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Thread: The Complete Skirmisher
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2007-04-07, 10:50 AM (ISO 8601)
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The Complete Skirmisher
What makes a good skirmisher? I.e., a character built around the skirmish-damage concept.
The question is too broad, and too abstract, to fit on the build optimization thread, but I haven't seen it addressed elsewhere on this forum either, so - let's see if we can collect people's collective wisdom and insights here.
Let me parse out what I think some of the relevant sub-questions are:
What are the best races and stat priorities for a skirmisher?
What are the best base classes (other than the obvious) for a skirmisher? E.g., would a dip into monk be helpful? What are the best PrCs?
What are the best feat trees for a skirmisher? Spring attack seems a natural; what about TWF, or archery? What tactical feats are most useful?
What are the most important skills for a skirmisher? Tumble seems pretty obvious; what else?
If a skirmisher manages to get some spellcasting power - what spells should he/she focus on? Mobility buffs, damage buffs, AC buffs, battlefield control, area damage, target damage, save-or-suck...?
What are some of the handiest magical items for a skirmisher?
What opponents is the skirmisher best equipped to handle, operating alone? What opponents is the skirmisher worst equipped to handle? (The latter seems like it should include any creature without vital spots susceptible to skirmish damage).
Probably the most fun question to answer - what maneuvers have you performed with a skirmisher that really stood out as awesome? E.g. feat combinations, using specific magical effects in specific situations to spectacular effect, controlling the battlefield in some especially cool way to trap the foe inside your zone of skirmishy goodness, etc.
Most abstractly, what is the "theory" of a skirmisher? Strengths, weaknesses and bottlenecks. What is holding the skirmisher back? Lack of to-hit, lack of damage per attack, lack of attacks? Put more concretely, if the skirmisher were offered a +1 bonus to to-hit or a +X bonus to damage, what would X have to be to make the skirmisher indifferent between the two (this judges the relative importance of to-hit and damage; if the skirmisher is okay on damage but has a hard time hitting, X would need to be relatively large)?
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2007-04-07, 11:03 AM (ISO 8601)
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Re: The Complete Skirmisher
This depends on what you want to do. IME, archery works well, once you can get greater manyshot. Otherwise, you're stuck with TWF until you can get into dervish.
What are the best base classes (other than the obvious) for a skirmisher? E.g., would a dip into monk be helpful? What are the best PrCs?
What are the best feat trees for a skirmisher? Spring attack seems a natural; what about TWF, or archery? What tactical feats are most useful?
What are the most important skills for a skirmisher? Tumble seems pretty obvious; what else?
If a skirmisher manages to get some spellcasting power - what spells should he/she focus on? Mobility buffs, damage buffs, AC buffs, battlefield control, area damage, target damage, save-or-suck...?
What are some of the handiest magical items for a skirmisher?
What opponents is the skirmisher best equipped to handle, operating alone? What opponents is the skirmisher worst equipped to handle? (The latter seems like it should include any creature without vital spots susceptible to skirmish damage).
That's all I can answer, as my experience with Scouts has been largely theoretical, almost no practical.
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2007-04-07, 11:14 AM (ISO 8601)
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Re: The Complete Skirmisher
The best skirmisher I've seen is a Thri-Kreen Totemist 11/Scout 7, with a whole rack of potions of girallon's blessing.
Consider thus: With the correct soulmelds (girallon arms, unicorn horn, sphinx claws, urskan greaves/thunderstep boots), the girallon's blessing, and investiture into Multiattack, Improved Multiattack, and Snap Kick, you end up with the ability to full-attack with natural weapons at the end of a charge at minimum penalty.
With those soulmelds, and considering the Thri-Kreen's natural weapons, you end up with eight claws, a gore, a bite, and a kick with the following base attack pattern: +17/+17/+17/+17/+17/+17/+17/+17/+15/+15/+15 (+Str+GMF). Each attack does (at least) 1d6 + 4d4 + 2d6 + Str, is power-attack-able, and nets you +2 to AC. Due to the Scout's Flawless Stride ability, you can also do it through difficult terrain, and also receive +10' to your landspeed, augmenting the Thri-Kreen's 40' to 50'...which means you can charge 100' through difficult terrain to unleash a bundle of painful natural attacks.Wiki - Q&A - FB - LIn - Tw
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2007-04-07, 11:54 AM (ISO 8601)
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Re: The Complete Skirmisher
For a decent magic item, Magic Item Compendium has the Chronocharm of the Horizon Walker - move have your base speed as a swift action. Would make you still be able to get a full attack in. Only once per day, but also only like 500gp.
Plus, while it does take up the neck slot, you can wear as many different Chronocharms as you like at one time. Only one or two of the other ones are that great, though.
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2007-04-07, 12:05 PM (ISO 8601)
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Re: The Complete Skirmisher
Hustle (PsiWar 2) lets you get an extra move action as a swift action. Combined with Spring Attack, your DM may let you pull off a Full Attack inside a Spring Attack.
Move (Standard Action+Move Action=Full Attack) Action
I hope that diagram thingy makes sense.Last edited by martyboy74; 2007-04-07 at 12:07 PM.
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2007-04-07, 12:08 PM (ISO 8601)
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Re: The Complete Skirmisher
i think barb is a good dip, adn reach weapons are never bad. spring attack obviously, and the improved skirmish feats.
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2007-04-07, 03:56 PM (ISO 8601)
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Re: The Complete Skirmisher
http://boards1.wizards.com/showthread.php?t=778312
Or something similar to that build. Also check out the links in that main link.Stupendous Man drawn by Linklele
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2007-04-07, 03:59 PM (ISO 8601)
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2007-04-07, 04:11 PM (ISO 8601)
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Re: The Complete Skirmisher
Without being too cheesy, (Because Skrimish is such an easily abusable ability)
I'd say what is good would be to take the feats to get a level in Master Thrower, and take the Double Throw (Possibly called something else?) ability that lets you throw two thrown weapons as a single action.
Add Improved Skirmish from Complete Scoundrel and you've got an effective Skirmisher (which doesn't require level 15, odd collections of abused magic items, broken racail builds, or tons of odd dip classes to achieve.)Gnoll Paladin with Zanbatou Avatar by Oregano.
Homebrews:
Originally Posted by ExHunterEmerald
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2007-04-07, 05:03 PM (ISO 8601)
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Re: The Complete Skirmisher
Using Complete Scoundrel Scout 3 / Ranger X is a great build. Full skirmish, plus spells, favoured enemy and the ability to skirmish those normally immune if they're a favoured enemy - get undead, constructs, oozes, plants etc. Archery style gives good extra feats - you get manyshot at CL9 and can take greater manyshot that same level.
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2007-04-07, 05:17 PM (ISO 8601)
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Re: The Complete Skirmisher
Frankly, relying on Skirmish for damage is a bit silly. Skirmish is hard to set up so that it works with a full attack and doesn't do that many dice of damage. Why not just go for Sneak Attack? Twice the damage, much easier to get many hits with it off.
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2007-04-07, 06:15 PM (ISO 8601)
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Re: The Complete Skirmisher
Point taken. Though I'm not sure how easily you can set up sneak attack mid-combat if you are acting alone, sans flanking. (It is obviously possible, just not sure if there are particularly easy ways of doing it).
That said, this thread is about exploring how the skirmisher can be most effective, not exploring what class the skirmisher should have taken instead of scout etc.
So, if relying on skirmish for damage is a bit silly - what would *you* do, Bears, as a skirmisher, instead of focusing on damage? What abilities does the skirmisher have (and let's assume a mostly-scout build) that lets him/her shine? Or, alternatively, under what circumstances do the skirmisher's abilities become more effective?
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2007-04-07, 06:21 PM (ISO 8601)
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Re: The Complete Skirmisher
Explain how you can make skirmish "cheesy."
It is near impossible, the damage is just too low, and even when you do, it is still worse than a full caster. Additionally almost always a power attacker or a rogue will be doing more damage per round, and even if you can equal the same damage as one of those classes your hp and ac are going to be lower than a full fighter.Stupendous Man drawn by Linklele
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2007-04-07, 06:23 PM (ISO 8601)
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Re: The Complete Skirmisher
As said before, a Scout 3/Ranger 17 is the way to go. Focus on archery, if for some reason archery is out, drop your bow and use your back up two handed weapon with lion's charge (have some pearls of power and have your cleric and wizard cast those weapon buffs on the weapon)
Stupendous Man drawn by Linklele
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2007-04-07, 06:25 PM (ISO 8601)
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2007-04-07, 08:43 PM (ISO 8601)
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Re: The Complete Skirmisher
scout class from complete adventurer, their whole concept is skirmishing.
I would be a procrastinator, but I keep putting it off.
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2007-04-07, 08:45 PM (ISO 8601)
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2007-04-07, 09:18 PM (ISO 8601)
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Re: The Complete Skirmisher
While Skirmish does work when the enemy is aware of you, it is still much harder to set up than Sneak Attack, simply because of its short range. 30 ft is piddling range, and the AoOs you'll provoke will step up. The minor bonuses to AC you get just don't cut it.
You can go some cheesy build that lets you take another 5 ft step a round, but that's cheese.
Sneak Attack on the other hand, only requires a suitable buddy for you to flank the opponent AND you can full attack with it.
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2007-04-08, 07:02 AM (ISO 8601)
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Re: The Complete Skirmisher
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2007-04-08, 07:17 AM (ISO 8601)
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2007-04-08, 07:51 AM (ISO 8601)
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Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
5E Class: Spellsword
5E Spells: Alternate Damage Cantrips
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2007-04-08, 08:43 AM (ISO 8601)
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2007-04-08, 09:53 AM (ISO 8601)
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Re: The Complete Skirmisher
Wizard polymorphs you into a Gryphon (or something else with pounce)
Totemist
Action Surge (2 action points for extra action; move then full attack)
Mechanical roller skates mentioned earlier
Dual Strike
I've seen a level 8 scout, properly built, kill an Erinyes in one turn.Gnoll Paladin with Zanbatou Avatar by Oregano.
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Originally Posted by ExHunterEmerald
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2007-04-08, 09:54 AM (ISO 8601)
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Re: The Complete Skirmisher
If you take the Crossbow Sniper feat, you can skirmish (and sneak attack) from 60 ft away. Not the best option for weapon or feat usage, I know, but an option nonetheless.
SpoilerOriginally Posted by lillitheris
Originally Posted by Hoorex
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2007-04-08, 01:42 PM (ISO 8601)
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Re: The Complete Skirmisher
1) This trick also works with a power attacker fighter, and he will still do more damage. Pounce gives the fighter a full attack too.
2) Lots of natural attacks also works well if not better with a full attack fighter. You can power attack with natural weapons (and monk strikes) even though they are light weapons, the power attack ratio is identical to a one handed weapon.
3) See 1 and 2
4) See 1 and 2
5) See 1 and 2
So how is skirmish broken? Only way I can see you saying it is broken is to say power attack is also broken.Stupendous Man drawn by Linklele
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2007-04-08, 01:43 PM (ISO 8601)
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Re: The Complete Skirmisher
To set up flanking all by yourself:
1) Distracting Ember maneuvre, or any other ToB maneuver that denies your target a Dex bonus.
2) Island of Blades + Cohort/Animal Companion/Summoned creature.
3) Vexing Flanker, Adaptive Flanker, and then either a spiked chain or Island of Blades.
4) Clarion Commander.
Stance: Press the Advantage = pretty much perpetual skirmish damage. Takes 9 levels of Warblade or Crusader, but then again, that's not really a bad thing.
It's hard to get more than 2d6 Skirmish damage... probably not worth it to pick up more than one level of Scout and two levels of Highland Stalker, then maybe Unseen Seer, unless you're doing some kind of Daring Outlaw thing.Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
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Archon of Nine, Jellobomber, King of Pong, Lightning Thief
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Druidzilla, Healbot, Gish
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2007-04-08, 01:47 PM (ISO 8601)
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Re: The Complete Skirmisher
If you want to play someone cagey rather than a full out damage dealer, spring attack + a reach weapon works pretty well. Run in, get a few extra d6's of damage, run out without ever getting AOOed.
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2007-04-08, 04:01 PM (ISO 8601)
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2007-04-08, 04:07 PM (ISO 8601)
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2007-04-08, 04:47 PM (ISO 8601)
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Re: The Complete Skirmisher
OK - some very helpful input about skirmisher as archer, and to a lesser degree about skirmisher as weapon thrower. Hats off to folks' ingenuity - and breadth of knowledge
Now, what about the melee skirmisher? So far, we've had a couple of spell recommendations (glitterdust, enlarge person - presumably for reach purposes, and the everpresent polymorph), and some feat suggestions (e.g. dual strike), plus some ToB goodness; but not at the same level of detail as the archer-skirmisher builds that were linked to by some posters. Of course, a melee skirmisher might not be people's top choice for power-playing, but if you were playing one - and wanted to beat an erinyes at level 8, or whatever suitable challenge you fancied - what feat and spell combos would you pick up? I'm especially interested in non-ToB-based builds, though if you have a ToB build that you think is particularly clever, by all means showcase it here!
Let me pose some concrete questions to start this off:
1. What do you think of the acrobatic strike / improved acrobatic strike / acrobatic skirmisher feats? These require you to tumble through the foe's square (or through a threatened square) to get some benefits - is it worth it?
2. Would it make sense for a skirmisher to invest resources (feat, magic) in tripping?Last edited by Ionari; 2007-04-08 at 04:49 PM.