How would you build a "Scout"


Advice

Dark Archive

Let me define the Scout role as:

1) Being able to get to places most of the party cannot.

For example, the way out of the cavern is through a portcullis. To get to the opening mechanism you have to climb up to a ledge, balance across a narrow bridge, squeeze through a gap, swim under a moat, etc, etc

2) Reconnoiter

The party has a choice of three ways it can go so it sends the scout to do a quick recky down each one of them first.

3) Traps

It generally goes with this role but it is of secondary importance. It's quite possible that in the course of doing (1) and (2) you get to a trap. Spotting it is a good idea, and sometimes you'll want to disarm it while you're there too.

This is all what I think of as traditional Rogue stuff, but with Rogues arguably considered second rate I wonder what the alternatives might be.

Richard


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Obvious option is Ranger/Rogue or a roguey type ranger archetype.


Depends on the level. At low level (1-4) probably the rogue or ranger. Ranger if I wanted to do much more in combat. At mid to high level then Druid, Sorcerer, Wizard or maybe Bard. So much of the travel about stuff is simply negated by spells. Same thing with most obstacles. Earth Glide is incredibly effective as is having access to stuff like Gaseous Form or Dimension Door. At 15+ pretty much it is full caster all the way, Mind Blank combined with flight and constant invisibility is pretty much avoiding notice of anything without blindsight/sense. Max out your stealth ranks and pick up Skill Focus (Stealth) and Dampen Presence and even they go away.

Dark Archive

I'm thinking of a "career", BTW - not just a build for a particular level :-)

My first thoughts were Half-Orc Rogue, 90' Darkvision, probably Trap specialist archetype (forget what it's called) and a high wisdom.

I'm not sure I would want to rely on spells for invisibility and flight. If you go out on your own, this stuff can run out. I also think you have to be able to defend yourself to *some* extent.

One thing about Invisibility is that at high levels you get lots of things that can negate it. As a GM, the biggest problem I ever gave my players at high level was with a rogue with a massive stealth that they needed 20s to spot - spells did not help.

Richard


Mind blank helps with see invisibility and true seeing, mostly the latter when every little critter starts having it. With staff of the master and extend spell feat, your caster needs to use your part size/2 to cover everyone in it constantly. This comes online at 15-16 level mind you.

Speaking of that your party composition matters greatly, have a friendly wizard that can give you invisibility, well then being able to cast it yourself is much lesser bonus that otherwise.

Anyways possible paths other than rogue or ranger. Some of these are better than others, I just want to give all the options that come to mind for you to look over.

1)Bard: This is more a general troubleshooter character than justa scout but can cover the role even if not excel at it.(unless focused build) With it's buffing ability it brings alot more to the party though. Also your high knowledge skill scores will help you understand what you see when scouting.

2)Druid, wildshape is very good for scouting.

3)Qinggong Zen Archer(Monk), you can get a massive perception score. You are fast, you most certainly can fight. With the Ki abilities can help a bit. You are bit lacking in the skill area. It really works more as a buddy for the actual scout than the primary one, but considering it's main stick is archery not bad.

4) Alchemist, Int based "caster" with 4+int skill points. Discoveries will help.

5) Inquisitor, They have good skill points and pack a punch. With domain abilities you can get some help. Spells are always nice.

6) Sage Sorceror, because you cast with Int you have a nice amount of skill points. I suggest being a human, you use most of your usual spells known for the spells for your "normal" task as arcane full caster, then the left overs and the ones from human FCB for tasks of scouting and some WBL for low level pages of spell knowledge.

7) Witch, Your hexes are your offense, you leave lot of slots unprepared and prepare utily spells as needed.(good to have few ready though.)


Arcane trickster. Its an often overlooked combo but the combination of spells and skills is uncanny. Magic and skill compliment each other so well.

For instance stealth + invisibility + nondetection + mindblank, its almost iimpossible to seperate at higher levels.

Disguise + alter self + disguise self: magic by itself just isn't strong enough to cut a good disguise, and either is the skill.

Unfortunately they nerfed the trickster during the summer (rogues don't get nice things) though its still a decent class combat wise, and can excel at everything else outside of combat. I've played 2, and love them dearly. They are just so versatile. I've been debating on a divine trickster with the new sla rules but none of the spell lists seem to help as much, and I like an int caster fory trickster (I've done the sorcerer/ninja and the rogue/wizard).


Mind Blank is good but it's 3k per scroll!


richard develyn wrote:

I'm thinking of a "career", BTW - not just a build for a particular level :-)

My first thoughts were Half-Orc Rogue, 90' Darkvision, probably Trap specialist archetype (forget what it's called) and a high wisdom.

I'm not sure I would want to rely on spells for invisibility and flight. If you go out on your own, this stuff can run out. I also think you have to be able to defend yourself to *some* extent.

One thing about Invisibility is that at high levels you get lots of things that can negate it. As a GM, the biggest problem I ever gave my players at high level was with a rogue with a massive stealth that they needed 20s to spot - spells did not help.

Richard

Wizards, Druids and Sage Sorcerers can do it from level 1 as they all have plenty of skill points. None of them really want to be caught alone but then a level 1-3 Rogue on their own who is caught is as dead as any wizard. The Druid might manage if only because the companion is so strong.

Flight only has duration issues until you reach level 9/10, earlier for the Druid who gets elemental wildshape at level 6. Invisibility is only level 2 so easily lasts long enough for most scouting missions. The Ring is only 20k so is easily affordable at higher levels.

As far as defending yourself goes outside of the low levels I would put my money on the solo full spellcaster far and away above the rogue. The rogue is very squishy, often depends on a flanking buddy to do much damage and has no real get out of jail cards in the event of being caught outside of UMD. Meanwhile the wizard/sorcerer have access to a range of flight or teleportation options and the druid can simply switch to earth elemental and sink into the ground.

As for invisibility being negated at high level that is why you want Mind Blank, it removes see invisibility and true seeing as issues. Scent, Blindsense and Blinsight tend to have extremely short durations (and there are smells to bypass them). Tremorsense only works against things on the ground which high level casters don't need to be.

As far as high level stealth goes it is just as possible to get high level perception, druids are likely to eclipse any rogues stealth as they are very single attribute dependant. Add in a -20 from glitterdust and it shouldn't be hard to find most rogues, especially given they need cover or concealment to remain stealthed. They don't have easy access to mind blank unless burning 3k per scroll so they cannot rely on invisibility at high level as see invisibility is so cheap.

Shadow Lodge

richard develyn wrote:

Let me define the Scout role as:

1) Being able to get to places most of the party cannot.
2) Reconnoiter
3) Traps

It generally goes with this role but it is of secondary importance. It's quite possible that in the course of doing (1) and (2) you get to a trap. Spotting it is a good idea, and sometimes you'll want to disarm it while you're there too.

This is all what I think of as traditional Rogue stuff, but with Rogues arguably considered second rate I wonder what the alternatives might be.

They're considered second-rate by players who build their rogues to be BDFs because their GMs never throw stuff like ^^^ at them during meat-grinder hack-n-slash.

(Refer detractors to many existing threads, as I digress.)

Rule #1 for any scout away from the party is to never, ever, *ever* be spotted -- because that's when bad things happen.

______________
The well-rounded halfling scofflaw:

STR-10
DEX+17
CON:14
INT:12
WIS:12
CHA+14

Racial traits: (none)
Traits: Dangerously Curious, Freedom Fighter (Andoran faction)

BA saves: (include halfling bonus)
01 05 06 02 ranger FEAT
02 05 08 02 rogue1 SA+1d6
03 05 09 02 rogue2 [evasion][TRICK], FEAT
04 07 11 04 rogue3 DEX>18, SA+2d6, buy cloak+1

Equipment goals: wands or consumables of Cure Light Wounds, Longstrider, Instant Enemy, Grease, Mage Armor, Expeditious Retreat, Reduce Person, Enlarge Person

-- A reduced halfling can waltz through cat-doors, portholes, etc.

Ranger and Rogue give him damn near all skills in the game, and with Skill Mastery on tap at 11th, he'll be untouchable at many tasks other PCs dare not contemplate.

(Alignment permitting, halfling rogue/paladins are incredibly resilient and feature synergistic.)


I would take a kobold with the prehensile tail alternate racial, the wisdom in the flesh (climb) trait.

The above will net you: Bonuses to stealth for small size, bonus on perception, able to use climb with wisdom and a bonus on it, darkvision 60ft. Later you can take a feat to move at full speed without getting a penalty on stealth.

For classes there are a multitude of options. But I think inquisitor with the trapfinder trait (if allowed) could work well.


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Sir Thugsalot wrote:

They're considered second-rate by players who build their rogues to be BDFs because their GMs never throw stuff like ^^^ at them during meat-grinder hack-n-slash.

Luckily no one believes this, because you are creating a persona that is false and pretending it is other posters on this forum.

Nice build btw, I sure hope your guy doesn't get hit by a colour spray or his career might be short ;)


Druid: best scout with spells and wildshape, summons for traps and good survivability. Sky high perception on top of that.


Dealing with locks, traps and alarms is an important part of scouting (being stopped by a locked & sealed door is embarrassing), but as noted in other threads this can be achieved via trait or archetype.

As a career you will probably need more magic when scouting than you can reliably gain access to in items. So, you do actually need to be some form of spellcaster IMO. Almost any sort will do tho' I have a weak spot for the oracle.


I agree with Umbranus, a Kobold is going to work out well. Small, but still has a 30 move speed. Has Darkvision. Racial +2 to Perception. Stealth as a class skill, regardless of class.

A Kobold Sorcerer is damn near a rogue. Stealth and Disable Device are class skills. At 3rd level, you get Trap Sense. At 5th level, once you have enough Stealth ranks, take the Kobold Ambusher feat, and you can sneak at full speed with no penalty, or even while running with only a -10 penalty. This is all on top of being a full spellcaster.


OK, we need ...
- fast movement
- stealth
- trap finding
- dark vision
- perceptive

and desirables
- ability to communicate back to party
- climbing
- acrobatics

Barbarian wouldn't be bad for this (with fast movement and trap sense), although Rogue and Ranger are probably more obvious choices.

Goblin could be good (+4 Dex, another +4 on Stealth Checks, 60 foot darkvision) ... or swap for the "Over-sized ears" alternate trait and get +4 on Perception instead of Stealth).


Slayer ACG Playtest is optimal, Inquisitor is good, Ranger or Rogue/Ninja are good.

Get the Ioun Stone (wanna say flawed or cracked orange one) that gets you access to a cantrip and take message for the report back clause.

H-Orc, H-Elf (with darkvision alt racial), Aasimar/Tiefling variants for better statlines.

Pretty much any of those will work well.

Kobold Sorc/Ninja into Arcane Trickster is actually a viable option.


I like the Kobold Sorcerer/Ninja idea - mainly because the Sorcerer will likely be limited at higher levels by the kobold's lower base constitution. The stealth combined with a couple low level spells (Expeditious Retreat, Message, etc) will make a great low level scout, and at higher levels, the ninja combat capabilities are added to it.


Have you considered an archeologist bard? They have enough skill points to and class skills to cover any skills you will need. With spells like invisibility, gaseous form and dimension door they can get to places like no one else. Since they get a straight bonus to all perception rolls instead of just for traps they will spot things other characters miss. The cantrip message is great for reporting back to the party.

The archeologist can also fill two other important roles. As a charisma based skill monkey they can easily fill the role of the party face. Bardic knowledge allows them to cover all the knowledge skills with minimal investment of skill points.


richard develyn wrote:

Let me define the Scout role as:

1) Being able to get to places most of the party cannot.

For example, the way out of the cavern is through a portcullis. To get to the opening mechanism you have to climb up to a ledge, balance across a narrow bridge, squeeze through a gap, swim under a moat, etc, etc

2) Reconnoiter

The party has a choice of three ways it can go so it sends the scout to do a quick recky down each one of them first.

3) Traps

It generally goes with this role but it is of secondary importance. It's quite possible that in the course of doing (1) and (2) you get to a trap. Spotting it is a good idea, and sometimes you'll want to disarm it while you're there too.

This is all what I think of as traditional Rogue stuff, but with Rogues arguably considered second rate I wonder what the alternatives might be.

Richard

Archeologist bard.

Uncanny dodge,evasion,skills,spells, take trp spotter at 4th to auto spot traps,take (ninja talent) wall climber for 20ft climb movement, viskani has great stats for a scout, great abilities (+level vs poison) and increases luck rounds with their fav class bard bonus never mind their other boons.

Shadow Lodge

CWheezy wrote:
Sir Thugsalot wrote:

They're considered second-rate by players who build their rogues to be BDFs because their GMs never throw stuff like ^^^ at them during meat-grinder hack-n-slash.

(Refer detractors to many existing threads, as I digress.)

Luckily...

...I referred you to one of the many existent threads where you can go to bash rogues. You should go read ALL of them right now.

See you in a couple months.

Grand Lodge

A great option that can fill most of those roles is a Wizard's familiar. Bats are especially good at aerial scouting in dark, confined spaces. It's not fair that a mere class feature so thoroughly fills the role of scout, but it is so.

Sczarni

1) summoner. Small eidolon. Small is good for defense and hide. Select the skilled evolution multiple times. Serpentine for climb. Need to buy arms.

2) share senses so you can relay the eidolons findings more easily.

Grand Lodge

Inquisitor, with the Eagle Domain, or Heresy Inquisition.


Play a Slayer.

Full BAB, access to the Ranger's Favored Terrains, The Rogue's Trapfinding, Sneak Attack, plus Tracking, Quarry, 6+int skills, all the requisite scouting class skills.

You get the best of both worlds from the Ranger and Rogue, and for combat-oriented variants you also get access to the Ranger's Combat styles. You basically get a feat at every level thanks to Slayer Talents.


andreww wrote:
As far as defending yourself goes outside of the low levels I would put my money on the solo full spellcaster far and away above the rogue. The rogue is very squishy, often depends on a flanking buddy to do much damage and has no real get out of jail cards in the event of being caught outside of UMD.

I do not agree. When you are a rogue, play a rogue. If you get caught, don't try to obliterate the opposition: use your skill. At low level, you will have more skill than any (I repeat, ANY) class. Use your head: accept to be caught and use escape artist latter, bluff your way out or wathever. And in that area, the rogue will be far better than full caster (mage and sage will get mayber 6 skills pts, while the rogue will have probably 9, with bluff, stealth, perception, acrobatics and escapte artist as class skill).

So, in my opinion, Rogue and Ranger are the top at low level. The bard will catch up with versatile performance and the druid with shape shifting, and latter the full caster will too (when they will have enough spell per day to ''trash'' some in the scouting area. And they will probably send the rogue or the ranger, boosted by those spell....)

I would look at a kitsune rogue. The combination of charm person, misdirection, disguise self and invisibility 2 time per day seems pretty good in my opinion.


Why as no-one mentioned the Cryptbreaker Alchemist??? That guy is good at that stuff. Gains trapfinding and such, gains soem useful rogue talents, and the fact that he has extracts and not spells can actually prove useful because (depending on the GM), Somatic Components may break stealth... and certain spells may not be so subtle (like spells with verbal components... or spells like shocking grasp). Where as a potion is actually rather subtle since it is a flask.

Additionally, depending on what you are facing, certain bomb discoveries can actually help neutralize small threats while still being subtle...

Oh! The investigator from ACG is actually pretty good at this as well... with all skill bonuses and all...


I made Doyle as part of a discussion on replacing the rogue with a druid as a scout. He worked out really well, but scouting was just of very limited use no matter who did it.

Str 7 Dex 14 Con 14 Int 14 Wis 19 cha 7

With a velociraptor wearing the druid in bat form as a hat, it wasn't an option of scouting ahead or having the tank up front: there was both. He had low light vision, dark vision (from a belt of dwarfyness) blindsense , and if something STILL managed to surprise them, the velociraptor ate it.

in 12 levels of PFS there was only one time i regretted not having trapfinder. A high wisdom score and eyes of the eagle made him better at finding traps than most.


Saigo Takamori wrote:
andreww wrote:
As far as defending yourself goes outside of the low levels I would put my money on the solo full spellcaster far and away above the rogue. The rogue is very squishy, often depends on a flanking buddy to do much damage and has no real get out of jail cards in the event of being caught outside of UMD.

I do not agree. When you are a rogue, play a rogue. If you get caught, don't try to obliterate the opposition: use your skill. At low level, you will have more skill than any (I repeat, ANY) class. Use your head: accept to be caught and use escape artist latter, bluff your way out or wathever. And in that area, the rogue will be far better than full caster (mage and sage will get mayber 6 skills pts, while the rogue will have probably 9, with bluff, stealth, perception, acrobatics and escapte artist as class skill).

So, in my opinion, Rogue and Ranger are the top at low level. The bard will catch up with versatile performance and the druid with shape shifting, and latter the full caster will too (when they will have enough spell per day to ''trash'' some in the scouting area. And they will probably send the rogue or the ranger, boosted by those spell....)

I would look at a kitsune rogue. The combination of charm person, misdirection, disguise self and invisibility 2 time per day seems pretty good in my opinion.

Actually, I think Alchemists have you beat there... especially bomber alchemists... They tend to have obnoxiously high INT and they get 6+ skills... that is alot of skills....

Oh and the Investigator is also really good with skills....

Oh and WHOOPIE!!! YOU HAVE 9 SKILL RANKS A LEVEL!!! NOW YOU CAN TAKE PROFESSION BASKETWEAVING! I mean, seriously, after a certain point, your ranks mean very little.

Oh, and problem about your little scenerio. What if they are not taking captives? Your kinda SOL, where as a Ninja 3/Sorcerer 1 (arcane)/Arcane Trickster X with Eldritch Heritage (Shadow) nets you a fairly large bonus to stealth, ability to create situations to use stealth (Darkness spell, blindness, Veil, Vanishing Trick, ect.), and the ability to get out of danger fast (the Dimension Door Ability from Shadow Bloodline, Dimension Door the Spell, Gaseous Form, Contingency, ect.)


Yeah, an Alchemist can beat the Rogue in skill, but at low level I'm pretty sure the rogue will be better overall. Were the Bomber Alchemist will have a Int maxed, he will have some of the stats dumbed (like... charisma). And the rogue may keep them at a better level, depending on the build.

For the Investitagor, it's not yet release, right? I didn't see what the class look, but with all the love the rogue get..

And I disagree: the skill may always be usefull. The problem is more that the players need to use their head. 9 skill? It means bluff, diplo, sense motive, stealth, perception, escape artist, acrobatics, intimidate and survival maxed, all skills that may become usefull for a scout at low level. And if they are not taking captive? Well then, it depends of the DM, like any skill relatde thing. But unless you are against chaotic evil stupid creature, you may be able to get your way out of the trouble, even if the watch man have received the order to ''kill any scout without interrogation. The boss don't want to know who is against him''. And for you build, sure it's good. At level 5.. And it use an alternative class of the rogue.

Sure, with some min-max and imagination you can get something better, but I don't think the rogue should be ignored.


Saigo Takamori wrote:


I would look at a kitsune rogue. The combination of charm person, misdirection, disguise self and invisibility 2 time per day seems pretty good in my opinion.

You do realize that all these spells are on the bards list? Also to get these by 5th level you have used all your feats which nerfs your combat ability. Also this archetype loses trap finding which is kind of useful for a scout. If you want a magical rogue an archeologist bard has everything the rogue has and more.

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