Scout
*8.6.2 Playtest* Updated as of November 3rd, 2024 *8.6.2 Playtest*
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
Level | Abilities |
---|---|
1st | Tracking 2/Life Charge x3 (ex) (Ambulant) |
2nd | Heal 1/Life (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) |
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
See also
Amtgard Character Classes |
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Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard Non-Standard Classes: Monster · Peasant |