SCOUT Garb: Green tunic or visible green sash. Weapons: May use either a short bow or a long sword (no longer than 4 ft.). May use any non-hinged short weapon, any melee axe, and javelins. Armor: Up to 3 points. Shield: Small round. Levels: 1st- scout- a) 1 First Aid bandage. b) Cannot become lost due to an innate sense of direction. 2nd- pathfinder- a) 1 additional First Aid bandage (total of 2). b) Stun arrow or flame arrow (1/life, reusable). 3rd- guide- a) Obtain information from subdued person. b) Cure poison of self (1/life). 4th- tracker- a) Tracking (1/life). 5th- strider- a) Entangle trap (nonmagical skill 2/game). b) Cure poison of other (1/game). 6th- ranger- a) Carry two enchantments (1/game). b) Use of longbow or crossbow in place of short bow or long sword. Notes: 1) First Aid bandages- Scouts are granted reusable bandages (strips of white cloth) which are tied around a wounded limb and will provide limited healing after a 100 count. Note that it is a skill, not magic. The count is made to pass the appropriate amount of time needed to actually bandage a real wound. The wounded limb may then be used with the following restrictions: If used in combat, the wound will return after a 100 count, or if a bandaged leg is used for running then the wound will return after a 100 count. Any limb may be used for anything else (carrying something, walking, etc.) but will be under the restrictions above until healed by magic. If the scout's bandages are in use then he may do no more first aid until they are returned. 2) Special arrows: Flame (red ribbon)- it will destroy a shield if the shield is hit and then not tapped upon the ground five times within 5 seconds of the hit. It will destroy a siege weapon with 2 hits. Only 1 flame arrow may be lit at once, and the arrow will stay lit for 2 minutes before it must be relit. Must say "flame arrow" x 5 to ignite. Stun (grey ribbon)- treat as a subdual blow. Must say "stun arrow" x 5. 3) Obtain information- a subdued person may be asked one Yes/No question which he must answer truthfully. 4) Cure Poison- say "cure poison" x 10 to cure a person already poisoned. This is a skill 5) Tracking- May ask one "yes or no" question about a specific game effect (who passed the area, where an object is hidden, etc.). Reeves, dead people, neutral monsters, and players may be asked, and must answer to the best of their abilities. This is nonmagical. It also grants scouts total immunity to traps whether tracking is being used or not. May follow "teleporting" assassins. Yields no immunity to scout entangle trap. 6) Entangle trap- Scout must say "May mother nature bind thee" x 2, range is 20 ft. The victim must cut at each leg 10 times before he is free. This Is not a magical effect. The scout is assumed to have maneuvered the victim Into an area of uncertain footing. Monks and barbarians are not immune.