Scout: Formorian

Scouts are the eyes and ears of the Formourian military. They form largely self-sufficient units that patrol ahead of the regular army to find the enemy. They also act as guides and escorts. While they are not used as front-line troops, scouts do go on a number of missions that use their specialized training. Scouts are able to go into an enemy's territory with little more than their bow and a big grin, and emerge three months later with the battle plans; leaving their opponents with missing supplies and fewer bridges. Scout lore mentions a few anonymous half-Formourian 'royals' being spawned a few months after they leave an area.
Skill cost: 6
Requirements:
Enlistment
Minimum Stamina: 12
Minimum Awareness: 10
Training time: 4 weeks
Features and bonuses:
+1D6 maximum hit point capacity
Area familiarity
Puts up with less military crap than other soldiers
Bonus equipment: special—see Formorian military section
Special:
If active duty: steady income, hierarchy, access to equipment
If former military: no income, no hierarchy, less equipment	
==Skills==
Alertness I
Bow Maintenance
First-aid
Heraldry: Military apprentice
Hiding I
Land Navigation I
Ranged Weapon (bow) I
Survival I: select any one
Walking I
===Level bonuses===
Gains Fletcher skill
+1 to all weapon proficiencies; +1D6 maximum hit point capacity
+2 to all saving throws
Select 2 additional martial skills; +1D6 maximum hit point capacity
+2 to Awareness and Common Sense
+1 to all class skills
Bonus trait: Healthy; +1D6 maximum hit point capacity
3 associate contacts from areas patrolled
Recorder: retest on Knowledge check to remember anything ever heard or seen
+2 to all saving throws
GPS: cannot get lost
Per additional level: +1 to all weapon proficiencies
Per additional even numbered level: +1 to all saving throws	
===Level bonuses===
Gains Fletcher skill
+1 to all weapon proficiencies; +1D6 maximum hit point capacity
+2 to all saving throws
Select 2 additional martial skills; +1D6 maximum hit point capacity
+2 to Awareness and Common Sense
+1 to all class skills
Bonus trait: Healthy; +1D6 maximum hit point capacity
3 associate contacts from areas patrolled
Recorder: retest on Knowledge check to remember anything ever heard or seen
+2 to all saving throws
GPS: cannot get lost
Per additional level: +1 to all weapon proficiencies
Per additional even numbered level: +1 to all saving throws
Category:Class
Category:Codex