Presenting THE SCOUT.
Yeah, I know what you're thinking. "Call it what you want - the Scout, the Bounty-Hunter, the Pseudo-Neo-Fighter-Thief, this is just another damn alt.ranger. Enough, already!!!"
Well, you're only half-right. The class presented below is somewhat rangery, but it's almost more rogue than ranger. There’s not even free Tracking, or two-weapon fighting! (At least, not necessarily.) And its impetus is different: my main interest in coming up with the class was not to replace the PC Ranger class, but rather to create a plausible, realistic, and useful NPC class – one that fills an important gap at low levels.
For instance . . .
What class is the goblin that knows how to work the Heavy Ballista, as he guards against incoming adventurers? Not a fighter - this guy has to know how to spot and listen. Not a ranger - these amateur guards hardly will have the training to track, have two-weapon fighting, ambidexterity, and so on. I suppose he could be a rogue, but I can't see him tumbling all over the place, or learning how to use magical devices, or even necessarily picking locks. And if he’s got 8 skill points/level, he probably will be dumping points into some of those. And Evasion? Uncanny dodge? I don't see slightly experienced guards of this nature learning those abilities.
What class is the elf that patrols the forest, searching for goblin intruders? Not a fighter - again, where's the spot and listen? Not a ranger - two weapon fighting? Doubtful. Tracking? Kind of unbalancing to have a horde of 1st level elves, all with tracking, looking for the PCs. (Assuming you're running a campaign where elves are the bad guys, of course.) And while some alt.rangers allow replacement of the two-weapon fighting virtual feats with two archery feats, this top-loads the class even MORE. It's arguable that two-weapon fighting is subpar - but starting with point-blank shot and rapid shot (or precise shot, or whatever) is *never* a bad thing!
What class is the woodsman? What class is the bounty-hunter? Huh? Huh??!!
Easy answer: They're fighter/rogues. But that's just so choppy! 8 skill points, then 2 skill points, then 8 skill points. And none of these guys need to learn to use heavy armor. None of them are necessarily so naturally dexterous that they can eventually dodge Fireballs. And if their favored class isn't rogue or fighter, they will be quite restricted in how they can progress in both classes.
Better answer: They are, for the lack of a better name, Scouts.
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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 (to open up options):
Animal Empathy (Cha, exclusive), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Open Locks (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 all simple and martial weapons, light armor, and shields.
Bonus Feats: As the Fighter list, minus the Power Attack chain (no Cleave, Sunder, etc.)
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 +2 to Spot, Listen)
20th level: Bonus Feat
What do you think?
Compare a 5th level rogue to a 5th level scout: The rogue has twice as many skill points, class skills like Tumble and Use Magical Device, an extra 2d6 of sneak-attack damage, and Evasion. The Scout has Alertness, three bonus feats, and 6 extra hit points.
Compare a 10th level rogue to a 10th level scout: The rogue has an extra 2d6 of sneak-attack damage, Evasion, more skill points, better skills, and a sneaky rogue special feat. The Scout has Alertness, four bonus feats, 11 extra hit points, and +2 to Spot/Listen. The “Scout” could easily go the archer/sniper path; the rogue will have had a tougher time. But I don’t think it’s unbalanced – the rogue is managing to use a Wand of Fireballs . . . and, coincidentally, is often taking no damage when caught within a Fireball. And he’s Tumbling all over the damn place.
Compare a 6th level rogue/6th level fighter (Rofi) to a 12th level scout:
BAB: Rofi’s is +10, Scout is +9 (Next level, Rofi goes to +11, and an extra attack, while Scout stays at +9)
Sneak-attack: Rofi is 3d6, Scout is 4d6
Skills: Just about a wash (but Scout has +2 to Spot and Listen)
Hit points: about the same
Feats: 4 feats for Rofi, 5 feats +Alertness for Scout. Rofi can take Weapon Specialization
Rofi has all armor proficiencies.
Rofi has Evasion
Pretty damn close, if you ask me. Evasion is just a huge bennie.
Other benefits of the Scout class:
1) Great flexibility
2) No “sampling” problem (taking just one level) because it’s not too top-loaded AND the first level BAB bonus is +0. That’s a huge detriment.
3) No confusing “different paths” or sets of (admittedly sometimes cool) new abilities. Easily fits in with current 3E rules.
4) I think this class successfully generates a “feel” of its own.
For balance purposes, it should probably also be compared to other classes with a medium-BAB, like Psychic Warriors and Clerics. I think that Scouts are either equal to the two, or slightly less powerful.
If I had to make a cut, to make the Scout less powerful, I would probably get rid of the second Uncanny Dodge (unflankable) ability. Or switch the time the first Uncanny Dodge is earned with the first Heightened Alertness.
So what do you think?
Yeah, I know what you're thinking. "Call it what you want - the Scout, the Bounty-Hunter, the Pseudo-Neo-Fighter-Thief, this is just another damn alt.ranger. Enough, already!!!"
Well, you're only half-right. The class presented below is somewhat rangery, but it's almost more rogue than ranger. There’s not even free Tracking, or two-weapon fighting! (At least, not necessarily.) And its impetus is different: my main interest in coming up with the class was not to replace the PC Ranger class, but rather to create a plausible, realistic, and useful NPC class – one that fills an important gap at low levels.
For instance . . .
What class is the goblin that knows how to work the Heavy Ballista, as he guards against incoming adventurers? Not a fighter - this guy has to know how to spot and listen. Not a ranger - these amateur guards hardly will have the training to track, have two-weapon fighting, ambidexterity, and so on. I suppose he could be a rogue, but I can't see him tumbling all over the place, or learning how to use magical devices, or even necessarily picking locks. And if he’s got 8 skill points/level, he probably will be dumping points into some of those. And Evasion? Uncanny dodge? I don't see slightly experienced guards of this nature learning those abilities.
What class is the elf that patrols the forest, searching for goblin intruders? Not a fighter - again, where's the spot and listen? Not a ranger - two weapon fighting? Doubtful. Tracking? Kind of unbalancing to have a horde of 1st level elves, all with tracking, looking for the PCs. (Assuming you're running a campaign where elves are the bad guys, of course.) And while some alt.rangers allow replacement of the two-weapon fighting virtual feats with two archery feats, this top-loads the class even MORE. It's arguable that two-weapon fighting is subpar - but starting with point-blank shot and rapid shot (or precise shot, or whatever) is *never* a bad thing!
What class is the woodsman? What class is the bounty-hunter? Huh? Huh??!!
Easy answer: They're fighter/rogues. But that's just so choppy! 8 skill points, then 2 skill points, then 8 skill points. And none of these guys need to learn to use heavy armor. None of them are necessarily so naturally dexterous that they can eventually dodge Fireballs. And if their favored class isn't rogue or fighter, they will be quite restricted in how they can progress in both classes.
Better answer: They are, for the lack of a better name, Scouts.
------------------------------------------------------
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 (to open up options):
Animal Empathy (Cha, exclusive), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Open Locks (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 all simple and martial weapons, light armor, and shields.
Bonus Feats: As the Fighter list, minus the Power Attack chain (no Cleave, Sunder, etc.)
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 +2 to Spot, Listen)
20th level: Bonus Feat
What do you think?
Compare a 5th level rogue to a 5th level scout: The rogue has twice as many skill points, class skills like Tumble and Use Magical Device, an extra 2d6 of sneak-attack damage, and Evasion. The Scout has Alertness, three bonus feats, and 6 extra hit points.
Compare a 10th level rogue to a 10th level scout: The rogue has an extra 2d6 of sneak-attack damage, Evasion, more skill points, better skills, and a sneaky rogue special feat. The Scout has Alertness, four bonus feats, 11 extra hit points, and +2 to Spot/Listen. The “Scout” could easily go the archer/sniper path; the rogue will have had a tougher time. But I don’t think it’s unbalanced – the rogue is managing to use a Wand of Fireballs . . . and, coincidentally, is often taking no damage when caught within a Fireball. And he’s Tumbling all over the damn place.
Compare a 6th level rogue/6th level fighter (Rofi) to a 12th level scout:
BAB: Rofi’s is +10, Scout is +9 (Next level, Rofi goes to +11, and an extra attack, while Scout stays at +9)
Sneak-attack: Rofi is 3d6, Scout is 4d6
Skills: Just about a wash (but Scout has +2 to Spot and Listen)
Hit points: about the same
Feats: 4 feats for Rofi, 5 feats +Alertness for Scout. Rofi can take Weapon Specialization
Rofi has all armor proficiencies.
Rofi has Evasion
Pretty damn close, if you ask me. Evasion is just a huge bennie.
Other benefits of the Scout class:
1) Great flexibility
2) No “sampling” problem (taking just one level) because it’s not too top-loaded AND the first level BAB bonus is +0. That’s a huge detriment.
3) No confusing “different paths” or sets of (admittedly sometimes cool) new abilities. Easily fits in with current 3E rules.
4) I think this class successfully generates a “feel” of its own.
For balance purposes, it should probably also be compared to other classes with a medium-BAB, like Psychic Warriors and Clerics. I think that Scouts are either equal to the two, or slightly less powerful.
If I had to make a cut, to make the Scout less powerful, I would probably get rid of the second Uncanny Dodge (unflankable) ability. Or switch the time the first Uncanny Dodge is earned with the first Heightened Alertness.
So what do you think?
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