Complete Adventurer Erratta Posted--ATTENTION ALL SCOUTS!!!

Ridley's Cohort said:
Personally I think the way they handle Trapfinding is sloppy in the first place. You have a +20 Search and cannot ever find a CR1 magical trap. I have a +10 Search and one level of Rogue and I can.

Trapfinding should just be a feat that gives a +10 bonus to finding traps, and adjust up the DCs accordingly. Rogues get it for free. Other characters can spend one of their precious feats if they want it.

I'm not a big fan of the Track/Survival (especially since characters without Track use Search for low-DC tracking) or Trapfinding/Search & Disable Device mechanic either, but it is part of how the game works for now.
 

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I'm kinda happy that scouts get DD, that raises the level of trapfinders to four: scout, rogue, artificer, and spellthief. This means there can be some variety in my classes (fighter/paladin/barbarian, scout/rogue/spelltheif) without sacrificing the core niche of the class (sneak/trap).

Rogues still have a better skill list, sneak attack (higher dice, more applications), and other rogue abilities (imp evasion, etc).

Good for scouts, I say.
 

Ridley's Cohort said:
OTOH, Scout and Rogue have some very nice synergies. Scout tumbles in behind the target to get his Skirmish bonus damage, not difficult for him with his movement bonus. Rogue moves in and takes the now available flank for the Sneak Attack bonus damage.
Which is fine if you've got 6 PCs. With 4, you're doing without either a tank, a healer, or your artilery/utility arcane caster. Yes, you can do wacky parties without all the bases covered, but the core of the game is designed around those core niches, and the alternate core classes seem designed to give more options when filling those niches, not with scrapping the concept all together and going with something new.
 

Ridley's Cohort said:
A legitimate arguement. Personally I think the way they handle Trapfinding is sloppy in the first place. You have a +20 Search and cannot ever find a CR1 magical trap. I have a +10 Search and one level of Rogue and I can.

Trapfinding should just be a feat that gives a +10 bonus to finding traps, and adjust up the DCs accordingly. Rogues get it for free. Other characters can spend one of their precious feats if they want it.

Yep, exactly how they should handle it. Their should be classes that are better than others at filling certain roles, but their shouldn't be only one class needed to fill that role.

And it would currently take a lot to justify a rogue with an inferiority complex IMO.
 

apesamongus said:
Which is fine if you've got 6 PCs. With 4, you're doing without either a tank, a healer, or your artilery/utility arcane caster. Yes, you can do wacky parties without all the bases covered, but the core of the game is designed around those core niches, and the alternate core classes seem designed to give more options when filling those niches, not with scrapping the concept all together and going with something new.

Yeah, what he said. ;)

I (as a usual rogue player) like the idea of being able to choose scout and not feel like I'm lacking in the trap area. It gives me an option to build unique but functional "core four" teams without needing a rogue to trapfind.

For example: I could have a ranger, druid, scout, and sorcerer. Core four, wilderness oriented but I can still pitch a trapped dungeon at them and they could survive with the same chances a fighter, cleric, rogue and wizard would.

More options = better.
 


IMO,

Adding Disable Device as a class skill makes a lot more sense to me. I never really agreed with the idea of giving the Scout trap finding and not disable device.

For those of you who would argue that it gives the Scout Class too much of the Rogue flavor; I say, that was already the case when they gave the Scout the Trap Finding ability to begin with.
 

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