Scout

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Revision as of 20:45, 1 August 2022 by BlackBart (talk | contribs) (Added play test changes)
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, 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

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

May use a bow so long as a shield is not carried

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

Template:Play Test Rules

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: “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath healed thee.”
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.

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 work through Protection from Magic, Enlightened Soul, Sanctuary, and similar magics and abilities.
Will work on players that are Frozen or Insubstantial.

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.

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, may not be worn with any other Enchantments from the Protection School.

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