Tips/Tricks/Feats for the Mobile Fighter

Macbeth

First Post
(If this belongs in the rules forum, just slide it over)

Okay, so I'm building a Ranger/Scout for my new PC (after my Psychic Samurai bit the dust :( ), and I wanted to hear ideas for feats, tips, and tricks for making a mobile fighter worth while. How do you deal with moving so often you rarely get multiple attacks?

How can you make charge more useful? Suggestions for feats that make charge an option even in combat would be useful.

Really, I just want to hear other people's experience with light fighters.
 

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There are some really good charge feats but I think most of them are monk oriented. I'd just go spring attack route as that is pretty much built for the SCout.
 

Shoot for Dual Strike out of Complete Adventurer. Makes your mobile attacks more deadly. You'll need TWF and ITWF so it might be down the line but something to look forward too. Also the Tempest PrC out of the same book seems like a good choice for this very same line. Two weapon srping attack very nice. Plus your two weapon penaties become even less with this class. It's actually a good class I think for the melee ranger/ scout mix.
 

WHat does Duel Strike do? I don't have Complete Adventurer handy (I got all the Scout info from a friend's copy, and mine is sitll on special order at Hastings), and I'd like to get an diea what your suggesting.
 


Not to be a bother, but what are the Pre Reqs? No need to post the full feat (this gives me a good enough idea, and I don't want to screw with copyright), I just want to know what level I might be able to take it at.
 


Have a look at the Dervish form CW. It just screams Scout. A couple of times per day you can move and make a full attack. Plus extra damage and better AC.
When I saw the Scout I wanted to make a Scout/Dervish.

Vraister
 

Also take a look at the Swashbuckler (from CW, as well, I think.) You'd loose most of the ability to use armor (maybe all, I'm not sure) but in trade, you get to add your int bonus to AC, and also get access to neat things like the ability to charge across a cluttered room, over chair and under tables, and so on. If movement and mobility is key, the armor isn't going to hinder you that much.
 

Macbeth said:
How can you make charge more useful? Suggestions for feats that make charge an option even in combat would be useful.

If you're still working on how to make a charge more effective, I have a couple suggestions. (I've got a Barbarian character whose charges were devastating.) The first is to take the Leaping Charge feat from Complete Adventurer (if your DM allows it). It makes it so tha twhenever you power attack on a charge, and you make a DC 10 jump check, your power attack deals triple what it normally does (so x3 for a one-handed weapon, x6 for a two-handed weapon). That, alone, is nasty.

The second suggestion depends on whether your DM allows Forgotten Realms books. If so, in the Unapproachable East supplement book, there's a +1 weapon ability called Valorous- it makes it so that whenever you attack with that weapon on a charge, it deals double damage (as if you were mounted with the Spirited Charge feat). Great feat, because it isn't a crit, and therefore can be used against Undead and constructs (and my Barbarian hated undead).

Edit: Also, if you've got a couple extra feats, take the Powerful Charge and Greater Powerful Charge feats from Eberron (again, if your DM allows it- they're general feats). The first allows a medium character to do +1d6 points of damage on a charge, and the second ups it to 1d8.
 

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