Scouts Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Dimirag
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Re: Scouts Supplement

Post Fri Jun 06, 2014 10:52 pm

Solo, I believe you recently uploaded a new Scout Supplement on the download page but I don't know if that file is on this thread.
Sorry for any misspelling or writing error, I am not a native English speaker
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Longman
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Re: Scouts Supplement

Post Fri Jun 06, 2014 10:55 pm

The one on the downloads page is the one I am talking about as 'current'. It still has 1250 exp.
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Dimirag
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Re: Scouts Supplement

Post Fri Jun 06, 2014 10:56 pm

Then that's the newest version.
Sorry for any misspelling or writing error, I am not a native English speaker
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Dimirag
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Re: Scouts Supplement

Post Fri Jun 06, 2014 10:59 pm

It actually uses 1500xp insted of 1250
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Longman
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Scouts Supplement

Post Sat Jun 07, 2014 3:02 am

Aha...

Solo put the new version up just on Monday.

That explains it.

The proposed new version of the class is almost identical to what my player wants to play.

But I'd still want to ask for 2000 exp.

Anyway it isn't just official releases I was talking about. If anyone had any further homebrew thoughts on this class that aren't in the thread already, I'd like to hear them.
Woe
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Re: Scouts Supplement

Post Sat Jun 07, 2014 9:09 pm

I like this much better than the previous scout rendition. It doesn't feel overpowered. It's also really close to how I've been playing an elven thief in Boldenwald, and would love to convert her as a scout.

What about including find/set/remove traps, but with a -20% for any non-wilderness trap? Setting snares and tripwires is appropriate for the class, as I'd expect the scout to be able to catch small game and maybe even trap a bear. I wouldn't expect a wilderness scout to be better at finding dungeon traps than others.

Likewise, why not a similar -20% for any thief ability?

The differences I see between scout and ranger:
- Scouts also get open locks, detect traps, climb walls, listen.
- Scouts get the a surprise bonus (50%)
- Scouts get dual wield
- Scouts get thief progression for AB and saving throws, +d6
- Scouts progress at cleric-speed
- Rangers get a favored enemy
- Rangers may use any armor and weapon (but with penalties for some abilities)
- Rangers get fighter progression for AB and saving throws, +d8
- Rangers progress at fighter-speed + 10%
Freya HP 24/24 AC 16 (17 two weapons)
Kilian HP 20/20 AC 19 (18 no shield)
Talin HP 29 AC 16
Tiana HP 11 AC 12 SP 8/8
Fido HP 9/9 AC 16
Anna HP 12/12 AC 15 (19 defensively)
Bruce HP 20/20 AC 16 (15 no shield)

Red Oak map
Red Oak loot
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Longman
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Re: Scouts Supplement

Post Sat Jun 07, 2014 10:15 pm

The main point of contention seems to be the abilities, right?

The way I see it there are 2 options.

Either we use the Scout supplement abilities table, which is much lower than the thief table, for cleric exp progression.

OR, we use the normal thief abilities table, -20% in urban areas, for fighter exp progression. No picking pockets, and I'd extend the rule about urban areas to apply to complex locks and mechanical traps, even if they are technically not found in an urban area.

Either way:
You get d6.
You get thief progression AB and saves
You get the +2 with bows.
You get the dual defense (which incidentally is exactly how we decided it should be).
You get surprise bonus.
You do not get backstab but you can still get normal bonuses when attacking from behind.
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Dimirag
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Re: Scouts Supplement

Post Sat Jun 07, 2014 10:36 pm

You can give your own skill percentage (it's what I did for my assassin and Scout) making him better at some skills like listen, hide and move silently.

I would ditch the bow's extra attacks unless you use them for all your classes or at least for fighters, or make it at the same level for whatever extra attacks rules you use.

For XP you can do the same for rangers but using the thief xp as a base and adding a 10% extra cost.

Instead of the extra attacks you can go with the sniping ability and, if you wish a killing ranged attack (starting at whatever level you feel ok) or a damage bonus.

Give him a 1 point or die better chance to avoid surprise due to awareness.

Note that receiving the +2 ab when attacking from behind isn't a class feature, it is something that applies to all classes.
Sorry for any misspelling or writing error, I am not a native English speaker
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Maliki
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Re: Scouts Supplement

Post Wed Jun 11, 2014 2:56 am

Under the section where it talks about the Scout being an expert bowmen, it twice uses the term Ranger, instead of Scout.
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Dimirag
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Re: Scouts Supplement

Post Wed Jun 11, 2014 2:16 pm

This is a 2.5 version with some minor corrections (Scout instead of ranger, melee instead of malee).
Hope you don't mind I've made it
Attachments
BF-Scouts-Supplement-r2.pdf
(91.25 KiB) Downloaded 155 times
BF-Scouts-Supplement-r2.odt
(76.68 KiB) Downloaded 118 times
Sorry for any misspelling or writing error, I am not a native English speaker
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