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Building "Scouts" -- a few questions for SW/Deadlands fans
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<blockquote data-quote="trancejeremy" data-source="post: 106183" data-attributes="member: 924"><p>Can't help you with Star Wars, but whoever said it is right, your scout is almost exactly like the Deadlands scout. The difference being the special abilities</p><p></p><p>-----------------------</p><p>1 Bonus Language;Track</p><p>2 Alertness +2</p><p>3 Sixth Sense</p><p>4 Sneak Attack +1d6</p><p>5 Alertness +3; Bonus Language</p><p>6 Skill Focus</p><p>7</p><p>8 Alertness +4; Sneak Attack +2d6</p><p>9 Skill Focus</p><p>10 Bonus Language</p><p>11 Alertness +5</p><p>12 Sneak Attack +3d6</p><p>13 Skill Focus</p><p>14 Alertness +6</p><p>15 Bonus Language</p><p>16 Sneak Attack +4d6</p><p>17 Alertness +7</p><p>18 Skill Focus</p><p>19 </p><p>20 Alertness +8;Bonus Language;Sneak Attack +5d6</p><p>-----------------------------------------------------------------------</p><p></p><p>The Sixth Sense ability gives the scout an improved chance with his spot check when getting ambushed...a bonus of half his level (presumably scout level). And in cases of getting ambushed (or running into a trap) when he normally wouldn't get to make a spot roll, he now gets to make one (but without the bonus), with the DC either up to the DM or as an opposed roll of the ambushers's hide skill.</p><p></p><p></p><p></p><p>The Weird War 2 rulebook also offers a scout. It's more like a Ranger (probably too much for your taste), but at 3rd level it offers the 'Pathfinder' ability</p><p></p><p>Basically, when travelling in rough or poor conditions, he makes a wilderness lore check with a dc of 15, and if he's successful, total travel time is reduced by 25%. If it's 25 or higher, it's reduced by 50%.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 106183, member: 924"] Can't help you with Star Wars, but whoever said it is right, your scout is almost exactly like the Deadlands scout. The difference being the special abilities ----------------------- 1 Bonus Language;Track 2 Alertness +2 3 Sixth Sense 4 Sneak Attack +1d6 5 Alertness +3; Bonus Language 6 Skill Focus 7 8 Alertness +4; Sneak Attack +2d6 9 Skill Focus 10 Bonus Language 11 Alertness +5 12 Sneak Attack +3d6 13 Skill Focus 14 Alertness +6 15 Bonus Language 16 Sneak Attack +4d6 17 Alertness +7 18 Skill Focus 19 20 Alertness +8;Bonus Language;Sneak Attack +5d6 ----------------------------------------------------------------------- The Sixth Sense ability gives the scout an improved chance with his spot check when getting ambushed...a bonus of half his level (presumably scout level). And in cases of getting ambushed (or running into a trap) when he normally wouldn't get to make a spot roll, he now gets to make one (but without the bonus), with the DC either up to the DM or as an opposed roll of the ambushers's hide skill. The Weird War 2 rulebook also offers a scout. It's more like a Ranger (probably too much for your taste), but at 3rd level it offers the 'Pathfinder' ability Basically, when travelling in rough or poor conditions, he makes a wilderness lore check with a dc of 15, and if he's successful, total travel time is reduced by 25%. If it's 25 or higher, it's reduced by 50%. [/QUOTE]
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