(pure) scout builds

Soladrin

First Post
So, I've decided on making a scout, I'm relatively unexperienced with all the more advanced stuff like multiclassing/prestige classes so I'd like to keep it relatively simple.

I'm going for ranged combat and don't really know what feats would be best and in what order to take stuff.

As a side note. I'm making a Goblin Scout. :D

So yeah, any help or advice would be very much appreciated.
 

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Single classed scout is a very weak class, it benefits tremendously from multiclassing. Namely, with Ranger and the Swift Hunter feat. Possibly w/ a cloistered cleric dip and Travel Devotion feat, too, but that isn't strictly necessary. It just REALLY helps...

3E's multiclassing system is awesome, now's as good a time to learn it as any. Would you be willing to just do a simple Ranger/Scout build? Something like Scout 4 / Ranger 16, or Scout 5 / Ranger 15, or thereabouts?


In general, toughest thing I've found w/ a ranged scout is that a lot of the feats you want require BAB +6 or otherwise become available about that level, causing a big feat crunch that being human or taking flaws can't solve. Manyshot, Woodland Archer, Improved Skirmish, Swift Hunter, to name a few...
 

How dare you even imply that he should consider comprimising his concept and/or using cheese from MULTIPLE DIFFERENT SPLATBOOKS to build his character, you dirty munchkin!
 
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I disagree, Dandu. I think the Manyshot chain is a trap for Scouts. They lack the BAB to get many shots off, and the attack penalties are crippling to their medium BAB.

I'd try at all costs to find a way to move 10+ ft without losing your full round action / full attack and rapid shotting like a champ. This is why cleric dip w/ travel devotion is so nice. 3 or 4 combats per day (more if you cheese turn undead usage boosters like nightsticks) you can just rapid shot skirmish the whole fight, very nice. Aside from that, Magic Item Compendium has boots of side stepping, anklets of translocation, and quicksilver boots, all cheap ways to get extra movement as a swift action a few times a day, and with no "you must wear it for 24 hours before the magic benefits you" type restrictions to keep you from just changing shoes between fights.

EDIT: For the record, I listed Manyshot in my first post as a desired feat because a) A lot of people, like Dandu, prefer the Manyshot build even if I don't; and b) It's a requirement for Improved Rapid Shot, which if you're doing my method, is basically +2 to hit on all attacks. :)
 


If you do no more than 4 levels of scout, you'll only lose 1 BAB and Greater manyshot is more viable.

But there are SO MANY ways to move 10 ft and still full attack out there in the books, and Rapid Shot is SO plainly superior to Greater Manyshot, I still don't see why it should be the preferred method.
 

Because only a filthy power gamer would comb through books looking for synergistic items and feats for his character.
 
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With a scout archer, make sure you pick up the archery feats (duh!) especially precise shot. Since you're basically going to be circle strafing you're going to be looking to put as much damage into each shot as you can.

The deadly precision gives you +2d6 sneak dice if you have sneak attack. Ask your GM if you can apply this to skirmish.

Many shot is nice but your skirmish only applies to that first arrow.

Boots of Side-stepping are an absolute must. They let you take a free extra five foot step in addition to your regular five foot step. Two five foot steps and a full attack later you've got a bunch of dead dudes at your feet. Rapid shot would work great here.

Lastly, you can try to stack as much extra dice into each shot. Flaming, explosive, and whatever else you can get.
 

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