There is one thing about the Scout that annoys me

Henrix said:
The "believability" factor? Of an 18th level ability? :confused:

Compared to....what? An 18th level wizard? An 18th level fighter wading through as many 4th level fighters as he can reach every round? Or a monk who can speak with any creature that has a language and runs at 40 mph? ;)
apples to oranges my friend, but a tad more believable than immunities.
 

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Evilhalfling said:
nope.
Blindfight alows you to reroll miss chance, blindsense still gives the target concelement against you, and the normal (50%) miss chance. The two work very well togeather.

They also can get Hear the Unseen as a bonus feat. Then, at a higher level, they get blindsight.
 

Slife said:
Who'd have thought that class abilities are still functional on stone statues. And apparently, he can still move and attack normally, since the class ability includes that. [/sarcasm]

I'm just saying, freedom of movement is an extraordinary ability that is always active.

Petrified: A petrified character has been turned to stone and is considered unconscious.

It is impossible to grapple or pin a petrified scout of 18th level. He does not have to be able to move or attack.
 


Sunderstone said:
As for Rogues evasion, I use common sense. If theres nothing to get behind or tumble to for some kind of cover, or getting around a corner, etc. the Rogue is screwed. A Rogue enclosed in a 20' bare room will not escape the blast of a fireball. Having a Scout "magically " immune to a Kraken, Roper, etc. while caught sleeping or unaware is too far over the top.

Perhaps instead of dropping a class out-right, you could add the same logic and common sense to it? If you tell the person who is playing a rogue, "Hey Sara, I know your halfling rogue has improved evasion but I'm going to house-rule/common sense rule that because the character is in a 3x3 closet hiding, she has no place to 'evade' to and is not allowed her class ability" why can't you tell the person playing the scout, "Fred, I know the scout gets the freedom of movement ability, but I'm going to house-rule/common sense rule that because your character is asleep after a long day of hiking and fighting, the ability doesn't work and the terrasque does in fact grapple your character with its teeth."

Seems like a waste to ditch a fairly interesting class cause 1 high level ability...
 

pawsplay said:
I'm just saying, freedom of movement is an extraordinary ability that is always active.

Petrified: A petrified character has been turned to stone and is considered unconscious.

It is impossible to grapple or pin a petrified scout of 18th level. He does not have to be able to move or attack.

See, this is why we have living GM's with brains rather than a stack of cards or something to adjudicate situations.
 

Woas said:
, "Fred, I know the scout gets the freedom of movement ability, but I'm going to house-rule/common sense rule that because your character is asleep after a long day of hiking and fighting, the ability doesn't work and the terrasque does in fact grapple your character with its teeth."

Seems like a waste to ditch a fairly interesting class cause 1 high level ability...

I laughed at this because one of my players name is indeed Fred. :)

That being said... I could do that very thing. I could do the same for Warblade, Frenzied Berserker, or anyother splatbook class. In this case I dont see myself spending all that money buying the "Complete" series to have to rework all the classes myself.

If my player buys the book and I go with the house rule what happens after he wakes up? Say the Advanced Fiendish Roper or whatnot grappled him in his sleep, he wakes up, what then?
Is he is magically freed because he is now alert? or do I tell my player one of his hard earned upper level abilities doesnt function at this point till the creature is dealt with or he breaks free? Id rather not deal with a player insisting his power should mysteriously "kick in as he is now aware" and be able to free himself automatically.

And if I have to put that much effort into thinking what may happen or what may not happen with each class, IMO, that means its broken. Id rather skip that class in my game altogether.
 

They succeed on checks to escape grapple/resist grapple ... they have to be able to make a check to do that. Turned to Stone makes you as if Unconcious, Unconcious makes you Helpless, Helpless gives you a Dex of 0, Dex of 0 makes you Paralyzed, Paralyzed means you are unable to act.

Can't succeed on something you can't do, no?

--fje
 

Sunderstone said:
Is he is magically freed because he is now alert? or do I tell my player one of his hard earned upper level abilities doesnt function at this point till the creature is dealt with or he breaks free? Id rather not deal with a player insisting his power should mysteriously "kick in as he is now aware" and be able to free himself automatically.

Did you ban Ring of Freedom of Movement from the game? And in having to do so, did you decide not to by the PHB for having RoFoM in it?

--fje
 

Sunderstone said:
As for Rogues evasion, I use common sense. If theres nothing to get behind or tumble to for some kind of cover, or getting around a corner, etc. the Rogue is screwed. A Rogue enclosed in a 20' bare room will not escape the blast of a fireball. Having a Scout "magically " immune to a Kraken, Roper, etc. while caught sleeping or unaware is too far over the top.

Do you also move their piece on the game board from the center of the blast to a safe location? 'cause, that would definitely imbalance the game...

"I can't make it that extra 15 feet to the big bad... Mage, Fireball me!"
"Okay, i fireball the rogue"
"And I easily make the save. Now, by your houserule GM, I move to a safe location... well that's 15' away in melee range of the baddy! booyah, so here's my attack action for this round!"

I disagree with your implementations. Personally, I see it as rogues aquiring the agility to find the safe places in an unsafe area, or just the common sense to Duck & Cover in a way that minimizes his exposure to the momentary searing heat.

Besides, there's a feat in the CAdv which more suits this: It's called "Dive for Cover".

I'm of the school that: if the scout passes his reflex saves, he finds the safe spaces in an unsafe area. He's not immune to the Kraken or roper while he's asleep, (just as a wizard can't cast spells while unconcious) but he does get an escape option once he's awake.
 

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