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Monday, April 10, 2017

Fisher River Scouts


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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