falling prone in the trapped square and ending its actions for the turn.

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