Scout Class Description
Weapons Allowed:
Bow, Dagger, Short, Medium, Bow

Armor:
Up to 3 points

Shield:
Small

Lives:
4

Abilities According to level
1st
First Aid 1/life
Immune to Lost Spell

2nd
First Aid 2/life
One reusable Stun Arrow or Flame Arrow per life

3rd
Cure Poison 1/life
Medium Shield

4th
Tracking 1/life
Pass w/o Trace 1/game

5th
Ensnare 2/game

6th
May carry two enchantments 1/life

Explaination of Abilities
First Aid
This is a non-magical binding of wounds.
Incantation: Bind wound by tying a white cloth on the injured area and incants "I bind this wound" x3
Effect: The wound is healed, but if the bound arm is used in combat or the bound leg is run upon the wound will re-occur in a 100 count.
Note: At 5th level the Scout is so well versed in First Aid that after a 100 count of inactivity the wound is completely healed (i.e. will not re-occur if used in combat or run upon).

Cure Poison The Scout may cure himself or another of poison by using an antidote. The Scout does this by touching the poisoned player and chanting "I expel the venom from thy body." x3. The player touched is no longer poisoned. This ability is non-magical and will not cure wounds caused by a Poisoned Weapon.

Stun Arrow A hit counts the same as a subdual blow. Arrow must be marked with gray ribbon or tape.

Flame Arrow A Flame Arrow will destroy an unprotected shield unless the shield is extinguished by tapping the outer face of the shield on the ground three (3) times within five (5) seconds. Flame Arrow must be marked with red ribbon or tape and must be prepared by chanting "Flame Arrow" x5. A Flame Arrow will stay lit for two minutes before it must be relit.

Tracking The Scout may ask one question per level of the Scout about a specific game effect of anyone in the area. Whoever is asked (Marshal, monster, innocent bystander) must answer truthfully and as completely as possible. This is not magical in nature and offers no other control over the victim.

Pass Without Trace Range: Self
Incantation: "Pass Without Trace" x3.
Effect: The Scout may return to base unhindered. This ability is not magical.
Note: May not carry other players or game items. May be used while moving.

Ensnare Range: 20'
Incantation: "May the earth at thy feet ensnare thee" x2
Effect: The victim is unable to move his legs or feet and must cut at each leg 10 times with a slashing weapon to free them. This is not a magical ability. May be used while moving.
Limitation: Barbarians, Monks (2nd level), and bearers of Flames of Freedom are immune.