From a dexterous soldier picked for his speed, to a young villager looking for new lands to settle, there are many reasons one might pick or be picked for a life of scouting, but to be sure, being light of foot and hardened of spirit is a must. You will be the first to leave camp in the morning to get information on the path ahead and likely last to return to your comrades at the end of the night. Being far from base camp or your home for extend periods of time has shown you the value in being able to harvest the land around you to heal your wounds and mend your equipment, you cannot count the times the one extra arrow you made at your fire, or the repairs you made to your gear has saved your life.
- Skill Proficiencies: Survival, Stealth, and Perception
- Tool Proficiencies: Herbalists Kit, Leatherworker's Tools
- Equipment: Set of warm clothes, leatherworker's tools, hunting knife, pouch containing 10 gp
You have an excellent memory for maps and geography. You can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day (provided that the land offers berries, small game, water, and so forth).
Suggested Characteristics
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you.
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Generally stoic and confident in nature, most scouts are friendly and helpful to the people they know. They can seem to have a hard edge and be on guard when among strangers, but are adept diplomats and tend to choose pragmatic solutions over conflict. Scouts are not generally not assassins, as they know the value of favorable odds, but some scouts do revel in the silent kill of enemy scouts or lone threats.
You are able to completely meld with the woods. You get advantage to Perception checks to observe your surroundings, while in uncivilized territory.
Your experience scouting ahead of parties has taught you a few tricks. You've learned to discretely mark your path in ways that only you and anybody you've taught to can notice. Subtle scuff marks or a stone wall, a pointed rock facing ninety degrees offset from your actual path, or leaves split just so are some examples of your trade-craft. When you are traveling alone, you may use these trail markers to always accurately guide your way back to your party if they haven't moved. Also, your party members may attempt to follow your trail by making a perception check instead of a survival check, and if you have taught them your marking methods, they may make that check at advantage. The DM will determine the difficulty of spotting the markers based on the environment.
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