DrTank09
2017-07-09, 12:27 AM
Hey guys, I recently got into DnD and for a new game I decided to make a Scout. I love dwarves and thought about going with a master throwing scout using two weapon fighting and such, but I decided to go another route.
This setup is meant to use an elvencraft composite bow or a magical swordbow that can be used as a ranged or melee weapon in the same encounter. The melee component should be wielded in two hands.
Character Attributes
STR 20
DEX 18
CON 16
INT 14
WIS 16
CHA 12
Skills:
Focus on Jump, Climb, Intimidate.
Required: Knowledge Religion 2, Craft Bowmaking 5
Equipment
Magical Swordbow, Bowsword, Yuan-Ti Serpent Bow, or Elevencraft Bow. Yuan-Ti serpent bow not recommended as you would have to give up a feat slot for the proficiency.
1-Scout 1: Skirmish 1d6, Trapfinding 0bab
Feat:Point Blank +1 to attack and damage within 30'
2-Scout 2: Battle Fortitude +1 to Fortitude and initiative, Uncanny dodge can't be caught flat footed, but does lose dex AC bonus when immobilized 1bab
3-Ranger 1: Human Favored Enemy +2 against humans when using bluff, listen, sense motive, spot or survial skill. Also get +2 to damage rolls, Track can track DC10 and higher, Wild Empathy using ranger level + chrasima mod. 2bab
Feat:Powerful Charge +1d8 to charge attack
4-Barbarian 1: Lion Totem Pounce, Rage 1bab +4 to strength and constitution, +2 to will saves, -2 to AC. Rage lasts 1 min, ending it causes fatigue (-2 to stregth and dexterity, can't run or charge) 3BAB
5-Ranger 2::Archery Combat Style Rapid Shot take a -2 on all attacks while full attacking to gain addtional ranged attack at highest bab 4BAB
6-Barbarian 2:Improved Uncanny Dodge can't be flanked execpt by rogues of class level Barbarian+Scout (4) 5bab
Feat:Power Strike may subtract attack roll bonus for damage
7-Scout 3: Skirmish 1d6/1AC, Fast Movement +10 to speed, Trackless step can't be tracked unless desired 6/1BAB
8-Barbarian 3: Trapsense +1 reflex save against traps or +1 dodge AC against traps 7/2BAB
9-Ranger 3: Endurance +4 to multiple types of saves and may sleep in light armor without fatigue 8/3BAB
Feat: Swift Hunter Skirmish 2d6+1AC Favored enemy Outsider(Chaotic) and +2 bonus to either
10-Scout 4: Improved Skirmish 2d6+2AC/4d6+4AC 9/4BAB
11-Fighter 1:Leap Attack increases multiplyer for power strike by a factor of one. 1>2 2>3 10/5BAB
12-Ranger 4:Pet Wolf successful attacks lead to free trip attempt(D2) 11/6/1 BAB
Feat:Weapon Focus (type of bow) +1 to attack
13-Order of the Bow Initiate 1: 1d8 precision (standard precision attack within 30') 12/7/2
14-Order of the Bow Initiate 2: close combat shot (Do not provoke AoO when atacking in close range) 13/8/3
15-Fighter 3: 14/9/4
Feat: Shock Trooper three tactical actions
16-Fighter 2: Greater Powerful Charge 2d6 replaces 1d8 15/10/5 BAB
17-Barbarian 4:Rage 2/d 16/11/6/1 BAB
18-Ranger 5: Skirimish 3d6 +2AC/5d6 +4AC 17/12/7/2
Feat: Manyshot
19-Fighter 4 Greater Manyshot 18/13/8/3
20-Warsblade with Tiger Stance, Sudden Leap, Stone Bones (for fisticuffs), and Charging Minotaur for when I decide I want to move things.
S4/R5/B4/F4/OBI 2/W 1
The idea is to charge into an opponent, using the mods from leap attack (so I'll have to roll a jump) and the pounce ability to get a full attack in. In addition I can add an extra attack with rapid shot, and close combat archer allows me to not prock AoO's when I do it.
Skirmish adds to my AC when I engage unless I use the heedless charge from Shocktrooper to drop it, losing 2 AC any way because I am charging.
If I require a retreat or I don't have the 20' charge distance I need, I can fall back 20ft, and poke them with the ranged greater manyshot for reduced number of attacks and a decent attack roll on all four attacks with their additional precision and skirmish damage.
I'd love to get some feedback on this build if anyone has any comments. I saw someone using a bowsword on a build and this was the inspiration I got. It revolves around the Oriental adventures quarterstaff bow, the Elvencraft composite bow, or the magical Greaterswordbow.
Maximum attack damage
Single charge full attack with a 19 power attack using rapid shot against a human using a great swordbow (Races of the Wild 171)
Melee attacks-
Skirmish 5d6
Greater powerful charge 2d6
Strength mod 5
Rage 2
Leaping Power Attack 19x3
Favored enemy bonus +4
Greatsword 2d6
(5d6+2d6+5+2+(19x3)+4+2d6)x4
(9d6+68)x4
so each melee attack is between 77-124 damage base with that BAB. You might say hitting when I take a 19 hit to my attack role won't happen, and I'd agree with you, but if I use heedless charge from Shocktroper, I just lose that to my AC. In fact my AC is -19 from that, -2 from my charge, and -2 from my rage with +4 from skirmish for a total of -19. Effectively if I don't kill everything around me on the first hit, I am guaranteed to be hit the round after so it will be a bit of a mixture where I take a hit from AC and a hit on attack.
Currently my melee attack roll is modified as
+2 Rage
+5 strength
+2 charge
-2 Rapid Shot
+4 Favored enemy
and potentially -1d19 for power attack that I don't syphon into my AC
for a total of 11~-8
So for my melee attack rolls it would be
30~11
25~6
20~1
15~(-4)
Now for ranged as I do get one additional attack at range here and it does not get the negative modifier from the power attack so it is at a base BAB of 19. I am using a +5 Composite Longbow
Attack roll will be:
+2 for Rage
+4 for Dex
-2 for Rapid Shot
+4 for Favored enemy
+1 for Weapon Focus Longbow
+1 for Point blank range
for a total of +29 to my attack roll. I also want to note that due to Order of the Bow Initiate, this does not provoke an AoO
Damage would be
+5d6 skirmish
+5 Strength
+4 Favored enemy
+1 Point Blank
+1d8 for the bow itself
(5d6+1d8+10) 16~48
Total damage is 324~544 with potential AC Drop to 1 or a huge hit to the attack rolls
As for retreat, the precision damage of the Order of the Bow Initiate doesn't do much for me compared to manyshot. Still working on how to optimize that because I need the dip into Order of the Bow Initiate for the Close combat fighting.
A standard action attack with a bow would either grant me one of two options
Ranged precise shot
5d6+1d8+1d8+5+4+1 for a total of 17~48 at a full BAB of 29
or manyshot with four arrows at
5d6+1d8+5+4+1 on the first attack (16~40)x4 at a full BAB attack of 21 on all four arrows (64~160 damage)
This setup is meant to use an elvencraft composite bow or a magical swordbow that can be used as a ranged or melee weapon in the same encounter. The melee component should be wielded in two hands.
Character Attributes
STR 20
DEX 18
CON 16
INT 14
WIS 16
CHA 12
Skills:
Focus on Jump, Climb, Intimidate.
Required: Knowledge Religion 2, Craft Bowmaking 5
Equipment
Magical Swordbow, Bowsword, Yuan-Ti Serpent Bow, or Elevencraft Bow. Yuan-Ti serpent bow not recommended as you would have to give up a feat slot for the proficiency.
1-Scout 1: Skirmish 1d6, Trapfinding 0bab
Feat:Point Blank +1 to attack and damage within 30'
2-Scout 2: Battle Fortitude +1 to Fortitude and initiative, Uncanny dodge can't be caught flat footed, but does lose dex AC bonus when immobilized 1bab
3-Ranger 1: Human Favored Enemy +2 against humans when using bluff, listen, sense motive, spot or survial skill. Also get +2 to damage rolls, Track can track DC10 and higher, Wild Empathy using ranger level + chrasima mod. 2bab
Feat:Powerful Charge +1d8 to charge attack
4-Barbarian 1: Lion Totem Pounce, Rage 1bab +4 to strength and constitution, +2 to will saves, -2 to AC. Rage lasts 1 min, ending it causes fatigue (-2 to stregth and dexterity, can't run or charge) 3BAB
5-Ranger 2::Archery Combat Style Rapid Shot take a -2 on all attacks while full attacking to gain addtional ranged attack at highest bab 4BAB
6-Barbarian 2:Improved Uncanny Dodge can't be flanked execpt by rogues of class level Barbarian+Scout (4) 5bab
Feat:Power Strike may subtract attack roll bonus for damage
7-Scout 3: Skirmish 1d6/1AC, Fast Movement +10 to speed, Trackless step can't be tracked unless desired 6/1BAB
8-Barbarian 3: Trapsense +1 reflex save against traps or +1 dodge AC against traps 7/2BAB
9-Ranger 3: Endurance +4 to multiple types of saves and may sleep in light armor without fatigue 8/3BAB
Feat: Swift Hunter Skirmish 2d6+1AC Favored enemy Outsider(Chaotic) and +2 bonus to either
10-Scout 4: Improved Skirmish 2d6+2AC/4d6+4AC 9/4BAB
11-Fighter 1:Leap Attack increases multiplyer for power strike by a factor of one. 1>2 2>3 10/5BAB
12-Ranger 4:Pet Wolf successful attacks lead to free trip attempt(D2) 11/6/1 BAB
Feat:Weapon Focus (type of bow) +1 to attack
13-Order of the Bow Initiate 1: 1d8 precision (standard precision attack within 30') 12/7/2
14-Order of the Bow Initiate 2: close combat shot (Do not provoke AoO when atacking in close range) 13/8/3
15-Fighter 3: 14/9/4
Feat: Shock Trooper three tactical actions
16-Fighter 2: Greater Powerful Charge 2d6 replaces 1d8 15/10/5 BAB
17-Barbarian 4:Rage 2/d 16/11/6/1 BAB
18-Ranger 5: Skirimish 3d6 +2AC/5d6 +4AC 17/12/7/2
Feat: Manyshot
19-Fighter 4 Greater Manyshot 18/13/8/3
20-Warsblade with Tiger Stance, Sudden Leap, Stone Bones (for fisticuffs), and Charging Minotaur for when I decide I want to move things.
S4/R5/B4/F4/OBI 2/W 1
The idea is to charge into an opponent, using the mods from leap attack (so I'll have to roll a jump) and the pounce ability to get a full attack in. In addition I can add an extra attack with rapid shot, and close combat archer allows me to not prock AoO's when I do it.
Skirmish adds to my AC when I engage unless I use the heedless charge from Shocktrooper to drop it, losing 2 AC any way because I am charging.
If I require a retreat or I don't have the 20' charge distance I need, I can fall back 20ft, and poke them with the ranged greater manyshot for reduced number of attacks and a decent attack roll on all four attacks with their additional precision and skirmish damage.
I'd love to get some feedback on this build if anyone has any comments. I saw someone using a bowsword on a build and this was the inspiration I got. It revolves around the Oriental adventures quarterstaff bow, the Elvencraft composite bow, or the magical Greaterswordbow.
Maximum attack damage
Single charge full attack with a 19 power attack using rapid shot against a human using a great swordbow (Races of the Wild 171)
Melee attacks-
Skirmish 5d6
Greater powerful charge 2d6
Strength mod 5
Rage 2
Leaping Power Attack 19x3
Favored enemy bonus +4
Greatsword 2d6
(5d6+2d6+5+2+(19x3)+4+2d6)x4
(9d6+68)x4
so each melee attack is between 77-124 damage base with that BAB. You might say hitting when I take a 19 hit to my attack role won't happen, and I'd agree with you, but if I use heedless charge from Shocktroper, I just lose that to my AC. In fact my AC is -19 from that, -2 from my charge, and -2 from my rage with +4 from skirmish for a total of -19. Effectively if I don't kill everything around me on the first hit, I am guaranteed to be hit the round after so it will be a bit of a mixture where I take a hit from AC and a hit on attack.
Currently my melee attack roll is modified as
+2 Rage
+5 strength
+2 charge
-2 Rapid Shot
+4 Favored enemy
and potentially -1d19 for power attack that I don't syphon into my AC
for a total of 11~-8
So for my melee attack rolls it would be
30~11
25~6
20~1
15~(-4)
Now for ranged as I do get one additional attack at range here and it does not get the negative modifier from the power attack so it is at a base BAB of 19. I am using a +5 Composite Longbow
Attack roll will be:
+2 for Rage
+4 for Dex
-2 for Rapid Shot
+4 for Favored enemy
+1 for Weapon Focus Longbow
+1 for Point blank range
for a total of +29 to my attack roll. I also want to note that due to Order of the Bow Initiate, this does not provoke an AoO
Damage would be
+5d6 skirmish
+5 Strength
+4 Favored enemy
+1 Point Blank
+1d8 for the bow itself
(5d6+1d8+10) 16~48
Total damage is 324~544 with potential AC Drop to 1 or a huge hit to the attack rolls
As for retreat, the precision damage of the Order of the Bow Initiate doesn't do much for me compared to manyshot. Still working on how to optimize that because I need the dip into Order of the Bow Initiate for the Close combat fighting.
A standard action attack with a bow would either grant me one of two options
Ranged precise shot
5d6+1d8+1d8+5+4+1 for a total of 17~48 at a full BAB of 29
or manyshot with four arrows at
5d6+1d8+5+4+1 on the first attack (16~40)x4 at a full BAB attack of 21 on all four arrows (64~160 damage)