Scout

A good scout ranges ahead, studies the ground, searches out hidden dangers, and then returns to report what waits ahead. When any dark passage could harbor a trap, when any cave might hold a troll or a dragon, and when bandits, mutants, and worse lie in wait for the unwary, people cannot afford to be incautious. One misstep is all it takes to bring a treasure hunter’s career to a sudden end. The scout makes sure the group stays prepared and avoids the worst of the pitfalls and foes they might encounter.

Level 3 Scout

Attributes: Increase two attributes by 1 each.
Natural Defense: +1 Health: +8, Bonus Damage: +1d6, Speed: +1
Lone Wolf: While you are at least 5 yards away from any ally, you have the Slippery and Strider traits, you roll to attack with 1 boon and you impose 1 bane on rolls to attack you.

Level 4 Scout

Health: +8
Expose Vulnerability: At the start of your turn if you are not confused, controlled, stunned, or unconscious, target one enemy you can see and make an Intellect roll. On a success, the target becomes vulnerable (luck ends) or until you use this talent again. A vulnerable enemy takes an extra 1d6 damage each time a creature gets a critical success against it. On a failure, you lose access to this talent for 1 minute.

Level 6 Scout

Health: +8, Speed: +1
Exploit Advantage: When you attack a target not within reach of any creature other than you, you roll to attack with 1 boon and your attack deals an extra 1d6 damage.

Level 9 Scout

Health: +8, Bonus Damage: +1d6
Pathfinder: When you move into a room, chamber, or similar space, you can make an Intellect roll. On a success, you discover each exit from that area, even if those exits would otherwise be hidden from you. On a failure, you lose access to this talent for 1 hour.
Ultimate Scout: While you wear light or no armor, you have the following traits if you don’t have them already: Keen Hearing, Keen Vision, Silent, and Strider. In addition, whenever you enter an area of any obscurement or move behind an object that can provide you with any cover, you become invisible until you leave the area of obscurement or abandon the position.