For any feedback, typos or broken links on the latest iteration of the rules please use: https://forms.gle/mSs8Xf7bY9j86zsj6

Scout: Difference between revisions

From Curious Pastimes Wiki
Line 16: Line 16:


==Scout Skills==
==Scout Skills==
No character can learn more than one Pinnacle skill (marked with * below).


=== Combat Engineer ===
No character can learn both [[Hunter's Mark]] and [[Killing Blow]] (both marked with a * below).
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Device Proficiency]] || 5 || [[Scoundrel]] || 3 stamina per use
|-
| [[Arcane Saboteur]] || 8 || [[Device Proficiency]] and [[Sense Magic]] || Stamina
|-
| [[Sapper]] || 5 || [[Device Proficiency]] || 3 stamina per use
|-
| [[Trapper]] || 6 || [[Ranger]] || 5 stamina per use
|-
| [[Siege Weapons]] || 4 || [[Projectile Weapons]] || Permanent
|-
| [[Siege Engineer]] || 6 || [[Siege Weapons]] || Permanent
|}


=== Politician ===
{{Scout Skills}}
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Battlefield Insight]] || 5 || [[Intuition]] || 3 stamina per use
|-
| [[Detect Lies]] || 6 || [[Intuition]] || 2 stamina per use
|-
| [[Diplomat's Insight]] || 6 || [[Intuition]] || 2 stamina per use
|-
| [[Subterfuge]] || 5 || [[Scoundrel]] || 2 stamina per use
|-
| [[Friendly Face]] || 8 || [[Diplomat's Insight]] || 5 stamina per use
|-
| [[Silver Tongue]]* || 8 || [[Detect Lies]] || Pinnacle / 10 stamina per use
|}

=== Rogue ===
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Chameleon]] || 6 || [[Ranger]] or [[Scoundrel]] || 3 stamina per use
|-
| [[Move in Cover]] || 10 || [[Chameleon]] || 2 stamina per use
|-
| [[Device Proficiency]] || 5 || [[Scoundrel]] || 3 stamina per use
|-
| [[Arcane Saboteur]] || 8 || [[Device Proficiency]] and [[Sense Magic]] || Stamina
|-
| [[Subterfuge]] || 5 || [[Scoundrel]] || 2 stamina per use
|-
| [[Scrapper]] || 6 || [[Scoundrel]] || Stamina Access
|-
| [[Poison Aptitude]] || 6 || [[Scrapper]] || Permanent
|-
| [[Maverick]]* || 12 || [[Scrapper]] || Pinnacle / Stamina
|}

=== Woodcraft ===
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Beast Empathy]] || 6 || [[Ranger]] || 2 stamina per use
|-
| [[Beast Command]] || 8 || [[Beast Empathy]] || 2 stamina per use
|-
| [[Chameleon]] || 6 || [[Ranger]] or [[Scoundrel]] || 3 stamina per use
|-
| [[Move in Cover]] || 10 || [[Chameleon]] || 2 stamina per use
|-
| [[Tracking Proficiency]] || 5 || [[Ranger]] || 3 stamina per use
|-
| [[Pathfinder]] || 8 || [[Tracking Proficiency]] || 2 stamina per use
|-
| [[Trapper]] || 6 || [[Ranger]] || 5 stamina per use
|-
| [[Hunter's Insight]] || 8 || [[Ranger]] and [[Intuition]] || 2 stamina per use
|-
| [[Hunter's Mark]]* || 12 || [[Hunter's Insight]] || Pinnacle / 5 stamina per use
|-
| [[Harrier]] || 6 || [[Ranger]] || Stamina Access
|-
| [[Talon]]* || 12 || [[Harrier]] || Pinnacle / Stamina
|}

=== Armour ===
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Medium Armour]] || 2 || [[Light Armour]] || Permanent
|}

=== Resistances ===
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Immune to Body Effect|Immune to [Body Effect]]] || 6 || [[Iron Body]] || Permanent
|-
| [[Immune to Disease|Immune to [Disease]]] || 4 || [[Resist Disease]] || Permanent
|-
| [[Immune to Poison|Immune to [Poison]]] || 5 || [[Resist Poison]] || Permanent
|}

'''Note:''' Any character may have a maximum of 3 immunities in total.

=== Pinnacle Skills ===
A character may only have one Pinnacle skill. Scout Pinnacle skills are: [[Maverick]], [[Talon]], [[Hunter's Mark]], and [[Silver Tongue]].


==Scout Study Paths==
==Scout Study Paths==

Revision as of 23:39, 30 March 2026

Some are hunters or keen-eyed trackers, some spies gathering vital intelligence behind enemy lines; some are skilled sappers and siege engineers, or experts at reading people and uncovering secrets. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to prevail.

Most scouting skills align with four broad paths:

  • Theft and treachery
  • Tracking and woodcraft
  • Influencing others
  • Battlefield engineering

Many Scouts, of course, dabble with multiple paths.

Advice for Scout Characters

Ranger or Scoundrel skill is essential - if not both - and most learn at least a couple of the skills branching off these two. Any scout will tend to eschew noisy heavy armour, so Body Development is invaluable for staying on your feet. Resist Poison is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while Iron Body can aid in escape or endurance..

Those seeking an extra edge may dabble in Alchemist for brewing poisons or useful potions, while investigators benefit from Evaluate to assess evidence and objects of interest. Diplomats and spies will find Intuition opens up a wealth of information-gathering skills. One of the greatest assets of any scout is surprise – most scouts will take at least some skills their enemies don't expect, especially magic.

Scout Skills

No character can learn more than one Pinnacle skill (marked with * below).

Combat Engineer

Skill Name Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel 3 stamina per use
Arcane Saboteur 8 Device Proficiency and Sense Magic Stamina
Sapper 5 Device Proficiency 3 stamina per use
Trapper 6 Ranger 5 stamina per use
Siege Weapons 4 Projectile Weapons Permanent
Siege Engineer 6 Siege Weapons Permanent

Politician

Skill Name Points Cost Prerequisites Use
Battlefield Insight 5 Intuition 3 stamina per use
Detect Lies 6 Intuition 2 stamina per use
Diplomat's Insight 6 Intuition 2 stamina per use
Subterfuge 5 Scoundrel 2 stamina per use
Friendly Face 8 Diplomat's Insight 5 stamina per use
Silver Tongue* 8 Detect Lies Pinnacle / 10 stamina per use

Rogue

Skill Name Points Cost Prerequisites Use
Chameleon 6 Ranger or Scoundrel 3 stamina per use
Move in Cover 10 Chameleon 2 stamina per use
Device Proficiency 5 Scoundrel 3 stamina per use
Arcane Saboteur 8 Device Proficiency and Sense Magic Stamina
Subterfuge 5 Scoundrel 2 stamina per use
Scrapper 6 Scoundrel Stamina Access
Poison Aptitude 6 Scrapper Permanent
Maverick* 12 Scrapper Pinnacle / Stamina

Woodcraft

Skill Name Points Cost Prerequisites Use
Beast Empathy 6 Ranger 2 stamina per use
Beast Command 8 Beast Empathy 2 stamina per use
Chameleon 6 Ranger or Scoundrel 3 stamina per use
Move in Cover 10 Chameleon 2 stamina per use
Tracking Proficiency 5 Ranger 3 stamina per use
Pathfinder 8 Tracking Proficiency 2 stamina per use
Trapper 6 Ranger 5 stamina per use
Hunter's Insight 8 Ranger and Intuition 2 stamina per use
Hunter's Mark* 12 Hunter's Insight Pinnacle / 5 stamina per use
Harrier 6 Ranger Stamina Access
Talon* 12 Harrier Pinnacle / Stamina

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent

Resistances

Skill Name Points Cost Prerequisites Use
Immune to [Body Effect] 6 Iron Body Permanent
Immune to [Disease] 4 Resist Disease Permanent
Immune to [Poison] 5 Resist Poison Permanent

Note: Any character may have a maximum of 3 immunities in total.

Pinnacle Skills

A character may only have one Pinnacle skill. Scout Pinnacle skills are: Maverick, Talon, Hunter's Mark, and Silver Tongue.

Scout Study Paths

The four scout study paths aren’t defined by individual skills but by a scout’s role or profession. As such, there is some overlap between paths (e.g. both rogues and politicians are skilled liars, and both survivalists and rogues are trained in stealth). When a scout completes a research project that could come under multiple paths, they should discuss with the research referee which path they are advancing.

Much study as a scout involves improving existing skills (using them more often, overcoming their limitations, extending durations etc.) rather than devising new abilities. There are exceptions: developing a Wardbreaker rite to slip through a ritual circle ward, for instance, or a Beast Command technique to summon a wild animal.

Study paths include the following:

Combat Engineer Path

A combat engineer is devoted to shaping the battlefield: breaking defences, setting traps and maintaining and operating terrible siege engines against their foes. Research in this path may include more devious or destructive traps, more swiftly destroying structures, and doing more damage with siege weapons (or disabling them more quickly). Working with a skilled mechanician or invoker, a combat engineer may learn to incorporate flasks of poisons or magical charms in their traps; alongside a wardbreaker or a leyline magician, they may learn how to break down even magically-reinforced defences and sabotage leylines.

Includes research building on the Device Proficiency, Sapper, Siege Weapons and Trapper skills.

Politician Path

A politician’s battlefield is the hearts and minds of others. Research on this path can extend to duplicating the various mind effects, or achieving levels of insight similar to mind-reading. The most talented liars can foil truth potions, magical compulsions, and even attempts via ritual divination to uncover the truth – or to tell a lie so persuasive that it seems to briefly alter reality.

Includes research building on the Diplomat’s Insight, Detect Lies and Subterfuge skills.

Rogue Path

Masters of theft and guile, rogues sneak past guards, overcome traps and locks, lie and deceive, and dispatch their foes quietly and efficiently. Research on this path covers greater feats of stealth – masters are said to be able to become beings of shadow – and the ability to lie even under magical compulsion and truth potions. The slyest killers can slaughter even creatures with magical defences; the greatest lockbreakers can slip through wards, open magical portals and disable magical hexes.

Includes research building on the Chameleon, Treacherous Blow, Subterfuge and Device Proficiency skills.

Woodcraft Path

The arts of the tracker, the hunter and the trapper fall under this heading. Research on this path covers greater stealth in the wild and deeper insight into reading the world around them; true masters are said to be able to commune with nature spirits and travel between trees like dryads do. The keenest hunters can sense any target’s weakness and shrug off their powers, while those most attuned to the beasts can summon animals to serve them, or even assume the powers and features of beasts themselves.

Includes research building on the Beast Empathy, Hunter’s Insight, Chameleon and Tracking Proficiency skills.

Example Scout Characters

Assassin

Dragging themselves up from the streets in a major city, the assassin became a murderer for hire. They pay only lip service to the faction they travel with – those who can afford their services know how to reach them. They have the skills they need to close in on their prey and strike when least expected, for the most deadly effect.

Skills: Chameleon (6), Light Armour (2), Scoundrel (5), Treacherous Blow (6), 1 unspent point

Description: No make-up; dark, close-fitting clothes including light leather armour and a cloak, and a short sword and several daggers worn about the body.

Ranger

Born of a tribe of self-appointed guardians of the wilderness, the ranger is a skilled hunter and tracker, able to slip into the trees and disappear. While their duty – and their devotion – is to the forest of their birth, they’re travelling with the warband for a time to see more of the world.

Skills: Chameleon (6), Light Armour (2), Projectile Weapons (6), Ranger (5), 1 unspent point

Description: Pointed ears and a stripe of greenish-white across the eyes; rugged clothing including leather armour and a cloak in greens and browns, with a bow and a quiver of arrows and a light axe.

Treasure Hunter

Sent to study history at a college from a young age, the treasure hunter abandoned their studies to work in the field. Ruined temples, fallen castles, dusty tombs – all these are the stock in trade for the treasure hunter, who is a master of locks, traps and unexpected dangers.

Skills: Device Proficiency (5), Resist Poison (5), Scholar (5), Scoundrel (5)

Description: Fine red stripes across the temples and cheeks; rugged travelling clothes, with a coil of rope and digging tools.