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Re: Question about some wording in the Scout Supplement.
Posted: Mon Jan 06, 2014 12:09 am
by Woe
FWIW, I think the scout class is way OP as well. I scrapped playing a ranger in Blazeguard's campaign because I think we'll have two scouts and the ranger would end up with a "everything ranger could do, scout could do better" distaste in my mouth. So I scrapped it and going to play a paladin, where I'm probably going to have a similar problem -- them mail-clad dwarves don't close to melee range very fast.

Re: Question about some wording in the Scout Supplement.
Posted: Mon Jan 06, 2014 1:18 am
by Hywaywolf
I am still thinking about playing a scout. If we have combo classes then I will play a halfling scout MU
Re: Question about some wording in the Scout Supplement.
Posted: Mon Jan 06, 2014 2:01 am
by Dimirag
I would ditch the extra attacks and open locks abilities and change the percentage of the other skills plus rename disarm traps to disable snares and climb wwalls to climb batural surfaces.
Compared to a Thief:
Prime requisite: STR 9, Dex 11 and WIS 11 vs DEX 9.
HD: d6 against d4.
Weapon: Small melee + bows against all weapons.
Armor: Maximun leather for both.
Shields: None for both but the scout gains the shield like secondary weapon skill.
Skills:
- Move silently for both, but the scout can move without marks.
- Climb natural surfaces against climb walls.
- Hear sound for both.
- Find and disable snares vs find and remove traps.
- Hide (in natural surroundings/folliage) vs hide in shadows.
- Track vs pick pocket.
Special Abilities: Shielding from secondary weapon, shooting bonus and surprise vs backstabing.
XP: 1,250 for both.
Compared to a Ranger:
Prime requisite: STR 9, Dex 11 and WIS 11 for both.
HD: d6 against d8.
Weapon: Small melee + bows against all weapons.
Armor: Maximun leather armor vs all armors. But higher than leather precludes some skills.
Shields: None. But he gains the shield like secondary weapon skill vs non specified.
Skills:
- Move silently, hide and track for both.
- Climb natural surfaces, Hear sound and Find and disable snares for the scout.
Special Abilities: Shielding from secondary weapon, shooting bonus and surprise vs chosen enemy and shooting bonus. (note that both gain extra attack which I didn't include).
Attack bonus and saving throws: Thief vs Fighter
XP: 1,250 vs. 2,500
Re: Question about some wording in the Scout Supplement.
Posted: Mon Jan 06, 2014 12:36 pm
by Metroknight
In Blazeguard's game since we are using the quasi classes, I'm going to use the scout/archer(quasi class).