feedburner
Enter your email address:

Delivered by FeedBurner

feedburner count

Fantastic Adventures: First Draft of The Scout Class

Labels: , , , , ,

Here's the Scout, the third non-caster class for Fantastic Adventures (see Fantastic Adventures: Initial Thoughts on Classes for more info). I posted the first draft of the Fighter and the Hunter earlier in the week.

Like the hunter, the scout is a good warrior. While he is not in the same class as the fighter, he is still quite competent in combat.  A scout starts with a +2 Combat Bonus and advances at +1 per two levels until his Combat Bonus is +8. This is about the rate of advancement for fighters in Microlite74. Hunters can use any weapon and wear any armor. They have special wilderness survival and stealth related skills that allow them to scout ahead of a military unit (or exploration party). In many ways they are a mashup of a ranger and a thief, but without some of the specific thieving abilities like pickpocket.

The material that follows is Open Game Content under the OGL. Note that this is a very early draft and will likely change (perhaps completely if it does not work out in playtest). I'm trying a different table format and this one seems to translate from Word to Blogger better. As with the drafts of the fighter and hunter classes, this is an early draft and has not even been really proofread.

Comments are welcome, of course.

The Scout


Scouts are warriors who are at home in the wilderness and are trained to be sent out ahead of a main force so as to gather information about the enemy's position, strength, or movements. While they are capable in combat their forte is stealthy actions and special operations. In addition to their military use, they make excellent guides, spies, and even thieves.

Scout Advancement Table

Level
Exp. Points
Hit Dice
Combat Bonus
Use Magic
Saving Throw
1
0
1d6
+2
12+
14
2
2,000
2d6
+2
12+
13
3
4,000
3d6
+3
12+
12
4
8,000
4d6
+3
11+
11
5
16,000
5d6
+4
11+
10
6
32,000
6d6
+4
11+
9
7
64,000
7d6
+5
10+
8
8
128,000
8d6
+5
10+
7
9
256,000
9d6
+6
10+
6
10
512,000
9d6+2
+6
9+
5
11
1,024,000
9d6+4
+7
9+
5
12
1,536,000
9d6+6
+7
9+
5
13
2,048,000
9d6+8
+8
8+
4
14
2,560,000
9d6+10
+8
8+
4

Scout Class Abilities

Weapon and Armor Restrictions: Scouts are trained in warfare and, as such, have no restrictions on the kind of weapons or armor they can use. However, if they are wear metal armor their chance of success with stealth activities is -4.

Cleave: After a scout kills an opponent in melee combat, he may immediately make another attack against any still-standing foe in range. The maximum number of attacks he can make in one round is equal to his level.

Back Stab: Any time a Scout attacks an opponent who is unaware of their presence, the Scout receives a +2 “to hit” bonus. If the attack is successful, the Scout may roll his weapon damage twice to calculate damage.

Stealth Abilities: Scouts possess a number of very specific abilities to assist them in their scouting duties. These abilities include proficiency at opening locks and disarming traps, moving without a sound, and using shadows to conceal themselves. They also possess a greater facility for detecting sounds and noises from beyond closed doors. To successfully use these abilities the player must roll 1d20 + any Dexterity ability modifiers and achieve a result greater than or equal to the target number on the Scout Abilities table.

Wilderness Survival: Scouts are most at home in the wilderness, among the flora and fauna of the world. A scout’s Wilderness roll may be used to track both humanoids and animals in natural environments. When in these natural environments, wilderness survival may also be used to remain both unseen and silent. Finally, when a ranger encounters a natural wild beast he may utilize this ability in an attempt to sooth and calm such an animal. A Scout may hunt for 1d4 hours and with a successful roll find enough food and water to feed himself and twice his level additional people and horses. To successfully use these abilities the player must roll 1d20 + any Wisdom ability modifiers and achieve a result greater than or equal to the target number on the Scout Abilities table.

Climb Sheer Surfaces: Scouts may climb incredibly sheer surfaces. As hardy adventurers, anyone may attempt to climb vertical surfaces but only the scout may ascend impossibly difficult surfaces or attempt unthinkable climbs. To successfully use this abilities the player must roll 1d20 + any Dexterity ability modifiers and achieve a result greater than or equal to the target number on the Scout Abilities table.

Scout Abilities Table
Level
Wilderness Survival
Climb Sheer Surfaces
Open Locks
Disarm Traps
Move Silently
Hide in Shadows
1
9+
11+
17+
18+
16+
18+
2
9+
11+
16+
17+
15+
17+
3
8+
10+
15+
16+
14+
16+
4
8+
10+
14+
15+
13+
15+
5
7+
9+
13+
14+
12+
14+
6
7+
9+
12+
13+
11+
13+
7
6+
8+
11+
12+
10+
12+
8
6+
8+
10+
11+
9+
11+
9
5+
7+
9+
10+
8+
10+
10
5+
7+
8+
9+
7+
9+
11
4+
6+
7+
8+
6+
8+
12
4+
6+
6+
7+
5+
7+
13
3+
5+
5+
6+
4+
6+
14
2+
4+
3+
4+
3+
5+


Saving Throw: Scouts receive a +2 bonus to any saving throw made to reduce or avoid the effects of any trap, magical or mundane (unless the alternative “Saving Throw Matrix” is used).

Magic Use: Scouts may attempt to cast spells from scrolls. To successfully cast a spell from a scroll the scout must be able to read the language the scroll is written in and roll against his Use Magic score on a D20, adjusting the roll by both his INT bonus and the level of the spell being attempted (- spell level). If successful, the spell functions normally and fades from the scroll. If unsuccessful, the spell fades from the scroll and the scout loses 1d6+2 hit points.

Establish Stronghold: At ninth level, a scout who chooses to build (or otherwise obtains) a castle or fortified manor is considered to have reached the rank of “Baron” or “Baroness,” bestowed by the local ruler or monarch. The character may choose to attract a body of men-at-arms, who will swear their fealty as loyal followers.

Experience Bonus for Dexterity: Dexterity is the Prime Attribute for scouts, which means that a Dexterity score of 15+ grants an additional 5% experience.


1 comments:
gravatar
Rachel Ghoul said...
May 25, 2015 at 12:36 PM  

You know something, I really like this "anyone can use scrolls" thing you have going here. I may just adopt it.

Post a Comment

Post a Comment