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Scout
Scouts
fill a unique roll in adventuring group in Barsaive. They represent a mix of the
Warrior and Thief Disciplines, and often serve as both. They learn abilities
similar to thieves, but they work well with companions. Scouts often accept
employment as travel guides in many large cities, working for individuals as
well as trading companies. Allowable
Classes
(scout) rogue, ranger Racial Restrictions Obsidiman and Troll Discipline
Main Statistic Dexterity Saves Talents Tracking
1 Karma allows the Scout to touch tracks found with the wilderness lore skill
and requires the target (whatever made the tracks) to make a will save. If the
save is failed the targets tracks will glow a faint green to the tracker for one
hour. Each extra Karma adds one to the DC of the save or one hour to the
duration. This talent will work even if the tracks have later been covered by
magical means as long as the Scout finds one track to touch. If the target is
deceased they automatically fail the save and the tracks will still glow. Silent
Walk
1 Karma adds 3 to the move silent roll. Each extra Karma adds 3 to the roll.
There is no penalty for terrain when using the talent. Sprint
1 karma adds 5 feet for a single move (x2 for double) for one turn. Each additional
Karma adds 5 feet or one turn to the duration. Great
Leap
When a Scout gains this Talent she treats Jump as a Class skill. 1 Karma adds 5
to a single jump roll the Scout also ignores the distance maximums. Each extra
Karma adds 5 to the jump roll Trap
Sense
1 Karma allows the Scout to automatically use spot or search to find traps (vs.
the Search DC) for 10 minutes and gain a 1 point bonus to any save required by
traps encountered. Each extra Karma adds both 2 point bonus to the spot check
and a 1 point bonus to any save required by traps encountered or adds 10 minutes
to the duration. Borrow
Sense
1 Karma the Scout must touch an animal. He then chooses one sense and gains the
natural bonus that creature has to the sense for 10 minutes. Extra Karma either
adds 10 minutes per karma or an additional bonus of +2 to the sense. The
creature looses their bonus while the Talent is in effect Endure
Element
1 Karma gives 1 point of a specific elemental resistance to the scout for one
hour. Each extra Karma adds one point of resistance or an additional hour to the
duration. Safe
Path
1 Karma gives the Scout information of natural hazards in a one-mile square.
Each extra Karma increases the area by a one-mile square. It is still up to the
Scout to avoid the hazards. |