352 lines
15 KiB
Plaintext
352 lines
15 KiB
Plaintext
Scouting For New Options From DRAGON(R) issue #161
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The scout--a "thief" without the thieving
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by Kim Eastland
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(C)1990 TSR, Inc. All Rights Reserved.
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The scout class is presented for players and DMs who
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dislike using thieves or assassins in an AD&D(R) 1st Edition game
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campaign. It either takes the place of the thief class or stands
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on its own if the DM still allows thieves. Scouts are not a
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subclass of the thief class. Scouts use many of the abilities
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inherent to the original thief class while adding a few skills
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from other classes.
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Scouts have been called "rangers of the dark" because their
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functions and abilities lend themselves to leading parties
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through underground caves, dungeons, and so on. Scouts tend to be
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quiet and intense, well knowing the amplifying effects of caverns
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and hallway echoes. They love to explore underground realms,
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though some have been known to operate briefly aboveground,
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usually in wilderness areas having canyons, mountains, and other
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rocky areas with climbable surfaces.
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Parties prefer to travel with scouts as opposed to thieves or
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assassins whose ways are usually misunderstood (or are understood
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all too clearly). Good-aligned characters such as paladins,
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cavaliers, and clerics are wary of thieves and assassins, so the
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former usually employ scouts for their adventuring needs.
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Scouts are often mistaken for thieves at first glance, as
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most of them wear the same type of armor and are of the same
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stature and build (often short, wiry, thin, and not very muscular
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but still in good shape). However, a character's eyes usually
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give him away. Thieves have shifty eyes that examine other people
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and their purses and valuables. Scouts evaluate their
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surroundings, not people, always searching for deadfalls, traps,
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and places to which they can safely climb.
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There are no scout guilds or scouting organizations. But a
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scout can usually be found near any civilized area, as most make
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their living from guiding adventurers or sightseers underground.
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The only people scouts abhor are assassins, a cowardly lot that
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often lurks in the dark waiting for the advance members of
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adventuring parties, which often are scouts.
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<Abilities and skills>
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A character must have at least a 9 dexterity to become a
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scout (a scout with a dexterity of 16 or better gains a 10% bonus
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to his experience points). A scout can be any alignment, as all
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alignments make use of them. Any character race can be a scout,
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and there are no level limitations for any of the races. Use the
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same method to roll up scouts that you would use for any other
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character.
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Scouts are not restricted in their use of poison, oil, or
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magical items (other than restrictions defined by the magical
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item itself or those laid down in this article). They never use
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shields and may wear only leather, padded, studded leather, or
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elfin chain mail armor, opting for maximum maneuverability. Their
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weapon choices are limited only in that scouts cannot use weapons
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longer than 3.5', nor can they use two-handed weapons such as
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polearms, pikes, staves, spears, battle axes, bastard swords,
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bows, crossbows, lassos, etc. Swords are preferred, and hand
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axes, daggers, and hammers are also used (doubling as tools).
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Scouts can use slings and hurled weapons such as javelins,
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throwing axes, daggers, and so forth. Scouts attack once per
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round and receive two initial weapons' proficiencies. Scouts gain
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one weapon proficiency every four levels. The weapons'
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nonproficiency penalty is -3 to hit.
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Scouts use the to-hit and saving-throw tables for thieves,
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and have six-sided hit dice (as stealth is preferred over direct
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combat). Scouts advance in experience as thieves, as shown in
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Table 1; the only difference is that a scout gains 3 hp per level
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beyond the 10th, not 2 hp like a thief. Scouts do not pay for
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their training past 10th level.
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Unlike a thief, a scout gains no bonuses for back stabbing,
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though he has normal bonuses for attacking from behind or with
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surprise. Scouts also cannot pick pockets or set traps, and
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stealing is neither their specialty nor purpose. They usually
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avoid doing anything that might allow someone to track them,
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leaving everything just as they found it (doing otherwise only in
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rare cases).
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The scout's functions of opening locks, finding and removing
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traps, moving silently, hiding in shadows, hearing noise, and
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climbing walls are as per the thief abilities described on page
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27 of the AD&D 1st Edition [Player's Handbook], but their
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progression is slightly different and is given on Table 2 (with
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modifiers on Tables 3-5). Scouts also have functions similar to
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the thief-acrobat's tightrope walking and tumbling-falling, as
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described on pages 23-24 of [Unearthed Arcana]. The
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distance covered by the fall at any given level is listed in the
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Table 6. Scouts do not have a separate language like thieves'
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cant and have no extraordinary ability to read languages. Any
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scouts may gain the nonweapon proficiencies given in Table 7.
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They start with three nonweapon proficiencies, then gain one
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every four levels thereafter.
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The scout class can be combined with any other class in a
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multiclassed or dual-classed roll except with an assassin,
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barbarian, cavalier, monk, paladin, or thief. A scout never takes
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on followers, henchmen, or hirelings, and he may build an abode
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only within sight of a town (the source of his income).
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Scouts have certain other special abilities, as follows:
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[Surprise]: A scout's surprise function operates under
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the following conditions: If operating by himself, or 30' away
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from a party, or in a party composed entirely of scouts, a scout
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surprises foes on a 1-3 on 1d6, and is surprised on a 1 on 1d6,
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as per a ranger. If the PC is a ranger/scout mixed class, then he
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surprises opponents on a 1-3 on 1d6 if in unfamiliar terrain, or
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on a 1-4 on 1d6 if in familiar terrain. He is surprised on a 1-2
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on 1d20 if in unfamiliar terrain, or on a 1 on 1d20 if in
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familiar terrain.
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[Underground tracking]: When following opponents in an
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underground setting, a scout can track as well as a ranger of two
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levels higher (use the information on outdoor tracking in
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[Unearthed Arcana], page 21). If the PC is a ranger/scout,
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he tracks underground as a ranger four levels higher than his
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highest class. A scout tracks outdoors at one-half his normal
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chance; a ranger/scout can track outdoors normally as allowed by
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his ranger level.
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[Back protection]: At 4th level, a scout gains the
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back-protection ability of a barbarian ([Unearthed Arcana,
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]page 19). Back protection allows the scout to sense an
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attack from behind, as from a thief or assassin, and the back
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attack then loses all bonuses to hit and damage. Unlike the
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barbarian, however, the scout is not allowed to strike back if he
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has completed normal melee for that round. The scout gains a 20%
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chance to detect back attacks at 4th level, then gains 5% per
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level thereafter.
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[Detect secret doors]: At 6th level, the scout can
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detect secret doors. The scout can detect concealed or secret
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doors by merely passing within 10' of them and rolling a 1 on a
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1d8. If he is searching for such doors, he has a chance to find a
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secret door on a 1-2 on 1d8, and a concealed portal on a 1-3 on
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1d8.
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[Detect illusions]: At 8th level, the scout can detect
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illusions. He begins at 8th level with a 20% chance to determine
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that some sight, sound, or other sensory phenomenon is actually
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an illusion/phantasm spell. This ability gets better at a rate of
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7% per level. This detection requires one round of concentration
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on the illusion. Regardless of level, the chance to detect such
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spells may never exceed 75%.
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Scouts offer an option that has long been lacking for
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adventuring parties: a "thief" who won't pick your pocket. The
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scout offers excellent investigative abilities and survival
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skills useful to everyone. Even thieves might like to have a
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scout around to check the corridor ahead for monsters!
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NOTE: The following tables appear rather messy, but we don't have
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a quick, nice way of setting them up (our time is limited). You
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should take the time to set up each table as best you can, using
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the original article (and common sense) to set it aright.
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Table 1
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Scout Experience Points and Levels
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Experience -- Experience -- 6-sided dice -- Level title
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0-1,250 -- 1 -- 1 -- Observer --
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1,251-2,500 -- 2 -- 2 -- Spotter --
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2,501-5,000 -- 3 -- 3 -- Point man --
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5,001-10,000 -- 4 -- 4 -- Outrider --
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10,001-20,000 -- 5 -- 5 -- Vanguard --
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20,001-42,500 -- 6 -- 6 -- Forerunner --
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42,501-70,000 -- 7 -- 7 -- Huntsman --
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70,001-110,000 -- 8 -- 8 -- Spy --
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110,001-160,000 -- 9 -- 9 -- Scout --
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160,001-220,000 -- 10 -- 10 -- Master Scout --
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220,001-440,000 -- 11 -- 10+3 -- Master Scout --
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440,001-660,000 -- 12 -- 10+6 -- Master Scout --
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220,000 xp per level for each additional level beyond the 12th.
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Scouts gain 3 hp per level after the 10th.
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Table 2
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Scout Skills and Abilities
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Scout -- Open -- F/R -- Move -- Hide
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in -- Hear -- Climb -- Rope -- Tumble- -- Back -- Detect --
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level -- locks -- trap -- silently -- shadows -- noise --
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walls -- walk -- fall -- protec. -- illusion
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1 -- 25% -- 10% -- 15% -- 10% -- 10% -- 80% -- 50% -- 20% --
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-- -- -- --
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2 -- 29% -- 17% -- 21% -- 15% -- 10% -- 81% -- 55% -- 50% --
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-- -- -- --
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3 -- 33% -- 24% -- 27% -- 20% -- 15% -- 82% -- 60% -- 75% --
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-- -- -- --
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4 -- 37% -- 31% -- 33% -- 25% -- 15% -- 83% -- 65% -- 25% --
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20% -- -- --
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5 -- 41% -- 38% -- 39% -- 31% -- 20% -- 84% -- 70% -- 50% --
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25% -- -- --
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6 -- 45% -- 45% -- 45% -- 37% -- 20% -- 85% -- 75% -- 75% --
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30% -- -- --
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7 -- 49% -- 52% -- 51% -- 43% -- 25% -- 86% -- 80% -- 25% --
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35% -- -- --
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8 -- 53% -- 59% -- 57% -- 49% -- 25% -- 87% -- 85% -- 50% --
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40% -- 20% --
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9 -- 57% -- 66% -- 63% -- 56% -- 30% -- 88% -- 90% -- 75% --
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45% -- 27% --
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10 -- 61% -- 73% -- 69% -- 63% -- 30% -- 89% -- 95% --
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25% -- 50% -- 34% --
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11 -- 65% -- 80% -- 75% -- 70% -- 35% -- 90% -- 100% --
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50% -- 55% -- 41% --
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12 -- 69% -- 87% -- 81% -- 77% -- 35% -- 91% -- 100% --
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75% -- 60% -- 48% --
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13 -- 73% -- 94% -- 87% -- 85% -- 40% -- 92% --
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100((1)) -- 25% -- 65% -- 55% --
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14 -- 77% -- 99% -- 93% -- 93% -- 40% -- 93% --
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100((1)) -- 50% -- 70% -- 62% --
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15 -- 81% -- 100% -- 99% -- 99% -- 45% -- 94% --
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100%((2)) -- 75% -- 75% -- 69% --
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16 -- 85% -- 100% -- 99% -- 99% -- 45% -- 95% --
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100%((2)) -- 25% -- 80% -- 75% --
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17 -- 89% -- 100% -- 99% -- 99% -- 50% -- 96% --
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100%((3)) -- 50% -- 85% -- 75% --
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18 -- 93% -- 100% -- 99% -- 99% -- 55% -- 97% --
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100%((3)) -- 75% -- 90% -- 75% --
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19 -- 97% -- 100% -- 99% -- 99% -- 60% -- 98% --
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100%((4)) -- 25% -- 95% -- 75% --
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20 -- 100% -- 100% -- 99% -- 99% -- 65% -- 99% --
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100%((4)) -- 50% -- 100% -- 75% --
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21 -- 100% -- 100% -- 99% -- 99% -- 70% -- 99% --
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100%((4)) -- 75% -- 100% -- 75% --
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<Footnotes>
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1. This includes the ability to carry up to 1,000 gp of
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additional encumbrance with no wind present, or to carry a normal
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load in moderate wind with no penalty to the chance of
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success.
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2. This includes the ability to carry up to 2,000 gp of
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additional encumbrance with no wind present, to carry an
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additional 1,000 gp of encumbrance in a moderate wind, or to
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handle a strong wind while unencumbered.
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3. This includes the ability to carry up to 3,000 gp of
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additional encumbrance with no wind present, to carry an
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additional 2,000 gp of encumbrance in a moderate wind, or to
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carry an additional 1,000 gp of encumbrance in a strong wind.
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4. This includes the ability to carry up to 4,000 gp of
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additional encumbrance with no wind present, to carry an
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additional 3,000 gp of encumbrance in a moderate wind, or to
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carry an additional 2,000 gp of encumbrance in a strong wind.
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Wind conditions are described on page 23 of the AD&D 1st Edition
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volume [Unearthed Arcana).]
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Table 3
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Racial Adjustments to Scout Abilities
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-- -- Open -- F/R -- Move -- Hide in -- Climb -- Rope --
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Tumble- -- Back --
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Race -- locks -- traps -- silently -- shadows -- walls --
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walk -- fall -- protec.
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Dwarf -- +10% -- +15% -- -- -- -- -- -10% --
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-5% -- -- -- -10% --
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Elf -- -5% -- -- -- +5% -- +10% -- -- -- +10% --
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+5% -- +5% --
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Gnome -- +5% -- +10% -- +5% -- +5% -- -15% -- -- --
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-- -- -- --
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Half-elf -- -- -- -- -- -- -- +5% -- -- -- +5% --
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-- -- -- --
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Halfling -- +5% -- +5% -- +10% -- +15% -- -15% -- -- --
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+5% -- +10% --
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Half-orc -- +5% -- +5% -- -- -- -- -- +5% -- -- --
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+10% -- -10% --
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Table 4
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Dexterity Adjustments to Scout Abilities
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Dexterity -- Open -- F/R -- Move -- Hide
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in -- Rope -- Tumble- -- Back --
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score -- locks -- traps -- silently -- shadows -- walk --
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fall -- protec.
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9 -- -10% -- -10% -- -20% -- -10% -- -- --
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-- -- -15% --
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10 -- -5% -- -10% -- -15% -- -5% -- -- --
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-- -- -10% --
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11 -- -- -- -5% -- -10% -- -- -- -- -- -- --
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-5% --
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12 -- -- -- -- -- -5% -- -- -- -- -- -- --
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-- --
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13-15 -- -- -- -- -- -- -- -- -- -- -- -- --
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-- --
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16 -- +5% -- -- -- +5% -- -- -- +5% -- -- -- -- --
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17 -- +10% -- +5% -- +10% -- +5% -- +10% -- -- -- +5% --
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18 -- +15% -- +10% -- +15% -- +10% -- +15% -- +5% -- +10% --
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19 -- +20% -- +15% -- +20% -- +15% -- +20% -- +10% --
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+15% --
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Table 5
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Armor Adjustments to Scout Abilities
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Armor -- Open -- F/R -- Move -- Hide in -- Climb -- Rope --
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Tumble- -- Back --
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worn -- locks -- traps -- silently -- shadows -- walls --
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walk -- fall -- protec.
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None* -- -- -- -- -- +10% -- +5% -- +10% -- +10% --
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-- -- +10% --
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Leather -- -- -- -- -- -- -- -- -- -- -- -- --
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-- -- -- --
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Elfin chain -- -5% -- -5% -- -10% -- -10% -- -20% --
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-10% -- -5% -- -- --
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Studded/padded -- -10% -- -10% -- -20% --
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-20% -- -30% -- -20% -- -10 -- -10 --
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<Notes>
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* This category applies when wearing [bracers of defense
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]or a cloak, but no large or bulky protective devices.
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Dexterity bonuses always apply to scout abilities when wearing
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any scout armor. Any scout armor worn can be covered by another
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garment. Elfin chain mail can be worn under normal clothing, but
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studded leather and padded armor are stiff and can only be
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covered by a full body cloak.
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Table 6
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Scout's Tumbling-Falling Table
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Scout -- Height --
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level -- fallen*
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1-3 -- 10' --
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4-6 -- 20' --
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7-9 -- 30' --
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10-13 -- 40' --
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14-17 -- 50' --
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18-21 -- 60' --
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* At this height or less, the scout takes no damage from a fall
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if he first successfully rolls his tumble-fall chance given on
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Table 2 (with modifiers as appropriate from Tables 3 and 4).
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Table 7
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Scout Nonweapon Proficiences
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Animal lore -- Miner
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Animal noise -- Mountaineering* --
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Animal training -- Riding --
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Blind-fighting* -- Rope use* --
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Boating -- Sound analysis --
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Direction sense* -- Stonemason --
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Endurance -- Survival--cold --
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Fire-building -- Survival--heat --
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Fishing -- Swimming --
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Fungus identification -- --
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* The initial three nonweapon proficiencies must be chosen from
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one of these six.
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The animal-lore, survival--cold, and survival--heat proficiencies
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are from the [Wilderness Survival Guide]; all others are from the
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[Dungeoneer's Survival Guide.]
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END FILE
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