Difference between revisions of "Scout"

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(New page: ------------- ==Scout Class== ----------- http://img.photobucket.com/albums/v299/CrakRabbit/Amtgard/Class%20Shields/Scouts.jpg ===From the 7.2 Rulebook=== Anyone who survives for a...)
 
(Updated to V8.6.2 Sappy Two edition)
 
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{{Playtest|rule=Updated as of November 3rd, 2024}}
==Scout [[Class]]==
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-----------
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[[Image:Scoutheraldry2.gif|thumb|A yellow paw print on a green field: a common heraldry for Scouts]]
http://img.photobucket.com/albums/v299/CrakRabbit/Amtgard/Class%20Shields/Scouts.jpg
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'''Scout''' is a core [[class]] that utilizes both [[archery]] skills and wilderness lore.
===From the [[7.2]] Rulebook===
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Anyone who survives for any time in the wilds learns the lay of the land. Many
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==From the [[Rulebook]]==
Native Americans are rightly seen as good trackers or Scouts, as were the mountain
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men who followed.
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Anyone who survives for any time in the wilds learns the lay of the land. Many Native Americans are rightly seen as good trackers or scouts, as were the mountain men who followed.
====Examples:====
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Strider, Hiawatha, Little John, Baden Powell
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===Examples:===
====Garb:====
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Strider, Hiawatha, George Washington, Little John, Robert Baden-Powell, Robin Hood, Paul Bunyan
Green [[sash]]
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===Equipment===
====[[Armor]]:====
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'''[[Garb]]:''' Green [[sash]] and medieval/sword and sorcery looking garb<br>
3 points
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'''[[Look The Part]]:''' [[Heal]] 1/Life (ex)<br>
====Shields:====
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'''[[Armor]]:''' 3pts<br>
[[Small Shield]]
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'''[[Shields]]:''' Small<br>
====Weapons:====
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'''[[Weapons]]:''' [[Dagger]], [[Short]], [[Long]], [[Throwing Weapons|Heavy Thrown]]<br>
[[Dagger]], short, long, staff, throwing weapons, short bows
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====Immunities:====
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==[[Class Abilities]]==
Immune to both magical and non-magical forms of [[Lost]]
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{| class="wikitable floatright"
====Lives:====
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|+ Abilites By Level
4
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|-
====Abilities & Traits:====
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! Level !! Abilities
Levels
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|-
*1st [[Heal]] (ex) (1/life)
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|1st|| [[Tracking]] 2/Life [[Charge]] x3 ([[ex]]) ([[Ambulant]])<br>
*2nd [[Innate Ability]] (choose one of the following):
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|-
-a. [[Stun Arrow]] (1/reusable) (T)
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|2nd || [[Heal]] 1/Life ([[ex]])<br>
-b. [[Flame Arrow]] (1/reusable) (T)
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[[Release]] 1/Life [[Charge]] x3 ([[ex]])<br>
*3rd [[Antidote to Poison]] (ex) (1/life)
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|-
-[[Truth]] (ex) (1/life)
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|3rd || [[Shadow Step]] 1/Life ([[ex]])<br>
-[[Camouflage]] (ex) (1/game)
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[[Dispel Magic]] 1/Refresh [[Charge]] x5 ([[ex]])<br>
*4th [[Immunity to Traps]]
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|-
-[[Tracking]] (ex) (1/life)
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|4th || [[Evolution]] ([[T]])
*5th [[Earth Bind]] (ex) (2/game)
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|-
*6th Tracking becomes (2/life)
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|5th || [[Hold Person]] 1/Life ([[m]])<br>
-May now use a [[Long Bow|longbow]] instead of a [[Short Bow|short bow]] (T)
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[[Pinning Arrow]] - 1 Arrow / Unlimited ([[ex]])
-*[[Attuned]] (T) (2/game)
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|-
---------------------
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|6th || [[Adaptive Protection]] (self-only) 1/Life ([[ex]])<br>
Check out the [[Class]] or [[Abilities and Traits]] pages for more information.
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Optional – Pick One:<br>
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Hunter ([[Archetype|A]])<br>
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Apex ([[Archetype|A]])
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|}
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===Tracking===
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'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' 20ft<br>
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'''I:''' “Tracking” x3<br>
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'''E:''' Target [[Insubstantial]] player immediately has their Insubstantial effect ended.<br>
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===Heal===
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'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Spirit (School)|Spirit]] '''R:''' Touch<br>
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'''I:''' “The white light of healing hath healed thee.” x5
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'''E:''' Heal a [[Wound]].<br>
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===Release===
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'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' Touch<br>
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'''I:''' “From thy bindings thou art released” x5<br>
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'''E:''' A single ongoing [[effect]] or [[State]] is removed from the target. Casters choice.<br>
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'''L:''' Cannot remove [[Cursed]].<br>
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===Shadow Step===
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'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' Self<br>
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'''I:''' “I Step Into the Shadows” x1<br>
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'''E:''' Player becomes [[Insubstantial]].<br>
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'''N:''' Caster may end this Insubstantial state at any time by using the exit [[incantation]] for [[Insubstantial]].
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===Dispel Magic===
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'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] R: '''20’'''<br>
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'''I:''' “By my power I dispel that magic” x3<br>
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'''E:''' All [[Enchantments]] on target are removed.<br>
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'''N:''' Will always remove [[enchantments]] if successfully cast on a valid target, regardless of the player’s [[Traits]], [[States]], [[Immunities]], [[Ongoing Effects]], or [[Enchantments]] (except [[Sleight of Mind]]).<br>
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===Evolution===
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'''T:''' Granted as [[Trait]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' Self<br>
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'''E:''' May wear an additional [[Enchantment]].<br>
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Evolution does not count towards the bearer’s [[Enchantment limit]].<br>
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'''N:''' This ability does work in conjunction with [[Attuned]], [[Essence Graft]], or [[Phoenix Tears]] so long as the other limitations of those Enchantments are followed.<br>
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===Hold Person===
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'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Command (School)|Command]] '''R:''' 20’<br>
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'''I:''' “I command thee to stop” x3<br>
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'''E:''' Target player becomes [[Stopped]] for 30 seconds.<br>
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===Pinning Arrow===
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'''T:''' [[Specialty Arrow (Type)|Specialty Arrow]]  '''S:''' [[Sorcery (School)|Sorcery]]<br>
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'''M:''' Arrow with yellow head cover labeled ‘Pinning’.<br>
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'''I:''' “Pinning Arrow” <br>
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'''E:'''  A player struck by this arrow is [[Stopped]] for 30 seconds. [[Engulfing]].<br>
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===Adaptive Protection===
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'''T:''' [[Enchantment (Type)|Enchantment]] '''S:''' [[Protection (School)|Protection]] '''R:''' Self<br>
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'''I:''' “I enchant thee with this protection” x3<br>
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'''M:''' [[Enchantment Strip|White strip]]<br>
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'''E:''' Bearer becomes Immune to one of the following [[Schools]]: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting.
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===Hunter===
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'''T:''' [[Archetype]] '''S:''' [[Neutral]]<br>
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'''E:''' May wield Great Weapons and Javelins. Hold Person becomes 1/Life Charge x3.<br>
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'''L:'''  May not wield Shields. Loses all instances of Release and Evolution.
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===Apex===
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'''T:''' [[Archetype]] '''S:''' [[Neutral]]<br>
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'''E:''' Gain [[Mutation]] ([[Trait|T]]), [[Adaptive Blessing]] (Self) 1/Life [[Charge]] x5 ([[ex]]) (Swift)<br>
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'''L:''' Loses all instances of Evolution, Hold Person, Pinning Arrow, and Adaptive Protection.
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===Mutation===
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'''T:''' [[Trait]] '''S:''' [[Sorcery]] '''R:''' Self<br>
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'''E:''' Enchantments worn by the player are [[Persistent]].<br>
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===Adaptive Blessing===
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'''T:''' [[Enchantment (Type)|Enchantment]] '''S:''' [[Protection (School)|Protection]] '''R:''' Self<br>
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'''I:''' “I enchant thee with this blessing” x3<br>
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'''M:''' [[Enchantment Strip|White strip]]<br>
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'''E:''' Bearer becomes [[Resistant]] to one of the following [[Schools]]: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting. Does not count towards a players [[Enchantment limit]]
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'''L:''' May not be worn with any other Enchantments from the Protection School unless the Enchantment is ([[ex]]).
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==Previous Versions:==
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===V7.7===
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[[Scout (V7)|Scout]]
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==See also==
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*[[Guildmaster of Scouts]]
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*[[About Scouts]]
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{{Template:Classes}}
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[[Category:Rulebook Terms]] [[Category:Amtgard Things]] [[Category:Amtgard Terms]] [[category:Classes]][[Category:Scout Abilities]]

Latest revision as of 04:07, 4 November 2024

*8.6.2 Playtest* Updated as of November 3rd, 2024 *8.6.2 Playtest*

A yellow paw print on a green field: a common heraldry for Scouts

Scout is a core class that utilizes both archery skills and wilderness lore.

From the Rulebook

Anyone who survives for any time in the wilds learns the lay of the land. Many Native Americans are rightly seen as good trackers or scouts, as were the mountain men who followed.

Examples:

Strider, Hiawatha, George Washington, Little John, Robert Baden-Powell, Robin Hood, Paul Bunyan

Equipment

Garb: Green sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: 3pts
Shields: Small
Weapons: Dagger, Short, Long, Heavy Thrown

Class Abilities

Abilites By Level
Level Abilities
1st Tracking 2/Life Charge x3 (ex) (Ambulant)
2nd Heal 1/Life (ex)

Release 1/Life Charge x3 (ex)

3rd Shadow Step 1/Life (ex)

Dispel Magic 1/Refresh Charge x5 (ex)

4th Evolution (T)
5th Hold Person 1/Life (m)

Pinning Arrow - 1 Arrow / Unlimited (ex)

6th Adaptive Protection (self-only) 1/Life (ex)

Optional – Pick One:
Hunter (A)
Apex (A)

Tracking

T: Verbal S: Sorcery R: 20ft
I: “Tracking” x3
E: Target Insubstantial player immediately has their Insubstantial effect ended.

Heal

T: Verbal S: Spirit R: Touch
I: “The white light of healing hath healed thee.” x5 E: Heal a Wound.

Release

T: Verbal S: Sorcery R: Touch
I: “From thy bindings thou art released” x5
E: A single ongoing effect or State is removed from the target. Casters choice.
L: Cannot remove Cursed.

Shadow Step

T: Verbal S: Sorcery R: Self
I: “I Step Into the Shadows” x1
E: Player becomes Insubstantial.
N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial.

Dispel Magic

T: Verbal S: Sorcery R: 20’
I: “By my power I dispel that magic” x3
E: All Enchantments on target are removed.
N: Will always remove enchantments if successfully cast on a valid target, regardless of the player’s Traits, States, Immunities, Ongoing Effects, or Enchantments (except Sleight of Mind).

Evolution

T: Granted as Trait S: Sorcery R: Self
E: May wear an additional Enchantment.
Evolution does not count towards the bearer’s Enchantment limit.
N: This ability does work in conjunction with Attuned, Essence Graft, or Phoenix Tears so long as the other limitations of those Enchantments are followed.

Hold Person

T: Verbal S: Command R: 20’
I: “I command thee to stop” x3
E: Target player becomes Stopped for 30 seconds.

Pinning Arrow

T: Specialty Arrow S: Sorcery
M: Arrow with yellow head cover labeled ‘Pinning’.
I: “Pinning Arrow”
E: A player struck by this arrow is Stopped for 30 seconds. Engulfing.

Adaptive Protection

T: Enchantment S: Protection R: Self
I: “I enchant thee with this protection” x3
M: White strip
E: Bearer becomes Immune to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting.

Hunter

T: Archetype S: Neutral
E: May wield Great Weapons and Javelins. Hold Person becomes 1/Life Charge x3.
L: May not wield Shields. Loses all instances of Release and Evolution.

Apex

T: Archetype S: Neutral
E: Gain Mutation (T), Adaptive Blessing (Self) 1/Life Charge x5 (ex) (Swift)
L: Loses all instances of Evolution, Hold Person, Pinning Arrow, and Adaptive Protection.

Mutation

T: Trait S: Sorcery R: Self
E: Enchantments worn by the player are Persistent.

Adaptive Blessing

T: Enchantment S: Protection R: Self
I: “I enchant thee with this blessing” x3
M: White strip
E: Bearer becomes Resistant to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting. Does not count towards a players Enchantment limit L: May not be worn with any other Enchantments from the Protection School unless the Enchantment is (ex).

Previous Versions:

V7.7

Scout

See also

Amtgard Character Classes
Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard

Non-Standard Classes: Monster · Peasant
Alternate Sign-ins: Color · Undeclared