The Souljourner said:I have to agree that the scout is kinda sub-par. The big kick in the nuts is the fact that they can't use the skirmish ability with ranged weapons from further than 30' away. How crappy is that? 30' is practically sitting on top of the enemy when you're outside (unless you're in dense forest, in which case the opponent's getting cover and concealment).
I don't know why they decided to make skirmish half the damage of a sneak attack. Rogues can do a full attack with twice the dice against someone they're flanking... scouts can only ever do one attack, unless you use some very esoteric rules (mounted archery and Dervish count as esoteric in my book). Does that sound like maybe the scout should be the one doing twice the dice? I mean, come on! 5d6 at 20th level? Ooh, I'm so scared of that 17.5 damage.... instead the guy could be making three more attacks (2 from BAB and 1 from rapid shot) which almost certainly do more than 17.5 each.
The scout gets some great high level abilities that somewhat mitigate this... but you'd think WoTC would put some effort into testing their main ability.
-The Souljourner
I would suggest removing the 10 ft movement requirement and make it more like the sneak attack with a max of 5d6 at 20th level but he can get sneak attack on a full attack action this way. Besides as you said, the Scout still has the cruddy BAB of the Rogue in the first place, so he is already at a disadvantage at higher levels.
Why? because along with the other cool abilities the Scout does get, this gives him the ability to put the hurt on if need be. The odds are the Scout will have to close within 5 ft more often than not in most campaigns. Not every bad guy is going to let you pick him off from 30 ft away through the entire encounter.