Dannyalcatraz said:
For the rest of my response, you might want to check out DCv1- there are about 10 or so polearm-related feats. In addition to one similar to Short haft, there is another that adds +5 reach, one that lets you use it with FoB, and so forth.
That said, I, too like the selection of Combat Reflexes with a decent dex and, if possible, either Armor spikes or Imp. Unarmed Combat. You stab 'em comin AND goin'!
Most of the polearm feats in the DCv1 required you to either use a full round action to attack, or to ready an attack to brace for a charge. Neither of those two combat options will allow me to use my Skirmish damage, so I think I'll pass on those.
Pike Hedge isn't bad though; triple damage when recieving a charge is nice.
Wish said:
Power attack has a significant drawback for a 3/4 BAB class.
It's not so much Power Attack that I'd be going for; though it would be nice on the two-handed weapon, were I to ever cleave off of a Skirmished attack, the cleave would also have Skirmish damage, and that's where I was going with Power Attack.
Setting up for a big feat chain doesn't seem profitable, because you're already invested in a big chain. With dodge and mobility you qualify for Elusive Target, one of the most powerful defensive feats in the game. You'd have to be getting something very good at 9th level to pass it up.
I'll take another look at Elusive Target, certainly. But as far as the feat chaining goes, the Scout gets 5 bonus feats in his career, so I'm not as starved for feats as most classes.
Darklone said:
Be careful though, this is a tactic for a single frontliner or a mobile party. It's not good if your buddies want you to keep the enemies away from them.
There are two "frontline" types in the party. I'm the rogue. And Hold the Line will get me some free attacks here and there, but I'd rather have a feat that is triggered by me rather than by the enemy.
wolfpunk said:
Powerful charge has some definite advantages if you see your character charging into a fight.
Charging will happen occasionally, but I'm somewhat fragile and want to stay away from toe-to-toe as much as possible. As soon as I manage Spring Attack, I doubt I'll be charging much.
That said, what does Powerful Charge do?
Snowy said:
it might be worth point blank shot -> precise shot if you plan on throwing your spear often and there are other melee fighters in your party.
My original thought was PBS -> Shot on the Run. Which would be very cool with a Returning Spear. It would also require Precise Shot, but I wouldn't have the feats for that until 12th or so. Still, It's an option.
Shazman said:
Every scout should get improved skirmish from Complete Scoundrel. How does and extra 2d6 damage and +2 to AC when you move 20 ft or more sound?
It sounds like I'd have to convince my DM that it's a feat he'd allow me to have.
Frankly I think the feat would still be worth it if it gave +1d6 and +1 AC.
jontherev said:
There's also deft oppurtunist (I think that's the name) that gives you +4 to AoO's.
Great feat for a Fighter polearm fighter, but I think less so for a scout who gets Skirmish damage when he moves.
Mistwell said:
Negate Power Attack: It could happen, but if I'm toe-to-toe with a PA'ing melee brute, I have more to worry about than some extra damage.
Diverting Defense: I'm going to spend much of my time avoiding situations where I'm flanked.
Cause Overreach: I'd rather Tumble through threatened squares instead of
maybe getting hit and
maybe tripping. I think it's because of my low AC.
Elusive Target actually seems somewhat underwhelming to me. Why is that?