I am of the opinion that those options are intended to be limited to campaigns run in those settings, and as such they don’t really apply to a generic campaign. It’s important to note that I generally omit campaign-setting specific content. Blue: Fantastic options, often essential.Red: Bad, useless options, or options whichĪre extremely situational.For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. Because so little of 3.5 is available on the SRD, I will attempt to tag items with a superscript indicating their book of origin. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which tend to be more consistent than 3.5 handbooks. Multiclassing and Prestige Classes Disclaimer.See my article on The “Volley” Rule for more information. This guide is written with the “Volley” rule in mind. There’s a lot of overlap in those two tactics, and if you’re going to go to all that work you probably want the considerably better damage output that the Rogue provides since Sneak Attack scales much faster than Skirmish.
Scouts spend all of their time trying to move 20 feet then make a full attack, while Rogues spend all of their time trying to make things flatfooted (typically with invisibility) before making a full attack. If you’re playing a game with people who read these sorts of guides, Rogue will often be better. If you’re playing a game where everyone is single-class and no one min-maxes (does anyone do that in 3.5 anymore?), the Scout is great because it’s so much easier to play effectively than the Rogue. Skirmish is fantastic because it’s easy to use. When considering the Scout, ask yourself: Would a rogue be better for what I’m trying to do? In many cases, the answer is yes. The Scout’s abilities fall somewhere between the Rogue and Ranger, making the Scout an excellent Scout and Striker. The Scout is a highly mobile class which depends on movement for damage output.