Scouts: A home made sub-class from 1975
Jun 22, 2015 21:23:14 GMT -5
tetramorph, The Semi-Retired Gamer, and 2 more like this
Post by rob008 on Jun 22, 2015 21:23:14 GMT -5
A few months ago a bought a copy of Supplement II Blackmoor off Ebay. It was differently used, with some parts underlined. In the note section the original owner (William S Webb, his name is written on the back of the front cover) had written a new class, the Scout. I thought you might want to see it so here it is as written in the back of the book.
Character sub-class: SCOUTS
Scouts are a sub-class of Fighting Men. An elf or human with an Intelligence of 15, Strength of 12, Wisdom of 15 and Constriction of 12 is eligible for this category
Scouts are explorer-trackers with a highly developed outdoor survival characteristic. With there high intelligence they are gifted with near-perfect memories, making it virtually impossible for them to become lost, even while in flight. They have the following chances of retracing their steps perfectly.
This ability applies in dungeons as well as in the wild and in towns.
Scouts are highly Lawful by both nature and training, but in most situations act as neutrals, exposing their alignment only in times of crisis. Thus although they are highly respected and even held in owe by rural and nomadic peoples. They are often distrusted by city dwellers, who see them as potential criminals. However, it is possible for scouts to move freely in cities in disguise, with only 10% chance of being spotted or identified.
In addition to being outdoorsmen, Scouts are trained anthropologists and can fit in almost any society. They are especially successful with Neutrals and occasionally even a low-level (1-3) Chaotic character will succumb to the scout talents. A wisdom score of 15 or 16 increases the charisma of the scout by 50%; a score of 17-18 effectively doubles it.
Scouts are usually loners, traveling alone or with a pair of other scouts, but they have been know to guide parties through particularly dangerous areas without charge. Their socio-psychological bent also enables them to raise a band of followers (more them their normal charisma would allow) who will follow them faithfully for one month. All loyalty bases are increased also.
There is a 50% chance that followers will not require pay. For charisma above 18, 90% will go without pay.
Scouts may move silently and have a 50% chance of detecting creatures within 20’ in total darkness. They also may only be surprised 1/6 of the time if 3rd level or below, 1/8 if 6th level or below and 1/10 if 7th level and above. This percentage is doubled in cities, however.
The scout’s training includes first aid and healing arts, linguistics and rudimentary magic.
All scouts may read magic, and those of 1-4th levels have an 80% chance of reading any other language. 5-6th level scouts have a 90% logistic skill and 7th level and above have a 95% chances of success.
Scouts above3rd level may use magic equal to ½ their level but only by means of scolls or less potent magical artifacts. They may not use wand or staves, but may properly identify them unless they are intended for fighters (i.e. Rod of Lordly Might, etc.) No scout may cast any spells without aid.
Lastly, scouts carry a kit of vaccines and medicines with them. Their cures have the following success rate.
Level
Disease # and % Cured to make
Grippe 50 75% 1
Crud 30 100% 1
Spotted Fever 10 90% 7
Yellow Fever 10 90% 2
Typhoid Fever 10 90% 2
Malaria 10 90% 1
Dysentery 20 75% 3
Typhus 5 50% 5
The scout’s kit contains the listed number of doses. When they are expend the scout may go in search of ingredients, but to synthesize the drugs he must be the prescribed level of experience.
In all other respects scouts are treated as Fighting-Men
The Scout made by William S Webb
Character sub-class: SCOUTS
Scouts are a sub-class of Fighting Men. An elf or human with an Intelligence of 15, Strength of 12, Wisdom of 15 and Constriction of 12 is eligible for this category
Scouts are explorer-trackers with a highly developed outdoor survival characteristic. With there high intelligence they are gifted with near-perfect memories, making it virtually impossible for them to become lost, even while in flight. They have the following chances of retracing their steps perfectly.
Intelligence Retrace Steps
15 80%
16 85%
17 90%
18 95%
16 85%
17 90%
18 95%
This ability applies in dungeons as well as in the wild and in towns.
Scouts are highly Lawful by both nature and training, but in most situations act as neutrals, exposing their alignment only in times of crisis. Thus although they are highly respected and even held in owe by rural and nomadic peoples. They are often distrusted by city dwellers, who see them as potential criminals. However, it is possible for scouts to move freely in cities in disguise, with only 10% chance of being spotted or identified.
In addition to being outdoorsmen, Scouts are trained anthropologists and can fit in almost any society. They are especially successful with Neutrals and occasionally even a low-level (1-3) Chaotic character will succumb to the scout talents. A wisdom score of 15 or 16 increases the charisma of the scout by 50%; a score of 17-18 effectively doubles it.
Scouts are usually loners, traveling alone or with a pair of other scouts, but they have been know to guide parties through particularly dangerous areas without charge. Their socio-psychological bent also enables them to raise a band of followers (more them their normal charisma would allow) who will follow them faithfully for one month. All loyalty bases are increased also.
Advanced Maximum # Loyalty
Charisma of Followers Base
11-16 20 +3
17-22 30 +3
23-28 40 +4
30+ 60 +6
Charisma of Followers Base
4 4 -1
6-10 12 +111-16 20 +3
17-22 30 +3
23-28 40 +4
30+ 60 +6
There is a 50% chance that followers will not require pay. For charisma above 18, 90% will go without pay.
Scouts may move silently and have a 50% chance of detecting creatures within 20’ in total darkness. They also may only be surprised 1/6 of the time if 3rd level or below, 1/8 if 6th level or below and 1/10 if 7th level and above. This percentage is doubled in cities, however.
The scout’s training includes first aid and healing arts, linguistics and rudimentary magic.
All scouts may read magic, and those of 1-4th levels have an 80% chance of reading any other language. 5-6th level scouts have a 90% logistic skill and 7th level and above have a 95% chances of success.
Scouts above3rd level may use magic equal to ½ their level but only by means of scolls or less potent magical artifacts. They may not use wand or staves, but may properly identify them unless they are intended for fighters (i.e. Rod of Lordly Might, etc.) No scout may cast any spells without aid.
Lastly, scouts carry a kit of vaccines and medicines with them. Their cures have the following success rate.
Level
Disease # and % Cured to make
Grippe 50 75% 1
Crud 30 100% 1
Spotted Fever 10 90% 7
Yellow Fever 10 90% 2
Typhoid Fever 10 90% 2
Malaria 10 90% 1
Dysentery 20 75% 3
Typhus 5 50% 5
The scout’s kit contains the listed number of doses. When they are expend the scout may go in search of ingredients, but to synthesize the drugs he must be the prescribed level of experience.
In all other respects scouts are treated as Fighting-Men
The Scout made by William S Webb