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    Default [3.5] The Scout Homebrew Handbook

    The Scout Homebrew Handbook


    Several months ago, inspired by a character I was playing in a play-by-post game, I started working on the Hexblade Homebrew Handbook, a project to expand the options available to hexblade players beyond those presented in Complete Warrior and the Player’s Handbook II. Then I re-discovered the spirit shaman, another class I love which is largely unsupported outside of (and even within) its original publication in Complete Divine. This rediscovery led to the Spirit Shaman Homebrew Handbook.

    This current effort is a continuation of the previous two handbooks; an attempt to bring more options to an excellent base class with limited support apart from its original publication. In this case, my subject is the scout base class, originally published in Complete Adventurer. Scouts have benefited from more support than hexblades and spirit shaman, notably the popular Swift Hunter and Swift Ambusher feats from Complete Scoundrel, which enabled powerful and versatile multiclass builds. Still, there are only a few scout-specific published feats, limited and uninspiring alternate class features, and (to my knowledge) only three published prestige classes that advance the scout’s signature skirmish ability.

    With that in mind, the following is a small collection of homebrew content designed to give scout players more options. Please feel free to comment, make suggestions and criticisms and contribute your own content should you so desire. Also, I haven’t had a chance to peruse the forums for other scout-related homebrew, so if you know of any that would be worth linking in the table of contents, feel free to let me know. I hope you enjoy the homebrew!

    Last edited by Mephibosheth; 2013-01-29 at 08:59 PM.
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  2. - Top - End - #2
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    Default Re: [3.5] The Scout Homebrew Handbook

    Character Themes

    Border Guard: You are your tribe’s first line of defense against the dangers of the wild and lawless environment in which they make their homes. You know every stalk of grass on the marches of your tribe’s territory, and have uncanny abilities in stealth and stalking. Many an invading force or trespassing enemy has met swift, silent death out in the long grass at your hands.
    Build Suggestions: Stealth is your friend, so invest in Hide and Move Silently. Any ability that improves your archery and sniping skills will help as well. And remember to remain on the move. Your goal is to annihilate the enemy, not fight a fair battle. Feats like Improved Skirmish and Improved Multishot are your friends.

    Bounty Hunter: Your speed, self-reliance, and ability to function in the wilderness make you well-qualified to track down fugitives from justice or individuals on the run from the wealthy and powerful. Whether it’s a commission from local law enforcement or a hefty purse for a private contract, you sell your tracking services for a price and for the thrill of the hunt.
    Build Suggestions: Track is crucial to this build, as are high scores in Survival and Search. A dip into ranger (or the urban ranger variant) might improve your tracking skills and give you the martial prowess to bring your quarry home, especially when combined with the Swift Hunter feat.

    “The plan is not to kill you. The plan is to collect the bounty. It’s nothing personal, I’m sure you understand.”

    Deserter: Formerly a soldier but unable or unwilling to remain a part of the army, you have abandoned your military life for reasons of your own. For you, remaining under the radar and accomplishing strictly personal goals are the highest priority. Yet you still retain some of the training and mindset from your days as a soldier. Even as you rebel against it, you cannot escape the habits developed while in uniform.
    Build Suggestions: Speed and mobility are crucial to remaining ahead of the long arm of military justice. You should focus on abilities that allow you to stay on the move and under the radar. Feats like Improved Manyshot allow you to defend yourself while keeping enemies at bay, while abilities like the Quick character trait help you as you run.

    “Just don’ expect me to salute and call you “sir.” I ain’t ever doin’ that again!”

    Martial Artist: Through training, practice, and intense discipline, you have learned a style of martial arts that emphasizes mobility, acrobatics, and swift, accurate strikes. You have trained your body and senses to the peak of human ability, allowing you to accomplish incredible feats; impossible jumps; balancing on incredibly thin branches; sensing enemies no eye could see; even floating through the air.
    Build Suggestions: High Jump and Balance scores allow you to make the most of your surroundings, while feats like Improved Unarmed Strike and Stunning Fist can help you be effective even when unarmed. Taking levels in the Initiate of the Breath of the Wind prestige class wouldn’t hurt.

    “No growth without assistance. No action without reaction. No desire without restraint. Now give yourself up and find yourself again.”

    Outrider: As a skilled outrider, you are crucial to an army’s ability to remain informed about enemy movements and to screen their own movements from opposing scouts. You are a swift, mobile warrior who works in small units to gather reconnaissance and prevent your own army’s movements from reaching the enemy. You must combine formidable riding skills, stealth, cunning, keen observation, and martial prowess in order to succeed in these goals. You are tough, self-reliant, and dependable.
    Build Suggestions: Mounted feats like Mounted Combat, Spirited Charge, or Mounted Archery are your bread and butter. You should invest heavily in the Ride skill, as well as Survival, Spot, Listen and Search in order to maximize your ability to gather information. You might also consider the Outrider prestige class to allow you to use your skirmish ability while mounted and enhance your horsemanship.

    “The enemy is encamped only a few leagues north, sir. If we steal a march on them, we might be able to catch them unawares.”

    Sailor: Few sailors are as competent as you. Over the years you’ve developed high levels of proficiency in all the skills necessary to crew a ship, navigate through uncharted waters, climb quickly through the rigging, and fight a desperate battle on heaving deck slippery with blood and water. Your adaptability and love for the sea make you a welcome addition to any ship’s crew.
    Build Suggestions: A number of your class skills come in handy at sea, from Balance to Tumble to Use Rope, and you have the skill points to invest in all of them. Do not neglect skills like Knowledge (geography), Knowledge (nature), and Survival either. Finally, the Step Lightly, Step Swiftly alternate class feature will help you make the most of your mobility at sea.

    “No, no, no. A cleat hitch goes around both horns, around the far horn a second time, and then hitch it around the near horn!”

    Subaltern: Armies rely on large numbers of troops to be effective, but you know that, in some circumstances, a single bold and clever operative can accomplish the same goals. You are ostensibly a low-level officer in a military organization, but you work best on your own or when leading small groups, moving into unknown frontiers or dangerous areas to make maps, establish diplomatic ties, analyze political systems, and make sure your superiors are well-informed about new developments. In the back of your mind, however, you know that you might be able use your skill and cunning to manipulate opposing factions or gain the support of local rulers, making formal conquest unnecessary and keeping all the glory and wealth for yourself. And you won’t pass up on opportunities for personal advancement, should they arise. You relish adventure and risk, as the rewards are often proportional to the danger.
    Build Suggestions: Skill selection is crucial to the success of a subaltern. You might invest in Survival, Spot, and the other skills necessary to make maps, while the various Knowledge skills, Listen, Sense Motive will help in delicate negotiations and understanding political systems. Multiclassing to a class with access to more social skills might be beneficial, especially if you can combine it with a feat like Swift Ambusher. And make sure you can defend yourself if your negotiations go south!

    “They call him the Prince of Ghor, who used to simply call him ‘Private.’”
    Last edited by Mephibosheth; 2011-10-12 at 10:15 PM.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Alternate Class Features



    Alternate Class Feature: Step Lightly, Step Swiftly

    Your overwhelming competence makes you at home at sea, where your balance, dexterity, and skill are welcome. You have even learned to make the most of your speed, leaping over the surface of the water with uncannily-light and swift footsteps.
    Level: 8th
    Replaces: You do not gain the camouflage and hide in plain sight class abilities.
    Benefit: By moving quickly and lightly, you can travel safely over surfaces that would not normally support your weight, such as powdery snow, thin ice, and water. In order to use this ability, you must use mundane land movement to move at least 30 feet. You may continue to travel on these surfaces as long as you move at least 30 feet per round, up to a maximum number of rounds equal to your Dexterity modifier. Your speed is not adversely affected by deep snow, sand, or similar impediments while using this ability.

    Alternate Class Feature: Study in Speed

    You have learned a style of fighting that combines a scout’s swift skirmishing abilities and the uncanny skill of a martial adept.
    Level: 4th
    Replaces: You do not gain a bonus feat at 4th level, nor do you gain additional bonus feats at 8th, 12th, 16th, and 20th levels as you progress in the scout class.
    Benefit: At 4th level and at every four levels thereafter, you learn one martial maneuver from any discipline. You can learn any martial maneuver for which you meet the prerequisites. You can use this maneuver once per encounter as a martial adept with an initiator level equal to half your character level. Maneuvers learned through this class feature have no recovery method. If you have martial adept levels, your initiator level for these maneuvers is equal to your martial adept level + half your levels in non-martial adept classes.
    Last edited by Mephibosheth; 2011-10-05 at 05:21 AM.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Prestige Classes

    Border Guardian

    Out on the grasslands, with no mountain ranges and precious few rivers, borders are often difficult to spot and defend. This makes border guardians all the more important to each community’s safety. They exist to patrol the tall grasses, moving swift and silent as ghosts to take potential invaders unawares. They strike fast and hard, interested in brutally and effectively eliminating a threat to their people rather than in a fair and honorable fight. They ambush; they attack from range; they poison their weapons; anything to give them an edge and help them safeguard the borders.

    Adaptation: Border guardians are particularly suited to grassland combat, where they can find abundant cover and plenty of room to charge. They are often the best fighters in small tribal village communities, spending their lives on the outskirts of the village’s land, keeping enemies at bay. They might also be elite soldiers of a more organized military, assigned to patrol a long and poorly-defined grassland border.

    Hit Dice: d8
    Requirements:
    Skills: Hide 8 ranks, Knowledge (nature or geography) 3 ranks, Move Silently 9 ranks, Survival 3 ranks
    Special: Skirmish +2d6/+1 AC
    Special: Must have received training from another border guardian and sworn an oath to protect your tribe at all costs
    Class Skills:
    The border guardian’s class skills are Balance (dex), Climb (str), Craft (int), Escape Artist (dex), Hide (dex), Jump (str), Knowledge (History) (int), Knowledge (Geography) (int), Knowledge (Nature) (int), Listen (wis), Move Silently (dex), Profession (wis), Ride (dex), Search (int), Sense Motive (wis), Speak Language (na), Spot (wis), Survival (wis), Swim (str), Tumble (dex), Use Rope (dex)
    Skill Points at Each Level: 6 + int modifier

    Border Guardian
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Poison use, skirmish +1d6
    2|+2|+3|+0|+0|Sign of the border guardian, potent poison
    3|+3|+3|+1|+1|Skirmish +2d6
    4|+4|+4|+1|+1|Sudden skirmish +1d6
    5|+5|+4|+1|+1|Skirmish +3d6
    6|+6|+5|+2|+2|Virulent skirmish
    7|+7|+5|+2|+2|Skirmish +4d6
    8|+8|+6|+2|+2|Sudden skirmish +2d6
    9|+9|+6|+3|+3|Skirmish +5d6
    10|+10|+7|+3|+3|Death blow[/table]

    Class Features:

    Weapon and Armor Proficiency: A border guardian gains no proficiency with any weapon or armor.

    Poison Use (Ex): A border guardian’s job is not to fight fair; it’s to destroy people who would harm his tribe. You are adept at using poisons to enhance your combat skills and never risk accidentally poisoning yourself when applying poison to a weapon.

    Skirmish (Ex): Beginning at 1st level and continuing on every odd level, your skirmish damage increases by 1d6, as shown on Table 1. Unlike normal scouts, your AC bonus while skirmishing does not increase. If you gain the skirmish ability from another class, the bonuses stack.

    Sign of the Border Guardian (Ex): Whether you have mastered killing arts characteristic of your people or whether you wear easily recognizable clothes or decorations, something about your very appearance inspires fear in your opponents. Beginning at 2nd level, when you make your first attack of an encounter, all opponents who can see you must make a Knowledge (local) check, even if they do not have ranks in Knowledge (local). If their check exceeds DC 10, they are shaken for a number of rounds equal to your class level. For every two levels you have in this prestige class, the DC of this check decreases by one. At the DMs option, the DC of this Knowledge check may increase to DC 15 or DC 20 for enemies whose origin is far enough from your homeland that it would be completely unaware of you, though they must still make the check and the DC still decreases as you gain levels.

    Note: If your group allows characters to intentionally fail skill checks, they cannot do so in order to avoid being affected by this ability.

    Potent Poison (Ex): Your people, using ingredients from the land around them, have perfected techniques to enhance the potency of any poison you acquire. The save DC to resist any poison you apply to your weapons increases by an amount equal to half your class level. You are assumed to use these processes automatically upon acquiring a dose of poison. As long as a dose of poison is in your possession for at least 24 hours, this DC increase applies.

    Sudden Skirmish (Ex): You have trained for years to deal death quickly and efficiently. Even more so when your target is unaware. Beginning at 4th level, when you are skirmishing and attack an opponent who is denied its Dexterity bonus to armor class, you deal an extra d6 points of skirmish damage. At 8th level you deal an extra 2d6 points of skirmish damage.

    Virulent Skirmish (Ex): Whenever you make an attack with a poisoned weapon while skirmishing, the DC to resist the poison increases by 2 as you place your attack to strike near the organs where the poison will be most effective. Additionally, they target must make a save to resist the poison’s secondary damage after one round rather than one minute.

    Death Blow (Ex): If you study your victim for 1 round and then make a skirmish attack that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 25 + the number of skirmish damage dice you rolled for the attack) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 10 minutes. If the victim’s saving throw succeeds, the attack is just a normal skirmish attack. You may use this ability once per encounter.


    Outrider

    Skilled outriders are a crucial part of any army’s strategy. They provide useful reconnaissance about enemy forces; they kill scouts and screen their own army’s movements from the enemy; they harry enemy armies and supply trains with hit-and-run attacks; they ambush foraging parties and deprive the enemy of food supplies. They are the eyes and ears of their commanders.

    Outriders must be skilled riders familiar with fighting moving battles. They require excellent observation and tracking skills, as well as speed and stealth. They should be able to live off the land and endure long forced marches in order to remain one step ahead of their foes.

    Adaptation: Outriders form a crucial part of any armed force. They can also serve as messengers between forts or cities or as foragers and hunters. Any character who values speed, stealth, and resilience can be an outrider.

    Hit Dice: d8
    Requirements:
    Feats: Animal Affinity, Mounted Combat
    Skills: Ride 8 ranks, Spot 8 ranks, Survival 5 ranks
    Special: Skirmish +1d6/+1 AC
    Class Skills:
    The outrider’s class skills are Balance (dex), Climb (str), Craft (int), Escape Artist (dex), Hide (dex), Jump (str), Knowledge (History) (int), Knowledge (Geography) (int), Knowledge (Nature) (int), Listen (wis), Move Silently (dex), Profession (wis), Ride (dex), Search (int), Sense Motive (wis), Speak Language (na), Spot (wis), Survival (wis), Swim (str), Tumble (dex), Use Rope (dex)
    Skill Points at Each Level: 8 + int modifier

    Outrider
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+2|+2|+0|Skirmish, mounted skirmisher
    2|+1|+3|+3|+0|Life in the saddle, dzhigit mastery
    3|+2|+3|+3|+1|Dzhigit mastery
    4|+3|+4|+4|+1|Quick reconnoiter, dzhigit mastery
    5|+3|+4|+4|+1|Swift mounted strike, dzhigit mastery [/table]

    Class Features:

    Weapon and Armor Proficiency: An outrider gains proficiency with lances and light shields.

    Skirmish (Ex): Your outrider levels and levels in any other class that grants the skirmish ability stack to determine the bonus to damage and armor class you gain when you move at least 10 feet.

    Mounted skirmisher (Ex): You are so accustomed to fighting from the saddle that you know exactly how to use your mount’s movement to add power and accuracy to your attacks. You may add your skirmish damage to attack and gain your skirmish bonus to armor class while mounted, as long as you meet all other requirements for a successful skirmish attack.

    Dzhigit Mastery (Ex): Your life in the saddle has made you a rider without peer, able to perform truly impressive feats of horsemanship with apparent ease. At 2nd level and every subsequent level, you may select one of the following abilities:

    • Adroit Recovery: If you are ever unseated from your mount for any reason, you may make a DC 30 Ride check to attempt to recover more quickly. If you are successful, you are able to hang onto your reins (or whatever serves that purpose on your more exotic mount), run alongside your mount for a few seconds, and automatically re-mount at the start of your next turn as a free action. You can use this ability even if your base movement speed is less than your mounts, as you are only on the ground for a few strides. Re-mounting in this way does not provoke attacks of opportunity, though movement alongside your mount does, as normal.
    • Improved Mounted Combat: During any round in which you gain a bonus to damage or armor class from your skirmish ability, you can use your Mounted Combat feat a total number of times per round equal to your Dexterity modifier. Every time after the first that you use your Mounted Combat feat, you take a cumulative -4 penalty on your Ride check.
    • Mount on the Run: Whenever a creature that you might feasibly ride moves through your threatened area, you may attempt to mount that creature as an immediate action. You must succeed on a melee touch attack followed by a Ride check in order to use this ability. The DC for this Ride check is equal to the creature's AC, +4 for every size category the creature is larger than you.
    • Spur Mount: You use your skill in the saddle and your rapport with your mount to spur it to new heights of exertion in circumstances of great need. You can increase your mount’s base speed by 20 feet for a total number of rounds per day equal to its Constitution score, divided as you choose. You spur your mount and rein it in as swift actions. Using this ability requires you to succeed on a DC 20 Ride check. The DC to spur your mount increases by 1 for every round your mount has been spurred during that day.
    • Tactical Rider: As long as you are mounted, whenever you make a disarm, sunder, or trip attempt, you may make a Ride check at the same time. For every 5 points of your Ride check, you gain a +1 circumstance bonus on the opposed attack roll or ability check necessary for the special attack to succeed.
    • Tent Pegging: You gain the Tent Pegging feat, even if you do not meet the prerequisites. You also gain the ability to use this feat while wielding any piercing or slashing weapon with which you are proficient. However, you can only use the feat when skirmishing. Additionally, you may make a Ride check while using this feat. For every 5 points by which your Ride check exceeds DC 20, the save DC to avoid rearing increases by 1.
    • Turn in the Saddle: As long as you are mounted, can attempt to turn in your saddle to face any opponent. If you succeed on a Ride check (DC 20 + the number of adjacent opponents) you gain the Improved Uncanny Dodge ability, but only for that round and only while you are mounted. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have scout and outrider levels. If you have the improved uncanny dodge ability from another source, levels in the class that granted you improved uncanny dodge stack with levels in outrider to determine the minimum level a rogue must be to flank you.

    Life in the saddle (Ex): You spend most of your days on the back of a horse or other mount, giving you unparalleled riding skills. You gain a competence bonus on Ride checks equal to half your class level (rounded down, minimum +1).

    Quick Reconnoiter: You gain the Quick Reconnoiter feat (CAdv, p. 112) as a bonus feat even if you don’t meet the requirements.

    Swift Mounted Strike: You gain the ability to make a full attack with a melee weapon when your mount moves, as long as it takes no more than a single move action. All attack rolls you make while using this ability take a -2 penalty. Using this ability requires you to succeed on a DC (25 + the total number of attacks) Ride check.
    Last edited by Mephibosheth; 2012-04-05 at 07:56 PM.
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  5. - Top - End - #5
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    Default Re: [3.5] The Scout Homebrew Handbook

    General Feats

    Note: A scout can select any feat listed here as one of her scout bonus feats.


    BLURRING RUSH

    Prerequisites: Skirmish +1d6, Tumble 9 ranks, base land speed of at least 50 feet
    Benefit: You have learned how to move in unpredictable ways, allowing your impressive speed and erratic motion to confuse your opponent. Whenever you move at least 50 feet in a single round, you gain concealment for the duration of the round. You cannot, however, use this concealment to make a Hide check.

    Opponents can make a Sense Motive or Wisdom check to see through this concealment. They can add any bonuses on saves against illusion spells to this check. If one or more opponents choose to attempt this check, you make a Tumble check opposed to their Sense Motive or Wisdom checks. They see through your concealment if their check exceeds yours. You need only make one Tumble check, using that result for all opponents.

    Beginning at 10th level, you can gain total concealment instead of concealment when you use this ability. However, to do so you must move at least 60 feet in a single round.

    GEMINI STRIKE [General][Fighter] - originally posted by DracoDei
    You and a team-mate strike as one, speeding by to deliver such well coordinated blows that you gain the benefits of both hit-and-run tactics, and superior positioning... and then some.

    Prerequisites:
    • Ride-by Attack OR Fly-by Attack OR Spring Attack, OR Swim-by Attack
    • Dodge AND Mobility
    • Sneak Attack +2d6 OR Skirmish +1d6/+1 OR BAB +6

    Benefits:
    Two or more allied creatures may activate who each have this feat may activate it when initiative is called for, but before it is actually rolled. They must declare which specific individuals they are activating it with, and all members of a group must have this feat. In such a case they both/all act on the lowest initiative in the group.
    Alternatively, groups may be formed mid-combat by all prospective group members announcing such on their respective turns which are then delayed to an initiative 2 points lower than the lowest one in the group. IF any prospective group member elects not to enter the forming group, then the others already in the group may elect to proceed with only the members who are already delaying, who act immediately, in order of the initiatives they had before they started delaying.
    While acting together, group members must use the same types of actions (Full round, Swift, Move Equivalent, Standard), in the same order, and each of these actions is taken simultaneously with every other member of the group. (although they may always use any type of action to do nothing at all to maintain this synchronization). If moving at the same time, they must expend proportionate (or equal if they have the same speed) amounts of their movement at the same times, although slowing down is modeled as expending movement without changing squares.
    If two or more members of a group have each moved at least 10 feet, will (unless something changes to prevent them) move a further 10 feet, currently are creating a flank with each other against that opponent and are using any of the feats that allow movement both before and after an attack, then they each gain an additional +1 to hit against that opponent, and each deal an additional 1d6 of Sneak Attack damage, provided that individual is already dealing at least +2d6 of Sneak or Skirmish damage.
    Normal: Turns are taken in sequential order.
    Special: A fighter may take this as one of her bonus feats.

    IMMOVABLE ACROBAT
    Prerequisites: Balance 5 ranks, Jump 5 ranks, Tumble 9 ranks, must own or have used an immovable rod
    Benefit: A number of times per round equal to your Dexterity modifier (rounded down), you can activate an immovable rod as a free action. Additionally, you gain a +2 circumstance bonus on Balance, Climb, Jump, or Tumble checks for every time you activate an immovable rod while making the check.

    ROLLING RECOVERY
    Prerequisites: Tumble 5 ranks, Base land speed of at least 40 feet
    Benefit: During any round in which you move your base speed, if an opponent attempts to bull rush, grapple, or trip you while you are moving, you may make a Tumble check in place of the normal check to avoid being affected, essentially using your momentum to roll or twist out of your opponent’s way.

    SNOW FLURRY STRIKE
    Prerequisites: Skirmish +1d6, Inspire Courage +1, Snowflake Wardance, Perform (dance) 9 ranks
    Benefit: When using your Snowflake Wardance feat, you may choose to make a full attack and move up to 10 feet between each attack. If you do so, you must move at least 5 feet between each attack and you cannot return to a square you just exited. You are subject to attacks of opportunity, but may tumble as normal. If you are prevented from finishing your movement at any point, or are unable for some reason to make an attack without traveling more than 10 feet, you are also prevented from finishing your full attack.
    Homebrewer’s Note:
    I know that this feat tramples all over the Dervish PrC’s niche. It was, after all, inspired by the Dervish’s central ability to move between attacks as part of a dervish dance. However, this ability is somewhat more restrictive in that you have more limits on your movement while using it. Additionally, it comes from a different mechanical direction and has fairly onerous prerequisites. Plus, it obviously carries a more overtly-bardic flavor. Given that the purpose of this project is simply to create more options for scout players, I think there’s room for both abilities.
    STUNNING SKIRMISH
    Prerequisites: Skirmish +1d6, Stunning Fist
    Benefit: When you use your Stunning Fist feat while skirmishing, the DC to negate the feat’s effects increases by twice the number of d6s of skirmish damage you deal on a successful hit. For example, a 3rd level scout deals an extra +1d6 while skirmishing. Her Stunning Fist DC would increase by 2. Additionally, you may use your Stunning Fist feat a number of times per day equal to your scout level. If you have monk levels, the two classes stack for determining the number of times per day you can use Stunning Fist.

    TACTICAL SKIRMISHER
    Prerequisite: Skirmish +1d6/+1 AC
    Benefit: During any round in which you move at least 10 feet, you gain a bonus on opposed rolls to bull rush, disarm, overrun or trip an opponent. This bonus is equal to twice the number of d6s of skirmish damage you deal. For example, a 5th-level scout deals +2d6 skirmish damage during any round in which she moves at least 10 feet. This scout would gain a +4 bonus on opposed rolls to bull rush, disarm, overrun or trip an opponent.

    WEAR DOWN THE MOUNTAIN
    Prerequisites: Skirmish +1d6/+1 AC, base land speed of at least 40 feet, Dexterity 13+
    Benefit: You are able to use your speed and dexterity to wear down slower opponents, dancing around them while their strength saps away and their frustration rises.

    In order to use this ability, you must remain within the target’s threatened area and must move at least 10 feet. For every round you keep this up, the target must make a Fortitude save (DC 15 + the number of rounds you have used this ability) or take a cumulative -1 penalty on attack rolls, damage rolls, Reflex saves, Strength- and Dexterity-based skill and ability checks, and armor class, up to a maximum penalty equal to half your character level.

    You can affect multiple targets with this ability, but you must fulfill all of the ability’s requirements for each target in order to do so. Targets wearing heavy armor or wielding two-handed weapons take a -2 penalty on their saves to avoid the effects of this feat.

    Multiclass Feats

    Note: A scout can select any feat listed here as one of her scout bonus feats.

    FLEET-FOOTED PERFORMER
    Prerequisites: Inspire Courage +1, Skirmish +1d6/+1 AC, Perform (any) 4 ranks
    Benefit: Your scout and bard class levels stack for determining your skirmish damage and armor class bonus, your daily bardic music uses, and the bonus granted by your inspire courage ability. In addition, the bonus to attack and damage rolls granted by your inspire courage ability increases by +1 for any allies who move at least 10 feet before attacking. Finally, Perform is considered a class skill for you for both the bard and scout classes.

    SWIFT ADEPT
    Prerequisites: Skirmish +2d6/+1 AC, ability to initiate at least one martial maneuver and one martial stance, Martial Lore 4 ranks
    Benefit: Your scout levels stack with any martial adept class levels to determine the extra damage and bonus to armor class granted when skirmishing. In addition, you gain a +1 bonus on attack rolls whenever you initiate a martial strike while skirmishing.

    SWIFT INVOKER
    Prerequisites: Skirmish +1d6/+1 AC, Eldritch Blast 1d6
    Benefits: Your need to travel and move quickly to escape persecution has made you skilled at using your invoking abilities on the run. Your warlock and scout levels stack for the purpose of determining the extra damage and bonus to armor class granted when skirmishing. In addition, whenever you use your eldritch blast or an invocation that deals damage while skirmishing, you gain a bonus equal to your Charisma modifier (minimum +1) to your armor class in addition to the normal bonus to AC from skirmishing.

    SWIFT MELDSHAPER
    Prerequisites: Skirmish +1d6/+1 AC, ability to bind a soulmeld to your totem chakra
    Benefit: Your totemist and scout levels stack for the purpose of determining the extra damage and bonus to armor class granted when skirmishing, as well as for determining your total essentia and your maximum essentia capacity. Additionally, when you charge a flat-footed opponent with one or more natural weapons, you may make a full attack at the end of the charge.
    Last edited by Mephibosheth; 2013-04-22 at 09:58 AM.
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    Default Re: [3.5] The Scout Homebrew Handbook

    So that's it, at least for now. I'd really appreciate any comments, suggestions or criticisms you have. In particular, if there's a scout concept you've always wanted to build but haven't had the tools, or if there's something you think scouts should be able to do, let me know. I'm always looking for new ideas.

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    Default Re: [3.5] The Scout Homebrew Handbook

    Still taking it all in, but Swift Adept is really, really good. Maybe too good, or maybe I'm just being excessively conservative. Still, I'm having a difficult time thinking of a reason that a swordsage wouldn't multiclass Scout and take Swift Adept.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by gkathellar View Post
    Still taking it all in, but Swift Adept is really, really good. Maybe too good, or maybe I'm just being excessively conservative. Still, I'm having a difficult time thinking of a reason that a swordsage wouldn't multiclass Scout and take Swift Adept.
    You're probably right. I don't have a ton of experience with ToB and have probably misjudged its power. What about this:

    SWIFT ADEPT
    Prerequisites: Skirmish +2d6/+1 AC, ability to initiate at least one martial maneuver and one martial stance, Martial Lore 4 ranks
    Benefit: Your scout levels stack with any martial adept class levels to determine the extra damage and bonus to armor class granted when skirmishing. In addition, you gain a +1 bonus on attack rolls whenever you initiate a martial strike while skirmishing.
    It would require a longer scout run to qualify and doesn't include improved initiator level progression for scout levels, but still helps with multiclassing. Would that be a more balanced option?

    While we're on this topic, what do you think about Study in Speed? My initial thought is that it's fairly well balanced since the maximum maneuver level is based on the slower initiator level progression for non-martial adepts. But like I said, I don't have a lot of familiarity with ToB. Would it be a good idea to cap the level of maneuvers available with Study in Speed?
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    Default Re: [3.5] The Scout Homebrew Handbook

    Assuming you want to keep the Scout around Tier 4, Study in Speed is fine — no better or worse than the Martial Study feat.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Why wouldn't you let initiator levels grant full initiator level for Study in Speed? (Like a warblade 7/scout 4 having an IL of 9 for his Study in Speed instead of 5)

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    Default Re: [3.5] The Scout Homebrew Handbook

    Gotta say, I love these handbooks. A player of mine used your Hexblade material, and absolutely loved it. Can't comment much on this, because I'm on my phone, but glad to see you're still 'brewing.
    Just finding my roots again.

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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by NeoSeraphi View Post
    Why wouldn't you let initiator levels grant full initiator level for Study in Speed? (Like a warblade 7/scout 4 having an IL of 9 for his Study in Speed instead of 5)
    Fixed. This was my intention, but, as you pointed out, it needed clarification. I'm not sure why I decided to do this, but I guess I was working from the assumption that a character who took this alternate class feature wouldn't have levels in martial adept. Hopefully it's fixed now.

    Quote Originally Posted by Cardea
    Gotta say, I love these handbooks. A player of mine used your Hexblade material, and absolutely loved it. Can't comment much on this, because I'm on my phone, but glad to see you're still 'brewing.
    Thanks, Cardea. That's wonderful to hear. Can I ask what hexblade material your player used and how it worked?

    Also, to the brain trust in general, I have a question. The capstone ability for the Outrider PrC class lets the character use epic skill usages despite being below epic levels. I remember reading somewhere that, even if you have the skill modifier to pull it off, you can't use epic skill usages until you're epic level. However, I don't have a copy of the Epic Level Handbook, so could someone confirm or deny this for me?

    Thanks for the comments everyone! Keep 'em coming!

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    Default Re: [3.5] The Scout Homebrew Handbook

    Not familiar with scout, but some people got me to put in some allowances for the class in a feat I made, and then helped me work out the kinks resulting from never having actually read that class.

    Anyway, here is it for my usual wikipedia-like cross indexing: Gemini Strike.
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    Default Re: [3.5] The Scout Homebrew Handbook

    I like your feat, Draco. I've added it to the "feats" post and credited you with its creation, but I'll take it down if you like. It looks like an interesting team investment.

    Also, *bump!* Anyone have any insight on the Outrider capstone? Thoughts on changes to Swift Adept?
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by Mephibosheth View Post
    I like your feat, Draco. I've added it to the "feats" post and credited you with its creation, but I'll take it down if you like. It looks like an interesting team investment.
    I am honored, please, leave it in.
    I do note that your feat names don't "pop" as much typographically as they should compared to the word "Prerequisites:" and other section headers within each feat. Consider a the next font-size up, or Navy coloration (the darkest blue in the drop-down menu).
    I will add a reciprocal link if I can (the thread may be so old that I can't edit it).

    EDIT: Yep, too old...
    Last edited by DracoDei; 2012-11-02 at 06:14 PM.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by DracoDei View Post
    I am honored, please, leave it it.
    I do note that your feat names don't "pop" as much typographically as they should compared to the word "Prerequisites:" and other section headers within each feat. Consider a the next font-size up, or Navy coloration (the darkest blue in the drop-down menu).
    I will add a reciprocal link if I can (the thread may be so old that I can't edit it).

    EDIT: Yep, too old...
    These handbooks are all about options. Someday I'm going to try to go through the forums and link to all sorts of homebrew content, at least if I can find any. Your feat definitely merited inclusion! Nice work.

    And thanks for the suggestion about the headings. Look good now?
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by Mephibosheth View Post
    And thanks for the suggestion about the headings. Look good now?
    Yes, and if you look in the notiable threads post you will find a previous attempt at making an index.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Just posted a new character theme; the Martial Artist. I've always thought that, with the right feats or prestige classes, rogues and scouts can make better monks than monks. Accompanying prestige class/feat/alternate class feature (haven't decided which yet) forthcoming!
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    Default Re: [3.5] The Scout Homebrew Handbook

    Here's a new feat that brings some of the aforementioned martial arts-ness into the mix.

    STUNNING SKIRMISH
    Prerequisites: Skirmish +1d6, Stunning Fist
    Benefit: When you use your Stunning Fist feat while skirmishing, the DC to negate the feat’s effects increases by twice the number of d6s of skirmish damage you deal on a successful hit. For example, a 3rd level scout deals an extra +1d6 while skirmishing. Her Stunning Fist DC would increase by 2. Additionally, you may use your Stunning Fist feat a number of times per day equal to your scout level. If you have monk levels, the two classes stack for determining the number of times per day you can use Stunning Fist.
    Thoughts?
    Last edited by Mephibosheth; 2011-10-18 at 06:31 PM.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Wow, a lot of love for my second favourite class. I like.

    Regarding Stunning Skirmish: It may bump up the DC too much, especially if you have Improved Skirmish. Maybe make it like the Ambush feats in Complete Scoundrel and you have to sacrifice the dice to get the increased DC.

    I looked at the Outrider, comments:
    I'd avoid flat Ride DCs for the Dzhigit abilities. For Mount on the Run for example, make it a Ride check opposed to the creature's AC.

    Swift Mounted Strike is by far the most powerful Dzhigit ability. Scouts just love ways to get Skirmish full attacks. Not sure how to fix it; first thought is to remove it from the Dzhigit list and make it the capstone ability instead, and let it work like the Dervish dance(i.e. attack while moving), only you're mounted when doing it. Move Consummate Rider to 4th level.

    Turn in the Saddle: just make it a mounted only Improved Uncanny Dodge, less complicated and certainly not overpowered.

    I honestly fail to see what effect Mounted Skirmisher is supposed to have Could you explain that one?

    Finally, I don't think you should've keyed all class abilities(except Quick reconnoiter) to riding. On a class called Outrider, I'd expect some more focus on detection as well. These are the scouts of an army after all, not trick riders.
    Also, on skill prerequisites: raise Spot to 8, lower Ride to 8. Most PrCs are built to be picked up at 6th level, I see no reason to raise it to 7th for this one.


    Anyway, from one Scout fan to another: I wrote a Scout/Martial Adept PrC, feel free to give it a look.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Thanks a lot for the comments!

    Quote Originally Posted by TheFallenOne
    Regarding Stunning Skirmish: It may bump up the DC too much, especially if you have Improved Skirmish. Maybe make it like the Ambush feats in Complete Scoundrel and you have to sacrifice the dice to get the increased DC.
    Hmm, I didn't think of the Ambush feat-based route. My only concern is that skirmish damage is relatively scanty compared to sneak attack. What if I simply made the bonus to the DC equal to the number of skirmish dice instead (skirmish dice x 2). I'll think about that. I'll either go that route or the Ambush route, but increasing the DC by two for every 1d6 sacrificed.

    Quote Originally Posted by TheFallenOne
    I looked at the Outrider, comments:
    I'd avoid flat Ride DCs for the Dzhigit abilities. For Mount on the Run for example, make it a Ride check opposed to the creature's AC.

    Swift Mounted Strike is by far the most powerful Dzhigit ability. Scouts just love ways to get Skirmish full attacks. Not sure how to fix it; first thought is to remove it from the Dzhigit list and make it the capstone ability instead, and let it work like the Dervish dance(i.e. attack while moving), only you're mounted when doing it. Move Consummate Rider to 4th level.

    Turn in the Saddle: just make it a mounted only Improved Uncanny Dodge, less complicated and certainly not overpowered.

    I honestly fail to see what effect Mounted Skirmisher is supposed to have Could you explain that one?

    Finally, I don't think you should've keyed all class abilities(except Quick reconnoiter) to riding. On a class called Outrider, I'd expect some more focus on detection as well. These are the scouts of an army after all, not trick riders.
    Also, on skill prerequisites: raise Spot to 8, lower Ride to 8. Most PrCs are built to be picked up at 6th level, I see no reason to raise it to 7th for this one.
    A lot of good comments here. Thanks! I'll take them one by one.

    Re: Dzhigit abilities, I agree with you on avoiding flat DC's. I struggled for a while with how to do the DC's since I wanted to make them high enough to reward players for investing in Ride but not so high that every Outrider had to keep the skill completely maxed. Your's is a good idea, I'll make the update when I get the chance.

    Re: Swift Mounted Strike, I disagree that it's overpowered. You can get a very similar ability at 1st level as a barbarian. And that's not even to mention all of the crazy things that caster classes can do. Ultimately, a full skirmish attack is powerful, but not overwhelmingly so. I'm not too worried about it being unbalancing. I will, however, increase the base Ride DC to make it a little harder and encourage Outriders to take it later in the class.

    Re: Turn in the Saddle, I like your suggestion. Done and done.

    Re: Mounted Skirmisher. This is really the whole reason for the PrC. Remember that, according to the errata, scouts don't get skirmish while mounted. This allows them to do so, making all of the class' other abilities worthwhile.

    Re: scouting abilities, I struggled for a long time to come up with some good ones, but couldn't think of any that I found particularly exciting. Maybe the ability to track more quickly while mounted? Any suggestions?

    Re: prerequisites, good suggestions. Done and done.

    Thanks again for the comments. I hope I've addressed everything, at least somewhat. I like your PrC at first glance (haven't read it through completely). With your permission, I'll add it to the index.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by Mephibosheth View Post
    Re: Swift Mounted Strike, I disagree that it's overpowered. You can get a very similar ability at 1st level as a barbarian. And that's not even to mention all of the crazy things that caster classes can do. Ultimately, a full skirmish attack is powerful, but not overwhelmingly so. I'm not too worried about it being unbalancing. I will, however, increase the base Ride DC to make it a little harder and encourage Outriders to take it later in the class.
    Pounce from Spirit Lion Totem? Way more restrictive. You need a clear charge line. Target must be at least 10 feet away. Doesn't work in difficult terrain.
    Raising the Ride DC isn't the best solution. I still think it's best as the capstone.


    Re: Mounted Skirmisher. This is really the whole reason for the PrC. Remember that, according to the errata, scouts don't get skirmish while mounted. This allows them to do so, making all of the class' other abilities worthwhile.
    That's... ugh. You need to move that to first level then. A riding Scout PrC that invalidates the Scout's main class feature for several levels is not good.

    Re: scouting abilities, I struggled for a long time to come up with some good ones, but couldn't think of any that I found particularly exciting. Maybe the ability to track more quickly while mounted? Any suggestions?
    Swift Tracker works as minor feature, not worth much though. Perhaps something like Shared Sense, making you aware of everything your mount is aware of? Since most mounts come with Scent this is halfway decent. Also, Alertness as bonus while riding.

    Thanks again for the comments. I hope I've addressed everything, at least somewhat. I like your PrC at first glance (haven't read it through completely). With your permission, I'll add it to the index.
    Keep in mind, that one is still fresh, so it might change a couple times. Unless you recheck for updates regularly it might be better you just link to it instead of copying it over for now. I'd rather avoid having an outdated version of the class presented elsewhere.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Could you please remove the PrCs from the quote blocks? It makes it very ahrd to quote parts of them.

    For the Study in Speed ACF, is there any difference between this and just getting Martial Study every 4 levels, other than the fact that you can take it more than 3 times, you don't get the discipline's class skill, and you can't apply it to an existing initiator progression?

    Border Guardian:
    - The table does not list the expected increase to +4d6 at level 7, instead leaving it at +3d6.
    - Why does Sign of the Border Guardian affect stronger opponents more easily? Shouldn't this be a Will save or something? Triggering a negative effect only if your enemy succeeds (and nothing on a failure) is counter-intuitive. It's also kind of useless if you can voluntarily choose to fail a check (which I've seen a few people play with, although I think that rule only actually applies to saving throws).
    - For Sudden Skirmish, which is the actual trigger that allows the extra damage, being flat-footed or being denied Dex to AC? Is, for example, a flat-footed character with Uncanny Dodge (not denied Dex to AC) subject to the extra damage? Is a running character (denied Dex to AC but not flat-footed) subject to it?
    - If you have an ability that changes you Skirmish dice to d4s or d8 or anything else other than d6s, would that make Death Blow's save DC a fixed 25?

    Outrider:
    - If you have levels in multiple classes that grant Skirmish, does Outrider stack with all of them?
    - Turn in the Saddle: Does this also grant the benefit of the normal Uncanny Dodge ability? They are, after all, different abilitites.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by Garryl View Post
    - Turn in the Saddle: Does this also grant the benefit of the normal Uncanny Dodge ability? They are, after all, different abilitites.
    Scouts get Uncanny Dodge before they qualify for the +1d6/+1 AC Skirmish requirement, and I think there's no Scout ACF that trades Uncanny Dodge away. Unless you get your Skirmish from another PrC before taking this one it seems impossible to get Turn in the Saddle without already having Uncanny Dodge.
    Last edited by TheFallenOne; 2012-03-31 at 12:54 PM.
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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by Garryl View Post
    For the Study in Speed ACF, is there any difference between this and just getting Martial Study every 4 levels, other than the fact that you can take it more than 3 times, you don't get the discipline's class skill, and you can't apply it to an existing initiator progression?
    Nope

    Quote Originally Posted by Garryl View Post
    Border Guardian:
    The table does not list the expected increase to +4d6 at level 7, instead leaving it at +3d6.
    Thanks for catching that. I'll make the fix.

    Quote Originally Posted by Garryl View Post
    Why does Sign of the Border Guardian affect stronger opponents more easily? Shouldn't this be a Will save or something? Triggering a negative effect only if your enemy succeeds (and nothing on a failure) is counter-intuitive. It's also kind of useless if you can voluntarily choose to fail a check (which I've seen a few people play with, although I think that rule only actually applies to saving throws).
    Because it's not like an aura you exude or any ability you actively project from your person. It's based on your enemy recognizing something about you and linking that with your reputation or your group's reputation. As such, it's not a save, and enemies that are more knowledgeable are more likely to know about you and the legends that surround you. Obviously, if you can intentionally fail the check the ability is meaningless, but I wouldn't allow that rule in this case. I'll make a note to this effect.

    Quote Originally Posted by Garryl View Post
    For Sudden Skirmish, which is the actual trigger that allows the extra damage, being flat-footed or being denied Dex to AC? Is, for example, a flat-footed character with Uncanny Dodge (not denied Dex to AC) subject to the extra damage? Is a running character (denied Dex to AC but not flat-footed) subject to it?
    Good point. *Change'd*

    Quote Originally Posted by Garryl View Post
    If you have an ability that changes you Skirmish dice to d4s or d8 or anything else other than d6s, would that make Death Blow's save DC a fixed 25?
    I can't remember off the top of my head any feats that do that for skirmish, but I'll make the change anyway, just in case.

    Quote Originally Posted by Garryl View Post
    Outrider:
    - If you have levels in multiple classes that grant Skirmish, does Outrider stack with all of them?
    Yes

    Quote Originally Posted by Garryl View Post
    - Turn in the Saddle: Does this also grant the benefit of the normal Uncanny Dodge ability? They are, after all, different abilitites.
    I've re-worded the ability back to its original, which hopefully resolves this confusion. I know I just made the change to using Improved Uncanny Dodge directly, but I've thought about it some more and like it better this way.

    I've also made some more changes to the Outrider to reflect other comments. Thoughts?

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    Default Re: [3.5] The Scout Homebrew Handbook

    Quote Originally Posted by Mephibosheth View Post
    Nope
    Because it's not like an aura you exude or any ability you actively project from your person. It's based on your enemy recognizing something about you and linking that with your reputation or your group's reputation. As such, it's not a save, and enemies that are more knowledgeable are more likely to know about you and the legends that surround you. Obviously, if you can intentionally fail the check the ability is meaningless, but I wouldn't allow that rule in this case. I'll make a note to this effect.
    If they're more powerful, wouldn't they also be less likely to care?
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    Default Re: [3.5] The Scout Homebrew Handbook

    Possibly, though the thing that makes the ability work is not your enemy's objective appraisal of your combat prowess, its the rumors and legends of your deadliness and cruelty and brutality, which are inevitably inflated as they're passed along. So even powerful enemies will perceive you as being dangerous and frightening. And remember, passing a Knowledge check (especially one like Knowledge (local) which, in my experience, is not particularly popular with players) is not necessarily an indicator of power. A 1st level wizard with skill ranks might very easily be more likely to pass the skill check than a 20th level fighter who didn't invest in it at all. Also, I guess I just like the idea of an enemy's knowledge being, in some cases, to its detriment. I did, however, make the duration "rounds per level" instead of "the whole encounter" to allow for things like powerful enemies realizing you're not as tough as legends say.

    I hope that kind of addresses things. It might be that we just disagree on the appropriate-ness of this kind of ability. I like the way it works, however, and will probably keep it that way baring a truly excellent argument.
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