The Scout Class: How is it in play?

Page 11: Scout’s Class Skills
Add Disable Device to the scout’s list of class skills.
(This addition fits with the flavor of the class.)

Page 12: Skirmish (class feature)
The second sentence of the skirmish class feature
should read as follows (new text indicated in red): She
deals an extra 1d6 points of damage on all attacks she
makes during any round in which she moves at least 10
feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the
scout has moved at least 10 feet. The skirmish ability
cannot be used while mounted.

This update should be made wherever the skirmish
ability description is presented (see also pages 31, 56,
and 177).
 

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Well, that change to skirmishing is how I always interpreted it, so no change. The Scout actually just got stronger. :)

Cheers!
 

MerricB said:
Well, that change to skirmishing is how I always interpreted it, so no change. The Scout actually just got stronger. :)
I am sorry, but what? Is my English so bad that I am somehow unable to grasp how making the skirmish not work while mounted makes the Scout stronger? Or how making it impossible for a Scout to move five feet away, then five feet back, and attack using skirmish makes the class stronger? Oh, you must be referring to adding Disable Device to the class skill list, thus completely eliminating the need to have a rogue in a party that includes the Scout.
 

One playe in my group is a Scout - it works quite well for us all - he uses ranged combat as opposed to melee. The one hitch is however that in cramped areas (i.e. dungeon corridor) his main ability (skirmish) is near useless because of his inability to move a whole lot and not attract piles of AoO's or interfere with the rest of the party fighting. Not that it can't be done but (obviously) in a 50x50 room skirmish works a heck of a lot better than in a 10x10 room.

Outdoors it is awesome; he has the room to move and shoot; it really compliments the party well especially considering the rest of us stay put to get full atacks many times or only move the 5 feet. This guy darts around, doesn't matter where we stand to fight, he shoots around us. Recalling that the MINIMUM movment for skirmish is 10'. He runs up slopes to get the angles, slips past us, shoots, darts back all the while piling d6's on top of his normal damage.

I would say that if your in a more outdoors setting having a Scout is a near must.

The one thing I personally don't like about the Scout is the BAB progression. I would give up something or another to get that to a Fighter BAB if I could (not skirmish mind you!). With what he has though it is well balanced.
 

fett527 said:
Now the first time Drizzt is stat blocked is here: Hall of Heroes which is a 2nd ed supplement from 1989.

Just a clarification...this isn't entirely accurate.

The first stats for Drizzt appeared in FR 5: The Savage Frontier, page 57.
The stat entries included only ability scores of 15 or higher.
Drizzt had none. Not one. Unlike Wulfgar (3), or Bruenor (2).
Here is his entry:

Drizzt Do-Urden

Wanders
10th Level Ranger
CG, Gwaeron Windstrom
Drow Male
(...Narrative of character history...)

Drizzt is re-statted in FR 7 as stated previously, and is re-statted again in the Menzoberranzan BS. Its kind of amusing to read each set of stats, and watch Drizzt get more and more powerful.
 

Sammael said:
I am sorry, but what? Is my English so bad that I am somehow unable to grasp how making the skirmish not work while mounted makes the Scout stronger? Or how making it impossible for a Scout to move five feet away, then five feet back, and attack using skirmish makes the class stronger? Oh, you must be referring to adding Disable Device to the class skill list, thus completely eliminating the need to have a rogue in a party that includes the Scout.

Yes, he's likely referring to the addition of Disable Device to the scout's class skill list. Last I checked though, the scout still doesn't get Open Locks, Trap Sense, or any of the Charisma-based skills, just to name a few things off the top of my head. Rogues rock.

And the scout can still do that stupid 5-foot shuffle move, even after the errata.

Btw, your English ain't so bad at all. In fact, you whinge without thinking first just like a native.

Sanguinemetaldawn said:
Just a clarification...this isn't entirely accurate.

Nor is it at all relevant to the topic. Interesting info, just not relevant to the subject of scouts.
 
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Am I wrong, or wouldn't the XPH's Greater Manyshot let you get Skirmish damage on all your attacks? Even if it doesn't, for those of you in DragonStar games, you can take Improved Shot On The Run feat to let you Skirmish as much as you want. :)
 



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