Scout Build? [Archive] - Wizards Community

Post/Author/DateTimePost
soonerpat

03-25-07, 05:05 PM
What have people thought of with the scout build?

With the Swift Hunter Feat allowing ranger/scout levels to stack for favored enemies as well as Skirmish damage, I was looking at combining the two for a PC focused on undead (the skirmish damage would apply) and providing the trapfinder/disabler for the upcoming greyhawk ruins..

I'm curious what race, feats, and combinations of levels people would recommend.

As a starter I was looking at an elf with 18 dex...

1: Scout 1, Point Blank Shot, 1d6 Skrimish damage
2. Scout 1/Ranger 1 - Favored Enemy Undead.
3. Scout 2/Ranger 1 - Precise Shot, Init +1, +1 fort save
4. Scout 3/ranger 1 - +1 dex, +10 ft move, +1 AC
5. Scout 4/Ranger 1 - Bonus Feat Swift Hunter, 2d6 Skirmish damage
Undead +4, Human enemy +2
6. Scout 5/ranger 1 - Weapon Focus dagger,
7. Master Thrower 1/Quick Draw, Palm throw
8. MT2/Sct 5/Ran 1 - Dex is 20, Improved Evasion,
9. MT3/Sct 5/Ran 1 - FEAT??, Two with one blow
10. MT4/Sct 5/ran 1 - Snatch arrows
11. MT 5/Sct 5/ran 1 - Weak Spot, Improved crit daggers

At this point Search is +20ish, disable device is very solid about +18 or so.

Each dagger does 2d6+1d4+1 (plus more for magic daggers). If there are two enemies adjacent to each other than each can be hit with a touch attack with two daggers, for 4d6+2d4+2 per enemy, and there's a +19 or so to hit on the touch attack..

After 11th level I'm open to ideas...
trollbill

03-25-07, 05:40 PM
I'd really try to squeeze Improved Skirmish in there if you can.
soonerpat

03-25-07, 06:18 PM
Good Call.. That could be taken at 9th level, or if I went human then I can take that at 6th level...

Does anyone know any prestige class which allows full attack and move actions besides dervish, or even a way to get an offhand attack as part of a standard action?

This is a major limitation (by design :D ) and if I could work 2 attacks in a single round then I could have either 4 or 8 attacks in a single round...
Jay_Ibero_911

03-25-07, 06:34 PM
Race:Human
Alignment:Chaotic Neutral

STR-15 (8)
DEX-14 (6)
CON-14 (6)
INT-12 (4)
WIS-12 (4)
CHA-8 (0)

Lv1(Scout)Dodge, Mobility
Lv2(Scout)
Lv3(Barbarian)Extra Rage
Lv4(Scout)+1 STR
Lv5(Ranger)Track
Lv6(Scout)Spring Attack, Swift Hunter
Lv7(Scout)
Lv8(Scout)+1 STR
Lv9(Scout)Power Attack
Lv10(Scout)Improved Skirmish
Lv11(Barbarian)
Lv12(Scout)Elusive Target, +1 STR
Lv13(Scout)
Lv14(Scout)
Lv15(Scout)Bounding Assault, Bonus Feat

You are skill monkey and springing tank, with 3 favored enemies to make skirmish apply to. You also end up with 60ft movement, and 6d6 skirmish damage +5 dodge bonus to ac when you move 20ft. Improved Uncanny dodge, and Track. Should be thoroughly useful both in and outside of combat.
soonerpat

03-26-07, 08:26 PM
This is a good build, but why the second level of barbarian?

It seems like another level of fighter for some feat or something else might be better there?
Jay_Ibero_911

03-26-07, 08:55 PM
This is a good build, but why the second level of barbarian?

It seems like another level of fighter for some feat or something else might be better there?

2nd level of Barbarian is basically a flavor choice. I like the idea of having improved uncanny dodge. Feel free to swap in a fighter level for an extra feat if you prefer. Acrobatic Strike would be a good choice if you go that route.
Mithreinmaethor

03-27-07, 07:54 PM
Looking at your build this is what I came up with:

Wood Elf

1 - (Scout) Feat: Improved Weapon Familiarity - Skirmish (+1d6), Trapfinding
2 - (Ranger) Favored Enemy - Undead, Track, Wild Empathy
3 - (Ranger) Feat: Telling Blow - Combat Style (Two Weapon Fighting)
4 - (Scout) Battle Fortitude +1, Uncanny Dodge
5 - (Fighter) Bonus Feat: Weapon Focus - Rapier
6 - (Scout) Feat: Swift Hunter, Fast Movement +10', Skirmish (+2d6, +1 AC), Trackless Step, Favored Enemy - Constructs
7 - (Fighter) Bonus Feat: Dodge
8 - (Ranger) Ranger Bonus Feat: Endurance
9 - (Wildrunner) Feat: Two Weapon Pounce, Fast Movement +10'
10 - (Wildrunner) Primal Scream, Scent
11 - (Fighter)
12 - (Fighter) Feat: Weapon Specialization - Rapier, Bonus Feat: Melee Weapon Mastery - Piercing
13 - (Scout) Bonus Feat: Mobility, Skirmish (+2d6, +2 AC)
14 - (Scout) Evasion
15 - (Scout) Feat: Improved Skirmish, Flawless Stride, Skirmish (+3d6, +2 AC)


He will be using the Elven Thinblade / Elven Lightblade 2 weapon combo. And will carry a Elven Courtblade for 2 handed fun, and have a Composite bow of some sort with a Str rating just in case. He does take the 20% exp/gold hit from 6th to 7th but it was unavoidable to get things to fall just right.
LachlarlanIII

03-28-07, 09:58 AM
Does anyone know any prestige class which allows full attack and move actions besides dervish, or even a way to get an offhand attack as part of a standard action?

This is a major limitation (by design :D ) and if I could work 2 attacks in a single round then I could have either 4 or 8 attacks in a single round...

Wildrunner is the only other PrC that I know of that can get a full attack after moving. They get Pounce at around 6th I think, but you have to charge to get it to work.

Other ways are Two-Weapon Pounce (I think that's what it's called) which lets you attack with both weapons on a charge, and Boundless Assault which requires a BAB of +12 but lets you attack twice on a Spring Attack.
Mithreinmaethor

03-28-07, 05:43 PM
Looking at mine I wish there was a way to get Spring Attack in. I guess I could take it at 15th. But then its weighing weither +2d6 Skirmish, +2 AC is more useful than Spring Attack
Munchausen

03-30-07, 11:21 AM
Just started a Scout myself.. and now that i am lvl 2 wondering if it is worth taking 1 lvl in ranger or not.

Also for the Skirmish Attack.. that dose not work against undead (I think, dont have the book in front of me)
trollbill

03-30-07, 12:00 PM
Here is my take on Scout Archer build. I was originally going to shoot for Order of the Bow Initiate because Precision Ranged attack and Skirmish stack, but after seeing the Swift Hunter and Improved Skirmish feat my plan changed entirely:

Race:Wood Elf
ST: 16
DX: 18
CN: 12
IN: 12
WS: 8
CH: 8

Level
1 Scout: Point-blank Shot, Skirmish +1d6, Trapfinding
2 Ranger: Favored Enemy - Undead +2, Wild Empathy, Track
3 Scout: Swift Hunter, Skirmish +1d6, +1 AC, Battle Fortitude +1, Uncanny Dodge
4 Scout: DX+1, Fast Movement 40 feet, Trackless Step
5 Scout: Precise Shot, Skirmish +2d6, +1 AC, Favored Enemy - Undead +4, Construct +2
6 Ranger: Rapid Shot, Improved Skirmish
7 Scout: Skirmish +2d6, +2 AC, Evasion
8 Scout: DX+1, Flawless Stride
9 Scout: Manyshot, Skirmish +3d6, +2 AC
10 Scout: Quick Reconoiter, Camouflage, Favored Enemy - Undead +4, Construct +4, Elementals +2
11 Scout: Skirmish +3d6, +3 AC
12 Scout: DX+1, Tactile Trapsmith, Blindsense 30 ft.
13 Scout: Skirmish +4d6, +3 AC, Fast Movement 50 feet, Battle Fortitude +2
14 Scout: Far Shot
15 Scout: Improved Precise Shot, Skirmish +4d6, +4 AC, Favored Enemy - Undead +4, Construct +4, Elementals +4, Oozes +2

Since I am taking 2 feats that appear on the Scout bonus feat list as regular feats and get 2 bonus feats, I could retrain these bonus feats at some point in order to replace them with something better than Quick Reconoiter and, especially, Far Shot.
LachlarlanIII

03-30-07, 12:04 PM
Here is my take on Scout Archer build. I was originally going to shoot for Order of the Bow Initiate because Precision Ranged attack and Skirmish stack, but after seeing the Swift Hunter and Improved Skirmish feat my plan changed entirely:

Race:Wood Elf
ST: 16
DX: 18
CN: 12
IN: 12
WS: 8
CH: 8

Level
1 Scout: Point-blank Shot, Skirmish +1d6, Trapfinding
2 Ranger: Favored Enemy - Undead +2, Wild Empathy, Track
3 Scout: Swift Hunter, Skirmish +1d6, +1 AC, Battle Fortitude +1, Uncanny Dodge
4 Scout: DX+1, Fast Movement 40 feet, Trackless Step
5 Scout: Precise Shot, Skirmish +2d6, +1 AC, Favored Enemy - Undead +4, Construct +2
6 Ranger: Rapid Shot, Improved Skirmish
7 Scout: Skirmish +2d6, +2 AC, Evasion
8 Scout: DX+1, Flawless Stride
9 Scout: Manyshot, Skirmish +3d6, +2 AC
10 Scout: Quick Reconoiter, Camouflage, Favored Enemy - Undead +4, Construct +4, Elementals +2
11 Scout: Skirmish +3d6, +3 AC
12 Scout: DX+1, Tactile Trapsmith, Blindsense 30 ft.
13 Scout: Skirmish +4d6, +3 AC, Fast Movement 50 feet, Battle Fortitude +2
14 Scout: Far Shot
15 Scout: Improved Precise Shot, Skirmish +4d6, +4 AC, Favored Enemy - Undead +4, Construct +4, Elementals +4, Oozes +2

Since I am taking 2 feats that appear on the Scout bonus feat list as regular feats and get 2 bonus feats, I could retrain these bonus feats at some point in order to replace them with something better than Quick Reconoiter and, especially, Far Shot.

I wouldn't even bother taking Far Shot. You have to be within 30ft. of your target to get your skirmish bonus damage.

Even though most people will say otherwise, I would take Alertness instead. Alertness+Quick Reconnoiter=Good
Mommy was an Orc

03-30-07, 12:18 PM
Level
1 Scout: Point-blank Shot, Skirmish +1d6, Trapfinding
2 Ranger: Favored Enemy - Undead +2, Wild Empathy, Track
3 Scout: Swift Hunter, Skirmish +1d6, +1 AC, Battle Fortitude +1, Uncanny Dodge
4 Scout: DX+1, Fast Movement 40 feet, Trackless Step
5 Scout: Precise Shot, Skirmish +2d6, +1 AC, Favored Enemy - Undead +4, Construct +2
Since I am taking 2 feats that appear on the Scout bonus feat list as regular feats and get 2 bonus feats, I could retrain these bonus feats at some point in order to replace them with something better than Quick Reconoiter and, especially, Far Shot.

Just to point out something that will make it a lot easier for you...you need +1 AC from Skirmish to take Swift Hunter - you don't get that until 4th. However, Swift Hunter is a Scout Bonus feat, so you can take it with your 4th level Scout feat...and take Precise Shot with your 3rd level feat.

Doesn't really hurt in any case, because the benefits of Swift Hunter aren't really worth much until you have 5 levels in Scout and Ranger - which you do at 5th...
LachlarlanIII

03-30-07, 12:22 PM
Just to point out something that will make it a lot easier for you...you need +1 AC from Skirmish to take Swift Hunter - you don't get that until 4th. However, Swift Hunter is a Scout Bonus feat, so you can take it with your 4th level Scout feat...and take Precise Shot with your 3rd level feat.

Doesn't really hurt in any case, because the benefits of Swift Hunter aren't really worth much until you have 5 levels in Scout and Ranger - which you do at 5th...

I thought Scouts gained their Skirmish benefits every odd level.

+1d6 damage at 1st
+1d6 damage, +1 AC at 3rd
+2d6 damage, +1 AC at 5th
+2d6 damage, +2 AC at 7th and so on.
trollbill

03-30-07, 12:36 PM
I wouldn't even bother taking Far Shot. You have to be within 30ft. of your target to get your skirmish bonus damage.

Even though most people will say otherwise, I would take Alertness instead. Alertness+Quick Reconnoiter=Good

The Far Shot is mostly just a place holder. I figure at 14th I could retrain out Improved Skirmish for another regular 6th-level feat then take Improved Skirmish as my bonus feat. I'm not even going to bother picking that feat yet as I am sure by the time I am 14th, there will be more I want.

Just to point out something that will make it a lot easier for you...you need +1 AC from Skirmish to take Swift Hunter - you don't get that until 4th. However, Swift Hunter is a Scout Bonus feat, so you can take it with your 4th level Scout feat...and take Precise Shot with your 3rd level feat.

Doesn't really hurt in any case, because the benefits of Swift Hunter aren't really worth much until you have 5 levels in Scout and Ranger - which you do at 5th...

Thanks, I need to look at that again.
Munchausen

03-30-07, 12:47 PM
Ohh wow.. Just read about Swift hunter.. thats a very very nice feat to have.. and i see that it works against Undead too.. just.. Wow. Definate on my list of feats to take.
Mommy was an Orc

03-30-07, 12:49 PM
I thought Scouts gained their Skirmish benefits every odd level.

+1d6 damage at 1st
+1d6 damage, +1 AC at 3rd
+2d6 damage, +1 AC at 5th
+2d6 damage, +2 AC at 7th and so on.

He took it as his 3rd level feat and he doesn't get his 3rd level of Scout until 4th...
LachlarlanIII

03-30-07, 01:59 PM
He took it as his 3rd level feat and he doesn't get his 3rd level of Scout until 4th...

Gotcha.
Mithreinmaethor

03-30-07, 05:26 PM
What no none likes my scout build :( I am crushed. Ok not really. Was just looking for some critiques.

Here is a modified version of it.

Wood Elf (S: 17 {20} D:16 C:12 I:12 W:10 C:8)

1 (Scout) - Feat: Telling Blow, Skirmish (+1d6), Trapfinding
2 (Ranger) - Favored Enemy - Undead, Track, Wild Empathy
3 (Scout) - Feat: Improved Weapon Familiarity, Battle Fortitude +1, Uncanny Dodge
4 (Scout) - Fast Movement +10', Skirmish (+1d6, +1 AC), Trackless Step
5 (Scout) - Bonus Feat: Swift Hunter, Favored Enemy - Constructs, Skirmish (+2d6, +1 AC)
6 (Ranger) - Feat: Improved Skirmish, Combat Style - Two Weapon Fighting
7 (Ranger) - Ranger Bonus Feat: Endurance, Skirmish (+2d6, +2AC)
8 (Wildrunner) - Fast Movement +10'
9 (Wildrunner) - Feat: Improved Critical - Rapier, Primal Scream, Scent
10 (Wildrunner) - Endure Elements
11 (Wildrunner) - Primal Scream (Enemies Shaken)
12 (Wildrunner) - Feat: Improved Favored Enemy, Hide in Plain Sight
13 (Wildrunner) - Primal Scream (Pounce)
14 (Scout) - Evasion
15 (Scout) - Feat: Acrobatic Strike, Flawless Stride, Skirmish (+3d6, +2 AC)
Mithreinmaethor

03-31-07, 08:32 AM
Ok sorry about leaving that hanging last night. My work time snuck up on me. Man my day went fast. Well look above and tell me what you thing. It looks workable and kinda fun to me.
Mommy was an Orc

03-31-07, 09:22 AM
What no none likes my scout build :( I am crushed. Ok not really. Was just looking for some critiques.

Here is a modified version of it.

Wood Elf (S: 17 {20} D:16 C:12 I:12 W:10 C:8)

1 (Scout) - Feat: Telling Blow, Skirmish (+1d6), Trapfinding
2 (Ranger) - Favored Enemy - Undead, Track, Wild Empathy
3 (Scout) - Feat: Improved Weapon Familiarity, Battle Fortitude +1, Uncanny Dodge
4 (Scout) - Fast Movement +10', Skirmish (+1d6, +1 AC), Trackless Step
5 (Scout) - Bonus Feat: Swift Hunter, Favored Enemy - Constructs, Skirmish (+2d6, +1 AC)
6 (Ranger) - Feat: Improved Skirmish, Combat Style - Two Weapon Fighting
7 (Ranger) - Ranger Bonus Feat: Endurance, Skirmish (+2d6, +2AC)
8 (Wildrunner) - Fast Movement +10'
9 (Wildrunner) - Feat: Improved Critical - Rapier, Primal Scream, Scent
10 (Wildrunner) - Endure Elements
11 (Wildrunner) - Primal Scream (Enemies Shaken)
12 (Wildrunner) - Feat: Improved Favored Enemy, Hide in Plain Sight
13 (Wildrunner) - Primal Scream (Pounce)
14 (Scout) - Evasion
15 (Scout) - Feat: Acrobatic Strike, Flawless Stride, Skirmish (+3d6, +2 AC)

I think you've got some very mixed abilities:
You're a high strength/BAB strength character without Power Attack or a lot of bonus damage that can be easily used with TWF when you're not moving. And you don't really need to use a Finesse weapon.

i.e. you're spending a lot of feats to gain the abilities of a Falchion when you don't do a lot of damage due to a lack of Power Attack.
Mithreinmaethor

03-31-07, 02:29 PM
I rarely use Power Attack especially at higher levels. I would rather hit something that wast the BAB in a Power Attack (extra damage doesnt mean diddly if you cant hit) but that just my pref.

I went for weapons which combined with the Improved Critical feat give me a nice crit range (Elven thin and light blades). Unless I get bottle necked I will always get in my movement. And with the ability to include my skirmish with crits its nice extra damage (damage I dont have to sacrifice BAB to get).

I could just as easily trade the Favored Enemy - Undead for Elementals. Giving me the ability to get my Skirmish and +5 dmg against my 2 favored enemies.