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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.