BFRPG Scouts

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Scouts Release 3

Copyright © 2011 Jason Brentlinger


All Rights Reserved
A Basic Fantasy RPG Supplement Distributed under the terms of the Open
Game License version 1.0a
Basic Fantasy Website: basicfantasy.org

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.

Scout Scouts cannot remove traps, however their cautious nature


does allow them to detect traps.
Level Exp. Points Hit Dice
Scouts cannot pick pockets and stealing is neither their
1 0 1d6 specialty nor purpose. They usually avoid doing anything
2 1,500 2d6 that might allow someone to track them, leaving everything
3 3,000 3d6 just as they found it (doing otherwise only in rare cases).
4 6,000 4d6 Unlike a thief, a scout gains no bonuses for back stabbing,
5 12,000 5d6 though normal bonuses for attacking from behind or with
6 24,000 6d6 surprise are applied.
7 48,000 7d6
Scouts are always expert bowmen. When using any regular
8 90,000 8d6 bow (shortbow or longbow, but not crossbow), a Scout adds
9 180,000 9d6 +2 to his or her Attack Bonus. At 5 th level, a Scout may fire
10 270,000 9d6+2 three arrows every two rounds (a 3/2 rate of fire). This
11 360,000 9d6+4 means one attack on every odd round, two on every even
12 450,000 9d6+6 round, with the second attack coming at the end of the
round. At 9th level, the Scout may fire two arrows every
13 540,000 9d6+8
round, with the second attack coming at the end of the
14 630,000 9d6+10 round.
15 720,000 9d6+12
16 810,000 9d6+14 Scouts prefer to stay out of direct combat, and therefore
practice only with small weapons as they are lighter and
17 900,000 9d6+16
easier to carry. They specialize in dual wielding, however
18 990,000 9d6+18 prefer to utilize their off-handed weapon as a defensive item,
19 1,080,000 9d6+20 similar to a buckler shield. This must be declared at the start
20 1,170,000 9d6+22 of the round, and in this case, no special penalty is applied to
the primary weapon, and the off-handed weapon adds an
Scouts specialize in stealth operations in the wilderness. additional +1 to the wielder's AC value against a single melee
They are similar to Rangers in some ways, having similar attacker per round. If the weapon has a magical weapon
functions and abilities. bonus, it may be applied, but only the base bonus for those
weapons with multiple values. If chosen, Scouts may attack
Requirements: To become a Scout, a character must have
with both weapons. In this case, they may attack with their
a Strength score of 9 or higher, a Wisdom of 11 or higher,
primary weapon with a -2 penalty and their secondary with a
and a Dexterity of 11 or higher. They may not wear metal
-5 penalty to hit. Subtract from this penalty the character's
armor as it interferes with stealthy activities, nor may they
A BASIC FANTASY SUPPLEMENT SCOUTS

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

Open Game License


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Credits:
Proofing: Martin Teasdale

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