What are some of the best scouting classes?


Advice

51 to 93 of 93 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Scouting is more than just hiding. Scouting is about gathering information and spotting potential threats to the party. Your whole premises about the druid being the best scout is based on the fact he can change his shape and appear as something else. Well a druid is not the only thing that can change his shape and a good scout needs to be able to indentify his opponents. What happens when the wild shaped druid encounter something in another form?

I also never said druid sucks I think druids are one of the most versatile classes in the game. I would say they make a good scout, but not the best scout. A druid can fill just about any role in the game and do a good job at it. But that does not mean they are the best at everything. For example a druid has decent blast spells, but a Wizard/Sorcerer is going to be a better blaster. I would say a druid is usually the second or third best at almost anything except for maybe social skills.


Druid:

High wisdom and perception as a class skill= good perception

Scent, blindsense, and tracking= obscene perceptions.

Good skill points per level are enough to cover a scouts job.

NEVER scout alone... take your animal companion with you. If something hits the fan a druid and an AC can solo many encounters, or at least last long enough for the party to get there.

The best tactical movements in the game available all day, every day (flight, earthglide)

You can use teamwork feats on your own character.

Even IF people see you they may no raise an alert. People call the guards when they see someone sneaking into the kitchens. When they see a rat they get a broom.

The best long term stealth rolls in the game: the +'s from being small or tiny will more than even out whats usually a rogues better dex. Wildshape lasts longer than a wizards invisibility.

If you don't want to waste wildshapes telling the party whats ahead, get Wild Speech.

The versatility means that you can be quite powerful even while not scouting.


There's a difference between scouting and spying. Druids aren't the best spies, but they are the best scouts. Bards and Inquisitors may be able to go places Druids have difficulty, but where druids can go they can go practically without risk, and they can go anywhere one might possibly find mice or pigeons or hawks or bats.

When you find an inquisitor in your fortress you call for your guards. When you find a druid in your fortress you call for a ratcatcher. It is far easier for a druid to evade a ratcatcheer than for an inquisitor to evade several guards.

For monster ID problems it might be a good idea to take Profession: Sketch Artist. Let the wizard do the identification when you get back to the group.

Grand Lodge

Barry Armstrong wrote:
blackbloodtroll wrote:

Well, I've done all I can, and provided the class that does all that was asked for. At least, I believe so.

Perhaps a bullet point list of wanted abilities?

I'm actually quite intrigued by your Inquisitor concept. I may have to try to build it and then build a similar Bard concept and compare/contrast for which has more tools/utility for scouting.

Yeah. Best scout. The massive Perception, and Sense Motive, the Detect Alignment at will, Detect Magic, access to the Find Traps spell, See Invisibility spell, and the Zone of Truth ability.

You will know where every one is, what alignment they are, what their intentions are, where the Traps are, where the treasure is, where the secret doors are, who is telling the truth, and the ability to Track down anyone. All the time being invisible and undetectable to all but the powerful Dragons.


There is definitely a need to define the differences between "scouting", "spying" and "divining." They don't actually all mean the same thing, in spite of a slew of comments that seem determined to conflate them.


blackbloodtroll wrote:
Barry Armstrong wrote:
blackbloodtroll wrote:

Well, I've done all I can, and provided the class that does all that was asked for. At least, I believe so.

Perhaps a bullet point list of wanted abilities?

I'm actually quite intrigued by your Inquisitor concept. I may have to try to build it and then build a similar Bard concept and compare/contrast for which has more tools/utility for scouting.

Yeah. Best scout. The massive Perception, and Sense Motive, the Detect Alignment at will, Detect Magic, access to the Find Traps spell, See Invisibility spell, and the Zone of Truth ability.

You will know where every one is, what alignment they are, what their intentions are, where the Traps are, where the treasure is, where the secret doors are, who is telling the truth, and the ability to Track down anyone. All the time being invisible and undetectable to all but the powerful Dragons.

I'm not arguing the optimized skillset. I'm quite sure the Inquisitor built the right way would be more EFFECTIVE. (Plus, I've never played an Inquisitor of any variety to 20).

I'd be interested in comparison/contrast for fun/playstyle purposes. I see Bard as the charming, loquacious one who you can't resist telling the secrets to, and the Inquisitor as the one who threatens you into it or else. Oh, and by the way, if you lie, I'll even make your afterlife more painful.

For me, fun factor will always trump optimized DPR, action economy, and minmaxxed abilities.


1 person marked this as a favorite.
Adamantine Dragon wrote:
There is definitely a need to define the differences between "scouting", "spying" and "divining." They don't actually all mean the same thing, in spite of a slew of comments that seem determined to conflate them.

Yeah, that's why I broke down my first post into the "wants" of any scout into more simple terms.

A scout ranges ahead, finds out what's coming, and either neutralizes the threat, disables the trap, or warns the party so they are never caught unawares.

So he wants:

- Utility (adapt to any situation/environment)
- Stealth (remain unseen to give allies the advantage)
- Mobility (used to range/close on party/enemies as needed)
- Perception (detecting the enemy's strength/number/capabilities)
- Information Gathering (identifying the threats)
- Information Transfer (warning your party for preparation)

Again, I name Bard and Inquisitor the ones who naturally come by these five traits, and Ranger is close behind, but needs a bit more work to get there.

Grand Lodge

Barry Armstrong wrote:


I'm not arguing the optimized skillset. I'm quite sure the Inquisitor built the right way would be more EFFECTIVE. (Plus, I've never played an Inquisitor of any variety to 20).

I'd be interested in comparison/contrast for fun/playstyle purposes. I see Bard as the charming, loquacious one who you can't resist telling the secrets to, and the Inquisitor as the one who threatens you into it or else. Oh, and by the way, if you lie, I'll even make your afterlife more painful.

For me, fun factor will always trump optimized DPR, action economy, and minmaxxed abilities.

Oh, I am currently playing a similar built Inquisitor, and I love it.

My current Bluff and Intimidate is some where in the 30's, and when it comes to lying, and instilling fear, I make my fellow Bard jealous. Especially with a 3 charisma.
I tend to play it like a Bene Gesserit Reverend Mother using "the Voice" to convince others that my lies are truth.

The ability to scout ahead, and diffuse situations through lies and deceit, helping my fellow players pump, and catch the enemy off-guard, or convince the enemy we are friends has been a ball.


Planar Bound Succubus. she can hide, perceive, identify, and even negotiate. adding the Young template adds more scouting related goodies.


Indeed. I bet you do make the Bard jealous. When I played a Bard in a campaign WITH an inquisitor, she was the only one able to compete with me in Bluff/Sense Motive checks.

I'd still love to see a side-by-side scout build and have some of my players test them.


Spellcasters make the best scouts, bar none. Divinations for scouting, illusions for stealth, transmutations and teleportation for movement.

Now, this was written for D&D 3E and is based around the abilities classes had in that edition as well as the supplemental rules found in it, but I think it is still a great read just to learn the fundamentals of scouting in the d20 system.

A Guide to Proper Scouting


oracle(juju) make lich bird to scout also good in battle at 20th lvl imagine 100's of lich birds flying around using paralyzing touch on enemies. I need to make this as a PC.


To me the role of a scout is to be able to move ahead of the party and identify and gather information about threats and obstacles the party will encounter, while remaining undetected by those same threats and obstacles. They need to be able to navigate different terrains and settings. They also need to be able to operate alone and survive in order to report back to the party. They should also be able to track someone.

Grand Lodge

In addition to Track, the Inquisitor has access to the Bloodhound spell, which gives you Scent.


2 people marked this as a favorite.
StreamOfTheSky wrote:
Spellcasters make the best scouts, bar none. Divinations for scouting, illusions for stealth, transmutations and teleportation for movement.

That's completely reliant upon magic, though. I'd rather go with a class that has a healthy fusion of magic and non-magic abilities. Otherwise, the "magical scout" has too many weaknesses. If I'm going to scout out the evil magician's tower, I'd assume he has some kind of magical protections up. If you walk through an antimagic field, you're screwed.

A Bard, Inquisitor, or Ranger isn't rendered entirely helpless here. I'd rather not have such a glaring "I lose" button.


Barry Armstrong wrote:
StreamOfTheSky wrote:
Spellcasters make the best scouts, bar none. Divinations for scouting, illusions for stealth, transmutations and teleportation for movement.

That's completely reliant upon magic, though. I'd rather go with a class that has a healthy fusion of magic and non-magic abilities. Otherwise, the "magical scout" has too many weaknesses. If I'm going to scout out the evil magician's tower, I'd assume he has some kind of magical protections up. If you walk through an antimagic field, you're screwed.

A Bard, Inquisitor, or Ranger isn't rendered entirely helpless here. I'd rather not have such a glaring "I lose" button.

Not only that but someone relying on only spells is a limited duration scout. Invisibility is great till the duration runs out. same for any other spell. Reliance on only magic or only mundane is a weakness, you need to blend them so they complement each other.

The spell true seeing for example detects any magical form of hiding including invisibility and shape changing, but not someone hiding using stealth. This spell is on almost all the spell lists so is fairly common at higher levels.

Wizards, sorcerers and witches make poor scouts because for the most part if they are alone and detected by anything even close to a level appropriate creature alone they are usually toast. Clerics and oracles usually do not have the appropriate spells anyways so make really bad scouts. A magus or a summoner will probably be able to handle themselves if they are detected. But all of the classes above lack perception, stealth or survival as class skills. One skill can be overcome with a trait or skill focus but three is stretching it a bit much. An alchemist does not have stealth, climb or swim as class skills. A druid does not have stealth but can wild shape will usually take care of being detected. A bard lacks survival and swim. An inquisitor has all the class skills and a spell list with a lot detection and avoidance spells.

Probably the three best classes for a scout are going to be Inquisitor, Druid and Bard. Overall the inquisitor is going to be a little better if he is built for a scout. His biggest weakness is limited number of spells so if he makes poor choices he can cripple himself as a scout. The druid is the opposite of this as a divine caster he has his whole list available but has to memorize the right spells. The bard will do better in an urban environment, but will not be as good in a wilderness.


If you want your druid to be the best scout possible, invest in UMD and get some magic items to allow casting non-druid spells that are great for scouting.

The party my druid is in also has a rogue. When it comes time to scout outdoors the rogue doesn't even get off his butt. When it comes time to scout indoors, we usually do it together.


Quote:

Dex isn't a primary ability for Monks. It's barely tertiary, considering they get almost all the benefits of Dex from boosting Wis instead.

You can build a Monk to be a good scout, but Dex-based monks suck in combat, so you better make sure you get a lot of fun from being the stealthy dude who doesn't contribute in any other way.

With a +1 Amulet of Mighty Fist with Agile ability Dex si your primary atribute, closely followed by Wis. You don't need strenght for anything but taking power attack...

Scarab Sages

Ciaran Barnes wrote:

Anyone with perception and stealth as class skills can do it. Anyone who can increase their bonus with good ability scores, feats, racial features, magic, etc. will do it better.

This.

Anybody with stealth and perception as a class skill and skill points spent.

Heck, a tiefling wizard using traits to pick up the class skills can scout. He also has the skill points to match most rogues.

Scarab Sages

BigNorseWolf wrote:


The best long term stealth rolls in the game: the +'s from being small or tiny will more than even out whats usually a rogues better dex. Wildshape lasts longer than a wizards invisibility.

Druids make good scouts, but small size is not class specific. Any build converting dex to damage will benefit from small size, and likely have the means to achieve it.


Druids can get smaller than "Small" which is where they really make great scouts (tiny birds or rats don't attract much attention in many places - yet a druid in such a form w/natural spell can more than hold their own and likely get away and live to tell about it should they encounter any difficulty. Heck if they do get found they can wild shape into a large (or bigger) creature and potentially fight their way out.

Later Druids gets Thousand Faces which means they are fantastic at urban style infiltration and scouting. (at-will alter self to look like anyone with the option to always use wild shape to really disappear) Plus lots of useful spells and skills. Oh an likely an animal companion to help track and find things...

Silver Crusade

Here is my fletching Shadow Sorcerer

Shadow Man:
11th level fletchling infiltrator Sorcerer “The Shadowman”
Str: 7
Dex: 20
Con: 12
Int: 12
Wis: 12
Cha: 24

HP: 11d6 + 11

AC: 17

Touch: 17

Flat: 12

Spd: 30ft

Init: + 5

Fort: + 8 (+13 vs Traps)

Ref: + 13 (+18 vs Traps)

Will: + 13 (+18 vs Traps)

Traits: Eyes and Ears of the City, Gold Finger

Feats: Light Armor Proficiency, Skill Focus (Stealth), Stealthy, Weapon Finesse (Touch Spells), Silent Spell, Skill Focus (Perception), Arcane Blast

Racial “Fletchling”: Native Outsider, Darkvision 120, Low-light vision, Skilled, Shadow Blending, Shadowy Resistance, Spell-like abilities.

Sorcerer “Shadow Bloodline”: Class Skill (Stealth), Bonus Spells “Ray of Enfeeblement, Darkvision, Deeper Darkness, Shadow Conjuration, Shadow Evocation”, Eschew Materials, Cantrips, Bloodline Arcana, Bloodline Powers “Shadowstrike, Nighteye, Shadow Well”.

Headband of Alluring Charisma + 4, Belt of Incredible Dexterity + 4, Improved Shadow Silken Ceremonial Robe + 1, Ring of Spell Knowledge II (Silence), Gloves of Reconnaissance, Minor Burglar Boots, Cloak of Resistance + 4, Masterwork Tool (Padding added to boots to add +2 to Stealth), Masterwork Tool (Extra layered spectacle lenses grant +2 to Perception), Masterwork Tool (Rune Bracelet grants +2 to Use Magic Device), Masterwork Tool (Arcane Focus Earring grants +2 to Spellcraft), Masterwork Tool (Mystic Tuning Fork grants +2 to Knowledge Arcana), Masterwork Tool (Shiny coin grants + 2 to Bluff), Masterwork Thieves Tools, Eyes of the Eagle,

Skills: Stealth: + 41, Use Magic Device: + 17, Perception: + 29, Spellcraft: + 10, Knowledge(Arcana): + 10, Bluff: + 18, Disable Device: + 14, Acrobatics: +5, Knowledge (Planes): + 3

Spells Per Day: 6/8/8/7/5

Spells Known:
0 lvl: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Disrupt Undead, Read Magic, Acid Splash, Touch of Fatigue, Open/Close.

1st level: Shield, Ray of Sickening, Vocal Alteration, Forced Quiet, Ray of Enfeeblement, Disguise Self,

2nd level: Rope Trick, Create Pit, Locate Object, Darkvision, Spectral Hand, Dust of Twilight

3rd level: Suggestion, Marionette Possession, Deeper Darkness, Gloomblind Bolts, Silence, Dispel Magic

4th level: Shadow Projection, Shadow Conjuration, Greater Invisibility, Charm Monster,

5th level: Shadow Evocation, Dominate Person, Undead Anatomy II

Shadowstrike: Melee touch attack for 1d4 + 5 Nonlethal damage + Dazzled for 1 minute. Dazzle doesn’t work against creatures with low-light or darkvision. 10/day.

Nighteye: 120 ft darkvision.

Shadow Well: Can use the Stealth skill even while being observed as long as he is 10ft away from a shadow. Once per day, can switch places with a willing ally that is within 60ft.

Shadow Blending: 50% miss chance as long as fletching is in dim light.

Shadow Resistance: Resist 5 to Cold and Electricity.

Disguise Self: 1/day.

Shadow Walk: 1/day.


Adamantine Dragon wrote:

If you want your druid to be the best scout possible, invest in UMD and get some magic items to allow casting non-druid spells that are great for scouting.

The party my druid is in also has a rogue. When it comes time to scout outdoors the rogue doesn't even get off his butt. When it comes time to scout indoors, we usually do it together.

While this can work UMD is not a class skill for druids and they usually do not have a high CHA. I have to admit I forgot about the thousand faces ability. This does even things up a bit for the druid. Overall I still think the inquisitor is better at scouting but the druid is pretty dam close. To me the main advantage the inquisitor has at this point is in situations where magic is not possible and identification of monsters.

As far as the rogue goes that does not surprise me. They have skills, but that is about all and vs. classes like bard, inquisitor, and ranger they don't have much of an advantage.


Stranger, don't forget that a successful wand use gives a character a +2 to future attempts to UMD that same wand, and some GMs will allow the successful use of a spell trigger device to reveal the spell trigger, so that future uses are trivial.

So in many cases once you figure out how to use a wand, you can use that wand from then on. Or at the very least, it's easier.

Liberty's Edge

Ok I gotta ask why is the rogue being over looked? They have a great amount of skill points the have all the nessecary skills needed can use knowledge to ID monsters, Dual class them with a sorcerror you get your magic use and if they get caught they can handle most encounters.

Grand Lodge

Extra skills do not make a great Scout.

The Rogue as the "best sneaky guy" is a myth.

Liberty's Edge

true but with all the skill points they get you can focus those points into scout skill set, I mean am i just behind the curve here cause I love my rogue as the scout. but from what I am reading they are not looked at or even considered for the job these days

Grand Lodge

Unfortunately, anything a Rogue can do, another class can do better.

Liberty's Edge

Well that just sucks I love the snk atk and the fact that they can do anything they wanted. But if thats they case I guess ill still play them but its more fluff filler now.

Grand Lodge

Rogues are not the only class that can get Sneak Attack.

Also, not seeing what you mean by that "do anything they want" statement.

Setting up Sneak Attack can be a pain.

Liberty's Edge

well I had meant that with there big skill spread they can be tooled to most if not all jobs E.G. mouth(bluff,diplo) theif, forger, crafter ect.


Aeric Blackberry wrote:
Quote:

Dex isn't a primary ability for Monks. It's barely tertiary, considering they get almost all the benefits of Dex from boosting Wis instead.

You can build a Monk to be a good scout, but Dex-based monks suck in combat, so you better make sure you get a lot of fun from being the stealthy dude who doesn't contribute in any other way.

With a +1 Amulet of Mighty Fist with Agile ability Dex si your primary atribute, closely followed by Wis. You don't need strenght for anything but taking power attack...

If you're going to buy your way out of MAD-ness, why not just enchant it with Guided and make Wisdom primary?


1 person marked this as a favorite.
Stalarious wrote:
well I had meant that with there big skill spread they can be tooled to most if not all jobs E.G. mouth(bluff,diplo) theif, forger, crafter ect.

Or you can be a Sandman Bard. Six skill points instead of eight, trapfinding, half sneak attack, six levels of spells, some powerful performances, adds half his level to all essential thieving skills. Better as a party face because he gets so much more out of high Charisma.

Or the Archeologist Bard. No sneak attack, but that's actually a good thing, sneak attack is a trap. Still gets trapfinding and bonuses to infiltration skills, still gets six levels of spells with the Bard's wonderful list. Trades performance for a decent self-buff and a bunch of rogue talents - not the best deal ever, but workable, especially since you don't need to blow any of those on making Sneak Attack somewhat usable.

Or the Urban Ranger. Also gets trapfinding and six skill points, on a full BAB class with an animal companion and four levels of divine casting.

If you're really into Sneak Attacking, go Vivisectionist Alchemist instead. Full Sneak Attack, four skill points on an Int-based class, can take Rogue Talents essential to maximizing the usefulness of SA. Six levels of "spells" with a very nice list, can buff his physical stats to "over nine thousaaaaaaaand!", can build himself for using natural attacks to somewhat make up for medium BAB.

It's sad, but there's really no mechanical reason to ever pick Rogue. Each of the guys I listed is a better scout, better combatant, and at least the Bard options make for vastly superior "party faces". All at the same time. To borrow from Order of the Stick, these classes have single features that are stronger than the Rogue's whole 20-level progression.


Don't forget that the rogue also has the worst saves in the game. They do get good reflex saves and evasion but most spells that go against reflex just cause straight damage and there are plenty of ways to gain resistance to almost any energy type.

If you multiclass you generally make the rogue even weaker. They take a major hit to BAB and just lost the skill point advantage that was supposed to be their major class feature. If you go sorcerer you are more M.A.D. then a monk. Wizard is a little better but if you dump CHA then you are going to make a lousy face.


I used to love the rogue. But not so much anymore. Just about the only thing the rogue brings to the table is the ability to find magical traps.

Sneak attack is a cool thing, but I view it as sort of like crit fishers. It's awesome when it works, but it's never easy to make it work.


amorangias wrote:
Aeric Blackberry wrote:

With a +1 Amulet of Mighty Fist with Agile ability Dex si your primary atribute, closely followed by Wis. You don't need strenght for anything but taking power attack...

If you're going to buy your way out of MAD-ness, why not just enchant it with Guided and make Wisdom primary?

Because Dex is necessary for stealth, acrobatics (and Disable device with a trait), reflex saves...

Where is Guided from? Is from Paizo?


Guided


Actually anyone can find magical traps. Trap finding allows a rogue to disable magical traps, but so can an archeologist bard, or a ranger with either the urban or trap finder archetype. A spell caster with access to 0 level spells can find magical traps better than a rogue. Detect magic will find magical traps and can be cast as many times as you need it.


1 person marked this as a favorite.

Sneak attack has nothing to do with scouting anyways. It's for ambushers and assassins. If you're sneaking and get caught it's completely useless.

When it comes to scouting or spying (or divining for that matter) the Archaeologist Bard leaves the rogue drowning face down in a ditch by the side of the road back two miles from Marseilles while he's stealing the secret of gunpowder from the Chinese.

There are only a couple good rogue talents and the archaeologist can take the extra rogue talent feat if Paizo publishes another or you're on E6 limits. They effectively get most of the good trap handling talents for free. They have all the class skills they need and while they have 2 fewer skill points they get +1/2 their level to all knowledges so for one point in each they're pretty good at knowing what they're seeing.

And their performance replacement doesn't have audible or visual components like normal inspire competence so they can use it to crank their stealth or bluff or whatever they need.

And they have magic including all the invisibilities and silence and sculpt sound and most of the charms and dominates and glibness and a bunch of field divinations like locate object and seek thoughts and speak with animals and ... Pretty much every spying aide except nondetection.

And they're at least as good at UMD for those spells that aren't on their list.

Oh, and just to add insult to injury their +1/2 level to perception isn't restricted to perception checks to find traps. It's to all perception checks.


Aeric Blackberry wrote:
amorangias wrote:
Aeric Blackberry wrote:

With a +1 Amulet of Mighty Fist with Agile ability Dex si your primary atribute, closely followed by Wis. You don't need strenght for anything but taking power attack...

If you're going to buy your way out of MAD-ness, why not just enchant it with Guided and make Wisdom primary?

Because Dex is necessary for stealth, acrobatics (and Disable device with a trait), reflex saves...

Which means you're still trying to shoehorn the Monk into a scout role, which is still a bad idea.

Using Guided instead boosts your Will save (and effects saved with Will tend to be much, much worse than those saved with Reflex), more Perception (the most used skill in the game), more AC (in this aspect, it admittedly ties with Dex), and most importantly - your Ki pool, which lets you make more attacks for more damage.

Either way, buying your way out of MAD is not such a hot option compared to just being a Str-primary, Wis secondary Monk. You can stack more actually helpful effects on the Amulet, or your weapon of choice, you maintain relative equipment independency - sure, you still want to squeeze every gp until it bleeds to be competent, but now every monk weapon found in the loot is potentially a boon to you, rather than something you have to sell for half it's value - and you don't go from 'relatively competent' to 'completely useless' in this one moment it takes to sunder your amulet.

Grand Lodge

1 person marked this as a favorite.

It would seem that some really want the Monk to be high on the list of a good scout.

Unfortunately, this is not true.

I must say I am sorry for Monk fans.


Adamantine Dragon wrote:
I used to love the rogue. But not so much anymore. Just about the only thing the rogue brings to the table is the ability to find magical traps.

Also possessed by the Sandman and Archeologist Bards and the Urban Ranger, each of these a much better class.

Quote:
Sneak attack is a cool thing, but I view it as sort of like crit fishers. It's awesome when it works, but it's never easy to make it work.

It's not even that awesome when it works, as proven by various DPR calculations on this board.

The best thing a Rogue can do with a damage-dealing contest is not to enter. Sneak Attack is kinda alright as a vehicle for Crippling Strike and Bleeding Attack, but it's just too much of a hassle for an option that's not that powerful in the long run.


Saganen Hellheart wrote:

Divination wizard -> Rogue -> Arcane trickster

I played through Age of Worms and Shackled City with one in my party. He was...... amazing.

Hard to beat a trickster for scouting. All the needed skills and the best spells, too.

Here's an 11th level AT from my guide.

Elfy Elferton:
Elfy Elferton, Elf Rogue 3/Admixture Evoker 3/Arcane Trickster 5
Init +11; Senses low-light vision; Perception +14

Defense
AC 24, touch 17, flat-footed 19 (+7 armor, +2 deflection, +5 dex)
hp 70 (3d8+8d6+11+11+3)
Saves Fort +9 Ref +14 Will +7 (Base: 4, 7, 7)
Defensive Abilities evasion, trap sense +1 Immune magic sleep effects

Offense
Speed 30
Melee +1 rapier +11 (1d6+1, 18-20x2), masterwork dagger +11 (1d4, 19-20x2)
Ranged masterwork dagger +11 (1d4 19-20x2), ranged touch +10
Special Attacks sneak attack +4d6

Statistics
Str 10 Dex 20 Con 12 Int 22 Wis 7 Cha 9
Base Atk +5 CMB +5 CMD +20
Feats Arcane Armor Proficiency, Greater Fortitude, Improved Initiative, Scribe Scroll, Spell Penetration, Toughness, Weapon Finesse
Skills (Base: 50) acrobatics +19, appraise +10, bluff +7, climb +4, diplomacy +7, disable device +21, escape artist +19, fly +9, knowledge (arcana) +20, knowledge (all other knowledge skills) +10, linguistics +10, perception +14, sense motive +5, sleight of hand +19, spellcraft +20, stealth +24, swim +4, use magic device +13
Traits Magical Knack, Reactionary
Languages Celestial, Common, Elf, Draconic, Dwarf, Goblin, Orc, Sylvan, Varisian
SQ elven magic, impromptu sneak attack 1/day, ranged legerdemain, rogue talent (surprise attack), trapfinding +1, tricky spells 3/day, weapon familiarity

Wands Cure Light Wounds, Shield, True Strike, 25 charges (1125)
Rods Silent Spell (minor) (3,000)
Potions Cure Serious Wounds (750)
Scrolls Comprehend Languages (x3), Glitterdust (x2), Displacement, Mage Armor, Wind Wall (x2)
Other Gear Belt of Dexterity +4 (16,000) Blessed Book (12,500), Boots of Speed (12,000), Cloak of Resistance +2 (4,000), Handy Haversack (2,000), Headband of Vast Intelligence +2 (4,000), Mithral Chain Shirt +3, Shadow (14,850), Rapier +1 (2320), Ring of Invisibility and Protection +2 (16,000)
MW Dagger (302), MW Thieves’ tools (100), Explorer's Outfit, Spell Component Pouch (5) Spellbook Spells (3,500?) (Total: 92,552)
Arcane Bond If Elfy attempts to cast a spell without his ring, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Elfy may use his ring to cast any single spell from his spellbook, even if it is not prepared, as if he had memorized it that morning.
Elven Magic, Spell Penetration Elfy adds a +4 bonus to all caster level checks to overcome spell resistance.
Versatile Evocation (Su) When Elfy casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types 9/day.
______________________________________________________________
Elfy is somewhere near the middle of 11th level.

Today, Elfy is planning to sneak into Morbid Manor, home of the notorious Viscount Vainglory. Reputed to be a powerful mage, and possibly a vampire, the Viscount has been difficult to scry, and Elfy's intel makes him very uneasy about the rumors of extremely loyal servants and undead guardians of trapped, hidden, valuable treasures in the dungeon complex below the main building, and he doesn't know what he might find.

This is just a solo recon mission to scope the place out. If he's detected, he'll bug out immediately, and hopefully can’t be identified. Between pre-casting a number of spells beforehand, his Rod of Silent Spell, his Tricky Spells ability, and his Ring of Invisibility, he thinks he can pull it off without being seen or heard, and may not need to cast any spells at all while he's there. If there are any secrets there worth knowing, he's determined to learn them.

Wizard Spells Prepared (CL 10; concentration +16)
4th- (3+1) Dimension Door (x2), Improved Invisibility, Resilient Sphere*
3rd- (4+1) Arcane Sight, Dispel Magic, Gaseous Form, Nondetection, Scorching Ray*
2nd- (5+1) Alter Self, Darkness*, Darkvision, Detect Thoughts, Misdirection, See Invisibility
1st- (6+1) Detect Secret Doors (x2), Detect Undead (x2), Mage Armor, Magic Missile*, Shield
0- (4) Dancing Lights, Detect Magic, Open/Close, Read Magic

______________________________________________________________
Tomorrow, Elfy's party is teleporting to one of the most dangerous places in the region. There's an open war going on, and on top of that, they've been recruited for a dangerous search and rescue op to retrieve the rebel commander's wife from a band of human zealots and mercenary ogres led by a mysterious leader (actually a vicious rakshasa), “by any means necessary.”

Violence is certain. The cleric and witch will handle the support and control magic. Elfy will take point invisibly and spot. If they get to the compound where she's being held, Elfy's the best in the group for finding out where she is, and assessing (and maybe removing) the obstacles to her rescue. If they succeed, they'll be very close to 12th level, and considerably wealthier. Never a dull moment!

Wizard Spells Prepared
4th- (DC 20) Improved Invisibility (x2), Dimension Door, Ice Storm*
3rd- (DC 19) Fireball (x3)*, Fly
2nd- (DC 18) Acid Arrow (x2), See Invisibility, Scorching Ray (x3)*
1st- (DC 17) Magic Missile (x4)* Shocking Grasp (x2)*
0- (DC 16) Dancing Lights*, Detect Magic, Message, Ray of Frost*,
* Evocation, +1 damage

Different job, different magic.

He's ready to level. He'll then be able to cast 5th level spells, and finally get +6 BAB and more sneak attack. He's starting to get good at his job.

51 to 93 of 93 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What are some of the best scouting classes? All Messageboards

Want to post a reply? Sign in.