KorvinStarmast
2020-05-19, 12:28 PM
I am not that happy with Outlander, and want to have a Scout Background.
Here's where I am going with this.
Scout (if there's a better term for this (since there's a Scout Rogue archetype) please suggest one. (Explorer)
You grew up in the out of doors hunting, fishing, trapping and living off the land. As you got older you found your skills in need whenever the local militia or the levy was raised: any military force needs a scout and your famialarity with the local terrain was a perfect fit.
Skill Proficiencies: Stealth, Survival
Toll Proficiencies: herbalism kit, one musical instrument (choose from flute, horn, pan flute, drum, viol)
Equipment: a hunting trap, a set of common clothes, your instrument, a signal whistle, and a pouch containing 10 GP.
Geographical Expertise (choose or roll 1d8)
1. Arctic
2. Coast
3. Desert
4. Forest
5. Grassland
6. Mountain
7. Swamp
8. Underdark (opiton to roll again if not from an underdark race like Sverfneiblein or Drow ... )
Feature: At Home in the Outdoors
As a scout, your mastery of location and terrain made you an invaluable set of eyes and ears to the troops of your home area. You move easily in wilderness and have a knack for finding the best camping sites. You were trained to use a musical sounds, bird calls and trail markings to provide clear signals that are useful to soldiers and hunters.
The Traits, Ideals, Bonds, Flaws will be a medley of Outlander and Folk Hero. I'll cobble them together later.
Here's where I am going with this.
Scout (if there's a better term for this (since there's a Scout Rogue archetype) please suggest one. (Explorer)
You grew up in the out of doors hunting, fishing, trapping and living off the land. As you got older you found your skills in need whenever the local militia or the levy was raised: any military force needs a scout and your famialarity with the local terrain was a perfect fit.
Skill Proficiencies: Stealth, Survival
Toll Proficiencies: herbalism kit, one musical instrument (choose from flute, horn, pan flute, drum, viol)
Equipment: a hunting trap, a set of common clothes, your instrument, a signal whistle, and a pouch containing 10 GP.
Geographical Expertise (choose or roll 1d8)
1. Arctic
2. Coast
3. Desert
4. Forest
5. Grassland
6. Mountain
7. Swamp
8. Underdark (opiton to roll again if not from an underdark race like Sverfneiblein or Drow ... )
Feature: At Home in the Outdoors
As a scout, your mastery of location and terrain made you an invaluable set of eyes and ears to the troops of your home area. You move easily in wilderness and have a knack for finding the best camping sites. You were trained to use a musical sounds, bird calls and trail markings to provide clear signals that are useful to soldiers and hunters.
The Traits, Ideals, Bonds, Flaws will be a medley of Outlander and Folk Hero. I'll cobble them together later.