Scouting Report


3.5/d20/OGL


Being new to 3.5 I've absorbed a ton of new info as we've startted playing again. But some of the expansion classes seem a bit... off to me.

In particular is the scout. I have a player who would love to try one, but is concerned that they don't work well system wise. But then I see people who say that of the expanded classes they think it's one of the best. So here are a few questions.

When using skirmish the character must make a 10 ft move fduring the turn. This leaves them a standard attack left. So this means that using skirmish they get one attack per round not including AOO? Looking through their abilities I also noticed they don't get tracking. I checked the errata and didn't see it mentioned either. Wouldn't that be a key feature for the class?

I keep thinking that there is something I'm missing. The player keeps thinking of them as commando types, but I keep getting the impression it's more advanced recon. The kind to hit and run leading the fight to an ambush or away from spellcasters, maybe even circling a fight. Is that closer to what is intended?

All your responses help. Thanks.

Silver Crusade

The extra damage for skirmish attacks is, I think, enough to make up for not making a full attack. It's a pretty balanced system.

Track is a feat that a Scout could certainly take.

As for how you envision the class, that's up to the player. Any class can be reimagined in whatever way works with the character concept. A barbarian can be a cosmopolitan... up to the point where he flies into a rage; a rogue could be an honest lock-smith with a clever fighting technique; etc.


Track is in the list of Scout bonus feats.

check spring attack/bounding assault/rapid blitz in PHB II to get skirmish damage in melee and multiple attacks.

Dark Archive RPG Superstar 2013 Top 32

Branching out of the 'standard' D&D resources, there is a feat in the Dragonstar (made by Fantasy Flight Games and available here on Paizo.com) book called 'Improved Shot on the Run.' It has some hefty prerequisites, but allows you to take all of your ranged attacks for the round and still move your speed in a straight line. Very useful for strafing and fading.


Thanks to all.

Celestial- I let players go their own way. It could have been stated clearer what I was after. I was just personally having a hard time picturing how Skirmish functions in combat and how to properly use it. But my player is already tossing around ideas for that.

Fate- Sounds like I'll take a look. Anything that may help for a better adventure is worth at least that. Do you get commission for the plug? :P

Liberty's Edge

Hi,

I am currently playing a scout / ranger in SCAP (currently scout 5 / ranger 3, soon [I hope] scout 6).

I made him with a point-buy houserule system (78 points to put in 6 characteristics, i.e. average 13), keep this in mind while reading this (Str 14 / Dx 16 / Co 18 / In 12 / Ws 10 / Ch 8).

This works quite good with a touch of ranger (specialized in bow), since it gives him a good deal of skills points, it gives him a better fortitude save, and both work better with a light armor.

I maximized stealth, acrobatic, detection & roguish skills (no other rogue in my group, so finding traps & disabling them was important).
The only skill I lack could be open locks...

My choice of feats (I am human) was this one :
- lots of HP (I play him as a daring PC), so improved toughness,
- as much as possible about bows (composite longbow) : precise shot, rapid shot, point blank shot, weapon focus,
- and I also have track, endurance and luck of heroes (Forgotten realms).

I intend to pick some level (4 or 6) of Order of the bow initiate PrC (complete warrior) around 10-12th level.

And at 9th level, my next feat will try to remove my biggest weakness : will saves (+2 base bonus), with iron will (+2) and 6th level of scout (+1).

We don't munchkinize PCs, but play them quite efficiently (on the other side, NPCs we battle are also built on that system).

However, being a scout / ranger is a good multiclass option, even if I didn't get evasion as quickly as a straight scout !!

But my BAB, fortitude save and number of feats is higher, HP are just the same, and I just have a few less skill points.

I enjoy my PC, being a little bit daredevil character (tumbling past opponents to fire them from behind).

The skirmish bonus is to be used only when you NEED to move, since it's better to have 2 or 3 attacks (rapid shot) with around +12 total attack bonus, than a single shot around +14 total attack bonus.

The scout having light armor, less HP than a fighter and a meidum BAB, is better with a bow (as he also needs to have a good dex), and I only use skirmish melee when a melee-combat friend is endangered.

My 2 cents...


Apprentice- thanks for the tips on the feats.

Silent- Thanks for the breakdown. I think the problem was my lack of vision into the class. That was just what I was looking for.

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