Scout class and PrCs

lordcloaker

First Post
A new campaign coming up, and the need for a "sneaky" type of character was asked. While taking a look at the completes, and etc I saw the Scout class and had read about it a bit here on the forums and I remember everyone saying it was OK. I wanted to get peoples opinion on it and how they built there characters and if its a fun class to play.

How good is the Scout class ? Underpowered ? Overpowered ? Too specific ?
Is a rogue better ? or does the Skirmish ability really shine ? Is it a combat effective class?
Are there only two good builds: Archer (shot on the run) and Melee (spring attack) ?
Is it good to go full class with it, or better to mix with other classes and PrCs ?
Can you mix Scout with Dervish and have the Skirmish ability work ?

Thanks in advance
 

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I like the scout. It seems good at the low levels, but at higher levels like all non spellcasters it will be out done. Skirmish is really good and effective I've found. It is about as combat effective as a rogue, so no going toe to toe all the time. I went archer , but really if by builds you mean attacking there are only two choices. I plan on going striaght to 20 if we get that high.
 

Well, all the scouts I've ever played with aren't as "sneaky" as a rogue typically is, but I think that is because those who choose the scout over the rogue are more inclined for combat than the typical rogue player.

Having said that, there is no reason a scout can't be just as sneaky. They have the same skillpoints. They get a great selection of sneaky skills. So I'd say go for it.
 

If you're looking for a more melee-capable Scout, the Dervish is a great synergy. The Dervish's Movement Mastery allows tumbling all around the battlefield, making the Skirmish ability less risky. Add in the Dervish Dance, and you can wreak havoc.

A human Scout 12/Dervish 3 has seven regular feats and three bonus feats from his Scout levels, as well as Spring Attack from his dervish levels. His three bonus feats allow him Combat Expertise, Dodge, and Mobility, so he has six open feats (after taking Weapon Focus: Scimitar). He gets a +5 bonus to his AC whenever he moves at least 10 feet in a round (+2 when standing still), and has evasion, +20 ft. movement, blindsense, camofluage, flawless stride, and trackless step from his scout levels. He can enter a dervish dance twice a day, giving him his full attack scheme (three attacks) even when moving full speed (50 ft.).

If he moves at least 10 feet before taking his first attack, then he gets +3d6 skirmish damage and another +2 if using a slashing weapon (another reason for WF: Scimitar). If he takes TWF, Imp.TWF, and Greater TWF, that's six attacks (two attacks every 5 feet) for at least 4d6+2 damage on EACH attack. That's a potential 24d6+12 damage, not counting Str bonuses, and magical bonuses, and spell enhancements...

So, to answer your question "Does the Scout have synergy with the Dervish?"...Oh yeah. Have a blast. :D
 

Great reply Greyspear, it was more or less what I was thinking on doing.

Im just not sure if I fit in a few lvls of Ranger to get TWF and Track for free and bit more BAB to get Dervish faster. I think ill go full scout and get 1 or 3 lvls in Dervish. Any feats you guys recomend (Im a bit behind on feats in the completes).
Dodge, Mobility, COmbat Expertise and WF are a must for Dervish. I thought about Elusive Target which seems really really good, but dont much idea of what else to get from there on (I normally like to plan my character to a bit high lvl).

Thanks in advance
 

Remember to check the errata - scouts are given disable device as a class skill, which may be important if you're filling the traditional rogue niche in a party.

Cheers,
Blue
 

I've seen this class used to a rather devestating effect with a reach weapon, specifically a spiked chain. Between moving and attacking, then the AoOs if they approach to their melee range for you...
 


Wasn't meaning that the Skirmish ability was used with the AoOs. I meant she moved, attacked with skirmish from reach distance, and if the person was silly enough to try to close to attack she got to try to hit him again.

And the fact that she was able to avoid most of the threat zones on the board made it much easier for her to move around in the combat making the greatest use of her skirmish ability without provoking AoOs (and of course when she did she had nice benies to help her get out of it).
 

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