The recon, or scout, serves a bastion, though seldom lives in one. He believes the best way to keep a bastion safe is to keep it informed. He sometimes leads a nomadic life, perhaps not swearing loyalty to any one bastion, but instead moving from one to another, helping those when required. He often looks like an echan, keeping incognito, revealing technology only when necessary. Often times, a recon is employed from a bastion allied echan city where he remains with the local population. He may also live near the outer perimeter, keeping in contact with allies outside. When chosen for a team, the recon is a vital member. The recon is the best techan class because of his adaptability and the fact he keeps the rest of the party from being surprised.

Role: When part of a team, the recon keeps the technology of the party safe from disruption by preventing ambushes and sudden close encounters. He also offers wisdom, as he is often the most experienced member of the team when outside of bastion walls. In a military group, the recon receives separate training from the rest but not as different as the faceman or infiltrator. Some regard the recon as military elite, specialized in guerilla warfare. Non-military recons walk that tightrope between the two worlds.


Abilities: The recon requires high scores in almost all faculties to be truly effective. Dexterity and Strength is vital for combat, stressing more Dexterity when in need. Intelligence and Wisdom reflects a recon's experience of the outside world and Constitution is vital in every sense.
Alignment: Any
Hit Die: d8


Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Acrobatics (Dex), Climb (Str), Computer Use (Int), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography, arcane, history, tactics) (Int), Knowledge (nature) (Int), Linquistics (Int), Perception (Wis), Pilot (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str)

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1st +0 +2 +0 +2 Natural Healer, Head Down +0
2nd +1 +3 +0 +3 +1
3rd +2 +3 +1 +3 Healing Expert +1
4th +3 +4 +1 +4 Evasion +2
5th +3 +4 +1 +4 Delay Poison +2
6th +4 +5 +2 +5 +3
7th +5 +5 +2 +5 Experienced Injector +3
8th +6/+1 +6 +2 +6 Healing Expert +4
9th +6/+1 +6 +3 +6 +4
10th +7/+2 +7 +3 +7 Uncanny Dodge +5
11th +8/+3 +7 +3 +7 Healing Expert +5
12th +9/+4 +8 +4 +8 +6
13th +9/+4 +8 +4 +8 Experienced Injector +6
14th +10/+5 +9 +4 +9 +7
15th +11/+6/+1 +9 +5 +9 Healing Expert +7
16th +12/+7/+2 +10 +5 +10 Minor Medical Miracle +8
17th +12/+7/+2 +10 +5 +10 Medical Master +8
18th +13/+8/+3 +11 +6 +11 +9
19th +14/+9/+4 +11 +6 +11 Experienced Injector +9
20th +15/+10/+5 +12 +6 +12 Major Medical Miracle +10

Weapon and Armor Proficiency: A recon is proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields). He also receives the Personal Firearms feat.

Track: The recon gains Track as a bonus feat (refer to D&D PHB).

Language Adept: The recon may choose echan languages without paying the increased penalty for being a techan.

Endurance: At 3rd level, the recon gains Endurance as a bonus feat (refer to PHB).

Swift Tracker: At 8th level, the recon gains the swift tracker class ability. A recon can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Camouflage: At 13th level, the recon gains the camouflage ability. He can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight: At 17th level, the recon, while in any sort of natural terrain, can use the hide skill even while being

Adaptive: The recon gains the ability to quickly learn new skills. He may choose one untrained skill it now becomes a trained skill. He gains this ability again at 5th, 10th, and 15th

Survival: The recon at 2nd level, gains a +2 competency bonus to any survival checks. This increases by an additional +1 every 4 levels (6th, 10th, 14th, 18th).

Lucky: At 4th level, the recon can, once per day, re-roll any failed saving throw, ability check, or skill check. The second result must be used, regardless of its result.

Evasion: At 7th level, the recon can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless recon does not gain the benefit of evasion.

Uncanny Dodge: At 9th level, the recon can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Jury-Rig: At 12th level, the recon gains a +2 competency bonus on craft skill checks made against temporary repairs or jury-rigged repairs. This bonus increases to +4 at 16th level and +6 at 20th level.

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