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Some are assassins or pickpockets, some trackers or hunters; some are artful saboteurs, or skilled in siege engines and battlefield traps. 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 survive.
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:
Most scouting skills align with four broad paths:

:* Theft and treachery
:* Tracking and woodcraft
* Theft and treachery
* Tracking and woodcraft
:* Influencing others
* Influencing others
:* Battlefield engineering
* Battlefield engineering


Many Scouts, of course, dabble with multiple paths.
Many Scouts, of course, dabble with multiple paths.


====Advice for Scout Characters====
== 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.
[[Ranger]] or [[Scoundrel]] skill is essential, of course – 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. [[Resist Poison]] is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while [[Iron Body]] can aid in escape.
== Stamina ==
Most scout skills draw on a pool of [[Stamina|stamina]] representing reserves of willpower, determination and focus.


Certain general and archetype skills grant stamina points — 5 per day per skill:
Assassins may dabble in [[Alchemist]] for brewing their own poisons, while thieves will benefit from [[Evaluate]] to determine which treasures are worth stealing. 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.
* '''No primary archetype:''' 15 stamina cap (can benefit from up to 3 skills)
* '''Scout archetype:''' 30 stamina cap (can benefit from up to 5 skills)


Once a character has purchased a skill that grants stamina, they can purchase [[Extra Stamina]] to increase their stamina up to their archetype cap.

Characters should have a visible means of tracking their stamina points and keep it on their person at all times.

See [[Stamina]] for full details, including which skills grant stamina points.
==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
|}


==Scout Study Paths==
=== 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 ===
The four scout '''[[Research#Study Paths|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.
{| 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 ===
Much study as a scout involves improving existing skills (using them more often, overcoming their limitations, their 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.
{| class="wikitable"
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
|-
| [[Medium Armour]] || 2 || [[Light Armour]] || Permanent
|}


=== Resistances ===
Study paths include the following:
{| 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.
====Combat Engineer Path====


== Scout Study Paths ==
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 [[Creator#Jeweller Path|mechanician]] or [[Magician#Invocation Path|invoker]], a combat engineer may learn to incorporate flasks of poisons or magical charms in their traps; alongside a [[#Rogue Path|wardbreaker]] or a [[Magician#Ritual Magic Path|leyline magician]], they may learn how to break down even magically-reinforced defences and sabotage leylines.
The four scout study paths are not 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 an [[Arcane Saboteur]] rite to slip through a ritual circle ward, for instance, or a [[Beast Command]] technique to summon a wild animal.
Includes research building on the [[Device Proficiency]], [[Sapper]], [[Siege Weapons]] and [[Trapper]] skills.


Study paths include the following:
====Politician Path====


=== Combat Engineer Path ===
A politician’s battlefield is the hearts and minds of others. Research on this path can extend to duplicating the various [[Calls#Body Effects, Mind Effects and Fear|mind effects]], or achieving levels of insight similar to mind-reading. The most talented liars can foil [[Truth Potion|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.
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 an [[Arcane Saboteur]] or a leyline magician, they may learn how to break down even magically-reinforced defences and sabotage leylines.


Includes research building on the [[Diplomat's Insight|Diplomat’s Insight]], [[Detect Lies]] and [[Subterfuge]] skills.
Includes research building on the [[Device Proficiency]], [[Sapper]], [[Arcane Saboteur]], [[Siege Weapons]], [[Siege Engineer]] and [[Trapper]] skills.


====Rogue Path====
=== 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 [[Battlefield Insight]], [[Detect Lies]], [[Diplomat's Insight]], [[Subterfuge]], [[Friendly Face]] and [[Silver Tongue]] skills.
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.


=== Rogue Path ===
Includes research building on [[Chameleon]], [[Treacherous Blow]], [[Subterfuge]] and [[Device Proficiency]]
Masters of theft and guile, rogues sneak past guards, overcome traps and locks, lie and deceive, and dispatch their foes quickly 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]], [[Move in Cover]], [[Subterfuge]], [[Device Proficiency]], [[Arcane Saboteur]], [[Scrapper]], [[Poison Aptitude]] and [[Maverick]] skills.
====Woodcraft Path====


=== 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.
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 [[Beast Empathy]], [[Hunter's Insight|Hunter’s Insight]], [[Chameleon]] and [[Tracking Proficiency]]
Includes research building on the [[Beast Empathy]], [[Beast Command]], [[Tracking Proficiency]], [[Pathfinder]], [[Trapper]], [[Hunter's Insight]], [[Hunter's Mark]], [[Chameleon]], [[Move in Cover]], [[Harrier]] and [[Talon]] skills.


==Example Scout Characters==
== Example Scout Characters ==


====Assassin====
=== Beast Tamer ===
Known as the best tamer in their homeland, they have joined the warhost to increase their knowledge of the beasts in the known world. Always eager to learn and meet creatures, they use their skills to further their knowledge.


'''Skills:''' [[Ranger]] (5), [[Beast Empathy]] (6), [[Light Armour]] (2), [[Fearlessness]] (4) and 3 [[Extra Stamina]] (3)
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.


'''Description:''' A satchel at their side full of research notes and a small hunting knife on their belt. Practical clothes with multiple pockets for bribes and treats as needed.
'''Skills:''' [[Chameleon]] (6), [[Light Armour]] (2), [[Scoundrel]] (5), [[Treacherous Blow]] (6), 1 unspent point


=== Tracker ===
'''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.
More at home in the woodlands than in camps, their skills have been honed to the point where they can read footprints and easily track their prey. Working in the warhost, they often go on scouting missions to find the enemy and report their movements.


'''Skills:''' [[Ranger]] (5), [[Tracking Proficiency]] (5), [[Chameleon]] (6) and [[Foraging]] (4)
====Ranger====


'''Description:''' A large green cloak to blend into the woodland, a shortsword and buckler at the belt with a bandolier of tools for their trade.
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.


=== Assassin ===
'''Skills:''' [[Chameleon]] (6), [[Light Armour]] (2), [[Projectile Weapons]] (6), [[Ranger]] (5), 1 unspent point
Not much is known about their background but their skills are not questioned. Often dispatched to eliminate targets quickly, they are efficient in what they do and know how to get out of danger if required. Not many will admit to hiring them but those that do get their money's worth.


'''Skills:''' [[Scoundrel]] (5), [[Scrapper]] (6), [[Thrown Weapons]] (2), [[Light Armour]] (2) and [[Subterfuge]] (5)
'''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.


'''Description:''' Dark colours with a mask to cover their face and small throwing knives concealed on their person. A shortsword on their back with dark leather vambraces.
====Treasure Hunter====


=== Diplomat ===
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.
Sometimes looking out of place in a warhost of warriors and magicians, the diplomat is most at home in front of a crowd or in a room making deals. Making use of their silver tongue and negotiation skills, they are often deployed to converse with the enemy or make trade deals to further the efforts of their Monarch.


'''Skills:''' [[Device Proficiency]] (5), [[Resist Poison]] (5), [[Scholar]] (5), [[Scoundrel]] (5)
'''Skills:''' [[Intuition]] (5), [[Diplomat's Insight]] (6), [[Scholar]] (5) and [[Provenance]] (4)


'''Description:''' A brightly coloured cloak and large satchel to carry their writing utensils and coin purse, a small dagger concealed on their belt and a smile to charm even the grumpiest of soldiers.
'''Description:''' Fine red stripes across the temples and cheeks; rugged travelling clothes, with a coil of rope and digging tools.

Latest revision as of 00:06, 31 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.

Stamina

Most scout skills draw on a pool of stamina representing reserves of willpower, determination and focus.

Certain general and archetype skills grant stamina points — 5 per day per skill:

  • No primary archetype: 15 stamina cap (can benefit from up to 3 skills)
  • Scout archetype: 30 stamina cap (can benefit from up to 5 skills)

Once a character has purchased a skill that grants stamina, they can purchase Extra Stamina to increase their stamina up to their archetype cap.

Characters should have a visible means of tracking their stamina points and keep it on their person at all times.

See Stamina for full details, including which skills grant stamina points.

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.

Scout Study Paths

The four scout study paths are not 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 an Arcane Saboteur 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 an Arcane Saboteur 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, Arcane Saboteur, Siege Weapons, Siege Engineer 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 Battlefield Insight, Detect Lies, Diplomat's Insight, Subterfuge, Friendly Face and Silver Tongue skills.

Rogue Path

Masters of theft and guile, rogues sneak past guards, overcome traps and locks, lie and deceive, and dispatch their foes quickly 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, Move in Cover, Subterfuge, Device Proficiency, Arcane Saboteur, Scrapper, Poison Aptitude and Maverick 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, Beast Command, Tracking Proficiency, Pathfinder, Trapper, Hunter's Insight, Hunter's Mark, Chameleon, Move in Cover, Harrier and Talon skills.

Example Scout Characters

Beast Tamer

Known as the best tamer in their homeland, they have joined the warhost to increase their knowledge of the beasts in the known world. Always eager to learn and meet creatures, they use their skills to further their knowledge.

Skills: Ranger (5), Beast Empathy (6), Light Armour (2), Fearlessness (4) and 3 Extra Stamina (3)

Description: A satchel at their side full of research notes and a small hunting knife on their belt. Practical clothes with multiple pockets for bribes and treats as needed.

Tracker

More at home in the woodlands than in camps, their skills have been honed to the point where they can read footprints and easily track their prey. Working in the warhost, they often go on scouting missions to find the enemy and report their movements.

Skills: Ranger (5), Tracking Proficiency (5), Chameleon (6) and Foraging (4)

Description: A large green cloak to blend into the woodland, a shortsword and buckler at the belt with a bandolier of tools for their trade.

Assassin

Not much is known about their background but their skills are not questioned. Often dispatched to eliminate targets quickly, they are efficient in what they do and know how to get out of danger if required. Not many will admit to hiring them but those that do get their money's worth.

Skills: Scoundrel (5), Scrapper (6), Thrown Weapons (2), Light Armour (2) and Subterfuge (5)

Description: Dark colours with a mask to cover their face and small throwing knives concealed on their person. A shortsword on their back with dark leather vambraces.

Diplomat

Sometimes looking out of place in a warhost of warriors and magicians, the diplomat is most at home in front of a crowd or in a room making deals. Making use of their silver tongue and negotiation skills, they are often deployed to converse with the enemy or make trade deals to further the efforts of their Monarch.

Skills: Intuition (5), Diplomat's Insight (6), Scholar (5) and Provenance (4)

Description: A brightly coloured cloak and large satchel to carry their writing utensils and coin purse, a small dagger concealed on their belt and a smile to charm even the grumpiest of soldiers.