1) carrying capacity matters when you're taking ammo into consideration. remember that you lose mobility/saves when you start filling up your carrying cap.
2) traveling distance, given that scouts thrive best outdoors
3) trip, dirt kick
4) i don't know with absolute certainty if this is true of SK, but:
the general rule of dex/str across DnD-base RPGs is that dex determines probability to hit, str determines damage. given that scouts have only one high damage ability (ambush), they'll find more benefit out of making sure all of their hits land, as opposed to landing fewer, bigger hits. there's no reason a scout can't/shouldn't max str, too, but dex seems (to me) to be more important.
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