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Character Builds & Optimization
How to Build a Better Scout?
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<blockquote data-quote="Garnfellow" data-source="post: 1245879" data-attributes="member: 1223"><p>One of my players is deeply unsatisfied with how poorly his character build reflects his character concept. <strong>The concept is basically a mundane ranger</strong>: a brave and hardy woodsman who disdains magic, an expert stalker and hunter who never shies away from a fight. Imagine one of the Delta Force commandos from <em>Black Hawk Down</em>: highly skilled and always cool and collected, even under heavy fire.</p><p></p><p>But <strong>mechanically the character doesn’t reflect this image at all</strong>. He’s a 12th-level fighter with all his skill points tied up in cross-class skills, resulting in a tracker who can’t track, who never hears or sees anything until it’s on top of him, who can’t walk across an open field without breaking a branch, who never seems to know anything useful about the forest around him. So please <strong>help us rework this character</strong> to have the mechanics fit the concept.</p><p></p><p><strong>The scout is a common fantasy archetype</strong> that isn’t easily modeled with the standard core classes. I remember that when 3e first came out there were many discussions about how to best build one. <strong>Given all of the d20 advances made in the last few years</strong>, I was wondering if there have been any updates to the debate. </p><p></p><p>Here are <strong>some approaches we have considered</strong>. So far none of them quite feel right:</p><p></p><p><strong><span style="color: YellowGreen">Single-Classed Fighter with Appropriate Feats and Skills.</span></strong> This is how the PC is currently built. <em>Pros:</em> The base HD, BAB, and saves appropriately reflect the fighting skills and toughness of the character. <em>Cons:</em> The low number of skill points combined with a very weak selection of outdoor class skills make it very difficult to build a scout that is able to do any actual scouting very well.</p><p></p><p><strong><span style="color: YellowGreen">Single-Classed Ranger.</span></strong> The 3.5 ranger class is much closer to a classic scout than the 3.0 version, but the ranger’s spellcasting ability makes this a non-starter in our low-magic setting. <em>Pros:</em> The skill selection and amount of skill points are right on the money, and several class abilities perfectly fit the scout concept: camouflage, endurance, hide in plain sight, swift tracker, track, wild empathy, and woodland stride. <em>Cons:</em> Two signature abilities of this class fit neither our campaign nor this specific character: favored enemies and access to divine spells.</p><p></p><p><strong><span style="color: YellowGreen">Multiclassed Fighter/Rogue.</span></strong> This class combo seems to be the most common way to build a scout character. <em>Pros:</em> Rogue levels certainly provide plenty of skill points, and a few class abilities like evasion and uncanny dodge would work well with the scout concept. <em>Cons:</em> The rogue’s skill selection overly emphasizes urban adventuring, and the crucial Survival is not a class skill. The low number of hit points along with the middling BAB progression don’t reflect the character’s toughness and skill in a fight.</p><p></p><p><strong><span style="color: YellowGreen">Multiclassed Fighter/Barbarian.</span></strong> <em>Pros:</em> Barbarians get more skill points than fighters and Survival is a class skill. Their good BAB and hit points reflect the toughness and fighting skill of the character. Fast movement and uncanny dodge work well with the scout concept. <em>Cons:</em> The barbarian’s signature ability—rage—does not work at all with the character.</p><p></p><p><strong><span style="color: YellowGreen">Alternate Core Classes.</span></strong> I know that at least a couple new classes have been designed to fill the void. <em>The Wheel of Time</em> book actually had a scout class, and there was a vanguard class in <em>d20 weekly</em>. Would anyone recommend these classes, or suggest additional ones? </p><p></p><p><strong><span style="color: YellowGreen">Prestige Classes.</span></strong> Despite the proliferation of these things, I don’t know any that quite fit the bill. Any suggestions?</p><p></p><p><strong><span style="color: YellowGreen">More Radical Solutions.</span></strong> I’m also open to more radical methods to build the character—like using d20 Modern classes, using the d20 Anime point-buy system, or just building my own core class from scratch. Unfortunately, the further you get away from the core rules, the more work is required to ensure balance.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1245879, member: 1223"] One of my players is deeply unsatisfied with how poorly his character build reflects his character concept. [B]The concept is basically a mundane ranger[/B]: a brave and hardy woodsman who disdains magic, an expert stalker and hunter who never shies away from a fight. Imagine one of the Delta Force commandos from [I]Black Hawk Down[/I]: highly skilled and always cool and collected, even under heavy fire. But [B]mechanically the character doesn’t reflect this image at all[/B]. He’s a 12th-level fighter with all his skill points tied up in cross-class skills, resulting in a tracker who can’t track, who never hears or sees anything until it’s on top of him, who can’t walk across an open field without breaking a branch, who never seems to know anything useful about the forest around him. So please [B]help us rework this character[/B] to have the mechanics fit the concept. [B]The scout is a common fantasy archetype[/B] that isn’t easily modeled with the standard core classes. I remember that when 3e first came out there were many discussions about how to best build one. [B]Given all of the d20 advances made in the last few years[/B], I was wondering if there have been any updates to the debate. Here are [B]some approaches we have considered[/B]. So far none of them quite feel right: [B][COLOR=YellowGreen]Single-Classed Fighter with Appropriate Feats and Skills.[/COLOR][/B] This is how the PC is currently built. [I]Pros:[/I] The base HD, BAB, and saves appropriately reflect the fighting skills and toughness of the character. [I]Cons:[/I] The low number of skill points combined with a very weak selection of outdoor class skills make it very difficult to build a scout that is able to do any actual scouting very well. [B][COLOR=YellowGreen]Single-Classed Ranger.[/COLOR][/B] The 3.5 ranger class is much closer to a classic scout than the 3.0 version, but the ranger’s spellcasting ability makes this a non-starter in our low-magic setting. [I]Pros:[/I] The skill selection and amount of skill points are right on the money, and several class abilities perfectly fit the scout concept: camouflage, endurance, hide in plain sight, swift tracker, track, wild empathy, and woodland stride. [I]Cons:[/I] Two signature abilities of this class fit neither our campaign nor this specific character: favored enemies and access to divine spells. [B][COLOR=YellowGreen]Multiclassed Fighter/Rogue.[/COLOR][/B] This class combo seems to be the most common way to build a scout character. [I]Pros:[/I] Rogue levels certainly provide plenty of skill points, and a few class abilities like evasion and uncanny dodge would work well with the scout concept. [I]Cons:[/I] The rogue’s skill selection overly emphasizes urban adventuring, and the crucial Survival is not a class skill. The low number of hit points along with the middling BAB progression don’t reflect the character’s toughness and skill in a fight. [B][COLOR=YellowGreen]Multiclassed Fighter/Barbarian.[/COLOR][/B] [I]Pros:[/I] Barbarians get more skill points than fighters and Survival is a class skill. Their good BAB and hit points reflect the toughness and fighting skill of the character. Fast movement and uncanny dodge work well with the scout concept. [I]Cons:[/I] The barbarian’s signature ability—rage—does not work at all with the character. [B][COLOR=YellowGreen]Alternate Core Classes.[/COLOR][/B] I know that at least a couple new classes have been designed to fill the void. [I]The Wheel of Time[/I] book actually had a scout class, and there was a vanguard class in [I]d20 weekly[/I]. Would anyone recommend these classes, or suggest additional ones? [B][COLOR=YellowGreen]Prestige Classes.[/COLOR][/B] Despite the proliferation of these things, I don’t know any that quite fit the bill. Any suggestions? [B][COLOR=YellowGreen]More Radical Solutions.[/COLOR][/B] I’m also open to more radical methods to build the character—like using d20 Modern classes, using the d20 Anime point-buy system, or just building my own core class from scratch. Unfortunately, the further you get away from the core rules, the more work is required to ensure balance. [/QUOTE]
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