New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 28 of 28
  1. - Top - End - #1
    Troll in the Playground
    Join Date
    May 2010
    Location
    TRAINTIEDUPHELP

    Default Ideas on how to improve the Scout?

    So I've been wanting to play a Scout for the longest time, but the problem is: Its really, really weak. While it does have the benefit of having the somewhat increased damage if it moves at least ten feet, thats the only time it can really come in handy in combat. It gains some nice little bonuses, but overall, its incredibly weak.

    To this end, I want to come up with a Scout Fix, but I want some comments on how to do so from people on the boards who have played with them: Tell me guys, what do you think could be done to improve this class?
    Just finding my roots again.

  2. - Top - End - #2

    Default Re: Ideas on how to improve the Scout?

    A start would be to look at multiclass, optimized scout builds and see what features they're grabbing. See, for example, Swift Hunter builds.
    Last edited by Godless_Paladin; 2010-10-26 at 12:32 PM.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Multiclass ranger and use the Swift Hunter feat (Comp Scoundrel). I like Scout 4/Ranger 16 myself. Full skirmish, full favored enemy, almost full ranger spells and attack bonus.

    -X
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

  4. - Top - End - #4
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default Re: Ideas on how to improve the Scout?

    In RAW a scout/ranger multiclass with the Swift Hunter feat is the usual solution. I took the liberty of building a single class that hybridizes the two and corrects some other mechanical imbalances. Have a look if you like.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  5. - Top - End - #5
    Ettin in the Playground
     
    Godskook's Avatar

    Join Date
    Oct 2008

    Default Re: Ideas on how to improve the Scout?

    Iirc, the only glaring 'fix' that the scout needs is a skill list more comparable to his rogue cousin. The worst offenders are Disable Device and Open Lock, which are clearly part of the "Trapmonkey" role that the Scout is intended to play(he gets trapfinding, he should get the skills to deal with them). The list goes on, and the simple fix is to give Scout the rogue skill list. Other than that, its a playable rogue substitute, and with swift hunter, has far more reliable damage than your stock rogue(Remember improved skirmish exists and it is far easier to move and full attack than it is to activate SA).
    Avatar by Assassin89
    I started my first campaign around a campfire, having pancakes. They were blueberry.
    My homebrew(updated 6/17):

  6. - Top - End - #6
    Titan in the Playground
     
    Prime32's Avatar

    Join Date
    Nov 2008
    Location
    Ireland
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Yeah, Swift Hunter is basically the "Scout Fix" you're looking for, just like Tashalatora is the "Monk Fix".

  7. - Top - End - #7
    Ogre in the Playground
     
    gbprime's Avatar

    Join Date
    May 2010
    Location
    Suburban Dystopia
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    High flight move and flying combat feats (like Diving Charge) capitalize on movement you'll be doing already. Improved Skirmish is also a must.

    And since you're hitting once a round anyway, a 1 level dip into Warlock for Hideous Blow (and blowing a feat for Practiced Spellcaster) adds another 3d6.

    Raptoran Scout 5 / Warlock 1 with the smaller Chausible of Fell Power and 3 feats spent on Prac Spellcaster, Diving Charge, and Improved Skirmish, results in +10d6 to a melee hit once a round.

    The downside... Cleric is a Raptoran's favored class. So you'll have an XP penalty once you pick up that Warlock level unless your DM allows a Raptoran to have scout as a favored class.

    An option to avoid that requires a +2 Level Adjustment. Take a human or half elf and apply the Winged template from Savage Species. Your stats are better and you have a better flight move which is unrestricted in use, but it's a +2 LA.
    Last edited by gbprime; 2010-10-26 at 02:05 PM.
    .
    Ding, You've Got Trophies!
    Spoiler
    Show

    Don't part with your illusions. When they are gone you may still exist but you have ceased to live. - Samuel Clemens

    Oh, and DFTBA.

  8. - Top - End - #8
    Titan in the Playground
     
    Frosty's Avatar

    Join Date
    Nov 2006

    Default Re: Ideas on how to improve the Scout?

    Swift hunter gives him decent damage, but it doesn't solve the scout's boring combat style. Every single round is "I move 20ft and Greater Manyshot AGAIN" or some close equivalent. At least melee folks have maneuvers like grapple, trip, disarm, etc.

    I guess you can always ready an action to manyshot vs spellcasters.

  9. - Top - End - #9

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Frosty View Post
    Swift hunter gives him decent damage, but it doesn't solve the scout's boring combat style. Every single round is "I move 20ft and Greater Manyshot AGAIN" or some close equivalent. At least melee folks have maneuvers like grapple, trip, disarm, etc.

    I guess you can always ready an action to manyshot vs spellcasters.
    Well if you wanted to make it a fun class, you'd make an initiator and use tiger claw and falling star style and whatever.
    Last edited by Godless_Paladin; 2010-10-26 at 02:06 PM.

  10. - Top - End - #10
    Barbarian in the Playground
     
    Thefurmonger's Avatar

    Join Date
    Oct 2009
    Location
    Highland, MI

    Default Re: Ideas on how to improve the Scout?

    For what its worth I have had a LOT of fun with a scout after dipping CC and nabbing Travel devotion.
    Amazing Ninja Penguin Avatar By Meirnon

    Quote Originally Posted by Conjob
    Achievement unlocked! You're a fat loser!
    Quote Originally Posted by A friend of mine
    Intelligence is knowing a Tomato is a fruit.
    Wisdom is knowing not to put it in a fruit salad.

  11. - Top - End - #11
    Barbarian in the Playground
     
    the humanity's Avatar

    Join Date
    Feb 2010

    Default Re: Ideas on how to improve the Scout?

    dervish can help greatly.
    thanks to Vrythas for the Venser avatar!

    Die Again, a Zombie Survival RPG


  12. - Top - End - #12
    Titan in the Playground
     
    Telonius's Avatar

    Join Date
    May 2006
    Location
    Wandering in Harrekh
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    A level of Monk and a Sparring Dummy of the Master is another way to boost power. (Fairly expensive though).

  13. - Top - End - #13
    Troll in the Playground
    Join Date
    May 2010
    Location
    TRAINTIEDUPHELP

    Default Re: Ideas on how to improve the Scout?

    • @Swift Hunter Feat: I know its a viable option, but the problem is that I don't want to have to multi-class in order to make a Scout a much more appealing option.
    • @Multi-classing: Again, don't want to have to multi-class to make Scout tons better.
    • @Dervish: That would be interesting, but again, want to make Scout viable on its own.
    • @Prime32: Yet people will make Monk Fixes to try and make Monk viable and more fun, which I'm trying to do with Scout.
    • @jiriku: The class looks fine, and I'm probably going to use it at some point (As it looks really fun), but again, trying to make Scout itself viable.
    • @Godskook: Yeah, I never understood why it wasn't part of their skillset. Guess I'll add that in when I try and 'fix' the Scout class.
    Just finding my roots again.

  14. - Top - End - #14
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Replace Skirmish with the Strafe ability from my Hunter class.

    Strafe (Ex): A hunter learns how to move while attacking. Starting at 1st level, a hunter can make ranged attacks while moving. He can move both before and after an attack, provided that his total distance moved is not greater than his speed. During a strafe, he is allowed a single shot, as if he were making a standard attack action (not a full-attack). Performing a strafe is a full-round action that can be used only if the hunter is wearing light armor or no armor.

    While strafing, the hunter deals an extra 1d6 points of damage. This is untyped precision damage, similar to that gained by a rogue's sneak attack. Creatures immune to critical hits or without a discernible anatomy (such as an ooze) are immune to the extra damage from a strafe. This damage increases by 1d6 every six levels, to 2d6 at 7th, 3d6 at 13th, and 4d6 at 19th. He also gains a bonus on attack rolls made during a strafe: +1 at 4th, +2 at 10th, and +3 at 16th.

    At 4th level, and every six levels after (10th and 16th), the hunter gains the ability to make extra shots while moving. He must move at least 5' between each shot. Each shot deals extra damage and uses its own attack rolls. The second shot is made at the hunter's base attack bonus -5, the third at -10, and the fourth at -15--as if they were iterative attacks made in a full-attack.

  15. - Top - End - #15
    Dwarf in the Playground
     
    Barlen's Avatar

    Join Date
    Jun 2009
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Godskook View Post
    Iirc, the only glaring 'fix' that the scout needs is a skill list more comparable to his rogue cousin. The worst offenders are Disable Device and Open Lock, which are clearly part of the "Trapmonkey" role that the Scout is intended to play(he gets trapfinding, he should get the skills to deal with them). The list goes on, and the simple fix is to give Scout the rogue skill list. Other than that, its a playable rogue substitute, and with swift hunter, has far more reliable damage than your stock rogue(Remember improved skirmish exists and it is far easier to move and full attack than it is to activate SA).
    Disable device was added to the class in the errata. Makes sense since they get trapfinding. Open lock is still cross class.
    I didn't do it! And if I did do it, I didn't know I could do it till I did it!

    "Ok Kid, this is where it gets complicated"

  16. - Top - End - #16
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Oct 2006
    Location
    Grad. School
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Frosty View Post
    Swift hunter gives him decent damage, but it doesn't solve the scout's boring combat style. Every single round is "I move 20ft and Greater Manyshot AGAIN" or some close equivalent. At least melee folks have maneuvers like grapple, trip, disarm, etc.

    I guess you can always ready an action to manyshot vs spellcasters.
    There are some ranged feats that you can take... ranged pin/sunder I think?
    Tarvek needs to die in a fire.

  17. - Top - End - #17
    Ettin in the Playground
     
    SurlySeraph's Avatar

    Join Date
    May 2007
    Location
    Department of Smiting
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Thrawn183 View Post
    There are some ranged feats that you can take... ranged pin/sunder I think?
    Ranged Pin is problematic because the Scout's low BAB doesn't make for good grapple checks, and you wouldn't get Skirmish damage on it. It's usable, though. Going into Master Thrower so you can make ranged trip attacks is feat-intensive, but could be worthwhile.

    But you said you wanted to focus on pure Scout. Well, Knowledge Devotion is a start; Know (nature) and Know (dungeoneering) are there by default, and there are ways to get others as class skills: a Cloistered Cleric dip, which is extremely good for Travel Devotion, a Factotum dip for 1-3 levels, or the feats Educated or Able Learner. The Improved Skirmish feat is always nice, though not a must.

    Every scout needs to be able to full attack while moving. The main ways are Travel Devotion, Greater Manyshot, or a barbarian dip for Pounce for a melee scout, though there are others. But having at least one is obligatory.

    The Scout's bonus feats are pretty meh, though some of them are useful as prerequisites. Going for Shot on the Run may actually be worthwhile, though if you can get a fix so that the scout essentially has it for free when skirmishing (as in Fax's suggestion), that's of course better. Quick Reconnoiter is nice, Improved Initiative is always good filler (though less important for a scout than for most, since unlike a rogue he doesn't need to catch targets flat-footed and he'll have high Init anyway), most of the rest are nothing special.

    A lot of a Scout's advantages are out of combat, what with how he's a scout. Using stealth and senses to your advantage so you can set up ambushes is helpful.

    As you've noticed, a lot of my suggestions are dips. That's because Scouts really, really benefit from multiclassing. Swift Hunter builds are the most effective skirmishers, Pounce is crucial for melee scouts, Cloistered Cleric for Travel Devotion and Knowledge Devotion is very helpful, a Swordsage level or two can greatly improve your survivability (with Child of Shadow stance and the Diamond Mind save-replacing maneuvers) and/or your damage (with various Desert Wind maneuvers and Desert Wind Dodge), plus gives you some extra options for when "I move and shoot again" isn't helping (like against constructs or when immobilized).
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

  18. - Top - End - #18
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2010

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Frosty View Post
    Swift hunter gives him decent damage, but it doesn't solve the scout's boring combat style. Every single round is "I move 20ft and Greater Manyshot AGAIN" or some close equivalent. At least melee folks have maneuvers like grapple, trip, disarm, etc.

    I guess you can always ready an action to manyshot vs spellcasters.
    Manyshot only applies precision damage to the first hit, thus useless for precision builds. My say is take ONE level of psion or psychic warrior (depending on what kind of powers you want access to,) then take elocater to 7 for Capricious Step for an additional 5-foot step each turn, so you can always move 10 feet then make a full attack.

    Also note that in higher level situations, knowing that something is trapped is well enough as a good arcanist will let the party bypass the trap somehow.

    EDIT: dir/p, I missed the greater part
    Last edited by Dark_Nohn; 2010-10-26 at 11:16 PM.

  19. - Top - End - #19
    Titan in the Playground
     
    Dusk Eclipse's Avatar

    Join Date
    Sep 2009
    Location
    Runite
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    But Greater Manyshot applies to all

    Quote Originally Posted by SRD entry on Greater Manyshot
    Greater Manyshot [General]

    You are skilled at firing many arrows at once, even at different opponents.
    Prerequisites

    Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.
    Benefit

    When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.
    Special

    A fighter may select this feat as one of his fighter bonus feats.
    Enphasis mine

    Linky (just scroll down to Greater Manyshot entry, or cntl+F)
    Just call me Dusk
    Avatar by Ceika

    Dming: Eyes of the Lich Queen IC OOC


  20. - Top - End - #20
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Cardea View Post
    @jiriku: The class looks fine, and I'm probably going to use it at some point (As it looks really fun), but again, trying to make Scout itself viable.
    Quote Originally Posted by SurlySeraph View Post
    As you've noticed, a lot of my suggestions are dips. That's because Scouts really, really benefit from multiclassing.
    Exactly. The best way to make the scout viable is to dip other classes for certain critical things that the scout should have had, but doesn't. The dips are patches over the holes in the scout class. The swift hunter base class I wrote is essentially scout+patches. If you dislike its casty aspect, the ACF list also includes the option to trade the casting for scout-style bonus feats (although I added more scout-enhancing feats to the list and removed the crappy Akbar feats).

    If you want to hang in the original rules and avoid homebrew, however, the Improved Skirmish feat is good, as is Mobile Dodge. Sets you up nicely for the Spring Attack line of feats, which isn't the greatest set of feats in the world, but at least they synergize with Skirmish. Alternately, just pump your Tumble so that you can make the DC 40 Tumble check to move 10' as a 5'-step. Gets you full-attack+skirmish.

    Scout gets a nice skill list. Deck out your Int score decently to take full advantage of that list, and be the team's eyes and ears when going into enemy territory.

    I'm rather fond of combining scout+barbarian+a guisarme or glaive. Deals excellent damage, especially at low levels when everybody is making only one attack per round anyhow, and some of the alternate rage forms like Ferocity and Whirling Frenzy are especially useful to a mobile skirmisher.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  21. - Top - End - #21
    Colossus in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2008
    Location
    Xin-Shalast
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Use this quote when you're posting your fix.
    Grass grows, birds fly, sun shines, and brother, I hurt people.
    Make skirmish work with mounted movement again, for one. Improve the functional range of skirmish out to 50-60 feet.

    Cut down on the feat tax to get to greater manyshot's capabilities.
    Last edited by Coidzor; 2010-10-27 at 01:28 AM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  22. - Top - End - #22
    Troll in the Playground
     
    Chimera

    Join Date
    Jan 2010

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Godskook View Post
    Iirc, the only glaring 'fix' that the scout needs is a skill list more comparable to his rogue cousin. The worst offenders are Disable Device and Open Lock, which are clearly part of the "Trapmonkey" role that the Scout is intended to play(he gets trapfinding, he should get the skills to deal with them).
    I actually remember reading a pretty convincing argument about why the scout shouldn't get disable device/open lock. Something about him being a wilderness sort of person, and so would not have opportunities to pick up said skills.

    Now, if only there were some way to make melee scouts viable without having to dip for pounce...

  23. - Top - End - #23
    Colossus in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2008
    Location
    Xin-Shalast
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Runestar View Post
    I actually remember reading a pretty convincing argument about why the scout shouldn't get disable device/open lock. Something about him being a wilderness sort of person, and so would not have opportunities to pick up said skills.
    They get trapfinding as a class feature. There are wilderness-possible traps (including those of monsters that would want to eat a lone humanamoid). So, yeah, no.

    Open lock, maybe, but their party role of skill monkey demands it.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  24. - Top - End - #24
    Troll in the Playground
     
    Chimera

    Join Date
    Jan 2010

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Coidzor View Post
    They get trapfinding as a class feature. There are wilderness-possible traps (including those of monsters that would want to eat a lone humanamoid). So, yeah, no.

    Open lock, maybe, but their party role of skill monkey demands it.
    Remove trapfinding then? Though I certainly agree it won't break the class.

    Here's the thread I was talking about.

    http://www.enworld.org/forum/d-d-leg...kill-list.html

  25. - Top - End - #25
    Colossus in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2008
    Location
    Xin-Shalast
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    So taking away a class feature from a skillful character (note the number of skill points) that enables them to fulfill a party role is supposed to improve them.

    Yeah...
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  26. - Top - End - #26
    Troll in the Playground
     
    Chimera

    Join Date
    Jan 2010

    Default Re: Ideas on how to improve the Scout?

    Quote Originally Posted by Coidzor View Post
    So taking away a class feature from a skillful character (note the number of skill points) that enables them to fulfill a party role is supposed to improve them.

    Yeah...
    Rangers and bards get 6+int mod skill points, and can fill in a scout role as well, but nobody complains that they don't get trapfinding.

    As another example, the shadow thief of amn prc (a rogue prc) does not get hide as a class skill either. My point is that we shouldn't just pigeon-hole it into a certain role and then assign abilities based on that, but rather evaluate independently whether it ought to get those abilities or not. More of a 5th wheel, than a direct substitute for the rogue.

    Naturally, while it loses trapfinding, it would be compensated with other class features.

  27. - Top - End - #27
    Titan in the Playground
     
    Greenish's Avatar

    Join Date
    Feb 2010
    Location
    Finland

    Default Re: Ideas on how to improve the Scout?

    The limited range of precision damage is also annoying for scout, since unless you invest into having a huge move, you'll have to dance within charge range.
    Quote Originally Posted by Godskook View Post
    Iirc, the only glaring 'fix' that the scout needs is a skill list more comparable to his rogue cousin. The worst offenders are Disable Device and Open Lock, which are clearly part of the "Trapmonkey" role that the Scout is intended to play(he gets trapfinding, he should get the skills to deal with them).
    Isn't there an errata giving them at least Disable Device?
    Quote Originally Posted by Fax Celestis View Post
    Replace Skirmish with the Strafe ability from my Hunter class.
    Pretty nice, though missing out on Rapid Shot, Haste, Whirling Frenzy, Speed weapons and the other stuff to gain more attacks will sting. Well, at least the ability itself gives one extra attack.
    Quotes:
    Spoiler
    Show
    Quote Originally Posted by Claudius Maximus View Post
    Also fixed the money issue by sacrificing a goat.
    Quote Originally Posted by subject42 View Post
    This board needs a "you're technically right but I still want to crawl into the fetal position and cry" emoticon.
    Quote Originally Posted by Yukitsu View Post
    I define [optimization] as "the process by which one attains a build meeting all mechanical and characterization goals set out by the creator prior to its creation."
    Praise for avatar may be directed to Derjuin.

  28. - Top - End - #28
    Titan in the Playground
     
    TheFallenOne's Avatar

    Join Date
    Dec 2005
    Location
    Heidelberg, Germany
    Gender
    Male

    Default Re: Ideas on how to improve the Scout?

    I played a dwarfen scout through the Eberron module Shadows of the Last War, it highlighted quite well the shortcomings of the class because of the density of crit-immune and thus skirmish-immune enemies. Neverethless, he was fun to play, versatile and did never get overshadowed by the groups artificer, sorcerer, sorcerer/warlock or rogue/cleric(yes, my scout had to play meat shield...)

    It all depends on the power level of the other characters. Get Swift Hunter and things like undead, constructs or elementals as favoured enemies so skirmish works on them. Also, the weapon crystals that let you use sneak/skirmish on undead or constructs are worth a look.
    ToB maneuvers are helpful since you'll make no full attacks anyway, you can get some maneuvers through items as well. Sudden Leap can let you get skirmish while full attacking with a swift jump, and there is a stance to make 2 5 foot steps.

    A scout is entirely playable. It's not the best class, but I like the flavour and the density of class features on early levels
    Quote Originally Posted by Jeff the Green View Post
    Actually, when you first put up the post where the gazebo started trying to eat us, I assumed you were pulling our legs and you'd put up the real post soon enough.


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •