The Scout Class: How is it in play?

Klaus said:
Actually, if you move out of your square then return to it (making it 10' of movement), your opponent may be caught off-guard by your erratic movement, and that's why you get your skirmish damage. Foes move (within their squares) during your turn too (they don't stand there frozen).
Yeah, I suppose you could call it that way. The real problem is there's not enough "flavor-text" for this ability to really describe what the mechanic is suppose to represent in combat, so it's hard to really decide what is or isn't cheesy when using this ability.

One balancing factor, I suppose, is by doing a jig and ending up in his starting square, the Scout is still going to provoke an AoO...
 

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Unseenlibrarian said:
Three feats for your scout:

Mounted Combat.

Mounted Archery.

Improved Mounted Archery (From Complete Warrior).

Scouts as mounted archers works well visually, and in terms of class thematics, and it makes skirmish damage easier, since you can full attack while taking a double move with your mount. Also, mounted charges get skirmish damage added on, making mount-oriented scouts scary in a charge.
Hmmm... good suggestion, but not a path I'm likely to pursue for this character. He's really about being a melee support guy. However, this gives me great ideas for NPCs :]
 

Sir Brennan said:
Let me clarify: Hurling Charge is the only way I've found to get Skirmish Damage on multiple attacks in a round while sticking to the base class

Is Dual Strike not supposed to work with Spring Attack?
 

IIRC Dual strike is a single attack roll. You don't get to add your precision damage twice.

Edit: although I think skirmish works with the tempest ability.
 
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We had a scout in a recent campaign, the guy playing him was just coming back into the game, but I thought he did a pretty good job with him. The skirmish ability was very useful, and he invested in useful skills. I was pretty impressed with the class.

-Shay
 



I was playing a scout for maybe 2 or 3 months before my Summer break started (taking a break now, as I'm away from the gaming group I had the scout in). I though it was great fun, and it really made movemnt strategic. Burned some feats to use a spiked chain (described for our campaign as a whip made of rough chain, with each link being added by the character to somehow represent something in his life), which makes things really interesting. A one-on-one combat tends to go something like this:

My characters moves back 5ft. and attacks the target. The target closes the 5 ft, provoking an AoO. Repeat as needed.

With a simple basic tactic like that, I always have something to fall back on. Mosrt combats involve more then 1 target, so it ends up being a lot of dashing from opponent to opponent, dodging a ton of AoO's, and generally having fun.

Overall, a very enjoyable class. Always something to do (plenty of skills to use, plenty to do in combat), but not so poewrful as to outshine anybody. I like it.
 

I'm trying a scout now. Though he is much more about the skills outdoors without any magic abilities. HE has a very different flavor from Macbeth's Scout in my game. (Though he too has an Irish name - go figure.) The game is too new yet to speak much on the combat side, but I like the skill selection.
 

BardStephenFox said:
I'm trying a scout now. Though he is much more about the skills outdoors without any magic abilities. HE has a very different flavor from Macbeth's Scout in my game. (Though he too has an Irish name - go figure.) The game is too new yet to speak much on the combat side, but I like the skill selection.
You started a new character? In your Wednesday game?

By all means, if you feel like it, explain! Sounds interesting.
 

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