Difference between revisions of "Scout"

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After moving at least 20 feet in a round, the Scout's Mêlée attacks and Ranged attacks within 30 feet deal an extra 1d6 points of damage. This stacks with Skirmish's and Improved Skirmish's damage bonus, bringing the total to +3d6 damage. This effect only applies if the Scout is wearing light or no armor.
 
After moving at least 20 feet in a round, the Scout's Mêlée attacks and Ranged attacks within 30 feet deal an extra 1d6 points of damage. This stacks with Skirmish's and Improved Skirmish's damage bonus, bringing the total to +3d6 damage. This effect only applies if the Scout is wearing light or no armor.
 
=== Woodland Movement ===
 
=== Woodland Movement ===
The scout may move at up to his full overland speed even while moving through wilderness.
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The scout may move at up to his full overland speed even while moving through wilderness. This applies even when covering your tracks.
 
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= Tier 4 - Master =
 
= Tier 4 - Master =

Revision as of 21:17, 19 July 2010

General Track

Scouts serve as the eyes, ears, and early warning system of an army in the wilderness. They are able to move quickly, survive separated from supplies for long periods, and fight while on the move. The scout's primary weapon is the bow, but their maneuverability in combat also benefits light or one-handed mêlée weapons. A scout benefits from a high Dexterity, as the scout's abilities require him to wear light or no armor.

Tier 1 - Apprentice

Prerequisites

+6 Combat Ability, Point Blank Shot, +2 Awareness Family Modifier, +4 Survival Family Modifier, Proficiency with Longbow, Shortbow, Sling, or Javelin.

Benefits

Leave No Trace

A Scout gains an additional +4 bonus when covering his tracks against Tracking while in the wilderness.

Skirmish

After moving at least 10 feet in a round, the Scout's Mêlée attacks and Ranged attacks within 30 feet deal an extra 1d6 points of damage. This effect only applies if the Scout is wearing light or no armor.


Tier 2 - Journeyman

Prerequisites

Tier 1 Scout, +10 Combat Ability, +4 Awareness Family Modifier, +8 Survival Family Modifier, Tier 1 Survival, +4 Stealth Family Modifier

Benefits

Improved Skirmish

After moving at least 15 feet in a round, the Scout's Mêlée attacks and Ranged attacks within 30 feet deal an extra 1d6 points of damage. This stacks with Skirmish's +1d6 at 10 feet. This effect only applies if the Scout is wearing light or no armor.

Camouflage

By spending 18 AP, or taking three rounds, the Scout collects leaves and branches, fashioning them into camouflage. This provides the Scout with an extra +8 bonus to Stealth checks made to Hide while in the area that this ability was used in.

Tier 3 - Expert

Prerequisites

Tier 2 Scout, +16 Combat Ability, +6 Awareness Family Modifier, +13 Survival Family Modifier, Tier 2 Survival, +6 Stealth Family Modifier

Benefits

Greater Skirmish

After moving at least 20 feet in a round, the Scout's Mêlée attacks and Ranged attacks within 30 feet deal an extra 1d6 points of damage. This stacks with Skirmish's and Improved Skirmish's damage bonus, bringing the total to +3d6 damage. This effect only applies if the Scout is wearing light or no armor.

Woodland Movement

The scout may move at up to his full overland speed even while moving through wilderness. This applies even when covering your tracks.

Tier 4 - Master

Prerequisites

Tier 3 Scout, + 22 Combat Ability, +10 Awareness Family Modifier, +19 Survival Family Modifier, Tier 3 Survival, +10 Stealth Family Modifier

Benefits

Master Skirmish

After moving at least 25 feet in a round, the Scout's Mêlée attacks and Ranged attacks within 30 feet deal an extra 1d6 points of damage. This stacks with Skirmish's, Improved Skirmish's, and Greater Skirmish's damage bonus, bringing the total to +4d6 damage. This effect only applies if the Scout is wearing light or no armor.

Overland Run

A Scout may move at up to double his overland speed. At the end of each day, he must make a Fortitude Save (DC 25+2 for every day the Scout has moved like this) or take 3d6 points of Sublethal Damage, bypassing Sublethal DR

Woodland Stealth

A Scout gains an additional +4 bonus to Stealth checks made in the wilderness.