Difference between revisions of "Scout"

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{{Playtest|rule=Updated as of November 3rd, 2024}}
 
 
 
[[Image:Scoutheraldry2.gif|thumb|A yellow paw print on a green field: a common heraldry for Scouts]]
 
[[Image:Scoutheraldry2.gif|thumb|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.
 
'''Scout''' is a core [[class]] that utilizes both [[archery]] skills and wilderness lore.
  
 
==From the [[Rulebook]]==
 
==From the [[Rulebook]]==
 +
{{Ruleblock-start}}<onlyinclude>
 +
The Scout class is designed for versatile support and control on a team, with a focus on mobility and disruption.
  
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.
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;Examples: Megasthenes, Davy Crockett, Little John, Robin Hood, Robert Baden-Powell
 
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;[[Garb]]: Green [[sash]] and medieval/sword and sorcery looking garb
===Examples:===
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;[[Look The Part]]:''' [[Heal]] 1/Life (ex)
Strider, Hiawatha, George Washington, Little John, Robert Baden-Powell, Robin Hood, Paul Bunyan
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;[[Armor]]: 3pts
===Equipment===
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;[[Shields]]: Small
'''[[Garb]]:''' Green [[sash]] and medieval/sword and sorcery looking garb<br>
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;[[Weapons]]: [[Dagger]], [[Short]], [[Long]], [[Throwing Weapons|Heavy Thrown]], [[Bow]]
'''[[Look The Part]]:''' [[Heal]] 1/Life (ex)<br>
 
'''[[Armor]]:''' 3pts<br>
 
'''[[Shields]]:''' Small<br>
 
'''[[Weapons]]:''' [[Dagger]], [[Short]], [[Long]], [[Throwing Weapons|Heavy Thrown]], [[Bow]]<br>
 
  
 
==[[Class Abilities]]==
 
==[[Class Abilities]]==
{| class="wikitable floatright"
+
{| class="wikitable"
 
|+ Abilities By Level
 
|+ Abilities By Level
 
|-
 
|-
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[[Release]] 1/Life [[Charge]] x3 ([[ex]])<br>
 
[[Release]] 1/Life [[Charge]] x3 ([[ex]])<br>
 
|-
 
|-
|3rd || [[Shadow Step]] 1/Life ([[ex]])<br>
+
|3rd || [[Dispel Magic]] 1/Refresh [[Charge]] x5 ([[ex]])<br>
[[Dispel Magic]] 1/Refresh [[Charge]] x5 ([[ex]])<br>
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[[Shadow Step]] 1/Life ([[ex]])<br>
 +
 
 
|-
 
|-
|4th || [[Evolution]] ([[T]])
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|4th || Pick one:<br>
 +
[[Hold Person]] 1/Life ([[m]])<br>
 +
[[Pinning Arrow]] - 1 Arrow / Unlimited ([[ex]])
 
|-
 
|-
|5th || [[Hold Person]] 1/Life ([[m]])<br>
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|5th || [[Evolution]] ([[T]])
[[Pinning Arrow]] - 1 Arrow / Unlimited ([[ex]])
 
 
|-
 
|-
 
|6th || [[Adaptive Protection]] (self-only) 1/Life ([[ex]])<br>
 
|6th || [[Adaptive Protection]] (self-only) 1/Life ([[ex]])<br>
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[[Apex]] ([[Archetype|A]])
 
[[Apex]] ([[Archetype|A]])
 
|}
 
|}
===Tracking===
+
===[[Heal]]===
'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' 20ft<br>
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{{:Heal}}
'''I:''' “Tracking” x3<br>
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===[[Tracking]]===
'''E:''' Target [[Insubstantial]] player immediately has their Insubstantial effect ended.<br>
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{{:Tracking}}
===Heal===
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===[[Release]]===
'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Spirit (School)|Spirit]] '''R:''' Touch<br>
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{{:Release}}
'''I:''' “The white light of healing hath healed thee.” x5
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===[[Shadow Step]]===
'''E:''' Heal a [[Wound]].<br>
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{{:Shadow Step}}
===Release===
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===[[Dispel Magic]]===
'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' Touch<br>
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{{:Dispel Magic}}
'''I:''' “From thy bindings thou art released” x5<br>
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===[[Hold Person]]===
'''E:''' A single ongoing [[effect]] or [[State]] is removed from the target. Casters choice.<br>
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{{:Hold Person}}
'''L:''' Cannot remove [[Cursed]].<br>
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===[[Pinning Arrow]]===
===Shadow Step===
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{{:Pinning Arrow}}
'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' Self<br>
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===[[Evolution]]===
'''I:''' “I Step Into the Shadows” x1<br>
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{{:Evolution}}
'''E:''' Player becomes [[Insubstantial]].<br>
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===[[Adaptive Protection]]===
'''N:''' Caster may end this Insubstantial state at any time by using the exit [[incantation]] for [[Insubstantial]].
+
{{:Adaptive Protection}}
===Dispel Magic===
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===[[Hunter]]===
'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Sorcery (School)|Sorcery]] R: '''20’'''<br>
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{{:Hunter}}
'''I:''' “By my power I dispel that magic” x3<br>
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===[[Apex]]===
'''E:''' All [[Enchantments]] on target are removed.<br>
+
{{:Apex}}
'''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>
+
===[[Mutation]]===
===Evolution===
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{{:Mutation}}
'''T:''' Granted as [[Trait]] '''S:''' [[Sorcery (School)|Sorcery]] '''R:''' Self<br>
+
===[[Adaptive Blessing]]===
'''E:''' May wear an additional [[Enchantment]].<br>
+
{{:Adaptive Blessing}}
Evolution does not count towards the bearer’s [[Enchantment limit]].<br>
 
'''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>
 
===Hold Person===
 
'''T:''' [[Verbal (Type)|Verbal]] '''S:''' [[Command (School)|Command]] '''R:''' 20’<br>
 
'''I:''' “I command thee to stop” x3<br>
 
'''E:''' Target player becomes [[Stopped]] for 30 seconds.<br>
 
===Pinning Arrow===
 
'''T:''' [[Specialty Arrow (Type)|Specialty Arrow]] '''S:''' [[Sorcery (School)|Sorcery]]<br>
 
'''M:''' Arrow with yellow head cover labeled ‘Pinning’.<br>
 
'''I:''' “Pinning Arrow” <br>
 
'''E:'''  A player struck by this arrow is [[Stopped]] for 30 seconds. [[Engulfing]].<br>
 
===Adaptive Protection===
 
'''T:''' [[Enchantment (Type)|Enchantment]] '''S:''' [[Protection (School)|Protection]] '''R:''' Self<br>
 
'''I:''' “I enchant thee with this protection” x3<br>
 
'''M:''' [[Enchantment Strip|White strip]]<br>
 
'''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]]<br>
 
'''E:''' May wield Great Weapons and Javelins. Hold Person becomes 1/Life Charge x3.<br>
 
'''L:'''  May not wield Shields. Loses all instances of Release and Evolution.
 
===Apex===
 
'''T:''' [[Archetype]] '''S:''' [[Neutral]]<br>
 
'''E:''' Gain [[Mutation]] ([[Trait|T]]), [[Adaptive Blessing]] (Self) 1/Life [[Charge]] x5 ([[ex]]) (Swift)<br>
 
'''L:''' Loses all instances of Evolution, Hold Person, Pinning Arrow, and Adaptive Protection.
 
===Mutation===
 
'''T:''' [[Trait]] '''S:''' [[Sorcery]] '''R:''' Self<br>
 
'''E:''' Enchantments worn by the player are [[Persistent]].<br>
 
===Adaptive Blessing===
 
'''T:''' [[Enchantment (Type)|Enchantment]] '''S:''' [[Protection (School)|Protection]] '''R:''' Self<br>
 
'''I:''' “I enchant thee with this blessing” x3<br>
 
'''M:''' [[Enchantment Strip|White strip]]<br>
 
'''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:==
 
==Previous Versions:==

Revision as of 05:44, 23 February 2025

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

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

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

Release 1/Life Charge x3 (ex)

3rd Dispel Magic 1/Refresh Charge x5 (ex)

Shadow Step 1/Life (ex)

4th Pick one:

Hold Person 1/Life (m)
Pinning Arrow - 1 Arrow / Unlimited (ex)

5th Evolution (T)
6th Adaptive Protection (self-only) 1/Life (ex)

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

Heal

Type
Verbal
School
Spirit
Range
Touch
Incantation
“The white light of healing hath healed thee.” x5
Effects
Target player heals a Wound.


Tracking

Type
Verbal
School
Sorcery
Range
20’
Incantation
“Tracking” x3
Effects
Target Insubstantial player immediately has their Insubstantial effect ended.


Release

Type
Verbal
School
Sorcery
Range
Touch
Incantation
“From thy bindings thou art released” x5
Effects
A single Ongoing Effect or State is removed from the target. Caster's choice.
Limitations or Restrictions
Cannot remove Cursed. When used to end a State or Ongoing Effect imposed by an ability with multiple effects, all other States and Ongoing Effects from the same source are also ended.


Shadow Step

Type
Verbal
School
Sorcery
Range
Self
Incantation
“I Step Into the Shadows”
Effects
Player becomes Insubstantial. Shadow Step may be cast while moving.
Notes
Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial.


Dispel Magic

Type
Verbal
School
Sorcery
Range
20’
Incantation
“By my power I dispel that magic” x3
Effects
All Enchantments on target are removed.
Notes
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).


Hold Person

Type
Verbal
School
Command
Range
20’
Incantation
“I command thee to stop” x3
Effects
Target player becomes Stopped for 30 seconds.


Pinning Arrow

Type
Specialty Arrow
School
Sorcery
Incantation
“Pinning Arrow”
Materials
Arrow with yellow head cover labeled ‘Pinning’
Effects
A player struck by this arrow is Stopped for 30 seconds. Engulfing.


Evolution

Type
Enchantment
School
Sorcery
Range
Self
Effects
May wear an additional Enchantment. Evolution does not count towards the bearer’s Enchantment limit.
Notes
This ability does work in conjunction with Attuned, Essence Graft, or Phoenix Tears so long as the other limitations of those Enchantments are followed.


Adaptive Protection

Type
Enchantment
School
Protection
Range
Healers: Other
Scouts: Self
Incantation
“I enchant thee with this protection” x3
Materials
White strip
Effects
Bearer becomes Immune to one of the following Schools: Death, Flame, Subdual, Command, Sorcery.
School is chosen at the time of casting.


Hunter

Type
Archetype
School
Neutral
Effects
May wield Great weapons and Javelins. Pick one:
Limitations or Restrictions
May not wield shields. Loses all instances of Release and Evolution.
Notes
You only gain the benefit of an option if you already have that ability.


Apex

Type
Archetype
School
Neutral
Effects
Gain Mutation (T) and Adaptive Blessing (Self) 1/Life Charge x5 (ex) (Swift)
Limitations or Restrictions
Loses all instances of Evolution, Hold Person, Pinning Arrow, and Adaptive Protection.


Mutation

Type
Trait
School
Sorcery
Range
Self
Effects
Enchantments worn by the player are Persistent.


Adaptive Blessing

Type
Enchantment
School
Protection
Range
Other (Healer); Self (Scout)
Incantation
“I enchant thee with this blessing” x3
Materials
White strip
Effects
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.
Limitations or Restrictions
May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex)



Previous Versions:

V7.7

Scout

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