Difference between revisions of "Apex Scout"
m |
|||
Line 84: | Line 84: | ||
===V7.7=== | ===V7.7=== | ||
[[Scout (V7)|Scout]] | [[Scout (V7)|Scout]] | ||
+ | |||
+ | ===V8.6.0=== | ||
+ | [[Scout]] | ||
==See also== | ==See also== |
Revision as of 04:24, 29 October 2024
IMPORTANT NOTE: This Archetype is currently in playtest and is subject to change
Scout is a core class that utilizes both archery skills and wilderness lore.
Contents
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, Lieutenant-General The Right Honourable The Baron 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
Level | Abilities |
---|---|
1st | Tracking 2/Life Charge x3 (ex) (Ambulant) Cancel - Unlimited (m) |
2nd | Heal 1/Life (ex) |
3rd | Shadow Step 1/Life (ex) Dispel Magic 1/Refresh Charge x5 (ex) |
4th | None |
5th | None |
6th | Apex (A) Mutation (T) |
Tracking
T: Verbal S: Sorcery R: 20ft
I: “Tracking” x3
E: Target Insubstantial player immediately has their Insubstantial effect ended.
Cancel
T: Neutral S: Neutral R: Touch
I: “My work shall be undone” x3
E: Remove an Enchantment cast by the caster.
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).
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”
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 other Enchantment is (ex).
Previous Versions:
V7.7
V8.6.0
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 |