Scout Class

The scout class is a true jack of all trades. With a wide array of equipment and a variety of useful abilities, what it lacks in brute force it makes up for in situational advantage and preparedness. They can weild both melee and ranged weaponry, and their abilities include traits allowing you to ignore hinderances of aquatic terrain and ground based traps, the ability to track hidden enemies, and capabilities to heal wounds and cure diseases and poisons.

Equipment
The scout's equipment is one of the most varied of all the Base Combat Classes offensively, with a small amount of supplimentary defense.

Armor
Scouts are capable of wearing up to two points of armor, classified as being up to heavy leather. Following is a complete list of wearable armor for scouts:

1 point - Light Leather, Animal Hide, or Fur

2 points - Heavy Leather

Shields
Scouts are capable of weilding small shields.

Weapons
The scout's collection of weaponry is varied to allow for various play styles.

Melee - Daggers, Shortswords, Hand Axes, Clubs, Quarterstaves, Staves

Ranged:- Small Thrown Weapons, Large Thrown Weapons, Bows, and Crossbows

Abilities/Traits
A scout's abilities focus on tracking, healing, and trapping. Below is a list of these abilities along with the point cost required to purchase them.
 * Antidote (1)
 * Medicate (1)
 * Escape (2)
 * Trap (2)
 * Hide (4)
 * Pitfall (4)
 * Repair Item (4)
 * Track (4)
 * Treat Wound (4)
 * Climb (5)
 * Sneak (6)
 * Tame (7)
 * Bestial Call (9)
 * Deft Swimmer (10)
 * Immunity to Poison (10)