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Posts Tagged ‘Scout’

(There’s been enough changes and additions to class options in Dwarven Glory that I’m collecting revised versions of the various subclasses here in a new post. Runemarks, skalds, and staves hybrid classes are posted separately.)

Variant class options and sub-classes are a time-honoured tradition in fantasy role-playing games. Collected here is a selection of variant classes for potential use as PCs and NPCs: Archers, Assassins, Berzerkers, Giant-Killers, Rangers, and Scouts.

The rules presented here supersede any previous posts. As with all house rules, use of these class options are subject to referee approval.

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(UPDATE 31-Jan-14: This post has been superseded. See Collected Class Options for revisions of the sub-classes; skalds and staves are now full classes.)

Variant class options and sub-classes are a time-honoured tradition in fantasy role-playing games. Collected here is a selection of variant classes for potential use as PCs and NPCs: Berzerkers, Scouts, Skalds, and Staves.

The rules presented here supersede the previous posts. As with all house rules, use of these class options are subject to referee approval.

(more…)

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(UPDATE 31-Jan-14: This post has been superseded; see Collected Class Options for revisions.)

Scouts are fast-moving, lightly-armoured skirmishers. The scout is a hunter and a ranger who lives by his wits, and his abilities make him particularly good at tracking, woodcraft, infiltration, and spying.

Unless stated below, a scout is identical to a thief in terms of rule effects:

  • Level Limits: Dwarves are limited to 6th level as scouts, elves to 8th level, while humans have unlimited advancement.
  • Increased Movement: Scouts add +3” MV if wearing light or no armour.
    This replaces the thief’s backstab ability (but is available at 1st level instead of 2nd).
  • Foraging: Starting at 2nd level, scouts gain an improved chance to forage. Foraging reduces movement to ⅔ normal, and the scout provides a 3-in-6 chance of finding sustenance (instead of the regular 2-in-6 chance).
  • Tracking: It is possible for scouts to track both outdoors and underground in dungeons and like settings – even under conditions that would prevent most characters from following a trail.
    This replaces the thief’s ability to open locks, remove traps, and disable mechanical devices.

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(Fair Warning: I haven’t updated these since I posted the pdfs, so they may not represent the latest version of the rules.)

I’ve used a website called Print Friendly to convert some of the posts here into printable PDF format.

Here are links to the resulting documents:

I’ve formatted each to be two pages at most, so that they can be printed (double-sided) on a single sheet of paper.

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