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Community
General Tabletop Discussion
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Scout Skirmish Ability Question
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5415918" data-attributes="member: 35909"><p>If he wants a faster path to awesome damage dealing as a scout, he should trade in those archery feats for the two weapon fighting tree and dip a level in Barbarian for Pounce (the Lion totem variant in Complete Champion). Doesn't take long at all to achieve and will do better damage than archery both immediately and in the long term. Heck, dragon magazine even had a "Dashing Step" Barbarian variant to further make that dip pay dividends. You don't suffer -2 AC for charging. Kinda obscure though, and sort of cheesy. You suffer no drawback for it until Barb 3 (you lose Trap Sense, and starting at level 3 the Trap Sense bonus instead adds to AC against AoOs caused by charging). Anyway...</p><p></p><p>For both scouts and archers, and ESPECIALLY scout archers, in 3E you need a while to get all your feats going to make archery useful, and even if you're patient and wait...even later on you'll <strong>never</strong> become a "force" compared to other classes. Melee will grotesquely outdamage you and eventually gain cheap access to fly spells buffs/potions/items to make your whole "I can always attack no matter the scenario" benefit kinda moot. Spellcasters will absolutely dwarf you and all other noncasters at later levels as their spellpower increases exponentially. Scouts and archers (and again, especially scouts who are archers) do reliable, decent damage and can seldom be completely shut down (Wind Wall excepted, but that spell's crazy broken, IMO), but they never get "really good." You just sort of have to accept that you'll always be mediocre when you play such a class, or otherwise pick something else.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5415918, member: 35909"] If he wants a faster path to awesome damage dealing as a scout, he should trade in those archery feats for the two weapon fighting tree and dip a level in Barbarian for Pounce (the Lion totem variant in Complete Champion). Doesn't take long at all to achieve and will do better damage than archery both immediately and in the long term. Heck, dragon magazine even had a "Dashing Step" Barbarian variant to further make that dip pay dividends. You don't suffer -2 AC for charging. Kinda obscure though, and sort of cheesy. You suffer no drawback for it until Barb 3 (you lose Trap Sense, and starting at level 3 the Trap Sense bonus instead adds to AC against AoOs caused by charging). Anyway... For both scouts and archers, and ESPECIALLY scout archers, in 3E you need a while to get all your feats going to make archery useful, and even if you're patient and wait...even later on you'll [b]never[/b] become a "force" compared to other classes. Melee will grotesquely outdamage you and eventually gain cheap access to fly spells buffs/potions/items to make your whole "I can always attack no matter the scenario" benefit kinda moot. Spellcasters will absolutely dwarf you and all other noncasters at later levels as their spellpower increases exponentially. Scouts and archers (and again, especially scouts who are archers) do reliable, decent damage and can seldom be completely shut down (Wind Wall excepted, but that spell's crazy broken, IMO), but they never get "really good." You just sort of have to accept that you'll always be mediocre when you play such a class, or otherwise pick something else. [/QUOTE]
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