Scout Build needs tweaking

Demoquin

First Post
Human Scout 14 Ranger 2 OOTBI 4 or maybe you can suggest a little revision for Archer route.


Scout 4/ Ranger 2 (starting)
STR 14
DEX 17 (+1)
CON 18
INT 14 Can be moved around to a better fit
WIS 12
CHA 10

Scout 1-4, 11-20
Ranger 5-6
OOTBI 7-10


1 Point Blank Shot
1 Precise Shot
3 WF Compound Longbow
4 Dodge
6 Mobility
6 Rapid Shot


With OOTBI at lvl 2 does that mean i threaten? or just removes the AoO from firing with a ranged weapon?
where would you plug in these feats ?
Imp Initiative, Shot on the Run, Imp Precise Shot, Many Shot, Combat Reflexes, and one other feat

With this build i will have
50 ft movement
+4d6/+3AC Skirmish
+2d8 Ranged Precision
+2 Initiative and Fortitude
Uncanny Dodge
Evasion
Trapfinding
Track
Favored Enemy
GWF Comp LB
Blindsense 30 ft
HIPS in natural terrain
 
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does movement speed stack? Fast movement from Scout, Dervish, Barb, Varient Ranger.
What about items that give a plus to speed like the boots of springing and somethingiemajigie?
 

Depends on the type of bonus they give. The it's an unnamed bonus, they stack. A lot of them are enhancement bonuses, though, so they don't stack.

I don't know a lot about Scouts, so I can't help you too much with that, but I wouldn't take WF unless it's a prereq for some other feat. All the other feats you mention are better than WF. And you don't have to take WF(Compound Longbow). You can just take WF(Longbow) and it applies to all types of Longbows.
 


If you're taking dodge and mobility in order to take shot on the run and shoot arrows as an order of the bow initiate, it doesn't work. That ability is a standard action, it can't be used with Shot on the Run, unless you're DM is feeling generous and changes the rules for you.
 

Well then .. there is major flaw then. what would you add instead of the OOTBI or can skirmish and do ranged precision.

Add 4 (6)Ranger and maybe get a good familar and the 2nd Combat Mastery Feat? Swift Tracker?


continue in the Scout path to 18 scout 2 ranger?


Or just keep as is? Use skirmish +4d6,3ac if i have to move and if i dont then do ranged precision +2d8.
 


how about a mounted scout? like a halfling on a riding dog. get a full attack every round while moving, for skirmish damage on every arrow, even if the dog just moves forward and backward 5 ft for 10 ft total :p
 

Sithobi1 said:
actually, you can both move and do ranged precision in the same round. Ranged Precision is a standard action.

Right. You don't need Shot on the Run to move and shoot; you need Shot on the Run to move, shoot, move.

You can't use Shot on the Run to move, shoot with Ranged Precision, and move, because Ranged Precision does not use the attack action.

But you don't need Shot on the Run to move ten feet, and then shoot with Ranged Precision and Skirmish. It just means you can't, for example, duck back behind cover after you shoot.

-Hyp.
 

Would Shot on the Run still be a worthy feat to take? Even though if i do use it i will loose the +2d8 RP.

Any advice on when to take certain feats? or must haves at X level?
 

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