D&D 3E/3.5 Converting a 3.5 Scout

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Let's say you wanted to convert a Scout to PF. And let's say that further, you don't think the Scout stands up as it is, and in fact is probably not a good design, but you don't want to convert such a character to being a Ranger because of the spellcasting. Aforementioned character is a mobile shortbow wielder.

Suggestions?

Some ideas I'm tossing around right now:
- Turning the Rogue into a wilderness rogue using the UA Wilderness Rogue as a starting point. Downsides: substantially changes combat strategy. Not that many wildernessy abilities.
- Ranger 3 /Rogue, Downsides: not so great for Favored Class. Not much in the way of wildernessy abilities.
- Combine Ranger 3 with wilderness rogue, for mediocre wildernessy abilities, but getting there.
- Inventing some sort of spell-less Ranger variant
- Fighters have Survival now... Fighter/Rogue, focusing on ranged attack feats and mobility. Use Fleet and Nimble Moves to simulate previous abilities. Downsides: loss of swift tracking abilities.
 

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The Scout class should be fine, if you happen to like it in the first place. IOW, it'll work just fine (or as well as it ever did) with Pathfinder. Just change the skills a bit (natch), and. . . done!

Personally though, I'd use my magic-free Ranger variant, updated very slightly for PF (once I get the book, that is!) - it covers all those kinds of archetypes perfectly, IMO. I might be a teensy bit biased, though. . . ;)
 

The Scout class should be fine, if you happen to like it in the first place.

I was kind of leery of it, but I thought I would give it a try, even with the slightly meta Skirmish ability. In the long run, it's a little weak compared to the rogue, although with some slightly better defenses. Compared to the PF rogue, it would be pretty sad. My campaign is now up to 17th level... the Scout's skirmish ability has gotten weird and tiresome, and the character has become rather equipment dependent when fighting certain kinds of foes. I find myself wishing I had just suggested the Wilderness Rogue.

This magic-free Ranger... where?
 

The Scout does not have any dead levels, so from that perspective (and for the scout in my game), I'm not going to change things around too much at all.

My suggestion would be then to perhaps take out the bonus feats and put in some stronger set abilities instead. This will focus the flavour of the scout so it depicts what you wish it to depict. I hate to say it but none of the options you have presented above feel right to me. The scout was certainly one of my favourite base classes in fulfilling it's role.

Best Regards
Herremann the Wise
 

Raise Scout HD by 1 dice so D10.

They added Rogue Talents even though Rogues dont' have dead levels starting at level 2.

So Scout can have more added.

I'd say Quick Move: Starting at 4th level and once more every 4 levels, a Scout can up to their movement speed move as a swift action. Example, Hel, a level 12 Scout, can Quick Move 3/day.

Really that would be the only two changes to make to make it PF ready.
 

Whatever you do, give it a big fat power-up. In 3.5ed the scout was already a weak class (unless you got pounce) and with the across the board core class buff would leave the scout pretty far behind.
 

Quick PF scout:

1. Pathfinderize skill list.

2. Check list of bonus feats and modify as needed to include appropriate PF feats.

3. Add ranger's favored terrain at 4th level, 9th level, 14th level, and 19th level.

To keep in the PF spirit, there really should be some sort of capstone ability at level 20. I'd get rid of blindsight and the bonus feat in favor of something Ultimate Skirmish-like, but as to what, I don't know.
 

Ironically enough, Scouts have a capstone ability. It should probably be nerfed.

The biggest obstacles to using the Scout as-is are that 1) it's already, as noted, somewhat weak as a 3.5 class, and 2) skirmish is a fainly nonsensical ability.
 

Ok, I've convinced myself to build a new non-magical Scout class. What do you guys think is the most archetypal and useful scout? Which of the following, and to what degree?

A) A ranger-like full BAB character who shoots things with a bow
2) A high mobility skirmisher, a la Complete Adventurer
3) A sneaky woodsy type, much like the Wilderness Rogue in UA

Question Two:
A) Track, or
B) Trapfinding

Question Three:
A) Mostly bonus feats and special scout talents, or
B) A fairly linear progression that loads them up with some nice high level abilities
 

Ok, I've convinced myself to build a new non-magical Scout class. What do you guys think is the most archetypal and useful scout? Which of the following, and to what degree?

A) A ranger-like full BAB character who shoots things with a bow
2) A high mobility skirmisher, a la Complete Adventurer
3) A sneaky woodsy type, much like the Wilderness Rogue in UA

Question Two:
A) Track, or
B) Trapfinding

Question Three:
A) Mostly bonus feats and special scout talents, or
B) A fairly linear progression that loads them up with some nice high level abilities

If I was redesigning:
Question One
- Full BAB is hard to give to a scout even though to have your main ability in combat compromised is crippling at higher levels. I suppose the mobility thing makes up for this but I would attach juicier mobility abilities rather than the current fair so that the Scout can "keep up" with the fighter in hitting and the rogue interms of damage.
Question Two
- I'm not a fan of Trapfinding for the scout, Tracking all the way for me.
Question Three
- I think a more standardized approach like how the PF rogue abilities have been done would be excellent.

Best Regards
Herremann the Wise
 

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