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Scorp40left.png The Scout, Master Pathfinder Scorp40right.png


Overview: 
Most consider Rogues creatures of civilization, but there are some among their ranks who almost never venture into a city or town, specializing in reconnaissance instead of burglary or murder. Anyone looking to find an ancient ruin or wage war in rough country will need a guide through the wilderness, someone who can find their way through forest or fog and spy out the movements of enemies. The are some among the Rogues who will eagerly provide all of these services for a price. A keen eye, nimble foot, and silent tread: the traditional talents of the Rogue can prove quite valuable in the wild, and Scouts have them in abundance.

Every Scout is a master of finding their way, even under the direst conditions, and can make good speed over the roughest terrain. Scouts are also superb trackers and foragers, though most never learn much of the ways of beasts. A Scout's greatest assets, however, are their senses. A good Scout can spot potential foes hundreds of yards away, and most have honed their senses to such a degree that it is almost impossible to catch a Scout unawares. While capable in a fight, most Scouts on a job are loath to reveal themselves, bypassing trouble or looking to their skill at stealth to keep them from harm. A Scout's skills and quick wits are his only protection from death in the wild, and those who live to an old age are as wily as any Ranger.

While Scouting is considered a legitimate profession by most, all Scouts are still Rogues at heart, and Commanders who treat their Scouts badly should beware. Scouts hire out their skills to any who can afford them. While questing heroes maintain a high demand for Scouts' services, these Rogues of the wild are found far more often in the employ of armies. Good reconnaissance can be the key to victory in battle, and most Commanders refuse to take their armies into hills or forests without a pack of Scouts to serve as their eyes and ears.



Narrative: 
Alright, now listen well. At the end of this valley there are two trails leading out and to the east. The leftmost looks easiest, but it isn't: it ends in a steep defile about half a mile from here. Lead your men the other way instead. Beyond there's a river, and the bridge has been destroyed. Don't worry, I found a ford off to the north, good enough for men, horse, and wagons. Just opposite the bridge Osric's men are waiting. He's got about two score archers hidden in the underbrush, while the main body of his troops are camped in a meadow just beyond those trees there. No - those trees. A pretty shabby lot, all long pikes and leather armor. They look like easy pickings, but it's a trap - Osric himself is with a company of elite troops hidden in reserve at the end of the meadow. Nasty bunch: heavy horse, the rest of his archers, and some strange tattooed fellow I'll wager is a spell slinger. Caught a bit of what they were saying, and it looks like they're expecting us. That's about the size of it, scout's honor, and if you don't believe me, you can ride ahead yourself and see.

How did I get so close? Well, it's what you pay me for, isn't it? I've been living on my own in the wild since I was ten years old. I know to stick to game trails, weave fronds into my hair, and paint my face green and brown so as not to be seen. I'faith, I could crawl right through a dry briar patch without making mark or sound. I grew up in the streets of Rovayle, as poor and cunning a guttersnipe as you could imagine. Crept through my share of creaky hallways and narrow windows before they banished me, and in the times since, I've only gotten sharper. I can see a squirrel in the boughs of a tree a league away, and hear the whisper of an owl in flight. No wolf or Wyldkind's ever got the drop on me, and none ever will.

In my day I've worked with all sorts of Scouts, from woodfolk to farmer's sons to strange, ugly folk I'd swear was part Orc. Some have lived in the woods all their lives while others found their way there, like me. Don't much matter in the end, after all - if we do our job, you lot always come through fine. I've seen enough idiots get slaughtered to know what happens to an army without any scouts. Some scouts swear allegiance to a prince or bishop or clan, but most just live from job to job, seeing the world one sneak at a time. A good scout's worth more than gold, and trust me, commander, you're working with the best. I thought of swiping Osric's helm from his luncheon table and bringing it back to you as a prize. No, I was that close, and I could've gotten back past their guards, too. But then he'd know I'd been there, see, and he'd know that you know where he is. Can't have that, right?

Back to business. Osric's thinking you'll just barrel right up the valley and into him, and if we turn to the north for the ford, his archers'll see it. I can manage to find another way. Pull your men back, then veer north to that promontory there no, that one there with all the trees. Then we can cut straight across the ford and pinch his reserve right in the arse before he knows we're there. With all due respect sir, it seems a worthy plan to me. But whatever you're going to do, you'd best be quick. Osric will have scouts of his own, sure as snow in the North, and I guarantee you that they're watching us and counting your troops right now.







Detect Hidden -"Personal Detect Invisibility"


  • Granted: Level 10
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Scout (40)
  • Focus Skill: None
  • Flagged As: Skill (does not cancel effects which are cancelled by spellcasting).
  • Stamina Cost: 10
  • Casting Time: 3 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: No
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Self/No target
  • Applies Effect(s):
    • Duration: 1:00 seconds
    • Stackability:
      • Stack Category: DetectInvis
      • Stack Rank: 0
      • Stack Rule: Standard (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than or equal to the existing spell's power).
    • Can See Invisible Monsters and players


Reveal -"Area of Effect Dispel Invisibility"
"Affects all in range, including caster!"


requires Detect Hidden Power ( 10 )
  • Granted: Level 20
  • Power Rank: 40 ( Grand Master)
  • Focus Skill: None
  • Flagged As: Skill (does not cancel effects which are cancelled by spellcasting).
  • Stamina Cost: 75
  • Casting Time: 4 seconds
  • Recycle Time: 30.0 seconds
  • Generates Hate: High
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Monsters or Players -- Spherical Effect Centered on Player
  • Area of Effect: 100 Units

  • Can affect caster and group members.
  • Removes Effect
    • Removes effect with "Invisibility" dispel tag.


Camouflage -"Single Target Invisibility"


  • Granted: Level 25
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Scout (40)
  • Focus Skill: None
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 15
  • Casting Time: 5 seconds
  • Recycle Time: 30 to 10 seconds (at power ranks 0 to 40)
  • Generates Hate: No
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Non-Combat Mode Only
  • Requires Hit Roll: No
  • Target and Range: PlayersOnly (10 Units)
  • Will affect only group members in range.
  • Grants Invisibility
    • Immobile Invisibility (Hide)
  • Duration: 10:00 to30:00 minutes (at power ranks0 to 40)
  • Stackability:
    • Stack Category: Invisible
    • Stack Rank: 0
    • Stack Rule: Standard (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than or equal to the existing spell's power).


Pathfinding -"Group Movement Buff Chant"


  • Granted: Level 15
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Scout (40)
  • Focus Skill: None
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 20 to 40 (at power ranks 0 to 40)
  • Casting Time: 1.2 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: Moderate
  • Power User Requirements:
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Chant Power: Spell recasts itself every 20 seconds for 60 iterations (unless broken first).
  • Target and Range: Group Members (Area of Effect: 50 Units)
    Can affect caster and group members.
  • Applies Effect(s):
    • Duration: :30 seconds
    • Stackability:
      • Stack Category: MoveBuff
      • Stack Rank: 0
      • Stack Rule: Greater Than (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than the existing spell's power).
    • Movement Rate: + 10% to50% (from power rank 0 to 40)
    • Effect ends if affected attacks (swings his weapon)
    • Dispel Tags: Buff, Chant, Effect


Rapid Shot -"Personal Attack Speed Buff"


  • Granted: Level 20
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Scout (40)
  • Focus Skill: Archery
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 10
  • Casting Time: 0.2 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: Moderate
  • Power User Requirements: Player must not be moving when he activates this power.Requires Bow weapon in left hand.
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Self/No target
  • Applies Effect(s):
    • Duration: 5:00 to 15:00 minutes (at power ranks0 to 40)
    • Stackability:
      • Stack Category: AttackSpeedBuff
      • Stack Rank: 0
      • Stack Rule: Standard (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than or equal to the existing spell's power).
    • Delay Between Attacks: -10% to -40.8% (from power rank 0 to 40)
    • Effect ends if affected unequips any piece of equipment
    • Dispel Tags: Buff, Effect


Precision -"Personal Weapon Power Buff"


  • Granted: Level 20
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Scout (40)
  • Focus Skill: Archery
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 10
  • Casting Time: 0.2 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: Moderate
  • Power User Requirements: Player must not be moving when he activates this power.Requires Bow weapon in left hand.
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Self/No target
  • Applies Effect(s):
    • Duration: 5:00 to 15:00 minutes (at power ranks0 to 40)
    • Stackability: Can be stacked with any spell other than itself.
    • Attack Bonus: + 30 to230 (from power rank 0 to 40)
    • Effect ends if affected unequips any piece of equipment
    • Dispel Tags: Buff, Effect


Hunt Foe -"Improved Track"


  • Granted: Level 15
  • Power Rank: 40 ( Grand Master)
  • Focus Skill: None
  • Flagged As: Skill (does not cancel effects which are cancelled by spellcasting).
  • Stamina Cost: 25
  • Casting Time: 12 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: No
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Non-Combat Mode Only
  • Requires Hit Roll: No
  • Target and Range: PlayersOnly (1280 Units)
    Can affect caster and group members.
  • Player can track players.
    • Up to 40 targets in player's track list at a time.
    • Duration: 10:00 minutes
    • Stackability:
      • Stack Category: Track
      • Stack Rank: 0
      • Stack Rule: Standard (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than or equal to the existing spell's power).


Hunt Prey -"NPC Track"


  • Granted: Level 30
  • Power Rank: 40 ( Grand Master)
  • Focus Skill: None
  • Flagged As: Skill (does not cancel effects which are cancelled by spellcasting).
  • Stamina Cost: 35
  • Casting Time: 12 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: No
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Non-Combat Mode Only
  • Requires Hit Roll: No
  • Target and Range: MonstersOnly (1280 Units)
  • Player can track 'NPC' monsters.
    • Up to 20 targets in player's track list at a time.
    • Duration: 10:00 minutes
    • Stackability:
      • Stack Category: Track
      • Stack Rank: 0
      • Stack Rule: Standard (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than or equal to the existing spell's power).
 

Base Class: Disciplines Available*:
Rogue
Artillerist
Belgosch
Black Mask
Blade Weaver
Bounty Hunter
Gladiator
Huntsman
Prospector
Rat Catcher
Rune Caster
Saboteur
Skydancer
Strigoi
Sun Dancer
Traveller
Undead Hunter
Wererat
Races Available:
Aelfborn
Aracoix
Elves
Humans
Irekei
Nephilim
Shades
Vampires
Gender Restriction:
None
Preferred Guild Types:
Thieves' Band
Primary Attributes:
Training Points Per Level: 6
In addition to your Base Class's Training Point value

Health Bonus: 51
Mana Bonus: 0
Stamina Bonus: 0
Skill Specializations:

In addition to your Base Class's Skill(s)

Level 1 : granted skill Bow
Level 10 : granted skill Athletics
Level 10 : granted skill Running
Level 20 : granted skill Archery
    (requires Bow Skill ( 80 ) )
Level 20 : granted skill Dagger Mastery
    (requires Dagger Skill ( 80 ) )
Level 20 : granted skill Throwing
    (requires Dagger Skill ( 80 ) )
Level 20 : granted skill Unarmed Combat Mastery
    (requires Unarmed Combat Skill ( 80 ) )


*Race restrictions may apply.