MerricB said:Scout is not bad at finding traps, but can't open locks (IIRC). Very good at dealing moderate damage and keeping out of harm's way.
Ogre Mage said:What do you think are the relative advantages and disadvantages of each? The game will be starting at level 1 and I don't know what other people will be playing yet. I'm hoping to use Whisper Gnome for race.
shilsen said:IIRC, the errata to Complete Adventurer added Disable Device to the Scout skill list.
Thank you for posting this. I could take the Track Feat at first level and be the party wilderness, locks and traps expert all at once! It's great to be able to fulfill 2 roles with one character. This looks like a great option for a whisper gnome. Now, if I can just get my DM to allow it ...Aus_Snow said:The Wilderness Rogue is not a bad choice, either (providing the DM allows these kinds of Unearthed Arcana options). Also depends on the style of campaign, and what you as a player prefer.
There's one in one of my campaigns at the moment, and she's proved to be pretty tough, and very useful indeed. Just my 2c.
note -- that's a very outdoorsy campaign, for the most part; please read it in that context.
Aaargh! That'll teach me to read too fast. Excuse me while I go and be stupid in the cornerMerricB said:It did. And what, pray tell, does Disable Device have to do with Open Lock?
Cheers!