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Feats every scout loves!

Klaus

First Post
Expeditious Dodge (RoWild) - Move 40 feet in a round and gain a +2 bonus to AC. Counts as Dodge for prerequisites.
Improved Skirmish (CScoundrel) - Move 20 feet in a round and gain +2d6 skirmish and +2 AC
Mobility (PHB) - +4 AC against AoO caused by movement.

A Medium scout 6 (skirmish +2d6 damage / +1 AC) with Dex 16 (+3 AC) and wearing a chain shirt (+4 AC) has a speed of 40 ft. If he moves 40 feet during his move action, he gains +4d6 damage and +5 AC. Against AoO, his AC bonus rises to +9! His regular AC is 17, rising to 22, and 26 against AoO for moving.

Also, scout is a natural class for flyers, who must keep a minimum forward speed to avoid stalling. If a flying scout also has the Aerial Superiority feat (RoW), he gains an extra +1 AC against landbound foes or flying foes with worse maneuverability.
 

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brehobit

Explorer
I think it's interesting. Makes scouts viable/way powerful.

But so goes power creep. (Improved Skirmish, I'm looking at you...)

Mark
 





the Jester

Legend
And Dash. And- hmm, can't recall what it's called, the one that lets you charge and include a turn in your charge (originally in Song & Silence; not Psionic Charge).
 

Klaus

First Post
VonRichthofen said:
And what did you want to tell us?
That there are some no-brainer feats for scouts spread around several books.

Plus the flying scout thing.

Can't a guy just share info with the community? Jeez!
 

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