Scout Conversion


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This is a conversion for the Scout base class from Complete Adventurer. Since this is the fist conversion I've been working on that I consider done I thought I'd post what I did as a guide for others.

Medium BAB and d8 HD already.

Changed class skills to the following:
Acrobatics, Climb, Craft, Disable Device, Escape Artist, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Linguistics, Perception, Ride, Sense Motive, Stealth, Survival, and Swim.

Trapfinding works same as rogue.

Changed referenced to Hide skill in Camouflage and Hide in Plain Sight to Stealth.

Bonus Feats: Removed Agile and Track, added Wind Stance.

No dead levels to fill.

Blindsight at 20th (plus the increase to Battle Fortitude and a Bonus Feat) seems equivalent to a capstone to me.

At this point it is fully playable and compatible with Pathfinder.

The only addition I would (and did) make is an ability that allows the scout to move 10' with a 5' step, allowing them to use their skirmish with a full attack. This can be done at any point from 8th level up. I called the ability Quickstep and added it at 12th. (the choice of 12th level was personal preference based on what the class got at various levels. I basically liked how it fit into the progression there.)

This is how I did it. Feel free to use, modify, or ignore it as suits your game. If you have any questions as to how or why I made certain changes I'll be happy to reply, but most of it is based directly on the Pathfinder Conversion Guide.


Looks solid to me.

Quickstep is fine, though can't you use acrobatics to do that anyway?

Probably wouldn't hurt to add Lightning Stance to the bonus feats list as well, unless you feel it is too powerful.

Improved Skirmish (greater skirmish?) from C.Scoundrel (I think) is also an option that could be added to bonus feats (though it might be better used as a standard feat slot... not sure).


rydi123 wrote:

Looks solid to me.

Quickstep is fine, though can't you use acrobatics to do that anyway?

Acrobatics can be used to move more than 5' without provoking AoO, but still uses a move action which limits you to 1 attack. The purpose behind Quickstep is to move 10 feet to activate skirmish while counting as only a 5 foot step so you can still take a full round action such as full attack. Otherwise you are limited to a single standard action attack with a move action.

rydi123 wrote:


Probably wouldn't hurt to add Lightning Stance to the bonus feats list as well, unless you feel it is too powerful.

Not too powerful, I felt that while Wind Stance had synergy with Skirmish, Lightning Stance was more about retreating and less of a thematic fit. It was not balance but preference, feel free to add Lightning Stance.

rydi123 wrote:


Improved Skirmish (greater skirmish?) from C.Scoundrel (I think) is also an option that could be added to bonus feats (though it might be better used as a standard feat slot... not sure).

I only used the core Pathfinder feats and those listed with the class, I didn't look through all of the 3.5 feats. Looking at Improved Skirmish it has a Special listed that it can be selected as a Scout bonus feat and I see no reason why you shouldn't be able to select it as a bonus feat.


Personally, I'll do it a lot quicker:

Use the ranger class.
Get Vital Strike feats, as well as Wind Stance and related

There.

Maybe go as far as exchange spellcasting for trapfinding (as rogue) and a maybe a couple (maybe fixed) rogue talents (movement/stealth related talents).

You might also use the feats described above in a new ranger fighting style: "Skirmisher"

Freesword wrote:


The only addition I would (and did) make is an ability that allows the scout to move 10' with a 5' step, allowing them to use their skirmish with a full attack.

Personally, I think this completely defeats the skirmish ability's purpose. I'd certainly not allow anything even approaching this in my games.


The ability to move 10ft with a 5ft step can be pretty powerful for manouverbility in combat, so I worry a little about the dip prospects. What level does the scout gain this ability? I'd recommend 8th level, since no one will dip for 8 levels, and only then will the scout really find it useful.


Freesword wrote:
rydi123 wrote:

Looks solid to me.

Quickstep is fine, though can't you use acrobatics to do that anyway?

Acrobatics can be used to move more than 5' without provoking AoO, but still uses a move action which limits you to 1 attack. The purpose behind Quickstep is to move 10 feet to activate skirmish while counting as only a 5 foot step so you can still take a full round action such as full attack. Otherwise you are limited to a single standard action attack with a move action.

My guess is he was talking about the DC 40 'tumble' check presented in oriental adventures that allows a 5' step to cover 10 feet instead. It was one of few ways to get skirmish on a full attack in 3.5 (other than finding a way to milk extra move actions of course)

I rather like quick-step, and I'm considering stealing it from you to make high BAB required general use feat.

EDIT: Oh, and Nero, he placed it at level 12


KaeYoss wrote:

Personally, I'll do it a lot quicker:

Use the ranger class.

Scout is unique enough that it can function as its own class, both mechanically (several interesting high level abilities, paired with skirmish which is very different from a SA, unlike sudden strike), and thematically (skilled, evasive forward observer rather than pure combatant).

There were several skirmish-optimized builds that managed to get skirmish on virtually every attack, I just don't remember how they did it... I thought it was acrobatics (jump/tumble), but I apparently misremembered. And doing that isn't all that powerful btw, rogues can almost always get off sneak attacks as long as they have competent party members, while several other classes get far more damage on the whole. And a 10ft move isn't always beneficial, since it forces a character out of tactical positions, or may just be impossible due to being blocked in.

What it DOES do however, is makes archers more viable, by giving them a worthwhile damage bonus.


kyrt-ryder wrote:


My guess is he was talking about the DC 40 'tumble' check presented in oriental adventures that allows a 5' step to cover 10 feet instead. It was one of few ways to get skirmish on a full attack in 3.5 (other than finding a way to milk extra move actions of course)

I rather like quick-step, and I'm considering stealing it from you to make high BAB required general use feat.

EDIT: Oh, and Nero, he placed it at level 12

Oh. Yeah, that would be it.


rydi123 wrote:
There were several skirmish-optimized builds that managed to get skirmish on virtually every attack, I just don't remember how they did it

Well, Travel Devotion was the biggest offender.

@ KaeYoss
Please don't turn this into a "Just use this class" thread. It's a thread to ask about updating the non-core scout class. If you just want to use ranger, thats fine, but not everyone does, and they aren't going to start a thread like this if they do.

Edit: Back to topic though, I do think the 10ft step can open up alot of problems. For one, since they won't be relying as much on Rapid shot to gain multiple attacks, the class becomes more melee focused, specifically I see two-weapon builds being popular. Such an ability can really alter the real (not saying that's a bad thing really, since I like classes that favour multiple fighting styles) but being 12th level to get such a relevent ability kinda stumps me a little.

I might be inclinded to granta 1/Day use at say...4th level (so it's still not dipworthy) and build up, maybe to the point of infinate uses at higher levels. It'll allow the same flexibility, and keep the feel of the class more consistant.


You know what, why not.

Standard Rogue Power:

Hide in Plain Sight- As the shadow dancer/assassin ability.

Wilderness Rogue Powers:

Skirmish- Once you choose this power, you never benefit from sneak attack via flanking again. Instead, you deal sneak attack as long as you've moved at least 10 feet this round. (Denied dex still counts, its a little harder to get and very thematic with the skirmish concept.)

Camouflage- Add natural terrain as an option to hide in plain sight. (Must have hide in plain sight)

Agile Skirmisher- +15 feet landspeed

Freedom (Requires Agile Skirmisher)- permanent freedom of movement (EX)

Blindsense- 30 feet

Blindsight (requires blindsense) - 30 feet

Thought I'd throw it out there.


Nero24200 wrote:

I do think the 10ft step can open up alot of problems. For one, since they won't be relying as much on Rapid shot to gain multiple attacks, the class becomes more melee focused, specifically I see two-weapon builds being popular. Such an ability can really alter the real (not saying that's a bad thing really, since I like classes that favour multiple fighting styles) but being 12th level to get such a relevent ability kinda stumps me a little.

I might be inclinded to granta 1/Day use at say...4th level (so it's still not dipworthy) and build up, maybe to the point of infinate uses at higher levels. It'll allow the same flexibility, and keep the feel of the class more consistant.

Now that you mention it, dual weilders are a bit of a problem... but aren't they with SA characters too? I mean, with Adaptive Flanker, or Island of Blades stance, or even a summoned critter, SA becomes far more deadly than constant skirmish (exactly double deadly, in fact).

Hmm. Since rogues require feats to get off their constant SA, perhaps sacrificing a bonus feat to get the ability would be in order? Not sure it's really necessary though.


Nero24200 wrote:
The ability to move 10ft with a 5ft step can be pretty powerful for manouverbility in combat, so I worry a little about the dip prospects. What level does the scout gain this ability? I'd recommend 8th level, since no one will dip for 8 levels, and only then will the scout really find it useful.

You'll get no argument from me, and in fact I recommended not giving it until 8th or higher as Scouts don't get iterative attacks before then. The only reason I added it at all was to allow Scouts to use skirmish with their iterative attacks. I chose to give it at 12th for the way the progression of abilities flowed, and your point makes me more comfortable about delaying it until then.

kyrt-ryder wrote:


My guess is he was talking about the DC 40 'tumble' check presented in oriental adventures that allows a 5' step to cover 10 feet instead.

I wasn't aware of that. Still, you would need to invest two feats to have a hope of hitting that reliably (I would not allow taking 10).

----

If you don't have a use for this, don't use it. If you have a use for any or all of it, feel free to use what you like and ignore what you don't. I posted this for those who want to use the Scout class to provide a base line reference and listed the single ability I added as optional. My conversion is neither official nor definitive, it is merely an example of how one can convert this particular class.


KaeYoss wrote:

Personally, I'll do it a lot quicker:

Use the ranger class.
Get Vital Strike feats, as well as Wind Stance and related

There.

Maybe go as far as exchange spellcasting for trapfinding (as rogue) and a maybe a couple (maybe fixed) rogue talents (movement/stealth related talents).

You might also use the feats described above in a new ranger fighting style: "Skirmisher"

Not trying to say not to do this conversion. Just wanting to give a shout a KaeYoss, that looks pretty good as new fighting style. If you combined ideas, could really be a non-casting ranger that quite a few on the boards would like to see. Maybe you could start a new thread to put it together?

RPG Superstar 2012 Top 32

You might want to make the "10 foot step" class feature a bonus feat the Scout can choose at 8th level. Maybe require BAB +6, 6 or 8 ranks in Acrobatics, Dodge and Mobility. Maybe Spring Attack. It would probably be useful several other classes, like barbarians, monks, and rogues.


Nero24200 wrote:


@ KaeYoss
Please don't turn this into a "Just use this class" thread.

Too late! Everyone is forbidden from speaking of non-ranger scouts now! You heard me!

Nero24200 wrote:


It's a thread to ask about updating the non-core scout class. If you just want to use ranger, thats fine, but not everyone does, and they aren't going to start a thread like this if they do.

On the other hand, it's my opinion that the concept can now be created with the classes and feats we have, and for those who didn't know it, that is good information.

Liberty's Edge Contributor

Assuming one does want to update the Scout class, would the addition of Nimble Moves and Acrobatic Steps to the Bonus Feats list be out of line?

I've never read any guidelines for how many bonus feats are "too many" for a class, but those two feats seem to make a lot of thematic sense (as do Wind Stance and Lightning Stance).


Paris Crenshaw wrote:

Assuming one does want to update the Scout class, would the addition of Nimble Moves and Acrobatic Steps to the Bonus Feats list be out of line?

I've never read any guidelines for how many bonus feats are "too many" for a class, but those two feats seem to make a lot of thematic sense (as do Wind Stance and Lightning Stance).

I'd say the important thing is to not use too many sources.

If you use seventeen feat books as sources for bonus feats, it might be too much.

Other than that, make the lists appropriate. Stick to the core rules and a basic list of extra books and it's okay.


Paris Crenshaw wrote:

Assuming one does want to update the Scout class, would the addition of Nimble Moves and Acrobatic Steps to the Bonus Feats list be out of line?

I've never read any guidelines for how many bonus feats are "too many" for a class, but those two feats seem to make a lot of thematic sense (as do Wind Stance and Lightning Stance).

They wouldn't be out of line, and in fact I considered adding them myself.

The reason I didn't is that the 6th level ability Flawless Stride makes them pretty much redundant.
Flawless Stride wrote:


Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

When you can effectively ignore all rough terrain, what use do you have for a feat that lest you ignore n feet of it.

KaeYoss wrote:


If you use seventeen feat books as sources for bonus feats, it might be too much.

Other than that, make the lists appropriate. Stick to the core rules and a basic list of extra books and it's okay.

Very good advice. You don't need to actively seek out additions to the bonus feat list. Some supplements will note that certain feats should be added to bonus feat lists for certain classes. Beyond those, seriously look at any feat you are considering adding and ask yourself "If this feat were available to the person who created this class, would they have considered it an obvious bonus feat or a maybe?" If the answer is not that it is an obvious choice, then it probably doesn't need to be a bonus feat. The more you have to justify adding a feat to the bonus feat list, the less likely it belongs on that list.

Liberty's Edge Contributor

Freesword wrote:


They wouldn't be out of line, and in fact I considered adding them myself.
The reason I didn't is that the 6th level ability Flawless Stride makes them pretty much redundant.

Oh, yeah. Good point. I wasn't paying attention.


rydi123 wrote:


Now that you mention it, dual weilders are a bit of a problem... but aren't they with SA characters too? I mean, with Adaptive Flanker, or Island of Blades stance, or even a summoned critter, SA becomes far more deadly than constant skirmish (exactly double deadly, in fact).

I don't really have an issue with duel weilders, it's just you won't see them until you get this ability. I can see it resulting it quite a few scouts who use a bow, then suddenly just "switch" once they reach a certain level.

I wouldn't mind such an ability, but I surgested a lower-level limited-use alternative so that the feel is still the same, so that if someone does use two weapons, it'll most likely happen at lower levels too.


Minor thought:
My preference re: enabling a full attack action while moving 10',
would be to NOT treat it as a 5' Step for purposes of AoO avoidance.
Or at the least, make that aspect kick in at a higher level.

Actually, the class could probably use something like "Rogue Tricks".
Thpe more mobility-orientated Rogue Tricks could probably work fine, but work up a few more catering especially to Scouts. The 10' Step thing (in different tiers, as explained above) could be part o this feature (with level requirements).

/my2cents

EDIT:
of course, the only way to decide the issue is run yours against Kae Yoss' ranger scout, deathmatch-style ;-)


Nero24200 wrote:
rydi123 wrote:


Now that you mention it, dual weilders are a bit of a problem... but aren't they with SA characters too? I mean, with Adaptive Flanker, or Island of Blades stance, or even a summoned critter, SA becomes far more deadly than constant skirmish (exactly double deadly, in fact).

I don't really have an issue with duel weilders, it's just you won't see them until you get this ability. I can see it resulting it quite a few scouts who use a bow, then suddenly just "switch" once they reach a certain level.

I wouldn't mind such an ability, but I surgested a lower-level limited-use alternative so that the feel is still the same, so that if someone does use two weapons, it'll most likely happen at lower levels too.

They wouldn't be applying skirmish to multiple attacks with a bow until they get this ability either. Both rapid shot and manyshot are full round actions, and in the case of many shot the extra damage would only apply once if it considered precision based damage.

The worst case that I can see is building up the feat tree before this ability allows you to combine skirmish with multiple attacks in a "pay now, power later" scenario where the feats aren't used until they can be combined with skirmish.


The only way I would allow a new, Pathfinderized Skirmish ability is if it specifically stated that a single character may not gain extra damage dice from skirmish more than once per round. Period. This way the class wouldn't break multiple spells and magic items, let alone any future class abilities people might want to create for future classes.


Loopy wrote:
The only way I would allow a new, Pathfinderized Skirmish ability is if it specifically stated that a single character may not gain extra damage dice from skirmish more than once per round. Period. This way the class wouldn't break multiple spells and magic items, let alone any future class abilities people might want to create for future classes.

So... you rule that a single character can only gain sneak attack damage dice once per round?

Lets add this up shall we Loopy?

Legitimate Targets (targets physically vulnerable):
Sneak attack = Skirmish

Applicable Situations

Sneak Attack (Flanking, Denied Dex, Balancing...) vs Skirmish (any time you move at least 10 feet in a round.)

Damage:
average 1d6/2 levels sneak attack

average 1d6/4 levels skirmish

Oh, and just to add one more vicious point.

Number of times per round without expending special effort and resources to make it happen:
Skirmish- once
Sneak Attack- as many times as you have attacks that apply.

All in all, I'd say if a character is willing to spend the resources necessary to gain multiple skirmish per round, then he deserves it.

Dark Archive

One of my players is a scout so i'm very interested in this topic.

So far we decided to improve skirmish ability from 1/4 levels to 1/3 levels which adds a couple of D6 at 20th level.
I also added freely the feats vital strikes at lvl 6 Improved Vital stike lvl 11 and Greater Vital strike at level 16.

The rest is unchanged.

Of course I understand that it makes dual wielding and/or full attacks completely pointless...

the quickstep option is something to consider probably. I would think that it would still provoke AoO if you move further than 5'.

Also pick that idea of 1/day + (Dex bonus) at 3rd or 4th level + 1 every level until level 12 where it could be done an infinte number of times.


Honestly, I don't think the Scout class needs much updating. It's pretty well in line with the PF core classes power wise. I think adding Fleet to it's Bonus Feat list. Update Agile to Agile Maneuvers. I'll grant it doesn't have a capstone ability as such, just 3 bonus's at 20th.

I kind of like the 10-foot thing, but, it's also doable without a class ability or a feat, just using Acrobatics (granted, very hard). I think maybe a Scout Prestige class that could do it easier would be more appropriate for that as a class feature.


mdt wrote:
Honestly, I don't think the Scout class needs much updating. It's pretty well in line with the PF core classes power wise. I think adding Fleet to it's Bonus Feat list. Update Agile to Agile Maneuvers. I'll grant it doesn't have a capstone ability as such, just 3 bonus's at 20th.

Since they already get fast movement (twice, adding 10 feet each time), doesn't adding Fleet as a bonus feat seem a little redundant? That's the only reason I didn't add it.

As for updating Agile to Agile Maneuvers, they are two completely different feats. One, Agile (which was obsoleted by the skill consolidation), is a +2 to two skills, the other, Agile Maneuvers applies Dex instead of Str to CMB. You could add Agile Maneuvers but it is hardly an update to Agile. (I'm nitpicking your choice of the word update. I apologize for being in a bit of a critical mood as I write this.)

mdt wrote:
I kind of like the 10-foot thing, but, it's also doable without a class ability or a feat, just using Acrobatics (granted, very hard).

That use of the Acrobatics skill is not in the core rules and is not exactly common knowledge only being referenced in Oriental Adventures to my knowledge. I'm not saying it is invalid, merely that it is relatively obscure and not commonly known or used.


Freesword wrote:
mdt wrote:
Honestly, I don't think the Scout class needs much updating. It's pretty well in line with the PF core classes power wise. I think adding Fleet to it's Bonus Feat list. Update Agile to Agile Maneuvers. I'll grant it doesn't have a capstone ability as such, just 3 bonus's at 20th.

Since they already get fast movement (twice, adding 10 feet each time), doesn't adding Fleet as a bonus feat seem a little redundant? That's the only reason I didn't add it.

A little redundant, but they could take it as a non-bonus feat anyway. And it's in theme. I'd say to add in Nimble Moves and Acrobatic Steps because they are in theme, but those are completely erased by a class feature. I even thought about Self Sufficient, but they don't get heal as a class skill (which I really kind of feel they should, the lone scout healing him/herself), but they already get tons of them, and can take that one as a regular feat anyway.

Freesword wrote:


As for updating Agile to Agile Maneuvers, they are two completely different feats. One, Agile (which was obsoleted by the skill consolidation), is a +2 to two skills, the other, Agile Maneuvers applies Dex instead of Str to CMB. You could add Agile Maneuvers but it is hardly an update to Agile. (I'm nitpicking your choice of the word update. I apologize for being in a bit of a critical mood as I write this.)

Not at all, it was a poor choice of wording. What I really meant was 'Update Agile with Agile Maneuvers', with, not to. Since Agile goes away, it needs something to replace it, and Agile Maneuvers is a good option.

Freesword wrote:


mdt wrote:
I kind of like the 10-foot thing, but, it's also doable without a class ability or a feat, just using Acrobatics (granted, very hard).
That use of the Acrobatics skill is not in the core rules and is not exactly common knowledge only being referenced in Oriental Adventures to my knowledge. I'm not saying it is invalid, merely that it is relatively obscure and not commonly known or used.

True,

I had forgot it was not core. I still think a prestige class would be more appropriate, honestly. That's a powerful ability for any class, maybe a capstone ability or prestige class ability. I honestly wish there were good prestige classes for the scout, but I have yet to run into one that I like.


mdt wrote:
I still think a prestige class would be more appropriate, honestly. That's a powerful ability for any class, maybe a capstone ability or prestige class ability. I honestly wish there were good prestige classes for the scout, but I have yet to run into one that I like.

Yes, it is a powerful ability. That is why I have it as class feature of only one class and recommend it not be available below 8th (and personally have it at 12th). If you want to use it for a capstone that works just as well. The idea is to keep it primarily as an enabling factor for another ability of the class. As long as it isn't too easily accessible to other classes by dipping a few levels of scout and you consider it level appropriate compared to what other classes get it should be balanced. It is however an option and not one you have to use.

Your prestige class idea is not a bad option either and I agree there is a shortage of good prestige classes for the scout.


Freesword wrote:
mdt wrote:
I still think a prestige class would be more appropriate, honestly. That's a powerful ability for any class, maybe a capstone ability or prestige class ability. I honestly wish there were good prestige classes for the scout, but I have yet to run into one that I like.

Yes, it is a powerful ability. That is why I have it as class feature of only one class and recommend it not be available below 8th (and personally have it at 12th). If you want to use it for a capstone that works just as well. The idea is to keep it primarily as an enabling factor for another ability of the class. As long as it isn't too easily accessible to other classes by dipping a few levels of scout and you consider it level appropriate compared to what other classes get it should be balanced. It is however an option and not one you have to use.

Your prestige class idea is not a bad option either and I agree there is a shortage of good prestige classes for the scout.

A decent little 5 level prestige class, with that as the capstone, which can be qualified for at say, 8th level (which makes a 14th level ability). Something that continues to boost the Skirmish ability, and grants a few other class features, but the big feature is the 10 foot move. Hmmm, I may try to work one up.


I've cheated, and made a "skirmish" ranger combat style for +1d6/+1 skirmish for each combat style feat you get in it. Then I added some higher-level "ranger talents" so you could pick up blindense, etc. Because really, the only scouts I saw in 3.5 were multiclassed ranger/scouts with the Swift Hunter feat.


kyrt-ryder wrote:
Loopy wrote:
The only way I would allow a new, Pathfinderized Skirmish ability is if it specifically stated that a single character may not gain extra damage dice from skirmish more than once per round. Period. This way the class wouldn't break multiple spells and magic items, let alone any future class abilities people might want to create for future classes.

So... you rule that a single character can only gain sneak attack damage dice once per round?

Lets add this up shall we Loopy?

Legitimate Targets (targets physically vulnerable):
Sneak attack = Skirmish

Applicable Situations

Sneak Attack (Flanking, Denied Dex, Balancing...) vs Skirmish (any time you move at least 10 feet in a round.)

Damage:
average 1d6/2 levels sneak attack

average 1d6/4 levels skirmish

Oh, and just to add one more vicious point.

Number of times per round without expending special effort and resources to make it happen:
Skirmish- once
Sneak Attack- as many times as you have attacks that apply.

All in all, I'd say if a character is willing to spend the resources necessary to gain multiple skirmish per round, then he deserves it.

Okay, let's put it this way.

New Rogue Talent - Skirmish: Whenever you move 10 feet or more in one round, you gain +1 dodge bonus. Additionally, you may gain your sneak attack dice for up to one attack as long as you have moved at least ten feet that round.

New Rogue Talent - Scout: Gain +5' movement while in light or no armor.

New Rogue Advanced Talent - Greater Skirmish: Increase the dodge bonus from Skirmish by +1. Additionally, you may gain your sneak attack dice for up to two attacks as long as you have moved at least ten feat that round.

Feat - Improved Skirmish: Improve the dodge bonus from Skirmish by an additional +1.

Feat - Supreme Skirmish: Improve the dodge bonus from Greater Skirmish by an additional +1.

So for 3 rogue talents and 3 feats, get skirmish twice per round, +10' movement and +4 ac while running around in light armor. Movement increases are easy to get. Maybe also multiclass a few levels of Ranger or Paladin to round the character out.


Loopy wrote:
kyrt-ryder wrote:
Loopy wrote:
The only way I would allow a new, Pathfinderized Skirmish ability is if it specifically stated that a single character may not gain extra damage dice from skirmish more than once per round. Period. This way the class wouldn't break multiple spells and magic items, let alone any future class abilities people might want to create for future classes.

So... you rule that a single character can only gain sneak attack damage dice once per round?

Lets add this up shall we Loopy?

Legitimate Targets (targets physically vulnerable):
Sneak attack = Skirmish

Applicable Situations

Sneak Attack (Flanking, Denied Dex, Balancing...) vs Skirmish (any time you move at least 10 feet in a round.)

Damage:
average 1d6/2 levels sneak attack

average 1d6/4 levels skirmish

Oh, and just to add one more vicious point.

Number of times per round without expending special effort and resources to make it happen:
Skirmish- once
Sneak Attack- as many times as you have attacks that apply.

All in all, I'd say if a character is willing to spend the resources necessary to gain multiple skirmish per round, then he deserves it.

Okay, let's put it this way.

New Rogue Talent - Skirmish: Whenever you move 10 feet or more in one round, you gain +1 dodge bonus. Additionally, you may gain your sneak attack dice for up to one attack as long as you have moved at least ten feet that round.

New Rogue Talent - Scout: Gain +5' movement while in light or no armor.

New Rogue Advanced Talent - Greater Skirmish: Increase the dodge bonus from Skirmish by +1. Additionally, you may gain your sneak attack dice for up to two attacks as long as you have moved at least ten feat that round.

Feat - Improved Skirmish: Improve the dodge bonus from Skirmish by an additional +1.

Feat - Supreme Skirmish: Improve the dodge bonus from Greater Skirmish by an additional +1.

So for 3 rogue talents and 3 feats, get...

Or... this...

New Rogue Talent - Skirmish: Whenever you move 10 feet or more in one round, you deal 1/2 your sneak attack dice on any attack(s) you make if you normally would be unable to do so. (Situation does not qualify, immunities, etc)

New Rogue Talent - Improved Skirmish: Skirmish Dice now stack with sneak attack dice when both apply (Sneak attack goes off after having moved at least 10 feet, roll 1.5* normal sneak attack dice)


That's a pretty cool one too.

RPG Superstar 2012 Top 32

I don't think the Scout class really needs to be updated much. All it really needs is the skill list altered and the list of bonus feats rounded out.

10 foot step would be nice capstone ability at 20th, but they get a lot already there (blindsight, a bonus feat, and +1 to init and fort saves).

I played one from level 1 to around level 13 or so, and for most of its career, that character was the primary tank....in a party with an aristocrat/bard, a wizard/truenamer, and a cohort rogue/cleric. Eventually, we also got ourselves a paladin.

Grand Lodge

I play in a game with a scout (3.5) and the scout has been nothing but a thorn in the DMs side. The movement and skirmish damage has proven too much for the DM to handle and I think its beginning to annoy him. Adding in things like a quiver of elhona and a wizard in the party with craft arms and armor, the scouts bow does some serious damage in most situations.

Hes not a very experienced DM either so I'm often reminding him about things like soft cover, wind conditions, and concealment from poor visibility affecting ranged attacks. (although this is alienating the scout player who seems to think I'm picking on him.) Personally I would suggest he put in more opponents that are immune to sneak attack/skirmish or more spellcasters or locations that restrict movement, but so far we have been fighting mostly yuan-ti, humanoids, and magical beasts (owlbears and werewolves in the last two encounters).

My only suggestion for converting the scout would be to remove the bonus feats at 4, 8, 12, 16, and 20 and instead replace them with some of the rogue talents suggested above (and a capstone ability at 20). This would make the class more specialised and easier to control as new feats can add a bit too much power to some classes.

Since Skirmish is like sneak attack, the restrictions lifted on Pathfinder sneak attack would further inflate the power of the skirmish ability so I wouldnt increase the progression at all.

I dont like the idea of the 10ft move + full attack because this would only inflate the problems with the scout. The scout has enough power to put it on par with most classes through a single attack.


Quijenoth wrote:
The scout has enough power to put it on par with most classes through a single attack.

Errr... no, no it doesn't. Scouts win the "who does the most damage in a single standard action" battle against other medium-BAB non-spellcasting classes, but that's it. Full BAB characters will outdo him with class features (Smite) and feats (Vital Strike). Spellcasters dramatically outdo him with spells, even with damage-dealing spells being the least optimal of all the spell choices they could make.

When you're talking about damage done over an entire round, scouts lose out to just about everyone, unless they get to full-attack.

Liberty's Edge

I wouldn't be doing my job if I didn't mention this ... :)

There is a new Pathfinder Ranger variant in the new issue of Kobold Quarterly (issue 11) that comes out sometime later this month which might work for those that are looking for a Scout type of feel.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Well it needs to get issued already, for I am impatient and demanding! XD

Grand Lodge

Zurai wrote:
Quijenoth wrote:
The scout has enough power to put it on par with most classes through a single attack.

Errr... no, no it doesn't. Scouts win the "who does the most damage in a single standard action" battle against other medium-BAB non-spellcasting classes, but that's it. Full BAB characters will outdo him with class features (Smite) and feats (Vital Strike). Spellcasters dramatically outdo him with spells, even with damage-dealing spells being the least optimal of all the spell choices they could make.

When you're talking about damage done over an entire round, scouts lose out to just about everyone, unless they get to full-attack.

I fail to see how a scout cannot outdamage a fighter ranger or paladin with skirmish. Lets make it clear that I was comparing the scout to the pathfinder classes not against them meaning that I think they are well balanced to those classes already without modification while vastly superior to their 3.5 counterparts.

But, since your comparing smite evil from pathfinder, a 20th level paladin can deal an extra 20 or 40 points of damage per attack, while a skirmish can do an average 15 possible 30 (ignoring base weapon damage). Vital strike works for the scout as well as any medium BAB class. This comparison becomes blurred when you consider allowable targets. As for spellcasters I wont argue this since we both know spells are far more limited per day compared to weapons.

The point your missing here is the scout class as a whole is superior not just for its single attack damage but also in its versatility on viable targets and on maneuverability.

Smite is effective against one evil aligned target only (and dependent on uses per day) while skirmish works on any creature that can be sneak attacked and is usable every round. The target doesnt even have to be denied dex to feel the full force of a skirmish attack.

The scout also has freedom to avoid retaliation while dealing skirmish damage, this is not possible for most classes who have to get within harms way to use their extra damage abilities (spellcasters excluded) and this is the main reason why I find the scout powerful and unbalanced. As long as they have room to move they can stay out of melee and yet deal an extra 5d6 damage every round.

I would hate to see scouts gaining the ability to deal +5d6 damage 3 times per round (or more with haste) witout fear of reprisal, I reminds me of the old White Dwarf Archer class from 1st edition AD&D way back in the day that used to dominate most games shortly before 2nd edition came out.


Quijenoth wrote:
The scout also has freedom to avoid retaliation while dealing skirmish damage, this is not possible for most classes who have to get within harms way to use their extra damage abilities (spellcasters excluded) and this is the main reason why I find the scout powerful and unbalanced. As long as they have room to move they can stay out of melee and yet deal an extra 5d6 damage every round.

Paladins can smite with a longbow. Fighters can get weapon training, weapon specialization, and so on with a longbow. Rangers get their bonuses with a longbow. Even rogues can get their sneak attack with bows, although that requires them to attack from stealth or be invisible. Barbarians are about the only physical combat class that isn't really very compatible with ranged attacks, although I suppose they could use throwing weapons.


Zurai wrote:
Quijenoth wrote:
The scout also has freedom to avoid retaliation while dealing skirmish damage, this is not possible for most classes who have to get within harms way to use their extra damage abilities (spellcasters excluded) and this is the main reason why I find the scout powerful and unbalanced. As long as they have room to move they can stay out of melee and yet deal an extra 5d6 damage every round.
Paladins can smite with a longbow. Fighters can get weapon training, weapon specialization, and so on with a longbow. Rangers get their bonuses with a longbow. Even rogues can get their sneak attack with bows, although that requires them to attack from stealth or be invisible. Barbarians are about the only physical combat class that isn't really very compatible with ranged attacks, although I suppose they could use throwing weapons.

Compound bows with +8 or +9 str requirement for when they rage, and a smaller compound bow for when they aren't. Gives them a huge bonus on damage with the bow.


Yeah, though that gets expensive if you want them to be magical.

On the other hand, that's a poster child for higher-enchantment magic arrows (see other thread for that whole debate).

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

The only changes i'd consider for the scout would be:
skills to bring in line with PF (as discussed above)
upgrade HD to d10 (in line with other PF class changes)
Give him a good/fighter BAB

His biggest priblem is his primary ability - Skirmish. This is a very limited ability - there is a caveat that limits what can be targeted (not undead, constructs etc) and you do need to move 10', this limits him to one attack a round - no full attacks. He needs something like the dhervish dance. An ability limited to a number of uses per day (like, say smite) that gives him the ability to move during a full attack - doesn't need to kick in until level 6 (with fighter BAB)or 8 (with rogue BAB). Perhaps increasing uses as so (I assume fighter BAB)..

Level 6 - 1/day
Level 8 - 2/day
Level 10 - 3/day etc

Or like the bard and barbarian - simply add to skirmish something like: A character can skirmish for 6 rounds per day +2/level above first. Rounds need not be consecutive. During this time a character can move up to his full movement and attack at any point in that movement, If he has a high enough BAB he can make multiple attacks at any point in the round but MUST move at least 10' between each such attack.

For some balance it's worth noting there is no protection against Attacks of Opportunity so the dance could be inherintly dangerous.

Could be open to multiclass abuse - paladin or barbarian with a few levels of scout to get that movement in combat but you still give up the benefits of non-multiclassing so ...


Cat-thulhu wrote:


His biggest priblem is his primary ability - Skirmish. This is a very limited ability - there is a caveat that limits what can be targeted (not undead, constructs etc) and you do need to move 10', this limits him to one attack a round - no full attacks.

I totally forgot about that it has the limitations from the old sneak attack listed. I had just assumed it working on anything you can sneak attack. I'll have to update it so it works on anything that you can apply sneak attack damage to.

Thanks for pointing that out.


The Scout class is a combination of three separate core classes; The Ranger, the Rogue, and the Monk. It was created for use in 3rd Edition to add flavor to the DM's game world. In a lot of respects, the Scout is a lot like the class that preceeds it in the Complete Adventurer, the Ninja. It works well in games based in 3rd and 3.5, but is very difficult to convert to the Pathfinder system, as I have learned because I am playing one in a Play by Post game on here. The Skirmish ability that the Scout has is not really like a Sneak Attack like the Rogue gets because it was designed to add additional damage to targets that are in the Scout's line of attack, whereas Sneak Attack only works against a Single opponent.

Skirmish also adds to the Scout's AC, thus making it more difficult to hit them. Also, it doesn't gain multiple attacks until later, as all D&D and Pathfinder Characters do.

The feats that the Scout gets are listed in the Complete Adventurer, but feats from other books, like the Players Handbook for example, can be selected if they make sense with what the player's character concept is. And BTW, Skirmish only works with MELEE WEAPONS, not RANGED WEAPONS.


Brian Leichty wrote:
And BTW, Skirmish only works with MELEE WEAPONS, not RANGED WEAPONS.

Uh, no, wrong. Nowhere is the word "melee weapon" even mentioned in the Scout class entry. In fact, it explicitly says "Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet".


Brian Leichty wrote:
It works well in games based in 3rd and 3.5, but is very difficult to convert to the Pathfinder system, as I have learned because I am playing one in a Play by Post game on here. The Skirmish ability that the Scout has is not really like a Sneak Attack like the Rogue gets because it was designed to add additional damage to targets that are in the Scout's line of attack, whereas Sneak Attack only works against a Single opponent.

Nothing in the description of the skirmish ability in Complete Adventurer mentions anything about the scout's "line of attack". Where are you getting this from?

Brian Leichty wrote:


And BTW, Skirmish only works with MELEE WEAPONS, not RANGED WEAPONS.

I don't know what rules you are using, but the description of the skirmish ability in Complete Adventurer clearly states:

Complete Adventurer wrote:
Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

Are you sure you aren't confusing the Scout class from Complete Adventurer with one from another source or possibly some DM's house rules?


Zurai wrote:
Brian Leichty wrote:
And BTW, Skirmish only works with MELEE WEAPONS, not RANGED WEAPONS.
Uh, no, wrong. Nowhere is the word "melee weapon" even mentioned in the Scout class entry. In fact, it explicitly says "Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet".

The book says,"She deals an extra 1d6 of damage on ALL attacks she makes during any round in which she moves at least 10 feet."

It says that the damage can be APPLIED with ranged weapons, but only if the target is within 30 feet of the person with the ranged weapon. There are lots of different ranged weapons, and they all have different ranges, but how often are you going to be using a ranged weapon. More often than not, you'll be using a Melee weapon of some sort.

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