BFRPG Scouts
BFRPG Scouts
BFRPG Scouts
INTRODUCTION
This supplement provides rules for playing Scouts under the Basic Fantasy Role-Playing Game rules. If you do not already
have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
NEW CHARACTER CLASS use shields of any sort. Leather armor is acceptable,
however. They may only use small malee weapons, the
The new class described in this supplement is a subclass of shortbow, and the longbow. Humans, Elves, and Halflings
Thief. As such, they have the same attack bonus and saving may become Scouts. If the Half-Humans supplement is
throws as Thieves of the same level. Scouts have been used, Half-Elves and Half-Orcs may also become Scouts.
toughened by self-sufficiency and isolation from the supplies
and comforts of civilized lands, and therefore use a d6 for hit Special Abilities: Scouts can move silently, hide, listen,
dice. It also takes more training to be a Scout, and therefore open locks, detect traps, climb walls and track using the
Scouts advance at the same rate as clerics. Scouts should be table below.
treated as Thieves for all purposes, except as described
When tracking, the Scout must roll once per hour traveled or
herein.
lose the trail.
Dexterity bonus, with a minimum penalty of +0 (so a If a scout is operating alone or greater then 30' away from a
character with 18 Dexterity does not get a +1 bonus to hit party (or in a party composed entirely of scouts), he or she
this way). surprises foes on a 1-3 on 1d6.
Thief Level Open Locks Detect Traps Move Silently Climb Walls Hide Listen Tracking
1 10 10 25 50 10 30 40
2 15 15 30 52 15 34 44
3 20 20 35 54 20 38 48
4 25 25 40 56 25 42 52
5 30 30 45 58 30 46 56
6 35 35 50 60 35 50 60
7 40 40 55 62 40 54 64
8 45 45 60 64 45 58 68
9 50 50 65 66 50 62 72
10 53 53 68 68 53 65 75
11 56 56 71 70 56 68 78
12 59 59 74 72 59 71 81
13 62 62 77 74 62 74 84
14 65 65 80 76 65 77 87
15 68 68 83 78 68 80 90
16 69 69 85 79 69 83 91
17 70 70 87 80 70 86 92
18 71 71 89 81 71 89 93
19 72 72 91 82 72 92 94
20 73 73 93 83 73 95 95
Note: If the GM allows Thief characters to allocate their ability percentages, as given on page 142 of Core Rules 2 nd Edition,
then the Scout may also be allowed to do so. Scouts gain 30 points per level from 2 nd to 9th levels, 20 points per level from
10th to 15th levels, and 10 points per level thereafter.
2
SCOUTS A BASIC FANTASY SUPPLEMENT
Credits:
Proofing: Martin Teasdale