Scout: Formorian

Scouts are the eyes and ears of the Formourian military. They form largely self-sufficient units that patrol ahead of the regular army to find the enemy. They also act as guides and escorts. While they are not used as front-line troops, scouts do go on a number of missions that use their specialized training. Scouts are able to go into an enemy's territory with little more than their bow and a big grin, and emerge three months later with the battle plans; leaving their opponents with missing supplies and fewer bridges. Scout lore mentions a few anonymous half-Formourian 'royals' being spawned a few months after they leave an area.

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Requirements:

Enlistment

Minimum Stamina: 12

Minimum Awareness: 10

Training time: 4 weeks

Features and bonuses:

+1D6 maximum hit point capacity

Area familiarity

Puts up with less military crap than other soldiers

Bonus equipment: special—see Formorian military section

Special:

If active duty: steady income, hierarchy, access to equipment

If former military: no income, no hierarchy, less equipment



Skills
Alertness I

Bow Maintenance

First-aid

Heraldry: Military apprentice

Hiding I

Land Navigation I

Ranged Weapon (bow) I

Survival I: select any one

Walking I


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Level bonuses
 Gains Fletcher skill +1 to all weapon proficiencies; +1D6 maximum hit point capacity +2 to all saving throws Select 2 additional martial skills; +1D6 maximum hit point capacity +2 to Awareness and Common Sense +1 to all class skills Bonus trait: Healthy; +1D6 maximum hit point capacity 3 associate contacts from areas patrolled</li> Recorder: retest on Knowledge check to remember anything ever heard or seen</li> +2 to all saving throws</li> GPS: cannot get lost</li> </ol>

Per additional level: +1 to all weapon proficiencies

Per additional even numbered level: +1 to all saving throws
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