| Post/Author/DateTime | Post |
|---|---|
| #1TomCostaMay 21, 2015 13:00:13 |
I've reworked my scout class a bit. Comments welcome.
The Scout
In the first faint gray of the morning, when the swarming advance had paused to resume something of definition as a line of battle and skirmishers had been thrown forward, word was passed along to call the roll.
Spread over the grass and in among the tree trunks, he could see knots and waving lines of skirmishers who were running hither and thither and firing at the landscape.
The halfling runs swiftly and silently through the woods, keeping pace with the marching soldiers. Occasionally, she pauses to make bird calls, alerting her allies that the marchers are nearly at the ambush point. She sprints ahead, finds her spot near the trip wire trap that will assail the first in line, notches an arrow, and takes aim.
The one-eyed man slams the pommel of his sword into the orc’s head, knocking him to the ground. In moments, he’s bound his bounty, ready to drag his prey back to civilization and the justice that waits.
The elf crouches next to his wolf companion, whispering commands. In a moment the two spring from hiding and into action, circling the bugbear, each taking turns launching their attacks—a darting rapier at one moment, gnashing teeth at the next.
Scouts are master at reconnaissance and expert skirmishers. They rely on their knowledge of the wilds, stealth, and awareness of their foes’ weaknesses to always be ahead of danger.
Trailblazing and Reconnaissance
Ambushers and Skirmishers
Creating a Scout As you create your scout character, consider where your allegiances lie. Are you dedicated to your local community as a merry insurgent fighting against a wicked lord or a humble villager who keeps an eye out for danger? Perhaps you are allegiance is only to yourself and you are a bounty hunter tracking fugitives for profit or a horrible bandit marauding to survive. Or perhaps, you are dedicated to a mission bigger than yourself, serving in your nation’s military as a reconnaissance expert.
What was it that set you on the path of the adventurer? Did you fail your charges? Or, quite the opposite, did your eagle eye save the day? Did you start on one path, only to be forced on another. Perhaps you began as a military scout, but corruption among the ranks drove you to quit bitterly and become a bounty hunter. Or perhaps, your village was sacked by marauders and you joined your military to fight back.
Quick Build |
| #2TomCostaMay 21, 2015 13:07:31 | Class Features Hit Points
Proficiencies Saving Throws: Dexterity, Intelligence
Equipment
Multiclassing
|
| #3TomCostaJul 03, 2015 19:24:14 |
Natural Explorer
Scout Signaling
Sneak Attack
Cunning Action
Vigilance
Scout Archetype
Ability Score Improvement
Uncanny Dodge
Bushwhacker
Master Scout
Land’s Stride
Camouflage
Stamina
Trackless Step
Evasion
Ambusher
Elusive
Deadly Accuracy
|
| #4TomCostaJul 03, 2015 18:39:44 | Scout Archetypes
Bounty Hunter
Bring ‘Em Back Alive
Hogtie
Mark
One Step Ahead
Inscrutable
|
| #5TomCostaMay 21, 2015 13:05:28 | Skirmisher
Hit and Run
Trap Breaker
Mobile Sneak Attack
Blindsense
Tools
|
| #6TomCostaMay 21, 2015 13:08:00 | Designer Notes
First tier (levels 1-4): The scout starts off with similar hit points and proficiencies to the rogue, but comes in at a minor disadvantage. Instead of proficiency with the hand crossbow and thieves’ tools, the scout gains proficiency with the scimitar, net, and the new trapmakers’ kit. This is, if you will, a “net” negative because both classes have enough weapon choices that a couple different options is not such a big deal, but the loss of thieves’ tools is because disarming traps and locks is much more prevalent than setting traps. In addition, scouts lose one skill proficiency and have somewhat fewer choices from which to select skill proficiencies. We’ll have to make up these losses to keep balance.
Also, like most classes, the rogue gains an ability score improvement at 4th, 8th, 12th, 16th, and 19th levels, but gains an additional ability score improvement at 10th level. We’ll keep the standard, but talk about a replacement for the one at 10th level below. The scout is more narrowly focused than the rogue, which can probably cover the most thematic ground of any class, and we can come up with something to fit the bill.
Looking at 1st level, we’ll replace expertise with the ranger’s natural explorer class feature. This is arguably a fair trade. Expertise offers more flexibility in the interaction and/or exploration pillars, but natural explorer gives you a little more bang in the right terrain in the exploration pillar. That’s okay, scouts are going to lose some of the rogue options to enhance the interaction pillar in favor of the exploration pillar. This is a key feature thematically and we’re going to want to grant the scout new favored terrains just as the ranger does (or perhaps a bit better than the ranger does). We’ll also replace thieves’ cant with a similar, but new feature called scout signaling. Scout signaling is arguably a bit more useful in that you can communicate to a limited degree with folks who don’t have this feature, but in the end, they are near equals, and neither is a game changing feature. We’ll keep the rogue’s core abilities of sneak at 1st level and cunning action at 2nd level. But at 2nd level, it’s also time to make up for some lost ground, so let’s give the scout a little bump to their initiative due to their heightened awareness that we’ll call vigilance. This gives us a minor bump to our combat abilities. Like the rogue, we’ll start the archetypes at 3rd level. In our comparison, the rogue (assassin) gains proficiency in two sets of tools to help with the interaction (and perhaps combat) pillar and the assassinate combat feature. The scout (skirmisher) is going to pull a feature from the ranger (hunter), escape the horde (and rename it “hit and run” to fit our theme) and gain proficiency in thieves’ tools (we’ll call it trap breaker). The ranger feature is normally gained at 7th level, but it’s more defensively oriented compared to the more offensive assassinate feature and proficiency in a poisoner’s kit. By the end of the tier, they should be close to balanced.
Second tier (levels 5-10). At 5th level, we’ll stick with uncanny dodge (the last of the core rogue abilities). We’ll also improve natural explorer at 5th and 10th levels. At 6th level, we trade the improvements to Expertise with the rogue (assassin) assassinate combat feature, which is normally gained at 3rd level. At 7th level, we’ll give the scout the rogue (thief) supreme sneak exploration and combat oriented feature that is normally gained at 9th level. This isn’t a make or break feature, but it plays to the scout’s strengths, which is cool. (We’ll also rename it “master scout” to fit the theme.) That said, the rogue normally gains evasion at this level and that is definitely better. At 9th level, the rogue (assassin) gains the interaction benefit of infiltration, but we’re still thinking that we took a bit of hit with the loss of evasion, so we’ll go with an offensive combat bonus in the form of a new class feature, mobile sneak attack that allows the scout (skirmisher) to apply sneak attack damage when he uses cunning action to move. This compares favorably to the 3rd level rogue (swashbuckler) feature toujours l’audace. That’s pretty cool, fits our theme, and has probably evened things out again. At 10th level, the rogue gains another ability score improvement or feat. That’s a tall order with a huge amount of flexibility, but maybe we did a little better last level, so let’s go with the ranger’s land stride exploration feature normally gained at 8th level and another favored terrain for natural explorer. All in all, I think we’re still fairly balanced.
Third tier (levels 11-16): At 11th level, the rogue normally gets reliable talent which takes their proficient skills to even higher heights. We’re going to go with the ranger’s exploration class feature hide in plain sight normally gained at 10th level (and rename it “camouflage”). The scout definitely got the shorter end of the stick at this level. At 13th level, the rogue (assassin) normally gains the imposter interaction-oriented class feature. That doesn’t fit our theme, so we look to the ranger and see the vanish class feature normally gained at 14th level, except we can already hide as a bonus action through cunning action, so we’ll take the part of vanish we don’t have and rename it trackless step. That’s not really enough, plus we probably need to balance out 11th level a bit, so we’ll give the scout the new stamina class feature, which is an exploration and combat feature. It allows the scout to run long distances and deal with hostile environments without fear of tiring. At 14th level, the rogue gains blindsense, which works for us as well, so we’ll keep it. At 15th level, the rogue gets slippery mind, which is very good, but doesn’t fit our theme. Looking at the ranger (hunter), we see it can choose evasion as an option—which provides defensive benefits akin to slippery mind and is normally granted to rogue’s at 7th level—and that works great for us too. We’ll also go with one more favored terrain. Things are still looking on the whole balanced.
Fourth tier (levels 17-20): At 17th level, the rogue (assassin) gains death strike, which is cool, but we look at the rogue (thief) and see thief’s reflexes. That feature is perfect for the scout and plays back into the scout’s vigilance class feature, but not in any way that should break anything; neat. Let’s take that. At 18th level, the rogue normally gets elusive, which works for the scout as well, so we’ll keep it. Finally at 20th, the scout needs a capstone feature. The rogue gets stroke of luck and the ranger get’s foe slayer, neither of which is right thematically, but I’m still thinking about the rogue (assassin) death strike class feature. Let’s try that and rename it deadly accuracy.
In the end, the scout has 10 rogue class features, 6 ranger class features, and 4 new class features. It has about 13 combat-oriented class features and 10 exploration (and to a much lesser extent, interaction) class features, while the rogue has 11 combat-oriented class features and 8 exploration and interaction class features (counting the better proficiencies as an additional class feature). That said, several of the scout’s class features are obviously less powerful (and flexible) than the rogues, so again, they are probably balanced on the whole.
Now let’s create some archetypes. I’ve already settled on the skirmisher. I’m also thinking I can make a military scout that can help maneuver troops and maybe a bounty hunter of some sort. I look into a sniper archetype, but the sharpshooter and sniper feats seem to cover that pretty well, maybe I can just note that somewhere. I also consider some sort of trap expert option, but the rules for trap making are rudimentary and I don’t want to draft new rules at this time or overly complicate things.
Looking at my archetype options and the class features I have, I settle on levels 3, 9, and 14 for archetype class features. This is on the low end of archetype variability, but it should still work. My initial archetype, the skirmisher will get hit and run at 3rd level, mobile sneak attack at 9th level, and blindsense at 14th. So far, so good; although, I may want to revisit blindsense. It fits my class theme, but may not be accentuating my archetype theme as much as I’d like….
I also worked up the bounty hunter, which we’ll compare to the skirmisher. While the skirmisher gets hit and run and trap breaker, the bounty hunter gets bring ‘em back alive and hogtie. Those seem comparable. Bring ‘em back alive is an offensive feature, but comes at fairly high cost. Nevertheless, it plays well with hogtie, which is otherwise comparable to a tool proficiency. The bounty hunter also gets its mark feature, which has nice flavor and a little punch with its bonus in contests, but given that it’s limited to situations with one to three specific individuals, is not much of a game breaker. One step ahead might be a bit better than mobile sneak attack, but again is only useful against the bounty hunter’s marks, which take 10 minutes to focus on. Finally, inscrutable seems somewhat comparable to blindsense. Perhaps it is somewhat less useful, but arguably, the bounty hunter got a slight edge at earlier levels.
I also considered three other archetypes, the sniper, the military scout, and the trapper. The sniper could have gotten some sort of low-light vision with increased vision distance, increased range, and the archery fighting style, but in this case, the Sharpshooter and Skulker feats capture this very easily. I was going to give the military scout access to some maneuvers like the battle master fighter, but in the end, decided the skirmisher captured the feel I was looking for. The trapper would have involved the creation of an entire rules module, as 5E lacks detailed trap creation rules. That was more than I felt like taking on for an archetype.
|
| #7mictrepanierMay 22, 2015 14:14:25 | Hogtie: You should use it to tie a foe... in combat, to restrain him. Otherwise, good ideas, but did you check my work at http://community.wizards.com/forum/player-help/threads/4172486 ? |
| #8MarandahirMay 23, 2015 14:33:42 | This class really feels like it should be a subclass of Rogue that gains Ranger class features like Natural Explorer and 1/3 spells from the Druid list.
It just is stepping all over the design space of the Rogue and Ranger otherwise, especially with the spell-less Rogue in UA. I realise you felt it didn't quite fit, but I don't think it passes the "is this broad enough to be a bunch of different things" test. Bounty Hunter and Skirmisher would both be interesting Martial Archetypes for Ranger, as well. It's the same idea as with the Assassin being broken up into the Roguish Archetype of Assassin and the Way of Shadow Monk. You don't need a single class to capture this concept.
|
| #9TomCostaMay 26, 2015 17:04:25 | Thanks for the comments. I'll clarify that being bound with a rope results in the target being restrained. Good catch.
That said, I did not see your version mictrepanier. In looking at, I see some neat ideas, but overall I worry about all the bonuses.
Marandahir, we'll have to agree to disagree. I definitely do not want the spellcasting of the ranger so the idea of a rogue archetype with 1/3 druid casting misses the point. I did draft my version before the UA spell-less ranger, but still feel it has a nice balance of ranger and rogue abilities which neither can duplicate on their own. (As an aside, I totally love all of the niches that 5E covers with its archetypes. They've taken 3E substitution levels (which PF heavily uses) and refined them to the next level. But there are still a few archetypes that I don't feel are captured well. The alchemist, scout, and shaman are probably top the list for me, though I think the scout is probably the easiest to almost get to with the existing rules.) All that said, ultimately I think that the rogue and not the ranger is the place to start, but there are simply too many things in the rogue that don't fit. Likewise, giving the ranger sneak attack and cunning action will probably break the ranger. Which is why, I think I've embraced the spirit of the rules in the DMG and the online article about crafting my own. Hopefully, its balanced. |
| #10TomCostaJul 03, 2015 18:46:40 | I also thought you could add the beast master archetype....
Beast Master
Scout’s Companion
Exceptional Training
Bestial Fury
Beastly Coordination
Game Design Notes: Finally, I added in the beast master option. While I'm sure some will see this as more reason to not have created this class, I thought it fit nicely as I had not cribbed any of the scout’s class features from this archetype. Since the scout archetype generally gains its abilities at a later level, the scout does not gain the ranger’s Extra Attack feature, and there are concerns about the power levels of the beast master, I gave the scout archetype both the 7th-level Exceptional Training and 11th-level Bestial Fury class features at 9th level. In addition, I gave the spell-less ranger variant’s 15th-level Beastly Coordination class feature at 14th level. In comparing it to the other archetypes, I think it should be mostly balanced. I see the 3rd level class feature as a bit weaker than the other archetypes with the 9th level class features making up for some of that weakness, while the 14th level seems somewhat comparable.
|