Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neo" data-source="post: 1540311" data-attributes="member: 4139"><p><strong>Royal Scout "Wardens Of Cormyr":</strong> <em> Completely Revised & Expanded Version of ones posted in Dragon</em></p><p>The Royal Scouts (or Wardens) of Cormyr are an elite order of Purple Dragon scouts in service to the Crown. They serve with their fellow Purple Dragons in patrols across the Forest Kingdom and as the Crowns elite messengers. However, the Royal Scouts are more famous for their work roaming alone or in small adventuring parties among the Stonelands and Goblin Marches spying on goblinoid tribes, spotting secret Zhentarim outposts, and disrupting the operations of Cormyrs enemies.</p><p>These dogged heroes learn to avoid danger without losing sight of their duty. Stealth and survival skills are critical to the Royal Scouts success. Consequently, most royal scouts are rangers, although several nobles, fighters, and rogues have also become members of the Royal Scouts.</p><p>Royal Scouts can be encountered anywhere in the Dragonreach and along the Dragon Coast, but they are most likely to be found in Cormyr proper, especially the Forest Kingdom’s frontier lands – the Plains of Tun, the Goblin Marches, and the Stonelands.</p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a royal scout of Cormyr, a character must fulfil all of the following criteria:</p><p><strong>Alignment:</strong> Any nonevil and nonchaotic</p><p><strong>Base Attack Bonus:</strong> +5</p><p><strong>Skills:</strong> Bluff 1 rank, Hide 3 ranks, Move Silently 3 ranks, Ride 5 ranks, Spot 3 ranks, Survival 5 ranks </p><p><strong>Feats:</strong> Alertness, Endurance, Track </p><p><strong>Special:</strong> Membership in the Purple Dragons. Must be literate. </p><p></p><p><strong>Class Skills</strong></p><p>The Royal scout's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis) Survival (Cha), Swim (Str), Tumble (Dex), and Use Rope (Dex). </p><p></p><p><strong>Skill Points at Each Level:</strong> 6 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the royal scout of Cormyr prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> A royal scout is proficient with all simple and martial weapons, and with light armour.</p><p><strong>Reliable Messenger (Ex):</strong> royal scouts are the Crown’s swiftest and most dependable messengers. This ability grants the Royal Scout a +2 bonus on all Bluff and Ride checks.</p><p><strong>Homeland (Ex):</strong> Royal scouts are constantly afield, patrolling Cormyr’s frontier and learning the ways of the land, as a result they are familiar with Cormyr’s terrain and its people like no others. This ability grants the royal scout a +2 bonus on all Diplomacy, Heal, Hide, Move Silently, Spot and Survival checks while within the Kingdom of Cormyr.</p><p><strong>Wild Empathy (Ex):</strong> A royal scout can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The scout rolls 1d20 and adds her class level and his Charisma modifier to determine the wild empathy check result.</p><p>The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p>To use wild empathy, the scout and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p>A royal scout can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. If a royal scout already has Wild empathy from some other class then they receive a +4 bonus on their check in addition to their level and Charisma bonus.</p><p><strong>Pride of Purpose (Ex):</strong> The Royal Scouts are so committed to Cormyr that at 2nd level they gain a +2 bonus on Will saves against fear (magical or otherwise) and other mind affecting spells and effects.</p><p><strong>Uncanny Dodge (Ex):</strong> Starting at 2nd level, a royal scout can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p>If a royal scout already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.</p><p><strong>Favoured Enemy (Evil) (Ex):</strong> A royal scout gains a +1 bonus on all Bluff, Listen, Sense Motive, Spot, and survival checks against evil creatures, as well as a +1 on damage rolls. These bonuses stack with any existing favoured enemy bonuses the scout may already have if applicable. E.g. It would stack with Favoured enemy (orc) as orcs are evil humanoids.</p><p><strong>Evasion (Ex):</strong> At 4th level, a royal scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the royal scout is wearing light armour or no armour. A helpless royal scout does not gain the benefit of evasion.</p><p><strong>Swift Tracking (Ex):</strong> Beginning at 4th level, a royal scout can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.</p><p><strong>Improved Uncanny Dodge (Ex):</strong> At 6th level, a royal scout can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the scout. The exception to this defence is that a rogue at least four levels higher than the royal scout can flank him (and thus sneak attack him).</p><p>If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.</p><p><strong>Voices of the Wolf Woods (Su):</strong> In days of yore, when Cormyr was still in the mighty talons of dragons and the delicate hands of elves, the great forest that covered the Forest Country was known as the Wolf Woods. Although the dragons are mostly gone from the land, they have left their mark on the land they loved.</p><p>At 5th level, a royal scout of Cormyr, having travelled the breadth of Cormyr, has become attuned to some of the magic of Cormyr and gains the power detect evil (as the spell) at will. In addition, the scout gains the power to sense evil that enters the Forest Kingdoms borders (not those already within its borders). This power detects evil outsiders of at least CR5, evil elementals and undead of at least CR10, and other evil beings of at least CR15 who plan to do harm to the land or people of Cormyr. The power does not give the scout the exact location of the evil, but with a successful Survival check (DC 15), the scout can make her way toward the creature or creatures whereupon he gains a +10 insight bonus on all Survival checks to track the evil down.</p><p><strong>Favoured Enemy (Ex):</strong> At 7th level, a royal scout may select a type of creature from among those commonly encountered in Cormyr (orcs, Zhentarim etc..). The royal scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures or organisations of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.</p><p>At 9th level , the royal scout may select an additional favoured enemy. In addition, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2. </p><p>If the royal scout chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favoured enemy, the royal scout’s bonuses do not stack; he simply uses whichever bonus is higher.</p><p><strong>Hidden Paths (Ex):</strong> Upon reaching 8th level a royal scout is so well travelled and knowledgeable in the paths and back trails of Cormyr that their overland movement is increases by half again (e.g. it a scout could travel 24 miles in a day before, he can now travel 36). In addition they can increase the overland movement rate of others by leading up to Charisma modifier x class level of additional creatures via these hidden paths and shortcuts.</p><p><strong>Tough to Kill (Ex):</strong> Finally upon reaching 10th a royal scout gains their most potent ability. Having become so wise and hardened to the wilds and its threats the royal scouts have become extremely difficult to kill owning a fantastic desire to survive, where others would falter. As such if reduced in hit points to –1 to –9 they are able to remain conscious and may take a partial action each round. They still however lose a hit point each round and die at –10 (unless stabilised). If they are stabilised the royal scout is then disabled.</p><p></p><p>Royal Scout Advancement</p><p>Level Attack Fort Ref Will Special </p><p>1st +1 +0 +2 +0 Reliable messenger, Homeland, Wild Empathy</p><p>2nd +2 +0 +3 +0 Pride of purpose, uncanny dodge</p><p>3rd +3 +1 +3 +1 Favoured Enemy (Evil)</p><p>4th +4 +1 +4 +1 Evasion, Swift Tracking</p><p>5th +5 +1 +4 +1 Voices of the Wolf Woods</p><p>6th +6 +2 +5 +2 Improved uncanny dodge</p><p>7th +7 +2 +5 +2 Favoured Enemy</p><p>8th +8 +2 +6 +2 Hidden Paths</p><p>9th +9 +3 +6 +3 Favoured enemy</p><p>10th +10 +3 +7 +3 Tough to Kill</p></blockquote><p></p>
[QUOTE="Neo, post: 1540311, member: 4139"] [b]Royal Scout "Wardens Of Cormyr":[/b] [i] Completely Revised & Expanded Version of ones posted in Dragon[/i] The Royal Scouts (or Wardens) of Cormyr are an elite order of Purple Dragon scouts in service to the Crown. They serve with their fellow Purple Dragons in patrols across the Forest Kingdom and as the Crowns elite messengers. However, the Royal Scouts are more famous for their work roaming alone or in small adventuring parties among the Stonelands and Goblin Marches spying on goblinoid tribes, spotting secret Zhentarim outposts, and disrupting the operations of Cormyrs enemies. These dogged heroes learn to avoid danger without losing sight of their duty. Stealth and survival skills are critical to the Royal Scouts success. Consequently, most royal scouts are rangers, although several nobles, fighters, and rogues have also become members of the Royal Scouts. Royal Scouts can be encountered anywhere in the Dragonreach and along the Dragon Coast, but they are most likely to be found in Cormyr proper, especially the Forest Kingdom’s frontier lands – the Plains of Tun, the Goblin Marches, and the Stonelands. [b]Hit Die:[/b] d8 [b]Requirements[/b] To qualify to become a royal scout of Cormyr, a character must fulfil all of the following criteria: [b]Alignment:[/b] Any nonevil and nonchaotic [b]Base Attack Bonus:[/b] +5 [b]Skills:[/b] Bluff 1 rank, Hide 3 ranks, Move Silently 3 ranks, Ride 5 ranks, Spot 3 ranks, Survival 5 ranks [b]Feats:[/b] Alertness, Endurance, Track [b]Special:[/b] Membership in the Purple Dragons. Must be literate. [b]Class Skills[/b] The Royal scout's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis) Survival (Cha), Swim (Str), Tumble (Dex), and Use Rope (Dex). [b]Skill Points at Each Level:[/b] 6 + Int modifier. [b]Class Features[/b] All the following are class features of the royal scout of Cormyr prestige class: [b]Weapon and Armour Proficiency:[/b] A royal scout is proficient with all simple and martial weapons, and with light armour. [b]Reliable Messenger (Ex):[/b] royal scouts are the Crown’s swiftest and most dependable messengers. This ability grants the Royal Scout a +2 bonus on all Bluff and Ride checks. [b]Homeland (Ex):[/b] Royal scouts are constantly afield, patrolling Cormyr’s frontier and learning the ways of the land, as a result they are familiar with Cormyr’s terrain and its people like no others. This ability grants the royal scout a +2 bonus on all Diplomacy, Heal, Hide, Move Silently, Spot and Survival checks while within the Kingdom of Cormyr. [b]Wild Empathy (Ex):[/b] A royal scout can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The scout rolls 1d20 and adds her class level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the scout and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A royal scout can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. If a royal scout already has Wild empathy from some other class then they receive a +4 bonus on their check in addition to their level and Charisma bonus. [b]Pride of Purpose (Ex):[/b] The Royal Scouts are so committed to Cormyr that at 2nd level they gain a +2 bonus on Will saves against fear (magical or otherwise) and other mind affecting spells and effects. [b]Uncanny Dodge (Ex):[/b] Starting at 2nd level, a royal scout can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a royal scout already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. [b]Favoured Enemy (Evil) (Ex):[/b] A royal scout gains a +1 bonus on all Bluff, Listen, Sense Motive, Spot, and survival checks against evil creatures, as well as a +1 on damage rolls. These bonuses stack with any existing favoured enemy bonuses the scout may already have if applicable. E.g. It would stack with Favoured enemy (orc) as orcs are evil humanoids. [b]Evasion (Ex):[/b] At 4th level, a royal scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the royal scout is wearing light armour or no armour. A helpless royal scout does not gain the benefit of evasion. [b]Swift Tracking (Ex):[/b] Beginning at 4th level, a royal scout can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. [b]Improved Uncanny Dodge (Ex):[/b] At 6th level, a royal scout can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the scout. The exception to this defence is that a rogue at least four levels higher than the royal scout can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. [b]Voices of the Wolf Woods (Su):[/b] In days of yore, when Cormyr was still in the mighty talons of dragons and the delicate hands of elves, the great forest that covered the Forest Country was known as the Wolf Woods. Although the dragons are mostly gone from the land, they have left their mark on the land they loved. At 5th level, a royal scout of Cormyr, having travelled the breadth of Cormyr, has become attuned to some of the magic of Cormyr and gains the power detect evil (as the spell) at will. In addition, the scout gains the power to sense evil that enters the Forest Kingdoms borders (not those already within its borders). This power detects evil outsiders of at least CR5, evil elementals and undead of at least CR10, and other evil beings of at least CR15 who plan to do harm to the land or people of Cormyr. The power does not give the scout the exact location of the evil, but with a successful Survival check (DC 15), the scout can make her way toward the creature or creatures whereupon he gains a +10 insight bonus on all Survival checks to track the evil down. [b]Favoured Enemy (Ex):[/b] At 7th level, a royal scout may select a type of creature from among those commonly encountered in Cormyr (orcs, Zhentarim etc..). The royal scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures or organisations of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 9th level , the royal scout may select an additional favoured enemy. In addition, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2. If the royal scout chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favoured enemy, the royal scout’s bonuses do not stack; he simply uses whichever bonus is higher. [b]Hidden Paths (Ex):[/b] Upon reaching 8th level a royal scout is so well travelled and knowledgeable in the paths and back trails of Cormyr that their overland movement is increases by half again (e.g. it a scout could travel 24 miles in a day before, he can now travel 36). In addition they can increase the overland movement rate of others by leading up to Charisma modifier x class level of additional creatures via these hidden paths and shortcuts. [b]Tough to Kill (Ex):[/b] Finally upon reaching 10th a royal scout gains their most potent ability. Having become so wise and hardened to the wilds and its threats the royal scouts have become extremely difficult to kill owning a fantastic desire to survive, where others would falter. As such if reduced in hit points to –1 to –9 they are able to remain conscious and may take a partial action each round. They still however lose a hit point each round and die at –10 (unless stabilised). If they are stabilised the royal scout is then disabled. Royal Scout Advancement Level Attack Fort Ref Will Special 1st +1 +0 +2 +0 Reliable messenger, Homeland, Wild Empathy 2nd +2 +0 +3 +0 Pride of purpose, uncanny dodge 3rd +3 +1 +3 +1 Favoured Enemy (Evil) 4th +4 +1 +4 +1 Evasion, Swift Tracking 5th +5 +1 +4 +1 Voices of the Wolf Woods 6th +6 +2 +5 +2 Improved uncanny dodge 7th +7 +2 +5 +2 Favoured Enemy 8th +8 +2 +6 +2 Hidden Paths 9th +9 +3 +6 +3 Favoured enemy 10th +10 +3 +7 +3 Tough to Kill [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +
Top