Scout Class [Archive] - Wizards Community

Post/Author/DateTimePost
Inspired_Mage

07-07-05, 02:07 PM
Hi All

One of the other PC's in my group has asked if anyone knows the details for a class known as the 'Scout'?

I think it may be in a book called 'The Complete Adventurer' or something like that.

He feels it may be a good class for the rogue in our party.
dragonheart

07-07-05, 02:53 PM
its not a bad class - and ye s its in the complete adventurer along with the ninja. It is a base class however not a prestige class. you do get trapfinding, evasion and uncanny dodge (in a different order) and 8 skill points but the skill lists are not identical - scout is geared more to oudoor settings and could almost be thought of as a nonspellcasting alternative to ranger ( scout gets a d8) more than as a rogue variant.
Inspired_Mage

07-07-05, 03:01 PM
Thanks alot, i am going book shopping this weekend so i might have a look at this book if it is worth it.
Iron Klaw Merc

07-07-05, 05:06 PM
Make sure you look the book over very well before you buy it, I have all the complete books, and that one is the only one that I did not like and have not found much of a use for.
dragonheart

07-07-05, 06:25 PM
Actually I like the book but it does depend on the style of campaign and play. I don't like the ninja although I guess it is a reasonable version of the ninja as they were often reported from outside. THe scout is good and many of the prestige classes although the bet bard PrCs are really in complete arcane.
sometimes I wonder if the Ninja (and the monk) shouldn't be psionic classes with their ki powers :D
Dielzen

07-07-05, 10:29 PM
Given that you have to move 10 feet or more, so can only take standard actions for melee/archery, I find the Scout to be completely weak.
Iron Klaw Merc

07-07-05, 10:59 PM
Given that you have to move 10 feet or more, so can only take standard actions for melee/archery, I find the Scout to be completely weak.

I will agree with you. plus the rogue class can easily be made to fit in a wilderness game.
dragonheart

07-09-05, 04:23 PM
Actually I like the 10' rule - no you don't stand and fight full out - but then again if you did you would get slaughtered :D If I want someone who stands and fights I'll get a fighter. this forces a difgferent sort of fight process to occur - the running battle and at that they excell.
Milo_Shishkabibble

07-11-05, 04:49 PM
The 10' rule is a bit hindering, but the scout class is all about mobility. Best advice, get spring attack ASAP. Move in, attack with extra damage, move out, provoking no AOO. Then if you use psionics, you can have someone manifest the hustle power on you (if it's not self only, can't remember), and you can move and do a full attack with extra damage. Best advice, work on your hide skill, and a halfling scout can actually be much fun, especially if you combine it with thief-acrobat. :D
Sakeninja

07-11-05, 10:40 PM
Make sure you look the book over very well before you buy it, I have all the complete books, and that one is the only one that I did not like and have not found much of a use for.


Interesting, I think it is the best one yet
Purple Dragon Knight

07-16-05, 04:43 PM
Interesting, I think it is the best one yetI agree. And I also find the Scout class incredibly amazing. The 10-foot rule is not a hindrance if you have Manshot (nowhere does the ability specifies that the Skirmish damage applies only to the first attack -- it actually says that all attacks are at +1d6 after you move 10 feet...)

So the question becomes: how can I move 10 feet and do more than one attack? Easy:

1) Mounted Combat + Mounted Archery combo: only -4 to all attacks if your mount takes a double move, only -2 if your mount makes a single move!

2) Manyshot feat

3) Shuriken -- I'd have to recheck this one but don't you shoot 3 shurikens PER attack you have? i.e. BAB +11/+6/+1 means 3 attacks at +11, 3 attacks at +6 and 3 attacks at +1, all at +1d6!!! (shurikens deal 1 point of damage, but who cares when you have +1d6 on each of them!!) I'm not providing a means to move 10 feet in this paragraph -- I'm just throwing the shuriken thing for your consideration! :D

4) Followers: ever wondered what class your followers should have? well, imaging thirty low level scouts, each dealing +1d6 on each arrow... that oughta tip the scale in mass combats. Low level followers usually have one attack only, so this is perfect for them. This combined with the skill array scout have, means a perfect scouting party and entourage for a high-level party (the scouts travel ahead making spot checks, hiding at night taking serving as your watch, and providing food for you as you travel in the wild... oh, and did I mention that they can find traps too?!?!? who EVER said this class was NOT good!!)

5) Tenser's Floating Disk cast by your party mage... nuff said! :P
Winged_Death

07-17-05, 09:40 AM
Can any one post the the details of this class?
Purple Dragon Knight

07-19-05, 09:14 AM
This would go against the rules of this message board. Besides, I strongly recommend you buy the book: every page is a delight!

PS: did I forget to mention that they also publish the 3.5 version of the Virtuoso PrC in this book?
Winged_Death

07-19-05, 04:15 PM
Sorry did not realise, have never seen the book in any of the shops here in SA.
Palmate

07-21-05, 08:16 AM
In our current campaign environment plays an important role in almost every encounter, it has appeared that the Scouts ability, Flawless Step, is almost broken.

For example moving through a Deep Bog (4 feet of water) the scout isn’t hindered at all… this allows the Scout to take a 5 foot move all the time, and also permits him to use his skirmish ability with out much regard for the terrain.

Others thoughts on this 6th level ability? Any house rules concerning this?

I’m considering a house rule that will cause the ability to be changed to half the movement cost of squares with a cost above 1,(Min 1); I would still not allow it to function on any terrain that requires climb or swim checks,

Palmate
Purple Dragon Knight

07-21-05, 01:32 PM
I don't think it's broken: at the level he gets it most PCs will have access to Freedom of Movement, which is even better as it also works in Entangle/Web areas and against Grapple attempts (i.e. monsters with Improved Grab are so nasty, and the Flawless Step ability won't help)

As you said: environment is big in your game. Perhaps you should revise the ability for the purposes of your games...
Palmate

07-21-05, 02:16 PM
Interesting thoughts Purple Dragon Knight, though I understand that the scout gets this ability at 6th level, where as a mage would get a more powerful version (Freedom of Movement) at 7th level at the earliest, then only for 70 minutes /casting.

while you are correct that the ability doesn't help against grapple attacks, I find it interesting that a 6th level character could potentially travel through a Deep Bog (4 ft of water) with no penalty to movement... under normal circumstances the movement would be at a quarter (that's each square counts as 4, for all those at home keeping track).

Do you not use terrain or environment effects in the games you play in?

I also completely understand that it is my option to impose house rules, I was more interested in seeing if any one else was pausing over this seemingly innocent ability or had experienced issues with it.

Palmate
Purple Dragon Knight

07-21-05, 09:17 PM
I'm not sure what the movement modifier for a deep bog is, but sure, I don't see why a scout could not move normally even in such an environment. Mobility is the scout's main weapon. Guerilla/Skirmish warfare is his/her deal. I'm thinking you are getting caught with details: how often will the PCs encounter a 4-foot deep bog? I say "shine the spotlight on the scout when that happens!!" :)

Also, you have to remember that a 4-foot deep bog is not continuously a 4-foot deep bog: the scout is a master of reconnaissance and terrain appreciation, and he/she picks the best path as he travels along, having seen this or that type of squishy swamp many a times before. "As a result the scout only steps on the "firm bits" and avoid falling through the peat moss floating islands, skidding from log to dirt patch to shallows to protruding rock as he/she makes his/her way across the bog..." etc. etc. etc. :P

Edit: To go even beyond that, I'll mention that the Star Wars RPG Scout class provides an overland travel BONUS to the rest of the party he/she travels with, for the very reason I outlined above... :D :) :D