Building a Scout

Funkthis

First Post
Ok, I'm starting a new character and to be different I decided on a scout. Anyone out there have some suggestions for feats, other class lvls, etc.... I'm only 1st right now so any suggestions are helpful. Right now I'm wondering if a lvl of fighter would be worth it (mainly to gain access to all weapons and the extra feat).

Oh and a stupid question that I'm almost positive has been answered somewhere but I can't find currently: If you are mounted (horse or whatever) and the mount moves 10' do you get the skirmish bonuses to your attack(s)?

Thanks
 

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Scout building to dervish worked pretty well in a campaign we played. Ok, to be more specific, it was horribly broken. What else do you call somebody who can move across the battlefield, take a full attack for 200+ damage, and then move out of range of retaliation?

Other than that, the question I have to ask is whether you want to play the scout class, or the scout party role. If the latter, I think a ranger/rogue works better - seasoned to taste with fighter, barbarian or pclasses to improve your combat abilties if those start to lag behind the campaign and party requirements.

Another pclass to look at might be wildrunner from races of the wild. Has some abilities that work well with scout.
 

without knowing the stats or how you want to play this character i cant help you much there

as for being mounted in the Errata for the Complete Adventure
She deals extra 1d6 points of damage on all attacks she makes during any round in which she has moved at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skrimish ability cannot be used while mounted.
The part in bold is what was added by WotC.
 

Funkthis said:
Oh and a stupid question that I'm almost positive has been answered somewhere but I can't find currently: If you are mounted (horse or whatever) and the mount moves 10' do you get the skirmish bonuses to your attack(s)?

Thanks

Before it was errata'd, yes you would. This made mounted archery very powerful for skirmishers, so they took it away in the errata:

Complete Adventurer Errata said:
Page 12: Skirmish (class feature)
The second sentence of the skirmish class feature
should read as follows (new text indicated in red): She
deals an extra 1d6 points of damage on all attacks she
makes during any round in which she moves at least 10
feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the
scout has moved at least 10 feet. The skirmish ability
cannot be used while mounted.

This update should be made wherever the skirmish
ability description is presented (see also pages 31, 56,
and 177).
 

Go for Spring Attack, it is going to be your best friend in this.

It should also be noted that while Errata'd, a Scout could still gain the benefits of Skirmish while mounted in an issue of Dragon a while back. This was a way to fix the errata, I suppose :)

In any case, the ranger class would likely help you better than fighter. Same BAB, same weapon profs (and as a scout, you'd be losing out on the amrour profs anyways) comparable skill points, a free Track feat, free bonus enemy (surely you've found SOMETHING/ONE to hate in the wilderness) and honestly no drawbacks. The only thing the fighter has is the benefit of choosing your feat, but if you are going with a one (or two) level dip, the ragner is your best bet, hands down.

I'd say stay out of most PrCs, since the Scout class is pretty effective in and of itself. If you do decide to PrC, something with bows (which is a better choice than melee combat for a scout, IMO) works really well, and reinforces their strengths.

Hope that helps :)

cheers,
--N
 


Regardless, you should take Expeditious Dodge (Races of the Wild) in place of Dodge (and it counts as Dodge for feat prerequisites). If you move 40´ or more in a round, you gain a flat +2 dodge bonus to AC (none of that Dodge-buddy nonsense). And as soon as you get Fast Movement, 40' is going to be a move-action for you.

If you want to go melee, Expeditious Dodge, Mobility and Spring Attack are your friends. Or Acrobatic Strike (PHBII). If you avoid an attack of opportunity using Tumble, you get a hefty bonus on your next attack against that foe.

If you want to go ranged, Shot on the Run works wonders.

Also, Telling Blow is awesome (add skirmish damage to critical hit damage), specially when combined with a 18-20 crit weapon, such as a kukri or rapier (if ranged, you'll need a crossbow and Rapid Reload).
 

Hi,
I'm playing a melee focused Scout/Barbarian in a forum game. At the moment he is a Scout 3/ Barbarian 2. Another Scout level and then he is to become a Dervish.

The Barbarian Fast Movement stacks with the Scout movement which is quite a nice synergy. So is the Uncanny Dodge of both classes. I choose the Whirling Frenzy rage option from Unearthed Arcana. I think it fits the Scout and especially the Dervish concept much better.

The only draw back is the lack of free feats. He is a Halfelf and so all feats including the Scout bonus feat at scout level 4 are fixed to meet the prerequisites of the Dervish class.

Besides that I have a really good time with him.

Cheers
Vraister
 

Shot on the Run and Spring Attack have two prerequisite feats in common, and you'll want both. If you take Shot on the Run, you'll also want Precise Shot.

Aren't barbarian and scout movement increases both an enhancement bonus?
 

pawsplay said:
Shot on the Run and Spring Attack have two prerequisite feats in common, and you'll want both. If you take Shot on the Run, you'll also want Precise Shot.

Aren't barbarian and scout movement increases both an enhancement bonus?

Barbarian is an unnamed bonus to speed. Scout and Dervish speed increases are both enhancement bonuses, and thus would not stack.
 

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