Windscouts excel at tracking creatures that travel through the air. Like Scouts, they show great skill in exploration and make excellent guards against all kinds of danger due to their highly developed sense of smell.

Important Attributes: Dexterity, Perception

Racial Restriction: Windlings

Karma Ritual: To begin his Karma ritual, the Windscout must fly a circular pattern at a height of 3 yards off the ground, hovering at the four cardinal compass points (north, south, east, and west). At each point, the Windscout must inhale a lungful of air and focus on separating the different scents it carries. When he has identified any scents present, the Windscout exhales and flies to the next compass point. The ritual is completed once the Windscout reaches the final compass point and exhales.

Artisan Skills: Body Painting, Dancing

Half-Magic: Windscouts may use half-magic to recognize scents, tracks, and trails left by different types of animals, plants, and Namegivers in wilderness environments. They also gain access to the Search and Detect Trap, and Navigation skills via half-magic.

First Circle Talents:
Avoid Blow, Evidence Analysis, Karma Ritual, Tracking, Wilderness Survival

Initiate Talent Options:
Melee Weapons, Missile Weapons, Navigation, Silent Walk, Sprint


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