The Scout

The Scout excels in wilderness survival and is skilled in combat. He can track a days old trail and snipe from the treetops with equal facility. Scouts often serve as guides for adventurers, if they are not out adventuring themselves. Though the scout is at home in the wild, he is more of a guerilla fighter than a defender of nature.

Scouts, are the trackers, explorers, lone Operatives and those who make up thesmall reconnaissance squads that fill the ranks of armies as needed.They go where ordered usually alone or in small squads in advance of a main force, todiscover the lay of the land, location of an enemy and their facilities, catalogue any naturalthreats and so forth. They are also used from time to time as bounty hunters and those whotrack down criminals..Scouts are usually trained by the military, and are putthrough their paces, while being taught the valuable skills that make scouts so valuable. The Scouts are not really viewed as part of thearmy, by the grunts, being considered more of a rogue element, as they tend to be givenmore free reign having fewer restrictions than the common rank and file trooper, also theirpersonality quirks are tolerated and the uniform rules relaxed, as they often need to appear relaxed out of uniform while infiltrating a rival kingdom or enemy encampment.

The Scout O.C.C.

Attribute Requirements: I.Q.: 9, P.E. 12 or higher
Alignment: Any
Gender: Male or Female
Race: Any

O.C.C. Skills:

    Scouting(+25%)
    Tracking (+25%)
    Hunting (+15%)
    Horsemanship: General
    Language: Native Tongue at 98%
    Literacy: Native (+15%)
    Military Etiquette (+15%)
    Mathematics: Basic (+20%)
    Cartography (+15%)
    Prowl (+10%)
    Land Navigation (+10%)
    Wilderness Survival
    W.P.Two of choice
    Hand to Hand: Basic(Hand to hand: basic can be changed to hand to hand: expert for the cost of one "other" skill, or martial arts (or assassin, if evil) for the cost of two "other" skill selections.)

O.C.C. Related Skills: Select 6 other skills at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+5%)
    Domestic: Any
    Espionage: Any
    Horsemanship: Any
    Labour: Any
    Medical: First Aid Only.
    Military: Any (+10%)
    Naval Skills: Any
    Performing Arts: Any
    Physical: Any
    Rogue: Any (+10%)
    Science: Any
    Scholar/Technical: Any
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start atLvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: A set of traveling clothes, a pair of gloves, cloak, hat, belt, bedroll, tent, belt pouch, backpack, three small sacks, a water skin..

Armour: Starts with a suit of Light Armour. (generally studded Leather.

Weapons: Starts with a knife and two additional weapon of choice; all are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later.

Experiance Table:
LevelExperience
10-2,400
22,401-4,800
34,801-9,600
49,601-17,000
517,001-25,000
65,001-35,000
735,001-50,000
850,001-70,000
970,001-95,000
1095,001-135,000
11135,001-177,000
12177,001-227,000
13227,001-277,000
14277,001-327,000
15327,001-377,000

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