Editing
Scout (D&D)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==3.5e== In 3rd edition the Scout was designed around moving fast while shooting at the enemy with deadly aim. It was a complete class in its own right released in the Complete Adventurer, alongside the [[Ninja]] and the [[Spellthief]]. Think of them as 60% [[Rogue]], 30% [[Ranger]], and filled out with equal parts [[Druid]], [[Barbarian]] and [[Monk]]. Though they only have 15/10/5 BAB, one good save (REF), a limited [[D8]] HD and not too wide a weapon selection, they possess a staggering 8+[[INT]] skills and can be used as competent melee fighters as well. The Scout's main class feature is Skirmish: if they move at least 10ft they get a bonus to both their AC and get an extra [[d6]] Precision Damage. These abilities grow as the character levels up: every odd numbered level the damage or the AC go up by 1, taking turns until they max out at 5d6 and +5 AC at level 19. This makes moving around very important in order to deal lots of damage. Remember: the more damage you deal, the quicker a fight will be over and the less damage will be dealt to you. Note that Skirmish is not limited to ranged attacks and that your melee attacks also get the bonus if you can close the distance. The fun thing about Skirmish is that while it deals precision damage (and as such can only be triggered once on a creature per turn), it is not limited by on how many creatures per turn it can be used. Take Greater Manyshot and with a good roll you can deal your precision damage against multiple enemies in one shot. The Scout also gets a large number of class features pilfered from a variety of core classes: Trapfinding, Battle Fortitude, Uncanny Dodge, Fast Movement, Trackless Step, Evasion, Flawless Stride, Camouflage, Blindesense (Blindsight at 20) and Hide In Plain Sight. They also get a permanent Free Movement effect at level 18 and get a bonus feat (from a limited list) every 4 levels. What should be noted is that many of the Scout's class features are limited by their encumbrance: if they hit a medium load they immediately lose a good chunk of them including the excellent Skirmish. Various races can play an effective Scout: [[Human]]s work as always, as do [[Elf|Elves]]. [[Halfling]]s can pull it off too: while their smaller weapons deal less damage, Skirmish does not scale to size and manages to deal enough damage to make up for the lost damage. The [[Xeph]] from the Expanded Psionics Handbook make for an interesting addition as well: they get a bonus to DEX, have a racial ability that speeds them up even more (allowing for 80' movement per turn at level 12 in combination with Fast Movement) and they are psionic to allow for things like Speed of Thought and Up the Walls. [[Warforged#Scout|Warforged Scout]] is probably the funniest race to combine with this class, because then you're a "Warforged Scout Scout". This also combines extremely well with the Mithral Body racial feat, which provides most of the benefits of medium armor while only counting as light armor and therefore permitting the use of scout abilities. Scouts have a notable list of [[skills]] taken from a mix of the Ranger and Rogue lists: they have plenty of stealth and nature skills alongside movement skills and a few odd ones like Sense Motive (perfect for spying) and Disable Device (added via Errata: note that a Scout cannot disable magical traps). Hide, Move Silently, Tumble are the most important ones: Disable Device, Spot, Listen and Search make for good others. Investing in Use Magic Device as a cross-class skill is very useful: not only does it allow interaction with magical items it also allows for using the Sparring Dummy of the Master to turn the Scout's 5' step into a 10' step, making it even easier to trigger Skirmish. When dealing with magic items, things that increase your Dexterity take the priority, followed by things that increase your mobility, items that allow you to deal more damage, items that increase your skills like Hide and Move Silently and items that protect you against magic. While you can take the class for a full 20 levels, there is a sweet multiclass feat with [[Ranger]] called Swift Hunter that makes a pretty neat build. Its big draw is that you will always apply Skirmish damage to Favored Enemies, so pick undead and/or construct to slap them with that delicious bonus damage. Like the Rogue it's largely based on, Scout is a [[Tier System|Tier 4]] class. It's capable of doing a broad number of things, but none particularly spectacularly and it suffers from how some of the most common monsters are immune to their main class feature. As a multi-class build, even though it's officially supported, Swift Hunter isn't really considered for tiering often. Working out a way to move and full attack consistently would give it the spectacular in a single area part needed of a tier 3 via very solid damage, but it would still be pretty low in power there.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information