V9: Scout

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




V8Art Scout.png

Scout

Description Scouts are versatile combatants that take advantage of a versatile skill set to improvise, adapt, and overcome any obstacle.
Playstyle Bow User, Evasive, Melee, Ranged, Shield User, Skirmisher, Support, Versatile
Class Identifier ColorCodeGreen-231130.jpg Green Sash
Weapons Dagger, Short, Long, Great, Large Thrown, Bow
Shields Up to Small
Armor May wear up to 4pts Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 11-20pts = No compensation
- 0-10pts = +1 use of Prepared

Garb Bonus Choice of Garb Bonus Curio.
+1 use if Superior Garb Bonus.
Level 1

You always get these abilities when you play this class.
ROW A Prepared (T)
Level/Life ♻20

Heal (Prepared), Release (Prepared)

Insight (Unlimited)

Levels 2-6

For each level beyond 1, pick a row you have not already chosen and gain the abilities within.

If that row has multiple options, pick one of those options and gain everything from that option.
ROW B Adaptive Blessing (Self) (Prepared)
ROW C Tracking (Prepared)
ROW D Hold Person
(Prepared)
OR Mend
(Prepared)
OR Pinning Arrow
1 Arrow
ROW E Shadow Step
(Prepared)
OR Suppressing Strike
(Prepared)
OR Suppression Arrow
1 Arrow
ROW F Safeguard
(Prepared)
OR Expose Weakness
(Prepared)
OR Pass Without Trace
(Prepared)
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns.
Ranger

Gain the following:
Extension (Prepared)
Ambulant (Prepared)
Swift (Prepared)

Cannot use great weapons.

Wildborn

Gain ⬗Barkskin (Self)(Prepared)

May wear up to two enchantments from other players and only one from themselves. Total limit is still two.

Cannot use projectiles.

Hunter

Specialty Arrow picks grant 2 arrows instead of 1.

Gain Reload (Prepared)

Cannot use shields.

= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Pre-Constructed Builds

Below are a few -pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.

Trying Out V9 Scout
Prepared: All of your spells share one usage pool, equal to your level.


Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound


Release: Incant "From thy bindings thou art released" x5 to remove any number of status effects from the target other than Severed.


Insight: Incant "Insight" immediately after using a Resistance or making an enemy use one to restore one use of Prepared.


Adaptive Blessing: Incant "I enchant thee against <State>" x3 to grant the target a resistance to that state. (♻10)


Tracking: Incant "I track thee from the shadows" to force the target out of Insubstantial and prevent them from becoming Insubstantial for 10s.


Hold Person: Incant "I command thee to stop" x3 to make the target Stopped for 30s.


Shadow Step: Incant "I step into the shadows" to become Insubstantial and Stopped. Incant "I return to the physical world" x2 to end the effect.


Safeguard: Incant "Hide in the shadows and I shall protect thee" to make the target Insubstantial and Stopped. They can Incant "I return to the physical world" x2 to end the effect.

Identifier Green Sash
Weapons Dagger, Short, Long, Great, Heavy Thrown, Bows
Shields Up to Small
Armor 4pt Physical Armor
Level 1 Prepared (T) Level/Life ♻20
Heal (Prepared)
Release (Prepared)
⬗ Insight (Unlimited)
Level 2 ⬗ Adaptive Blessing (Self) (Prepared)
Level 3 ⬗ Tracking (Prepared)
Level 4 Hold Person (Prepared)
Level 5 ⬗ Shadow Step (Prepared)
Level 6 ⬗ Safeguard (Prepared)




List of Class-Specific Abilities


Adaptive Blessing
Simple Summary Adaptive Blessing: Incant "I enchant thee against <State>" x3 to grant the target a resistance to that state. (♻10)
Available to Healer, Paladin, Scout
Type Enchantment
Range
  • 5ft Other (Healer, Paladin)
  • Self (Scout)
Incantation "I enchant thee against <State>" x3
Effects Enchantment Effect: Bearer gains resistance to status effects that include the chosen state (♻10).
Other Details When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not.
Reminder
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • While this ability can grant resistance to Severed, all instances of Severed are applied either as a Secondary Effect or while the player is dead, neither of which would allow the bearer to use the resistance.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Ambulant
Simple Summary Ambulant: Incant "Ambulant" before casting another spell, and you can use it while moving.
Available to Bard, Druid, Healer, Scout, Wizard
Type Meta-Magic
Incantation "Ambulant"
Effects Meta-Magic Effect: The modified ability can be cast while moving.
Other Details
  • A spell that is intended to be ambulant may identify the target while moving.
  • 🏃 This ability can be cast while moving.


Barkskin
Simple Summary Barkskin: Incant "May nature protect thee" x3 to grant the target a resistance to wounds. (♻10) Target also gets +1 to worn armor below 6pts. Can't wear alongside Stoneskin.
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "May nature protect thee" x3
Prerequisites Cannot be cast on a player already affected by Stoneskin.
Effects Enchantment Effect:
  • Resistance to Wounds (♻10).
  • +1 Armor point to current and maximum armor points in each hit location with physical armor. This does not count as Restoration.
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder
  • Natural Armor is not Physical Armor and will not benefit from this enchantment.
  • Players cannot have more than 6 points in any one location.
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • If this enchantment is removed while the bearer is still alive, reduce both the current and maximum armor points by 1. This does not count as damage.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Expose Weakness
Simple Summary Expose Weakness: Incant "Deadly flaws make thee fragile" x3 to make the target Fragile until they die.
Available to Healer, Scout, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Deadly flaws make thee fragile" x3
Effects Status Effect: Target becomes Fragile until this effect is removed.


Extension
Simple Summary Extension: Incant "Extension" before casting a spell with 20ft range, and the range of that spell becomes 50ft.
Available to Bard, Druid, Healer, Scout, Wizard, Monster (Siren)
Type Meta-Magic
Incantation "Extension"
Prerequisites Can only be used to modify abilities with a range of 20ft.
Effects Meta-Magic Effect: The modified ability can affect targets up to 50ft away.


Heal
Simple Summary Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound
Available to Archer, Druid, Healer, Paladin, Monk, Scout, Curios, Monster (Shroomkin, Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Druid, Healer, Paladin, Monk, Scout, Curios
  • 5ft (Other) - Unicorn
  • Self - Archer
Incantation "The white light of healing hath healed thee" x5
Effects Immediate Effect: Target restores a wound.


Hold Person
Simple Summary Hold Person: Incant "I command thee to stop" x3 to make the target Stopped for 30s.
Available to Assassin, Bard, Druid, Healer, Scout, Wizard, Monster (Siren)
Type Verbal (Offensive)
Range 20ft
Incantation "I command thee to stop" x3
Effects Status Effect: Target becomes Stopped for 30s.


Insight
Simple Summary Insight: Incant "Insight" immediately after using a Resistance or making an enemy use one to restore one use of Prepared.
Available to Scout
Type Verbal (Non-Offensive)
Range Self
Incantation "Insight"
Prerequisites Can only be used within 30s of expending an enemy's resistance or resisting an enemy attack.
Effects Immediate Effect: Caster restores one use of Prepared.
Reminder This can only be used once per triggering moment.


Mend
Simple Summary Mend: Incant "I make this item whole again" x5 to mend a broken or damaged weapon or shield, or restore one point of armor to a hit location.
Available to Archer, Bard, Druid, Healer, Scout, Wizard, Curios, Monster (Shroomkin)
Type Verbal (Non-Offensive)
Range 5ft (Any)
Incantation "I make this item whole again" x5
Effects Immediate Effect: Choose one at the time of cast:
Other Details Caster may hold the item to be affected without taking up a free hand.
V8 Transition Note: Mend targets the player, not the item being restored.


Pass Without Trace
Simple Summary Pass Without Trace: Incant "I pass without trace" to become Invulnerable - you must return to base.
Available to Archer, Assassin, Druid, Scout, Curios
Type Verbal (Non-Offensive)
Range Self
Incantation "I pass without trace"
Effects Status Effect: Target becomes Invulnerable and is forced to move directly to their Base. They may end this effect any time they are at least 100ft away from living enemies by declaring "I return to the physical world" x2. This effect also ends if they reach their base.
Other Details 🏃This ability can be cast while moving.


Pinning Arrow
Simple Summary Pinning Arrow: Incant "Pinning Arrow" immediately before firing a yellow arrow. It applies an engulfing Stopped effect for 30s.
Available to Archer, Scout, Monster (Gorgon)
Type Specialty Arrow
Range Strike
Material Components ColorCodeYellow-231129.jpg Arrow with a Yellow cover or strip, Bow
Incantation "Pinning Arrow"
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying.

Status Effect: Players struck are Stopped for 30s. Engulfing.

Other Details 🏃 This ability can be cast while moving.


Prepared
Simple Summary Prepared: All of your spells share one usage pool, equal to your level.
Available to Scout
Type Trait
Effects Trait Effect: Prepared allows the player to cast certain abilities using a shared pool of uses, instead of being tracked individually. They may cast these abilities in any combination or order. For example, a player with a Prepared 3/Life, as well as Heal (Prepared) and Mend (Prepared) can cast three heals, three mends, two heals and a mend, or two mends and a heal.


Release
Simple Summary Release: Incant "From thy bindings thou art released" x5 to remove any number of status effects from the target other than Severed.
Available to Bard, Druid, Healer, Paladin, Scout, Wizard, Curios, Monster (Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Bard, Druid, Healer, Scout, Wizard, Curio
  • 5ft (Other) - Paladin, Unicorn
Incantation "From thy bindings thou art released" x5
Effects Immediate Effect: The target's status is restored; any number of status effects are removed.
Reminder This cannot remove Severed and does not affect players who are Cursed.


Reload
Simple Summary Reload: Incant "Now I pause to go reload" x5 with no enemies within 10ft to become Invulnerable and go pick up your equipment. To end this, you must be 10ft away from living enemies and either at the location you entered Reload or at your Base, then incant "I return to the physical world." x2.
Available to Archer, Curios, Monster (Gorgon)
Type Verbal (Non-Offensive)
Range Self
Incantation "Now I pause to go Reload" x5
Prerequisites Cannot be used while there is a living enemy within 10ft.
Effects Status Effect: Caster becomes Invulnerable and may move around to collect equipment that they own or have permission to collect.
  • To end the effect, the caster must be at least 10ft away from living enemies and either at their base or the location where the effect began and declare "I return to the physical world." x2.
Other Details
  • The caster may freely seek and collect equipment outside the game boundaries.
  • The caster must avoid influencing or obstructing combat and interactions between living players.
  • Reload is intended to help players retrieve their equipment, particularly projectiles, without worry of counter-play. To that end, Reeves are encouraged to remove this effect from players who are unreasonably delaying their collection, their return, or are otherwise not adhering to the spirit of the effect.


Safeguard
Simple Summary Safeguard: Incant "Hide in the shadows and I shall protect thee" to make the target Insubstantial and Stopped. They can Incant "I return to the physical world" x2 to end the effect.
Available to Druid, Healer, Paladin, Scout, Warrior, Curios
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "Hide in the shadows and I shall protect thee"
Effects Status Effect: Target becomes Insubstantial and Stopped. Target can end this effect at any time by declaring "I return to the physical world" x2.
Reminder Non-offensive abilities can be rejected by the recipient if they do not wish to take on the effects.


Shadow Step
Simple Summary Shadow Step: Incant "I step into the shadows" to become Insubstantial and Stopped. Incant "I return to the physical world" x2 to end the effect.
Available to Assassin, Scout, Monster (Entangling Mass)
Type Verbal (Non-Offensive)
Range Self
Incantation "I step into the shadows"
Effects Status Effect: Caster becomes Insubstantial and Stopped. Caster can end this effect at any time by declaring "I return to the physical world" x2
Other Details 🏃This ability can be cast while moving.


Suppressing Strike
Simple Summary Suppressing Strike: Incant "Power strike suppress" and hit an enemy within 2s to Suppress them for 30s. Engulfing.
Available to Assassin, Barbarian, Bard, Monk, Scout, Warrior, Monster (Entangling Mass)
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Suppress"
Effects Status Effect: Target struck is Suppressed for 30s. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Suppression Arrow
Simple Summary Suppression Arrow: Incant "Suppression Arrow" immediately before firing a purple arrow. It applies an engulfing Suppressed effect for 30s.
Available to Archer, Scout, Monster (Gorgon)
Type Specialty Arrow
Range Strike
Material Components ColorCodePurple-231130.jpg Arrow with a Purple cover or strip, Bow
Incantation "Suppression Arrow"
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying.

Status Effect: Players struck are Suppressed for 30s. Engulfing.

Other Details 🏃 This ability can be cast while moving.


Swift
Simple Summary Swift: Incant "Swift" before casting a spell to cast it with only one repetition of the incant.
Available to Bard, Druid, Healer, Paladin, Wizard
Type Meta-Magic
Incantation "Swift"
Prerequisites Cannot be used to modify abilities with a range of 20ft.
Effects Meta-Magic Effect: The modified ability can be cast with only a single iteration of the incantation. For multi-line Incantations with no repetition, use the last line only.


Tracking
Simple Summary Tracking: Incant "I track thee from the shadows" to force the target out of Insubstantial and prevent them from becoming Insubstantial for 10s.
Available to Scout, Monster (Entangling Mass, Werewolf)
Type Verbal (Offensive)
Range 20ft
Incantation "I track thee from the shadows"
Prerequisites This ability can only be used on enemies.
Effects Immediate Effect: Target loses any status effects making them Insubstantial.

Status Effect: For 10s, the target cannot be affected by status effects that would make them Insubstantial.

Other Details
  • 🏃This ability may be cast while moving.
  • This does not count as restoration and is not prevented by Cursed.


Extra Clarifications

Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.

  • There are no additional clarifications for this class.




Trivia
  • The Scout class was introduced in the very first edition of Amtgard (1983).





Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary