Scout Scouts are those characters who are most at home in the wilderness. They can
be hunters, loggers, trappers or furriers. Or they might be employed by the
campaign’s military forces to patrol the country’s borders and keep a furtive eye
on the nation’s enemies. As a rule, they are brave—even daring. Few others
would voluntarily cross into enemy territory to ascertain troop movements or the
locations of the monsters’ stronghold. Wilderness is not limited to forests. Any
geographic region that is untouched by civilization qualifies. Such areas can
include the desert, arctic tundra, tropical rain forests, mountain valleys, or
even natural cave complexes—perhaps leading to the Underdark.
Social ranks: Scouts come from the lower tiers of society. Roll 2d6 to determine a scout’s
social rank.
| 2d6 roll
| Rank
|
| 2–6
| Upper Middle Class
|
| 7–12
| Upper Class
|
Requirements: Scouts must be able to discern a dangerous situation from a lethal one. All
scouts need a minimum Wisdom/Intuition score of 12. This kit is open to all
races and classes.
Weapon proficiencies: Scouts can be proficient in any weapons that fit with their adventuring
class. Since they are frequently outnumbered by foes, most scouts select missile
weapons to help them even the odds.
Recommended nonweapon proficiencies: Tracking, survival, fire-building, hunting, mountaineering, rope use, set
snares, swimming, carpentry, direction sense, weather sense.
Equipment: Scouts do not enter the wilderness unprepared. Scouts must purchase adequate
clothing for the season, rations and water, flint and steel, rope, bedroll, a
small hammer, and pitons. They can purchase any weapons, armor, and other
equipment with any gold they have remaining.
Recommended traits: Alertness, fast healer, impersonation, keen eyesight, keen hearing, keen
sense of touch, light sleeper.
Benefits: Scouts gain a +1 bonus to all nonweapon proficiency checks while in the
wilderness or natural cave settings.
Hindrances: Scouts are ill at ease in urban or dungeon settings. They suffer a –1 penalty
on all nonweapon proficiency checks when in such locales.
Wealth: Standard for the character’s class.
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