Scout Class from CA 3.5


Conversions


There is a good possibility that I will be starting a new campaign this Saturday, and one of my players wants to play a Scout from the Complete Adventurer.

I know PF generally converts easily over from 3.5, but I want to make sure, given the new wealth of feats and such in PF that I'm not headed for a train wreck with a broken character.

If you guys have tried one, or know somebody who has, and know of stuff that is broken or doesn't work, please let me know.

Any help would be appreciated.

Sovereign Court

Probably want to let them do the Scout arch-type of Rogue if your worried about it. It's in the APG and is a lot better then the old scout class from 3.5 in my opinion.

That way you don't have to worry about it being balanced with the newer stuff and it fits in better then the old books.

Silver Crusade

Pathfinder Adventure Path Subscriber

The CA Scout kind of stinks. You would be better with a Rogue archetype.

Liberty's Edge

You might also want to take a look at the Spell-less Ranger class in Kobold Quarterly ##11 .

It's not exactly like the scout class, but it has a number of things in common (I tried to inject a bit of the scout's "vibe" into the spell-less ranger without actually just recreating a scout)

Check it out - hopefully it will work for you!


Renvale999 wrote:

There is a good possibility that I will be starting a new campaign this Saturday, and one of my players wants to play a Scout from the Complete Adventurer.

I know PF generally converts easily over from 3.5, but I want to make sure, given the new wealth of feats and such in PF that I'm not headed for a train wreck with a broken character.

If you guys have tried one, or know somebody who has, and know of stuff that is broken or doesn't work, please let me know.

Any help would be appreciated.

I have used it before. It is decent for a ranged character, but it sucks in melee.

RPG Superstar 2012 Top 32

The scout is really fun to play. Very dynamic. It's the opposite of the tank or two-weapon fighting rogue that just sits there and gets full attacks. It is designed to move all over the place. I had one that used bow, hand axe, and longspear about evenly.

My guy was the party tank for about 6 or 8 levels, with an aristocrat/bard, wizard/truenamer, and cohort gnome rogue/cleric. Eventually, we got a paladin to be the uber tank, but she didn't out shine me, she just did things differently than me.

RPG Superstar 2012 Top 32

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SCOUT

BAB: +¾
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Linguistics, Perception, Profession, Ride, Sense Motive, Stealth, Survival, Swim.

Skill Ranks per Level: 8 + Intelligence modifier.

Scouts are proficient in all simple weapons, plus the hand axe, short bow, short sword, throwing axe. Scouts are proficient in light armor, but not shields.

LEVEL ABILITY
1. Scout Talent, Skirmish (+1d6)
2. Battle Fortitude +1, Scout Talent, Uncanny Dodge
3. Fast Movement +10 feet, Skirmish (+1d6/+1 AC)
4. Bonus Feat, Scout Talent
5. Evasion, Skirmish (+2d6/+1 AC)
6. Scout Talent
7. Skirmish (+2d6/+2 AC)
8. Bonus Feat, Scout Talent
9. Skirmish (3d6/+2 AC)
10. Advanced Scout Talent, Scout Talent
11. Battle Fortitude +2, Fast Movement +20 feet, Skirmish (3d6/+3 AC)
12. Bonus Feat, Scout Talent
13. Skirmish (+4d6/+3 AC)
14. Scout Talent
15. Skirmish (+4d6/+4 AC)
16. Bonus Feat, Scout Talent
17. Skirmish (+5d6/+4 AC)
18. Grand Scout Talents, Scout Talent
19. Fast Movement +30 feet, Skirmish (+5d6/+5 AC)
20. Battle Fortitude +3, Bonus Feat, Scout Talent

Scout Talent (Ex): At 1st level, 2nd level, and every 2 levels thereafter, the scout gains one of the following special abilities:

Scout Talents:

Camouflage: A scout can use the Stealth skill in any sort of natural terrain, even if the terrain does not provide concealment or cover. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Fast Stealth: This ability allows the scout to move at full speed using the Stealth skill without penalty.

Field Medic: When using the Heal skill to perform first aid, the scout restores a number of hit points equal to the target’s hit dice. When using the Heal skill to treat deadly wounds, the scout restores a number of hit points equal to the target’s Constitution modifier multiplied by its hit dice.

Flawless Stride: 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. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Ledge Walker: This ability allows a scout to move along narrow surfaces at full speed using the Acrobatics skill without penalty. A scout with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Quick Climber: The scout can climb at half speed without taking a -5 penalty for accelerated climbing. The scout only requires 1 hand to climb and does not lose her Dexterity modifier when climbing.

Quick Disable: It takes a scout with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Scent: The scout gains the scent quality.

Scout Crawl: While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.

Slow Reactions: Opponents damaged by the scout’s skirmish can’t make attacks of opportunity for 1 round.

Sniper’s Skirmish: A scout with this ability increases the range she can make ranged skirmish attacks by 10 feet.

Stand Up: A scout with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Track: The scout adds half her class level (minimum 1) to Survival skill checks made to follow or identify tracks.

Trackless Step: The scout cannot be tracked in natural surroundings.

Trap Spotter: Whenever a scout with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Trapfinding: The scout adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The scout can use Disable Device to disarm magic traps.

Tumbling Pass: The scout adds ½ her level to Acrobatic skill checks made to avoid attacks of opportunity while tumbling past or through an opponent’s space or threatened area.

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the
bonuses stack.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex): Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. At 19th level, this bonus increases to +30 feet. A scout loses this benefit when wearing medium
or heavy armor or when carrying a medium or heavy load.

Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list. She must meet the requirements of the selected feat.

Bonus Feats:

Acrobatic, Agile Maneuvers (Under and Over), Alertness, Athletic, Blind-Fight (Improved Blind-Fight, Greater Blind-Fight), Combat Expertise (Improved Disarm, Greater Disarm, Disarming Strike, Improved Dirty Trick, Greater Dirty Trick, Improved Feint, Greater Feint, Improved Reposition, Greater Reposition, Repositioning Strike, Improved Steal, Greater Steal, Improved Trip, Greater Trip, Tripping Strike, Gang Up, Team Up, Second Chance, Improved Second Chance, Swift Aid, Underfoot), Combat Reflexes (Combat Patrol, Stand Still), Deadly Aim, Defensive Combat Training, Deft Hands, Dodge (Mobility, Spring Attack, Wind Stance, Lightning Stance, Sidestep, Improved Sidestep), Eagle Eyes, Elven Accuracy, Endurance (Diehard, Fast Healer), Fleet, Go Unnoticed, Great Fortitude (Improved Great Fortitude), Improved Critical, Improved Initiative, Iron Will (Improved Iron Will), Lightning Reflexes (Improved Lightning Reflexes), Low Profile, Lunge, Nimble Moves (Acrobatic Steps, Light Step), Point Blank Shot (Far Shot, Precise Shot, Focused Shot, Improved Precise Shot, Pinpoint Targeting, Shot on the Run, Parting Shot, Rapid Shot, Manyshot, Stabbing Shot), Quick Draw, Rapid Reload (Crossbow Mastery), Run, Self-Sufficient, Shadow Strike, Shared Insight, Sharp Senses, Stealthy, Step Up (Following Step, Step Up and Strike), Strike Bank, Throw Anything, Vital Strike (Improved Vital Strike, Greater Vital Strike), Weapon Finesse, Weapon Focus, Well Prepared.
.

Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save.

Advanced Scout Talents (Ex): Beginning at 10th level, the scout can select one the following advanced talents in place of a regular scout talent.

Advanced Scout Talents:

Blindsense: A scout gains the blindsense ability out to 30 feet.

Defensive Roll: With this advanced talent, the scout can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the scout can attempt to roll with the damage. To use this ability, the scout must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, se takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll--if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the scout’s evasion ability does not apply to the defensive roll.

Fusillade: When using the Shot on the Run feat, as a full round action, the scout can make a full attack with a ranged weapon and move up to her speed, combining a sequence of movements and attacks. The scout must have the Shot on the Run feat to select this advanced scout talent.

Hide in Plain Sight: A scout can use the Hide skill in natural terrain even while
being observed. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Evasion: This works like evasion, except that while the scout still takes no damage on a successful Reflex Saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless scout does not gain the benefit of improved evasion.

Improved Sniper’s Skirmish: A scout with this ability doubles the range she can make ranged skirmish attacks. The scout must have the sniper’s skirmish talent before selecting this advanced talent.

Opportunist: Once per round, the scout can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a scout with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The scout becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A scout may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Springing Strikes: When using the Spring Attack feat, as a full round action, the scout can make a full attack with a melee weapon and move up to her speed, combining a sequence of movements and attacks. The scout must have the Spring Attack feat to select this advanced scout talent.

Swift Tracker: The scout can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20 penalty) when moving at up to twice normal speed while tracking.

Water Walker: The scout can walk across the surface of water or other liquids, assuming the she begins and ends her movement on solid ground. The scout must have the flawless stride scout talent before selecting this advanced scout talent.

Grand Scout Talents (Ex): Beginning at 18th level, the scout may select one of the following grand scout talents in place of scout talent or advanced scout talent.

Grand Scout Talents:

Blindsight: The scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it. The scout must have the Blindsense advanced talent before selecting this grand talent

Boundless Leap: The scout can jump a distance equal to his speed as a move action. He can jump a distance equal to four times his speed as a full round action. When making Acrobatics skill checks to jump, the scout always treats his result as if he rolled a natural 20.

Free Movement: The scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Reaping Path: The scout can take a full attack action (for melee attacks only) and still move up to her speed. However, the scout must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The scout is subject to attacks of opportunity while moving along the reaping path, but may use the Acrobatics skill to tumble normally as part of her move. A scout prevented from completing her move is also prevented from finishing her full attack. The scout must have the Springing Strikes advanced talent and the Spring Attack feat before selecting this grand scout talent.


I'd play that.

RPG Superstar 2012 Top 32

I basically updated the bonus feat list, made the obligatory class features into optional talents, and added some more talents for variety, getting inspiration from rogue talents, ninja tricks, and some ranger powers.

Grand Lodge

Dotted. I love the Scout class.

RPG Superstar 2012 Top 32

TriOmegaZero wrote:
Dotted. I love the Scout class.

I like how it's based on mobility. It gets pretty much all of the movement-based skills (except Fly), it's primary special ability is extra damage and protection if you're mobile, and it's secondary abilities are ways to enhance movement.

It's just a lot more fun to tumble past an ogre, jump over a chasm, balance on a ledge, and hit the bugbear shaman with your hand axe before swinging from the chandelier and landing behind the ogre to grant your ally a flanking bonus than to stand in front of the ogre and hit it couple of times.


SmiloDan wrote:
TriOmegaZero wrote:
Dotted. I love the Scout class.

I like how it's based on mobility. It gets pretty much all of the movement-based skills (except Fly), it's primary special ability is extra damage and protection if you're mobile, and it's secondary abilities are ways to enhance movement.

It's just a lot more fun to tumble past an ogre, jump over a chasm, balance on a ledge, and hit the bugbear shaman with your hand axe before swinging from the chandelier and landing behind the ogre to grant your ally a flanking bonus than to stand in front of the ogre and hit it couple of times.

Though I cant speak much to the mechanics of the class, in a campaign I ran one of my players was playing a scout and he said that he loved it, but that he wouldn't want to play it in a game that didn't use figs with terrain/battle maps.

RPG Superstar 2012 Top 32

I played a 3.5 version from 1st level to 12th or so. It was really fun and versatile. I took a flaw so I could get Track for free, but other than that, it was pretty much a house-rules free campaign (except 20s were 30s instead of auto successes and 1s were -10s instead of auto failures).

My guy was versatile enough to switch between a hand axe, longspear, and longbow with ease. Granted, he had several different ACs at any one time, but it wasn't too hard to track. He was the primary tank for half the campaign, until a paladin joined the group. (The rest of the party was truenamer/wizard with a griffon and an aristocrat/bard with a gnome cleric/rogue cohort.)

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