Difference between revisions of "Scout"

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[[Image:Scoutheraldry.gif|thumb|Circa [[6.0]]]]
 
'''Scout''' is a core [[class]] that utilizes both [[archery]] skills and wilderness lore.
 
 
 
==From the [[Rulebook]]==
 
==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.
+
{{Ruleblock-start}}<onlyinclude>
 +
The Scout class is designed for versatile support and control on a team, with a focus on mobility and disruption.
  
===Examples:===
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;Examples: Megasthenes, Davy Crockett, Little John, Robin Hood, Robert Baden-Powell
Strider, Hiawatha, Little John, Baden Powell
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;[[Garb]]: Green [[sash]] and medieval/sword and sorcery looking garb
 +
;[[Look The Part]]: [[Heal]] 1/Life ([[ex]])
 +
;[[Armor]]: 3pts
 +
;[[Shields]]: Small
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;[[Weapons]]: [[Dagger]], [[Short]], [[Long]], [[Throwing Weapons|Heavy Thrown]], [[Bow]]
  
===[[Garb]]:===
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==[[Class Abilities]]==
Green [[sash]]
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[[Image:Scoutheraldry2.gif|thumb|A yellow paw print on a green field: a common heraldry for Scouts]]
 
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{| class="wikitable" | style="border: 1px solid blue;"
===Class details:===
+
|+ Abilities By Level
{| class="wikitable"
 
 
|-
 
|-
! Scout Level
+
! Level !! Abilities
! Lives
 
! Weapons
 
! Armor
 
! Immunities
 
! Abilities and Traits
 
 
|-
 
|-
| 1st
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| style="border: 1px solid blue;" |1st|| style="border: 1px solid blue;" |
| 4
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*[[Tracking]] 2/Life [[Charge]] x3 ([[ex]]) ([[Ambulant]])
| [[dagger]], [[short]], [[long]], [[staff]], [[throwing weapons]], [[bow]]
 
| 3 points, small [[shields]]
 
| Magical and non-magical forms of [[Lost]]
 
| [[Heal]] (ex) (1/life)
 
 
|-
 
|-
| 2nd
+
| style="border: 1px solid blue;" |2nd || style="border: 1px solid blue;" |
| -
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*[[Heal]] 1/Life ([[ex]])
| -
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*[[Release]] 1/Life [[Charge]] x3 ([[ex]])
| -
 
| -
 
| Innate Ability - Choose one before game starts: [[Stun Arrow]] (1/reusable) (T), [[Flame Arrow]] (ex) (1/reusable) (T)
 
 
|-
 
|-
| 3rd
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| style="border: 1px solid blue;" |3rd || style="border: 1px solid blue;" |
| -
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*[[Dispel Magic]] 1/Refresh [[Charge]] x5 ([[ex]])
| -
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*[[Shadow Step]] 1/Life ([[ex]])
| -
 
| -
 
| [[Antidote to Poison]] (ex) (1/life), [[Truth]] (ex) (1/life), [[Camouflage]] (ex) (1/game)
 
 
|-
 
|-
| 4th
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| style="border: 1px solid blue;" |4th || style="border: 1px solid blue;" |
| -
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*Pick one:
| -
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**[[Hold Person]] 1/Life ([[m]])
| -
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**[[Pinning Arrow]] - 1 Arrow / Unlimited ([[ex]])
| [[Traps]]
 
| [[Tracking]] (ex) (1/life)
 
 
|-
 
|-
| 5th
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| style="border: 1px solid blue;" |5th || style="border: 1px solid blue;" |
| -
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*[[Evolution]] ([[T]])
| -
 
| -
 
| -
 
| [[Earth Bind]] (ex) (2/game)
 
 
|-
 
|-
| 6th
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| style="border: 1px solid blue;" |6th || style="border: 1px solid blue;" |
| -
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*[[Adaptive Protection]] (self) 1/Life ([[ex]])
| -
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*Optional – Pick One:
| -
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**[[Hunter]] ([[Archetype|A]])
| -
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**[[Apex]] ([[Archetype|A]])
| [[Tracking]] becomes (2/life), [[Longbow]] (T), [[Attuned]] (T) (2/game)
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|}{{ruleblock-end|{{CurrentRulebookNumber}}}}
|}
 
 
 
 
 
==Version 8 Amtgard Scout - V8 RC0.6.1 3==
 
 
 
'''Scout'''<br>
 
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.<br>
 
'''Examples:''' Strider, Hiawatha, George Washington, Little John, Baden Powel, Robin Hood, Paul Bunyan<br>
 
'''Garb:''' Green sash<br>
 
'''Look The Part:''' Adaptive Blessing becomes Charge x2<br>
 
'''Armor:''' 3pts<br>
 
'''Shields:''' None<br>
 
'''Weapons:''' Dagger, Short, Long, Heavy Thrown<br>
 
'''Levels'''<br>
 
● 1
 
○ Heal 1/Life (ex)<br>
 
○ Adaptive Blessing (self-only) 1/Refresh (ex) (Persistent)<br>
 
○ Choose One: May use Small Shield or a Bow (T)<br>
 
● 2
 
○ Tracking 2/life then Charge x1 (ex)<br>
 
● 3
 
○ Shadow Step 1/Life (ex)<br>
 
● 4
 
○ Hold Person 1/Life (m)<br>
 
● 5
 
○ Release 1/Life (ex)<br>
 
● 6
 
○ Attuned (self-only) 2/Refresh (ex)<br>
 
  
 
==See also==
 
==See also==
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{{Template:Classes}}
 
{{Template:Classes}}
[[Category:Rulebook Terms]] [[Category:Amtgard Things]] [[Category:Amtgard Terms]] [[category:Classes]]
 

Latest revision as of 04:01, 22 March 2025

From the Rulebook

The Scout class is designed for versatile support and control on a team, with a focus on mobility and disruption.

Examples
Megasthenes, Davy Crockett, Little John, Robin Hood, Robert Baden-Powell
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, Bow

Class Abilities

A yellow paw print on a green field: a common heraldry for Scouts
Abilities By Level
Level Abilities
1st
2nd
3rd
4th
5th
6th

See also

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
Also See: Look the Part · Credits and Levels

V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure