Prime
Requisite: Dexterity
Requirements:
None
Hit Dice:
1d6
Maximum
Level: 11
The
fisher River Scout is an explorer, hunter and guard of the waterways
around the Holt or Raft. Human rulers often hire them, when
available, to provide warning of trouble approaching in the water or
to bypass enemy land defenses and gather information.
River
Scouts are trained combatants, although they strongly prefer to avoid
being noticed. At first level they hit an unarmored foe (AC0) with an
Attack throw of 10+. They advance in attack throws and saving throws
as Thieves, by two points every four levels of experience. Because of
their concentration on moving in the water, River Scouts have a
narrow selection of weapons and armor. They may wear no armor heavier
than leather and may only use weapons from the sword/dagger and
bola/darts/nets/slings/sap/staff lists. River Scouts may fight with
two weapons, but may not use two handed weapons or shields. River
Scouts get no damage bonus and may cleave once per two levels. River
scouts have the Blade-Dancing
power. The character
gains a +1 bonus to Armor Class if wearing leather armor or lighter
and able to move freely. At level 7, the AC bonus increases to +2,
A
river scout has many stealthy abilities enabling them to avoid
detection and gather information. At first level they have the thief
abilities of Climb Walls,
Find Trap and
Move Silently. At
second level they add the ability to Remove
Traps, at
fourth level they can Backstab
and at ninth level
they add the bard ability to Read
Languages.
Additionally,
they have the following custom powers available at first level:
Difficult to Spot (
The character has the ability to seemingly disappear into woods and
underbrush with a proficiency throw of 3+ on 1d20. In dungeons, if
the character is motionless and quiet in cover, he can escape
detection with a proficiency throw of 14+ on 1d20.) and Tracking.
The
character can follow tracks with a proficiency throw of 11+.
At fifth level they
gain the power of Savage Resilience.
When the
character is required to consult the Mortal Wounds table, the player
may roll twice and choose the preferred result to apply. The
character also subtracts his class level from the number of days of
bed rest required to recover. They have a Swim speed of 90' and the
following abilities as Fishers: Paralyzation:
3 times per
day when executing a successful Wrestling attack the Fisher may
inject a neurotoxin into it's opponent. If the opponent fails to save
versus Paralyzation they are paralyzed for 1d10 rounds. If they
succeed, the affected body part “falls asleep” for 1d4 rounds.
Electrolocation: The
character can locate invisible creatures within 15' in the water or
5' through the air.
Swimming:
The
character has a swim speed of 90' and can hold it's breath for 30
rounds (5 minutes). at ninth level when they establish a stronghold
they gain Animal Friendship. Whenever
the character builds a Raft, all ordinary animals within 5 miles of
the stronghold become kind and helpful.
Upon
attaining 9th
Level (River Warden)
the River Scout may establish a Raft
or village of Fishers.
Rafts follow
the same rules for population growth as do Elven fastnesses.
River Scout Attack and Saving Throws
|
||||||
---|---|---|---|---|---|---|
Level
|
Petrif & Paralysis |
Poison & Death
|
Blast & Breath
|
Staffs & Wands
|
Spells
|
Atk Throw
|
1-2
|
13+
|
13+
|
16+
|
14+
|
15+
|
10+
|
3-4
|
12+
|
12+
|
15+
|
13+
|
14+
|
9+
|
5-6
|
11+
|
11+
|
14+
|
12+
|
13+
|
8+
|
7-8
|
10+
|
10+
|
13+
|
11+
|
12+
|
7+
|
9-10
|
9+
|
9+
|
12+
|
10+
|
11+
|
6+
|
11
|
8+
|
8+
|
11+
|
9+
|
10+
|
5+
|
River Scout Level Progression
|
||||
---|---|---|---|---|
Experience
|
Title |
Level
|
Hit Dice
|
Backstab
|
0
|
River Scout
|
1
|
1d6
|
-
|
1,175
|
Water Rider
|
2
|
2d6
|
-
|
3,550
|
Swimmer
|
3
|
3d6
|
-
|
7,100
|
River Explorer
|
4
|
4d6
|
x2
|
14,200
|
River Guide
|
5
|
5d6
|
x2
|
28,400
|
River Tracker
|
6
|
6d6
|
x2
|
56,800
|
River Pathfinder
|
7
|
7d6
|
x2
|
113,500
|
River Ranger
|
8
|
8d6
|
x3
|
227,000
|
River Warden
|
9
|
9d6
|
x3
|
377,000
|
River Warden, 10th level
|
10
|
9d6+2*
|
x3
|
527,000
|
River Warden, 11th level
|
11
|
9d6+4*
|
x3
|
* Hit point modifiers to
Constitution are ignored
River Scout Skills
|
||||
---|---|---|---|---|
Level |
Climb Walls |
Find Traps
|
Move Silently
|
Remove Traps
|
1
|
6+
|
18+
|
17+
|
-
|
2
|
5+
|
17+
|
16+
|
18+
|
3
|
5+
|
16+
|
15+
|
17+
|
4
|
4+
|
15+
|
14+
|
16+
|
5
|
4+
|
14+
|
13+
|
15+
|
6
|
4+
|
13+
|
12+
|
14+
|
7
|
3+
|
11+
|
10+
|
13+
|
8
|
3+
|
9+
|
8+
|
11+
|
9
|
3+
|
7+
|
6+
|
9+
|
10
|
3+
|
5+
|
4+
|
7+
|
11
|
2+
|
3+
|
2+
|
5+
|
River Scout Proficiency List:
Acrobatics, Alertness, Ambushing,
Beast Friendship,Cat Burglary, Climbing, Combat Reflexes, Combat
Trickery (disarm, knock down), Eavesdropping, Endurance, Fighting
Style, Land Surveying, Lip Reading, Mapping, Mimicry, Naturalism,
Navigation, Passing Without Trace, Precise Shooting, Riding, Running,
Seafaring, Skirmishing, Skulking, Sniping, Survival, Swashbuckling,
Trap Finding, Trapping, Weapon Finesse, Weapon Focus
River Scout Proficiencies Gained per
Level
|
||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1
|
2 |
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
C+G
|
-
|
-
|
C
|
G
|
-
|
-
|
C
|
G
|
-
|
-
|
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