Difference between revisions of "Scout"

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===Description===
===Description===
There are men and women who make their living dealing death from the shadows. These people are called assassins. Most are trained by secret guilds or societies; civilized lands generally forbid and destroy such organizations.
Scouts specialize in stealth operations in the wilderness. They are similar to Rangers in some ways, having similar functions and abilities.


===Weapons and Armor===
===Weapons and Armor===
* Any Weapons
* Small Melee Weapons, [[Shortbow]], [[Longbow]]
* Leather Armor
* Leather Armor
===Features===
===Features===
* Poison: Assassins learn the art of making lethal poisons. Poisons are often quite expensive to make; it is not uncommon for a single application of contact poison to cost 500 gp or more. The GM is advised to take care that poison does not become too much of an easy solution for the Assassin. Poisons tend to force a [[Saves|Save]] or Die.
* Scouts are always expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Scout adds +2 to his or her Attack Bonus. At 5th level, a Scout may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Scout may fire two arrows every round, with the second attack coming at the end of the round.


* Assassinate: This is the Assassin's primary special ability. As with the Thief's Sneak Attack ability, any time an Assassin is behind an opponent in melee and it is reasonably likely the opponent doesn't know he or she is there, an attempt to assassinate may be made. The attack must be carried out with a one-handed piercing weapon, such as a dagger or sword. The attack is rolled at an attack bonus of +4, and if the attack hits, the victim must roll a saving throw vs. Death Ray or be instantly killed. If this saving throw is a success, the victim still suffers normal weapon damage. At the GM's option, characters two or more
*Scouts prefer to stay out of direct combat, and therefore practice only with small weapons as they are lighter and easier to carry. They specialize in dual wielding, however prefer to utilize their off-handed weapon as a defensive item, similar to a buckler shield. This must be declared at the start of the round, and in this case no special penalty is applied to the primary weapon, and the off-handed weapon adds an additional +1 to the wielder's AC value against a single melee attacker per round. If the weapon has a magical weapon bonus, it may be applied, but only the base bonus for those weapons with multiple values. If chosen, Scouts may attack with both weapons. In this case, they may attack with their primary weapon with a -2 penalty and their secondary with a -5 penalty to hit. Subtract from this penalty the character's Dexterity bonus, with a minimum penalty of +0 (so a character with 18 Dexterity does not get a +1 bonus to hit this way).
levels lower than the Assassin may be denied a saving throw.
 
* If a scout is operating alone or greater then 30' away from a party (or in a party composed entirely of scouts), he or she surprises foes on a 1-3 on 1d6.
 
* Scouts can Move Silently, Hide, Listen, Open Locks, Detect Traps, Climb Walls, and Track using the table below.
 
* When tracking, the Scout must roll once per hour traveled or lose the trail.
 
* Scouts are able to detect traps, but unlike Thieves they have no special ability to remove them.
 
* Scouts cannot pick pockets, as stealing is neither their specialty nor purpose. They usually avoid doing anything that might allow or encourage someone to track them. Unlike a Thief, a scout gains no bonuses for back stabbing, though normal bonuses for attacking from behind or with surprise are applied.


* Assassins have a number of special abilities, described below. One Turn must generally be spent to use any of these abilities, though the GM may amend this as he or she sees fit. The GM may choose to make any of these rolls on behalf of the player, at his or her option, to help maintain the proper state of uncertainty. Also note that the GM may apply situational adjustments (plus or minus percentage points) as he or she sees fit; for instance, it's obviously harder to climb a wall slick with slime than one that is dry, so the GM might apply a penalty of 20% for the slimy wall.
* [[Open Locks]]
* [[Open Locks]]
* [[Remove Traps]]
 
* [[Pick Pockets]]
* [[Detect Traps]]
 
* [[Move Silently]]
* [[Move Silently]]
* [[Hide]]
* [[Hide]]
* [[Climb Walls]]
* [[Climb Walls]]
* [[Listen]]
* [[Listen]]
* [[Tracking]]




[[File:ScoutAbilitiesChart.png|400px]]
[[File:ScoutAbilitiesChart.png|400px]]
===Restrictions===
===Restrictions===
* Must have [[Dexterity]] and [[Intelligence]] scores of 9 or higher
* Must have [[Dexterity]] and [[Wisdom]] scores of 11 or higher and a [[Strength]] of 9 or higher
 
* Cannot use shields or metal armor without ruining thieving skills
* Cannot use shields or metal armor without ruining thieving skills
* Race: [[Human]]
 
* Race: [[Human]], [[Elf]], [[Halfling]]


[[Category:Class]]
[[Category:Class]]

Latest revision as of 02:34, 10 May 2022

Scout

Scout01.png

Progression

ScoutLevelChart.png ThiefSavingThrows.png

AttackBonusTable.png

Description

Scouts specialize in stealth operations in the wilderness. They are similar to Rangers in some ways, having similar functions and abilities.

Weapons and Armor

Features

  • Scouts are always expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Scout adds +2 to his or her Attack Bonus. At 5th level, a Scout may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Scout may fire two arrows every round, with the second attack coming at the end of the round.
  • Scouts prefer to stay out of direct combat, and therefore practice only with small weapons as they are lighter and easier to carry. They specialize in dual wielding, however prefer to utilize their off-handed weapon as a defensive item, similar to a buckler shield. This must be declared at the start of the round, and in this case no special penalty is applied to the primary weapon, and the off-handed weapon adds an additional +1 to the wielder's AC value against a single melee attacker per round. If the weapon has a magical weapon bonus, it may be applied, but only the base bonus for those weapons with multiple values. If chosen, Scouts may attack with both weapons. In this case, they may attack with their primary weapon with a -2 penalty and their secondary with a -5 penalty to hit. Subtract from this penalty the character's Dexterity bonus, with a minimum penalty of +0 (so a character with 18 Dexterity does not get a +1 bonus to hit this way).
  • If a scout is operating alone or greater then 30' away from a party (or in a party composed entirely of scouts), he or she surprises foes on a 1-3 on 1d6.
  • Scouts can Move Silently, Hide, Listen, Open Locks, Detect Traps, Climb Walls, and Track using the table below.
  • When tracking, the Scout must roll once per hour traveled or lose the trail.
  • Scouts are able to detect traps, but unlike Thieves they have no special ability to remove them.
  • Scouts cannot pick pockets, as stealing is neither their specialty nor purpose. They usually avoid doing anything that might allow or encourage someone to track them. Unlike a Thief, a scout gains no bonuses for back stabbing, though normal bonuses for attacking from behind or with surprise are applied.


ScoutAbilitiesChart.png

Restrictions

  • Cannot use shields or metal armor without ruining thieving skills