Scout

Marauder - by T.A. Saunders ©2013 v1.0

Summary What differentiates the Marauder from other scouts is intentions. While Hunters and Rangers tend to view the wild as a sanctuary to which they are a part of, Marauders view the wild as an advantageous place to lure the unsuspecting and bring them to harm. Masters of ambushes and traps, Marauders make their way in the world as brigands, highwaymen and the like. Known for keeping camps in the most dangerous parts of the land they prowl, Marauders are the most dangerous on their own territory. Marauders favor medium grade armor and will use any weapon made available to them.

Class Skills Ambush

Using the lay of the land to their advantage the Marauder is able to set an ambush for their quarry. The longer preparation time taken the more likely the ambush will succeed: one round of preparation yields a 50% chance of success, two rounds 75% chance of success and three rounds, 85% of success. If successful, the ambush has a 100% chance to surprise its victims and a 90% chance to yield confusion for 1d3 rounds (much like the Scout ability of Surprise Attack), making them unable to effectively respond to the ambush. During the confusion time, the Marauder and his allies have free attacks that will go without retaliation. Useable once per day. (50/75/85% base chance of success, depending on prep time. 100% to surprise, 90% to confuse).

Booby Trap

By using whatever is made available to them, the Marauder can set booby traps for the unsuspecting victim or victims. This can be as simple as a snare that drops a net or as complicated as a small explosive detonation. However executed, the Booby Trap has a 88% chance of success. If it does go off, it stuns the intended target(s) for 1d4 rounds and has a 70% chance to cause a critical wound. Critical wounds must be treated in 1d6 rounds or cause unconsciousness, then death 1d3 rounds. Because of their knowledge for setting traps, Marauders can also disarm traps with a 75% chance of success. This skill can be used three times per day save disarming traps, which can be used as needed. (88% base chance of success, 70% chance to cause a critical wound, 75% chance to disarm traps, useable 3 times per day except where noted).

Scatter Shot

Through the use of specialized ammunition of their own craft, the Marauder can fire either an arrow or a bullet that both grants a +25% to hit and can burst for fragmenting damage. This allows the single shot to hit up to 1d4 other targets in a single attack. This burst attack has a 70% to incapacitate a target temporarily from the sustained damage for 1d3 rounds.(1d4 targets hit with shrapnel, 70% to incapacitate for 1d3 rounds).