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Scout (formerly Harper Scout)

Posted: Sun Mar 03, 2013 7:21 pm
by Aperion
Scout (Harper Scout properties)

Every society in every time period has relied on Scouts in some way shape or form. They are as the name implies the forefront of reconnoitering the enemy, infiltrating enemy societies to gather intelligence, masters of deception and disguise. In general terms the difference between success and failure on the battlefield is measured in the accuracy and timeliness of the information they provide.

Each Kingdom trains its own Scouts, as does each guild. While the training methods may be different, the underlying principles of success through luck, skill, deception, and perseverance do not change. The schools can range from formalized classroom instruction combined with field work, to one on one training from mentor to student where they never enter a classroom and remain undercover at all times when in public.

Either way, the training methods are as closely guarded as the identities of the Scout. A Scout with his identity known is of no use to anyone, and usually finds himself with a severe oxygen deficiency and thrown into a deep hole by whoever he had been tasked to spy on.

Scouts work alone, but the vast majority do so in the employ of someone paying them to collect the information. This comes in the form of freelance Scouts for hire or those employed to gain information for Crown and Country. The freelance scouts are typically cast offs or deserters from the formalized schools, but can come from anywhere.

Stats

Hit Die: d6
Skill Points at Each Level: 4 + Int modifier
Proficiencies: Simple Weapons, Light Armor
Primary saving throw: Reflex, Will
Base attack bonus: +3/4 levels

Requirements

Feats: Alertness, Iron Will
Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4 ranks
Alignment: Any