Although out of place in a dungeon the way watcher is some times sent out on extended missions to strange places on missions for Orion and Ariel. A rare few take a liking to these missions and become adventurers.
BL |
M |
Ws |
Bs |
S |
DD |
T |
W |
I |
A |
Luck |
Wp |
Sk |
Pin |
1 |
5 |
4 |
3+ |
3 |
1 |
3 |
1d+7 |
5 |
1 |
1 |
3 |
0 |
2+ |
2 |
5 |
4 |
3+ |
3 |
1 |
3 |
2d+7 |
5 |
1 |
1 |
3 |
1 |
2+ |
3 |
5 |
5 |
3+ |
3 |
1 |
3 |
2d+7 |
6 |
2 |
2 |
3 |
2 |
2+ |
4 |
5 |
5 |
3+ |
4 |
2 |
3 |
2d+7 |
6 |
2 |
2 |
3 |
3 |
2+ |
5 |
5 |
6 |
2+ |
4 |
2 |
3 |
3d+7 |
6 |
2 |
3 |
4 |
4 |
1+ |
6 |
5 |
6 |
2+ |
4 |
2 |
3 |
3d+8 |
7 |
3 |
3 |
4 |
5 |
1+ |
7 |
5 |
6 |
2+ |
4 |
2 |
4 |
4d+8 |
7 |
3 |
4 |
4 |
6 |
1+ |
8 |
6 |
7 |
1+ |
4 |
3 |
4 |
4d+8 |
7 |
3 |
4 |
5 |
7 |
Auto |
9 |
6 |
7 |
1+ |
4 |
3 |
4 |
5d+8 |
8 |
4 |
5 |
5 |
8 |
Auto |
10 |
6 |
8 |
Auto |
4 |
3 |
4 |
5d+9 |
8 |
4 |
5 |
5 |
9 |
Auto |
Leaf cloak
Using the leaf cloak the way watcher can ignore one event per journey
when travelling.
Rope
As normal rope.
The way watcher can't use armour any heavyer than furs or leather and any gunpouder weapons. They can use any tresure usable by the elf.
Long dagger
Does 1d6+Str-1 Damage. +1 to hit.
Bow
As a normal bow.
Scouting
On a 6+ each turn, while there are no monsters on the board, the
Waywatcher can look at the next room and any monsters that are in there.
2 | Parry Gains a 6+ parry(+1 per each additional skill, max 4+). |
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3 | Feign flight Before monsters are placed on the board the way watcher is allowed a free move. |
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4 | Forest walker Journey times are reduced by one week if they take place in forests(4+ outside role-playing games). |
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5 | Power shot Uses the elfs hand to hand damage dice when firing. |
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6 | Ambush Gains the ambush special ability. |
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7 | Set traps When monsters are detected using the scout skill the waywatcher can set traps for these unfortunate beasts. Roll a dice and consult the following table to find out what he manages to rig up.
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8 | Herb lore As the Wardancer skill. |
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9 | Rapid shot Can fire as many times as he has attacks. |
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10 | Dodge Gains a 6+ Dodge(+1 per each additional skill, max 4+). |
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11 | Way finder Can ignore one event when travelling. |
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12 | Glade rider Gains an elven steed which reduces journey times by 2 weeks and adds one to the result in combat rolls on journeys. |
The waywatcher visits an elf encampment outside the town which has a general store, a farrier, weapon smith elf quarter and elven fletcher. The elven flecher is like a normal flecher but also provides the following item/services-
Name |
Stock |
Cost |
Sell |
Effect |
1d6 Sheaf arrows |
6 |
8 |
- |
+1 strength. |
1d6 Armour arrows |
6 |
10 |
- |
Ignores armour. |
1d6 Flight arrows |
6 |
8 |
- |
+1 to hit. |
Leaf cloak |
9 |
200 |
50 |
See above(only one leaf cloak can be worn at once). |
Long dagger |
7 |
150 |
25 |
See above. |
Master bow |
13 |
Sp. |
- |
Dure to the emence skill of elven fletchers an elf can have two bows combined. The waywatcher presents both bows to the fletcher and he can combine them for a base rate of 1000gc. This is added to by 200gc for each +1 that is apply to the roll for success. The base chance is 6+ on 1d6. If the roll fails then both bows are ruined!