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Building "Scouts" -- a few questions for SW/Deadlands fans
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<blockquote data-quote="Forrester" data-source="post: 106095" data-attributes="member: 1279"><p>Howdy all. I'm not a Star Wars/Deadlands player, but I *am* a 3E DM looking to build a "Scout" class for 3E. Right now it's looking much like a ranger/rogue (surprise surprise), and I'm looking to give it a little more individuality. </p><p></p><p>Some who have looked at it have suggested that I check out the SW Scout (specifically, the "Skill Mastery" ability, but also a few other things), and someone else mentioned that my initial version of the scout looked a lot like the Deadlands d20 scout. </p><p></p><p>I have books for neither system, and it seems a bit of a waste to buy both of them to work on this one class idea. </p><p></p><p>So I was wondering if I could ask a favor:</p><p></p><p>Could someone give me a definition of the "Skill Mastery" ability? Also, are there feats/abilities that the Deadlands/SW Scouts have that would translate well into a 3E setting? </p><p></p><p>I would *much* appreciate it. By the way, here's the most recent version of my scout -- I want to switch out the sneak-attack ability and a couple of feats for some Scouty abilities:</p><p></p><p>Thanks much!</p><p></p><p>------------------------------------------------------</p><p>THE SCOUT.</p><p></p><p>Alignment: Any. </p><p></p><p>Hit Die: d8. </p><p></p><p>Good Saves: Fort & Reflex </p><p></p><p>BAB: As ROGUE (very important difference – most alt.rangers progress as fighters). </p><p></p><p>Class Skills: Very rangery, but a touch of rogue: </p><p></p><p>Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). </p><p></p><p>Skill Points at First Level: (4 + Int. modifier) x 4. </p><p>Skill Points at Each Additional Level: 4 + Int. modifier. </p><p></p><p>Weapon and Armor Proficiency: Scouts are proficient with a weapon-set similar to that of rogues/bards. They are proficient with light and medium armor and shields. </p><p></p><p>Feat/Special Ability Progression:</p><p></p><p>1st level: Alertness, Bonus Feat</p><p>2nd level: Bonus Feat </p><p>3rd level: Sneak Attack (d6)</p><p>4th level: Uncanny Dodge (no dex loss when flat-footed)</p><p>5th level: Bonus Feat </p><p>6th level: Sneak Attack (2d6)</p><p>7th level: *Heightened Alertness* (Additional +2 to Spot, Listen)</p><p>8th level: Bonus Feat </p><p>9th level: Sneak Attack (3d6)</p><p>10th level: Uncanny Dodge (can’t be flanked)</p><p>11th level: Bonus Feat </p><p>12th level: Sneak Attack (4d6)</p><p>13th level: *Heightened Alertness* (Additional +2 to Spot, Listen)</p><p>14th level: Bonus Feat </p><p>15th level: Sneak Attack (5d6)</p><p>16th level: </p><p>17th level: Bonus Feat </p><p>18th level: Sneak Attack (6d6)</p><p>19th level: *Heightened Alertness* (Additional +1 to Spot, Listen)</p><p>20th level: Bonus Feat</p></blockquote><p></p>
[QUOTE="Forrester, post: 106095, member: 1279"] Howdy all. I'm not a Star Wars/Deadlands player, but I *am* a 3E DM looking to build a "Scout" class for 3E. Right now it's looking much like a ranger/rogue (surprise surprise), and I'm looking to give it a little more individuality. Some who have looked at it have suggested that I check out the SW Scout (specifically, the "Skill Mastery" ability, but also a few other things), and someone else mentioned that my initial version of the scout looked a lot like the Deadlands d20 scout. I have books for neither system, and it seems a bit of a waste to buy both of them to work on this one class idea. So I was wondering if I could ask a favor: Could someone give me a definition of the "Skill Mastery" ability? Also, are there feats/abilities that the Deadlands/SW Scouts have that would translate well into a 3E setting? I would *much* appreciate it. By the way, here's the most recent version of my scout -- I want to switch out the sneak-attack ability and a couple of feats for some Scouty abilities: Thanks much! ------------------------------------------------------ THE SCOUT. Alignment: Any. Hit Die: d8. Good Saves: Fort & Reflex BAB: As ROGUE (very important difference – most alt.rangers progress as fighters). Class Skills: Very rangery, but a touch of rogue: Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). Skill Points at First Level: (4 + Int. modifier) x 4. Skill Points at Each Additional Level: 4 + Int. modifier. Weapon and Armor Proficiency: Scouts are proficient with a weapon-set similar to that of rogues/bards. They are proficient with light and medium armor and shields. Feat/Special Ability Progression: 1st level: Alertness, Bonus Feat 2nd level: Bonus Feat 3rd level: Sneak Attack (d6) 4th level: Uncanny Dodge (no dex loss when flat-footed) 5th level: Bonus Feat 6th level: Sneak Attack (2d6) 7th level: *Heightened Alertness* (Additional +2 to Spot, Listen) 8th level: Bonus Feat 9th level: Sneak Attack (3d6) 10th level: Uncanny Dodge (can’t be flanked) 11th level: Bonus Feat 12th level: Sneak Attack (4d6) 13th level: *Heightened Alertness* (Additional +2 to Spot, Listen) 14th level: Bonus Feat 15th level: Sneak Attack (5d6) 16th level: 17th level: Bonus Feat 18th level: Sneak Attack (6d6) 19th level: *Heightened Alertness* (Additional +1 to Spot, Listen) 20th level: Bonus Feat [/QUOTE]
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