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