Two catches, actually. First, while you can qualify as a Scout, it only progresses Sneak Attack damage. Second, it only improves Wild Shape duration, not how powerful an animal you can turn into.
It's not a good way to move and full attack, not since you have to give up Skirmish progression to get a meaningful number of uses per day, but it's a way. You also get two levels of Sorcerer casting, which is a bit odd, as well as a few ability boosts and a pair of claws. Elocater Expanded Psionics Handbook x Take an extra 5ft step at 7th level! But no Skirmish and only a medium BAB. Not worth it outside of gestalt. Yes, you need a Cleric dip to qualify, but let's be honest-- you were probably going to do that anyway.
No, it's not a good caster PrC, but it's great for a scout-who-dabbled. It also requires you to be a Drow. I don't know why there are so many well, okay, there are two, but that's, what, a little less than half the total Skirmish-progressing classes? Nothing else too fantastic, though-- the capstone is a weaker version of Darkstalker. Easy to qualify for, and gives you full BAB and Skirmish advancement.
Everything else is kind of niche, but if combat is more important than skills and, I guess, Swift Hunter is off the table for one reason or another , this is your friend. On the other hand, Weak Spot is ludicrously good, Two with One Blow will certainly work with Skirmish, and Trip Shot doesn't lose you anything to attempt. On the downside, crappy prerequisites and not much else. You can get it at ECL 6 if you try. On the other hand, it also gives the Spring Attack chain, extra attacks, and extra actions.
Given the existence of standard, move and swift action teleport effects, that sounds like a great combo for a Scout, right? The Rules Compendium ruling is based on action type-- a full attack doesn't count if it's not also a full-round action. That pretty much sinks his utility as a Skirmish enabler, though it's still quite a solid PrC for those with a stealth focus. If the nerf isn't in effect? Tempest Complete Adventurer x The feat requirements are awful, and the only benefit you care about two-weapon Spring Attack doesn't come until 5th level, and still isn't very good.
Probably Unseen Seer, maybe Dragon Devotee. Uncanny Trickster is probably the superior class, but Legacy Champion is longer. Well worth considering for any Scout. There are a lot of ambiguities about how many you can grow at once, but even a conservative reading can give you upwards of half a dozen attacks a round.
The rest of the class probably isn't worth it, though. I mean, I love Multimorph, but it's hard to eat the four levels of lost progression leading up to it. Scout is a very passive class, all things considered. Your abilities are pretty much either always on, or are activated as part of another action.
That's noty a bad thing--it means you can combine it with most anything. Scout brings a lot of skill points to the table, and very few classes are harmed by doing extra damage when they move.
And of course Skirmish stacks well with anyone who's interested in full attacking. You pretty much stop being a Scout-- the casting business will quickly dominate your build, leaving you only minor traces of this class. I mean, the Wizard sure isn't complaining about the chassis upgrades, but it's not like he particularly needed them, and there's not a lot of synergy. You'll often want a Cleric dip for Travel Devotion, so you might as well turn it into a whole thing.
Plus, you know, Tier 1 caster. And maybe a Factotum dip with Able Learner. Skirmish offers more punch to your Arcane Channeling, which in turn helps put off the need for full attacks until you unlock full attack channeling. And extra standard actions can help you move or Greater Manyshot more often. But you're already a passable light skillful type-- doubling down on that doesn't help you so much, and you won't be able to use Cunning Surge enough to want to rely on it.
Monk benefits nicely from the expanded skill points, and they have plenty of nice ACFs. On the other hand, you're not that much stronger than either individual piece. You can do the combination as a classic gestalt, but I don't recommend it-- you're just not gaining enough compared to, say, Warblade.
Eldrich Blast is a standard action, meaning you can move and Skirmish without any effort and with extreme accuracy. Slap on Scout and Hellfire Warlock and you're rocking a 20d6 ranged touch, fully loaded with rider effects. You can also pick up a variety of sensory and stealth-supporting Invocations, while bringing along the skill points to back them up. The Warlock gets the skills and bonus damage he needs, while the Scout gets the magical augmentations he needs.
All in all, a wonderfully synergistic Tieronly gestalt. If this is your plan, you'll want to focus around things like Magic Missile and Scorching Ray that launch multiple attacks each round-- and you'll probably need to be a spontaneous caster with metamagic, given that you need full-round actions to get full Skirmish damage. The Totemist is absolutely amazing at coming up with boatloads of natural attacks, and the Scout can add big chunks of damage to all of them.
And both have a strong focus on stealth and perception in their mechanics. See also the section on Movement-Boosting Items-- those will usually help you enable Skirmish, while these are dedicated to getting more out of your Skirmish.
If it flies by itself, it's a good way to get your Skirmish on. If not, you can still get a bigger one and have a buddy steer it for you. You're not technically mounted, so Skirmish should still work. If you're not using Swift Hunter to bypass the immunities, you'll want one sooner or later. Limited use, but cheap. Cheap and useful. Like the Demolition Crystal, if you're not a Swift Hunter you'll want one sooner or later-- probably sooner than the Construct one though, as Undead are pretty common.
An amazing bargain at the price. Thanks, Rules Compendium! Moving through ally's squares is nice, though. Lovely, and can potentially save you a feat if custom magic items are easily available to you. Slippers of Battledancing Dungeon Master's Guide 2 x : If you move Skirmish-level distance, you can use Charisma for attack and damage.
The attack bonus doesn't hurt, but it's not a priority. As far as I can tell, Skirmish would still apply. You are pretty good at moving around and attacking, so lining up shots shouldn't be a problem. Might not worth it for your main weapon unless you fight lots of big crowds, but it could be worth picking up some ammo for those situations when the set-up is right for big damage bonuses. Ask your DM. Literally triple your damage output.
If you can get it, never look back. If it's banned, don't complain-- it's earned it. But with all those stacking penalties, how do you hit? Well, you can always use flasks of Acid or Alchemist's Fire to make them as touch attacks. It can get a bit pricey, but 10gp per attack 5gp if someone crafts them for you isn't too bad for a high level character. If this section is small, it's because Scouts don't really have any unique defensive needs. Ernir's List of Necessary Magic Items above is almost entirely dedicated to this kind of thing, though.
No armor check penalty, good max Dex bonus, core-only. If you also have a Mantle of the Beast x and a Ring of the Beast x from the same book you gain an effective wild shape level, which explicitly applies to types of form as well as hit dice. You did dip Master of Many Forms, right? Wild does the same thing without the added cost, but is more expensive.
Not bad, but it's probably better to slap a Wilding Clasp on a normal flight-granting item. Get as many of these as you can afford-- as far as I can tell, nothing stops you from taking one off and putting on another.
There are a few similar items in the same book, but I think this one is best-- it's an easy way to give wings to something that normally can't fly. Expensive, but worth it. You'll probably wind up getting a couple of these for belts, amulets and the like. Don't rely on this for Skirmish, but get a few anyway because swift action teleports can save your life. Not useable often enough to be a reliable method, but it can be a nice way to get out of trouble.
Boots of Striding and Springing x : The movement bonus doesn't stack with yours, meaning you're just paying too much for a small Jump boost. Still, at only gold it's worth keeping one for emergencies. Not expensive, but probably not worth it unless you really dumped Strength. If not, it's are probably too niche x to bother with. Not too expensive, but you've got better options for swift movement. Gives you Skirmish, but plenty of other uses too.
Your choice, but they're still a Competence bonus and thus won't stack with much. Dust of Tracelessness x : You have a class feature for this. Go on, do it. This is good for anyone, but gold for you. Niche use, but cheap enough to be worth looking into. Competence bonuses are pretty commonplace, though. Go with a Scout's Headband or three instead. A fun bit of information for a tracker. You probably have time to swap them in and out whenever you need to go hunting for traps, so don't worry too much about slot conflict.
At the very least this can let you move and attack; at most you can make two full attacks in a turn, enough to lay most things out. Picking up a Bag of Holding, Portable Hole, Handy Haversack or something of that nature isn't a bad idea for any adventurer, but especially for you. Good if you're running a Travel Devotion build, useless x otherwise. If you want abusive stacking, use these. Post away! I'm a vestige!
Re: New Scout Handbook. Last edited by Triskavanski; at PM. Originally Posted by Cerefel. Skirmish only applies to attacks made on the scout's turn CAdv p. Originally Posted by Triskavanski. Much of it depends on your GM and the current environment your're in and enemies you're fighting. Got an invisible enemy? Well normally if you failed the check DC 20 spot check within 30 feet if they're living and moving You have to use a move action to make a spot check against that enemy again to be able to 'see' them.
You might have a GM who loves to throw things where you've gotta think quick as your running down a hall and suddenly you're ambushed, but you can make the free spot check every round to notice something you might have missed earlier.
Re: New Scout Handbook You can't sudden leap and then refresh it with a full attack in the same turn. The warblade refresh requires a swift action followed by either an attack or an empty standard -- the full attack alone isn't enough -- so you'll have to settle for sudden leap every other turn. Quick Reconnoiter is blue, but not bold misplaced bracket.
Not that I'm looking for errors. This is really great, just gotta finish reading it! That's the beauty of it all, my son. With their speed, Monks make excellent strikers in combat, able to break through enemy lines and target spellcasters. Their abilities make them great damage-dealers, but they can be challenging to play, due to their low hit dice and lack of armour proficiency.
Focus on raising your dexterity, wisdom and constitution scores as you progress. Often taking the leadership role and becoming the face of the party, Paladins are a charismatic hybrid class, dealing in both spellcasting and melee combat. Unlike previous editions of the game, there are no alignment or religious restrictions for your Paladin in 5E, making them personality-driven and only bound to their chosen Oath.
Are you truly set upon taking your Oath and joining the noble champions of the righteous? Dive into our comprehensive Paladin 5E guide for more. A hybrid class perfect for any players that love exploration, Rangers are part-martial warrior, part-spellcaster and can be invaluable party members. A popular choice, Rangers are the masters of nature and can take on multiple party roles. They can be both melee and ranged damage-dealers, cast control spells, and provide heaps of utility for a campaign with their tracking abilities.
Rangers get a ton of choices as they level up. They can select things like favoured terrain and enemies, so it is always a good idea to consult with your DM when character building.
Focus on raising your dexterity score for damage and wisdom or constitution for spells and skills. Rogues are an elusive class who pride themselves on their ability to pick your pockets while stabbing you in the back. With abilities like sneak attack, they can obliterate single targets, making them satisfying to play for damage-dealing. Ready to hit the backstreets and make a name for yourself? Unlike other spellcasters, Sorcerers have their magic granted through natural means; their powers come from raw ability.
Quite a complex class but offering versatile spells make Sorcerers well-equipped for most dungeon crawling and social interactions. Those options also tend to be wildly unbalanced and rarely receive errata.
Scouts are either archers or they use weapon finesse in melee, so your abilities should reflect that. Dexterity bonuses are also very important. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st 2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
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