The Scout Class: How is it in play?


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Just fine. THe skirmish ability is really cool, and our player playing the Scout really seemd to enjoy finding ways to use it as he moved around the battle fields.
 

It's a fun class, it seems to really support teamwork. Having to move around to gain the benefit of it's skirmish ability means weaving paths around comrades at times, and the fact that it can find traps but can't actually do anything to disarm them means that it needs a little help from time to time. Gives the Rogue something of a break, or at least a buddy, up front.

The only thing I've really had to house rule was that the skirmisher couldn't return to his original position on the board (I move ten feet... five south, then five north again) and gain the benefit. That was only to keep it from becoming a square dance.
 

We've got a new scout, brought in just last night when the Druid bought the farm. It seemed like a useful and interesting class. The character dealt alot of damage and generally kept on the move, but didn't seem horribly overpowered. When he got pinned down he was useless for several rounds. Having a rogue and a scout together in the party made some things quite interesting. They were able to scout ahead together, get the lay of the land, and send one back. We entirely neutralized a situation with that tactic and a Fireball in a Ring of Minor Spell Storing.

I have a Barbarian/Scout waiting in the wings ... going to try out Spring Attack and a greatsword with that Skirmish ability.

--fje
 

clark411 said:
and the fact that it can find traps but can't actually do anything to disarm them .

I don't see this. Did the scout just not try? They can buy disarm traps but as a cc skill, and they can easily pick up skik focus or another feat if they thing they need the help with disarming them.
 

Crothian said:
I don't see this. Did the scout just not try? They can buy disarm traps but as a cc skill, and they can easily pick up skik focus or another feat if they thing they need the help with disarming them.

That's it really, our scout hasn't invested in disable device.
 

We have a Ranger 1 / Scout 2 in one of my games - the one with the link in my sig. Sorry, but I'm three sessions behind on the Story Hour.

She's mainly an Archer type and is very effective in combat. Unfortunately, the player seems to have this wierd thing for climbing trees (which neutralizes the skirmish bonus) and for being off on her own away from the group while getting into trouble.

The other thing I could definitely see using this class for would be a variation of my Maneuver Fighter concept (Light armor, high dex, sword & board, dodge/mobility, etc).
 

Crothian said:
I don't see this. Did the scout just not try? They can buy disarm traps but as a cc skill, and they can easily pick up skik focus or another feat if they thing they need the help with disarming them.

It's really lame that they have Trapfinding, and Search as a class skill, but not Disable Device. But I still had a lot of fun with my scout until a mind flayer ate his brains.
 

drothgery said:
It's really lame that they have Trapfinding, and Search as a class skill, but not Disable Device. But I still had a lot of fun with my scout until a mind flayer ate his brains.

I don't see how that is lame, they are better at searching then disabling. If everyone who could search could disable, then no need to have two different skills.
 

I'm playing a dwarf Ranger 2/Scout 2 right now, and he's been pretty fun to play. [shameless plug]I'm currently recounting his adventures in the story hour linked in my sig. [/shameless plug]

I will admit, I took advantage of the dwarf's familiarity with the dwarven urgrosh and the ranger's two-weapon style, but the 20' movement for the skirmish ability balances out a bit. However, it's good to be able to rush up on a target for the extra skirmish damage, and then full-attack with a double weapon the next round.

The tough thing I'm trying to decide right now is what direction to go with feats. So far the character has picked Stealthy and Weapon Focus (Urgrosh). At 6th level I'll have one feat for character level and one bonus feat from the Scout class, and I'm trying to choose between Dodge+Mobility (with Spring Attack the goal later), or Point Blank Shot+Far Shot (using throwing axes, with Hurling Charge [Minitures Handbook] being the goal.) One path makes for an excellent melee scout, the other eventually lets the scout get two skirmish attacks in one round (the only combo I've found so far that achieves this.) Also, a throwing axe specialist is just cool. :)

I'm looking forward to the increased movement and other cool features as I gain levels in this class.
 

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