Help with a Scout Class build

Post/Author/DateTimePost
#1

banedor

Oct 26, 2009 16:26:15

In a new TT game we have going on, we're using 3.5e and we're allowed to start at level 2 with 1000gp to spend. With that said, I decided to go [Human Scout 2]. We are using a 32 point buy system so I'm thinking something like this for stats:


14 str
18 dex
12 con
12 int
10 wis
8 cha


I was going to grab a comp. longbow with +2 str bonus to boost my longbow damage but I'm just getting back into d&d and this TT group is allowing books I'ver never read before. I found this Scout class from a friend and loved the idea but was curious if there were any items, feats, skills, etc. from the following books you think I should grab.


 


MM books 1 thru 4
Fiend Folio
Complete Divine
Complete Adventure
Complete Scoundrel
Complete Arcane
Complete Warrior
Complete Mage
Complete Champion
Storm Wrack
City Scape


 


 


Any input would be greatly appreciated.

#2

uhm_hoi

Oct 26, 2009 16:53:42

Well, there are 2 very good feats you should look at; swift hunter from complete scoundrel and travel devotion from complete champion. It lets you combine scout levels with ranger levels and you can move as a swift action, so you could skirmish and full attack doing (almost) full skirmish damage and have your favored enemy set on things you cant skirmish. A Cleric2/Scout3/RangerX works extremely well, you get a lot of nice skills for out of combat use and you'd be a pretty good damage dealer in combat, especially if you also take the improved skirmish feat from complete scoundrel.


Also with a wis of 10, it might be good to make a non spell-casting ranger, especially since rules for combining items are in the magic item compendium, which is not on your list. So with no spellcasting, you dont need the pariapt of wisdom and with the variant from complete champion you get some extra feats instead of the spells.


Edit: Sorry, I thought you already made the character. If you still have the choice, wis 14 + spellcasting is probably better, so something like str11, Dex17, Con14, Int12, Wis14, Cha8 might be better.

#3

felgoroth

Oct 27, 2009 8:46:46

Improved Skirmish is always a good thing to have if you're relying on movement.  If you wanted to go into melee you could look at the Dervish from Complete Warrior thats better than having Travel Devotion (although Travel Devotion is nice, your movement as a swift action only works once/day) and if you use Travel Devotion and go into Dervish you can move your base speed as a swift action then Dervish Dance which is pretty much Spring Attack a lot.  Something fun is Scout 3/Ranger X/Dervish 10.  With two weapon fighting from the Ranger the movement increase from Scout and Dervish and added Skirmish damage from Scout/Swift Hunter your doing pretty good damage.


On the flip side if you're going for an archer build the Order of the Bow Initiate (Complete Warrior as well) is fun.  Keep in mind that Scouts only have a proficiency with Short Bows though (no long bow proficiency unless you take the feat or multiclass in Ranger or another class that has it).  The Order of the Bow Initiate gets a special ability called ranged percision that adds up to 5d8 damage to a ranged attack and it stacks with your skirmish damage if you've moved, the downside is that you can only make 1 attack if you use ranged percision.  In both situations it wouldn't hurt to jump into ranger for the combat style feats and favored enemy doesn't hurt. 


Theif Acrobats and Exemplars are always fun if you're a skill monkey/like to break in to places.  They're both from Complete Adventurer.  Anything that has Uncanny Dodge (which would give you Improved Uncanny Dodge) would help greatly no matter what anyone says I like haveing it if I can get it.


Also there are a lot of "Hood/Dragoon" builds that involve Scouts but, I don't know what books are available for you to use.

#4

cru

Oct 27, 2009 9:31:33

You can also look at the Swift Hunter's Handbook, brilliantgameologists.com/boards/index.p...