What is a Scout?
Scouts are the eyes and ears of armies, the rangers of the wilderness, and the ambushers in the night. They can travel through the mountains and fens quickly and silently, attack their foes as they lie at rest in camp, and fortify their own positions against such attacks. They're sort of an amalgamation of rangers and rogues, in D&D terms.
Starting Equipment: A leather helmet, any two weapons (3 javelins count as one weapon, ranged weapons come with 20 ammunition), a small shield, and a leather pouch of salt beef.
Skills: Scouting and 1d3: 1. Stealth, 2. Horsemanship, 3. Bushcraft
Damage: 1d8
The Scout gains +1 HP and +1 Skill every other template, starting at A, and +1 Attack per template.
A: Bushwhacker, Concealed
B: Ambusher 1d6
C: Pioneer
D: Ambusher 2d6, Constant Vigilance
Bushwhacker: If you're traveling in the wilderness alone or only with other Scouts, you can travel at full speed despite slower and more difficult terrain.
Concealed: You're well practiced at avoiding detection while scouting. You have advantage on checks to hide in natural areas.
Ambusher: If you attack someone from an advantageous situation (while concealed, from high ground, etc) you deal an additional 1d6 damage. At Scout D, you instead deal an extra 2d6 damage.
Pioneer: You've become skilled at constructing field fortifications, roads, and other military engineering. In addition to being knowledgeable about these subjects and experienced in their construction, you have advantage on all checks involving military engineering.
Constant Vigilance: You can't be surprised, and you act in the initiative section before you would otherwise act (post on initiative coming but the tl;dr is like B/X initiative but long weapons go first).
What is a Wanderer?
Wanderers are my replacement for the rogue/thief, which are boring and don't really make sense in this setting. They get a bunch of disparate abilities and many, many skills compared to the average character. They also get benefits for visiting interesting or significant locations across the setting. The Wanderer steals quite heavily from Squig's Sage and Lexi's Traveler.Starting Equipment: A leather helmet, any weapon (3 javelins count as one weapon, ranged weapons come with 20 ammunition), a dagger, a leather pouch of salt beef, and a sturdy walking stick.
Skills: Any two skills of your choice
Damage: 1d8
The Wanderer gains +1 Skill every template and +1 HP every second template.
A: Well-Traveled
B: Wanderer's Trick, +1 Attack
C: Keen Linguist
D: Constant Vigilance, Wanderer's Trick
Well-Traveled: Roll 1d8 on the following table. If you visit one of the locations listed in-game, you gain its benefit as well. Your DM may also grant you benefits from other significant locations you visit at their discretion. Obviously, if you're using this for your own game, you'll want to replace the locations with ones significant in your setting. Bonus points if you can tell which real-life locations I stole most of these from.
- The Imperial Palace at Aquis: You have +1 on reaction rolls with nobility and monks. You understand court etiquette, chivalrous values, and imperial politics.
- The Great Holy Grove at Urbs Aeterna: You have +1 on miracle checks for the common polytheism of the North (I'll write a proper post about religion at some point, and also come up with better names for these religions).
- The Fens of Edinshire: You can't get lost in wetlands, and can operate small watercraft with ease.
- The Stave Temple of Niðamark: You have +1 on miracle checks for the bitheism of the South.
- The Caves of the Dwerrow: You can see faintly even in complete darkness, and have a good sense for quality metalwork, as well as some skill at the forge. There's an air of the fey about you.
- The Woods of the Elves: You can't get lost in woodlands. Elves will deign to speak with you. You're very hard to deceive or mislead, and you have +2 on Saves vs Illusion and Charm. There's an air of the fey about you.
- The Walls of Nova Aeterna: You can scale any man-made surface, although it may take significant time. You understand basic principles of architecture and military engineering.
- The Depot of Adeby: You can sail large watercraft and are a skilled oarsman. You can predict the weather with 70% accuracy while at sea.
Wanderer's Trick: Roll 1d12 on the following table. Roll again at Wanderer D, and if you roll the same option pick the option above or below.
- Excellent Stimulants: When you make a pot or cup of your stimulant of choice (tea, coffee, or mate), anyone who drinks it hot gains 1d6 hitpoints. You can only regain hitpoints from this once per day. Honey, for tea or mate, or milk, for coffee, grants an additional +1 hitpoint.
- Fine Tinder: You can light a fire under any conditions.
- Magical Chicanery: You can use the cantrips of 2 Mage or Witch spell lists of your choice.
- Arcane Secrets: You learn one Mage or Witch spell of your choice and gain +1 MD.
- Learned Loremastery: You learn one Chanter Epic of your choice and gain +1 MD.
- Silver Tongue: You are truly excellent at convincing people of your point of view, winning arguments, and lying.
- Inspiring Leader: Your hirelings get +1 + your Charisma modifier (if your Charisma is at least +0) to morale checks and your allies get +2 to Saves vs Fear when within 20 feet of you. There aren't hireling limits, but you can definitely manage an unruly band of mercenaries or raiders than, say, a wizard.
- Renowned: Scholars and fellow wanderers have a 4-in-6 chance of having heard of you, 3-in-6 for spellcasters or nobles, 2-in-6 for commoners. Roll 1d6 for what they've heard: 1. Something bad, 2-3. Something neutral or negative and positive things, 4-5. Something good, 6. Something fantastic. These may be true or they may be rumors. Bad things give -1 on reaction rolls, good things give +1, and fantastic things give +2.
- Uncanny Mimic: You can mimic any sound you've ever heard perfectly, and can do perfect impressions of anyone you've heard talk.
- Dextrous Hands: You're very good at any small task requiring manual dexterity, such as picking locks or pockets.
- Person of Faith: You gain +1 on all miracle checks for a religion of your choice.
- Brewmaster: You know how to make one Witches' Brew (not the broomstick or cloud-pine sprig) and know how to brew one type of alcohol (spirits, beer, mead, cider, or wine).
Keen Linguist: Whenever you encounter a language you don't already explicitly know, you have a 4-in-6 chance of being able to understand that particular phrase, inscription, or the like. You have a 2-in-6 chance of also being conversant, although not fluent, in that language.
Constant Vigilance: You can't be surprised, and you act in the initiative section before you would otherwise act.
My guesses of where you stole these from: (I think I'm mostly wrong)
ReplyDeletePalace at Aquis: Buckingham palace
The Great Holy Grove at Urbs Aeterna: Stonehenge
The Fens of Edinshire: the fens in the midlands.
The Stave Temple of Niðamark: Vatican.
The Caves of the Dwerrow: blackreach from skyrim.
The Woods of the Elves: mirkwood from the Hobbit
The Walls of Nova Aeterna: great Wall of china
The Depot of Adeby: some Roman port
1 for 6 isn't bad (and the caves/woods don't have any direct inspiration except for being a vague mashup of Norse mythology, folklore, and Tolkien)
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