well that comes back to my point of this game is about killing and not being killed. everything else is fluff. little stories we make around the foundation of killing mobs. in pnp the foundation is the story and the characters work with the DM with endless opportunities to work through the story's problem areas given the rules that are in place. pnp and this video game are not apples and oranges. it is apples and Sasquatch. its about the limitations in a video game that are not there in a pnp session. whatever the pnp rules say the class should run need to be modified to be able to be run in the video game. the scout will need to kill better. it doesnt need to be on par with a rogue in kill power, but its gotta be better than a wildshape-less melee druid (i am exaggerating, but just a little).RaiderOne wrote:That's how the class works in the 3.5 pnp rules, which work quite differently in many ways to the nwn2 implementation.aaron22 wrote:as a med bab class restricted to light armor. this class is not OP simply because it cannot effectively deal damage at all. the idea is good but that concept is not solid. if limited to a single attack the skirmish damage would need to be at least doubled to make up for the negatives.
Scout class
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- aaron22
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Re: Scout class
Khar B'ukagaroh
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- aaron22
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Re: Scout class
only when moving or right after moving (a single attack) from what i understood.RaiderOne wrote: It also gets AC bonuses that when stacked with light armour become higher than heavy armour.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
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Re: Scout class
Yes the limitations of the game engine, and the mass mob slaying nature of this game make this class very unsuitable. Which is where I think the wilderness stalker has come from.
Same deal with the phantom, which by the book is very much a climbing, running, jumping, tumbling class, yet the game does not support those.
Same deal with the phantom, which by the book is very much a climbing, running, jumping, tumbling class, yet the game does not support those.
- aaron22
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Re: Scout class
the phantom is probably the best suited to getting out of a pickle. and turning the bad situation around on the mobs to walk away from. the scout will be able to get out of a pickle with hips, but will just have to move away and find another route. which makes sense, but might not be much fun as "winning" the bad situations that come up.
Khar B'ukagaroh
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Re: Scout class
Just curious if there is any new looks here? With the feat for charging and shield bashes, synergy with skirmishing sounds quite fun.Zanniej wrote: ↑Fri Dec 01, 2017 8:51 amSorry, didn't realize that.blacksoft wrote:Unfortunately, I don't have access to go to linkZanniej wrote:This has been discussed before:
viewtopic.php?f=218&t=25886&p=328301
Perhaps there is still some leftover code from the last time it has been discussed.
Scout
Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.
This is a base class and has 30 levels.
Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium.
- High Saves: Reflex
- Weapon Proficiencies: All Simple and Rogue weapons.
- Armor Proficiencies: Light armor.
- Skill Points: 8 + Int modifier.
- Class Skills: Craft Armor, Craft Weapon, Craf Armor, Disable Device, Hide, Listen, Lore, Move Silently, Search, Spot, Survival, Sense motive and Tumble.
Class Abilities:
Level 1: Trapfinding, Skirmish (+1d6)
Level 2: Battle Fortitude + 1
Level 3: Skirmish (+1d6, +1 AC)
Level 4: Bonus Feat, Uncanny Dodge
Level 5: Evasion, Skirmish (+2d6, +1 AC)
Level 6:
Level 7: Skirmish (+2d6, + 2 AC)
Level 8: Bonus Feat, Camouflage
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Battle Fortitude + 2, Trackless Step,
Level 11: Improved Initative, Skirmish (+3d6, +3 AC)
Level 12: Bonus Feat
Level 13: Skirmish (+4d6, +3 AC)
Level 14:
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus Feat
Level 17: Skirmish (+5d6, +4 AC
Level 18: Hide in Plain Sight
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Bonus Feat, Blind-Fight, Battle Fortitude + 3
Level 21: Skirmish (+6d6, +5 AC)
Level 22:
Level 23: Bonus Epic Feat, Skirmish (+6d6, +6 AC)
Level 24:
Level 25: Skirmish (+7d6, +6 AC)
Level 26: Bonus Epic Feat
Level 27: Skirmish (+7d6, +7 AC)
Level 28:
Level 29: Bonus Epic Feat Battle Fortitude + 4, Skirmish (+8d6, +7 AC)
Level 30:
Bonus feats are: Bonus feats are: Alertness, Cleave, Combat Expertise, Manyshot, Toughness, Skill Focus, Dodge, Mobility, Iron Will, Lightning Reflexes, Improved Combat Expertise, Quickdraw, Rapid Reload, Track, Spring Attack, Point Blank Shot, Frontline Archer, Deadeye Shot, Brutal Throw, Improved Skirmish, Furious Charge, Improved Charge, Dire Charge, Epic Precision, Epic Ability Score Increase, Epic Superior Initative, Epic Prowess, Epic Energy Resistance, Epic Toughness, Epic Skill Focus, Epic Reflexes, Epic Will, Epic Dodge, Epic Damage Reduction, Epic Armored Skin.
Scouts gain bonus epic feats at 23rd, 26th, and 29th level.
- Battle Fortitude: At 2nd level, a scout gains a +1 bonus on Fortitude saves. This bonus increases to +2 at 11th, +3 at 20th, and +4 at 29th.
- Skirmisher: A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all atacks she makes during any round in which she moves at least 10 feet. This extra damage increases by 1d6 for every four levels gained above 1st. The extra damage only applies against living creatures that have a discernable anamtomy. Creatures immune from from critical hits are not considered vulnerable to Skirmishing. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A 3rd level scout gains a +1 competence bonus to AC during any in which she moves at least 10 feet. This bonus improves by 1 for every four levels gained. A scout loses this ability when wearing medium or heavy armor, or when encumbered.
Exclusive Feats: Swift Ambusher, Swift Hunter and Improved SkirmisherImp. Skirmish
Type of Feat: General
Prerequisites: Scout level 3
Specifics: If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2.
Use: AutomataticSwift Ambusher
Type of Feat: General
Prerequisites: Scout level 3, Sneak Attack 1d6
Specifics: Your rogue and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/7th-level rogue would deal an extra 3d6 points of damage and gain a +3 competence bonus to AC when skirmishing, as if she were an 11th-level scout.
Use: AutomataticAgain, this is (very) old stuff. I'm not sure if it would be approved, what the issues where, and if any development has ever been done.Swift Hunter
Type of Feat: General
Prerequisites: Scout level 3, Ranger 1
Specifics: Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout.
Use: Automatatic
It's based on the Complete Adventurer.
Also:
Why is HIPS locked behind 18 levels of Scout? That's forcing HIPS to come at 25 BAB and losing the option to have HIPS at 26 BAB. Not sure why HIPS was moved from level 14 here.
Blindfight should definitely not be coming at level 20.
Seems that swift ambusher is too strong as you are stacking skirmisher and SA in the same build (could go minimum levels of Scout and take rest Rogue)
Ranger stacking looks fine to me though.
- Blackman D
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Re: Scout class
because things are always tweaked for use on the server
everyone is evil till proven otherwise
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Re: Scout class
HiPS is one of those red flags we would get in QC because it was one of those feats that can create monster builds. Its a feat that was flawed in coding, but that flaw is to the benefit of the person using the ability. You could make monster spawns use HiPS, but I am sure that would frustrate the player base that has to deal with them.
About Scout. Look at this kit. It has everything. Rogue Trap ability, minor Fort saves increases, Camouflage(thats full move speed in stealth), HiPS. you would need to invest in 2-3 classes to get what this one class gives you. Its not needed.
Also, at some point, Kaedrin got upset that this server was tweaking his code to balance and adapt the PrCs to it, and requested not to have anymore of it implemented here. I forget if this was around the time Scout was in debate.

About Scout. Look at this kit. It has everything. Rogue Trap ability, minor Fort saves increases, Camouflage(thats full move speed in stealth), HiPS. you would need to invest in 2-3 classes to get what this one class gives you. Its not needed.
Also, at some point, Kaedrin got upset that this server was tweaking his code to balance and adapt the PrCs to it, and requested not to have anymore of it implemented here. I forget if this was around the time Scout was in debate.