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Reading Topic: Scout Dervish
Uther Mortigast
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Scout Dervish
Has anyone else noticed how well a Dervish would work with a Scout? The Scout can dole out extra d6s of damage on all attacks it makes when it moves at least 10 feet, and gains a bonus to AC while moving at least 10 feet. The Scout class also offers tumble as a class skill, and 3 of the 4 Dervish prerequisite feats as bonus feats. I notice also that both classes gain Fast Movement (ex).

By tradition, I'm not much of a Min/Maxer, but I thought I'd throw in my two coppers (wink masterthespian).


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01-11-05 01:23:08
ForgottenCode
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That's a good question... I'll have to reread the skirmish ability to see if you can do it more than once a round, because if you can, this is a great idea.

 
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01-11-05 01:51:07
Buyo-kun
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Personally I'm going to try a lion's charge boots charger with this class, 1 level is the only advancement I can possiblity afford, but if I can squeeze the class in there I can add 1d6x6x7 to my damage for almost nothing, the problem will be getting that extra nudge in (at 20th lvl the class does an average of 4011 dmg a round already). The dervish idea is by no means anything to scoff at tho, it might go well with a staggered charger (my personal slang meaning a chara that can charge in any direction you please) thief acrobat may work with it using acrobatic charge. maybe a scout 5, acrobat 3, Dervish 9, Fighter 2, something else 1? That would give the ability to get a bunch of charge buffing feats such as powerful charge, grt powerful charge, adding Lion's Charge boots to that allows a dervish dance (multiple attcks).

 
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01-11-05 03:30:57
Doomguide
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Quote:
reread the skirmish ability


"... deals an extra 1d6 points of damage on all attacks she makes during any round ... "

So yes it would apply to all a Dervish's attacks while Dancing (including those made by the "A Thousand Cuts" ability).

AC bonus is a Competence bonus, the Dervish bonus is unnamed it'll stack. Drool.

Quote:
I notice also that both classes gain Fast Movement (ex).


Alas, they are both enhancement bonuses to to ones speed and hence won't stack. The 11th level Scout bonus does exceed the Dervishes (+20 ft vs +15 ft) however.

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01-11-05 03:33:59
JohnLongarrow Member of Moderators
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Buyo-Kun
Could you please explain the "1d6x6x7" ? If you get 1d6x6 and then you get a x7 multiplier, it would be 1d6x13. If you are assuming you hit with all 7 attacks, thats very different.


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01-13-05 19:22:50
Buyo-kun
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Quote:
Could you please explain the "1d6x6x7" ? If you get 1d6x6 and then you get a x7 multiplier, it would be 1d6x13. If you are assuming you hit with all 7 attacks, thats very different.


You're correct, the x7 is my attacks, which are, if you're curious, 38/38/38/38/33/28/23 at 20th lvl. The x6 multiplier is thanks to the unstoppable charge ability; allowing 6d6 per hit, totaling a possible extra 42d6 damage, averaging a possible extra 147 in addition to the normal damage. Sadly, I can't find a trade off point that would allow me the ability to trade out a level without losing 147+ points of damage.


 
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01-13-05 22:05:14
masterthespian
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Quote:
(at 20th lvl the class does an average of 4011 dmg a round already)


Ummmm I think you added a "0" into the middle of that number. If it is not a typo, please explain to me how you do an AVERAGE of 4011 points of damage a round. I really need to know.


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01-14-05 03:27:59
Doomguide
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Yes,
I'd love to know more specifically how you're planning on inflicting that much damage ... If the attack bonuses you've listed are his normal combat bonuses I can put together a character that could make you miss often enough to maybe live a few rounds or so (AC around 45 to 50 depending on gear) if that's "merely" 411 hp damage and not 4011, as well as not being able to the extra 147 or so.

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01-14-05 06:31:24
Buyo-kun
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Sadly; its not a typo, 4011 is the character's average damage, some of you might remember it from ages ago on a different thread, I've twinked it a bit more since then (it had about 3500 then) heres the build completed using a 28 point build system.

Human Fighter 1, Samurai 1, Monk 7, Exotic Weapons Master 1, Cavalier 10; Medium Humanoid; CR 20; HD 13d10+7d8+140; HP 238; Init +1; Spd 20ft.; AC 16; BAB +18/13/8/3; Grp +31; Atk +35/35/35/35/30/25/20 Melee (1d10+31+3d6); SQ: Evasion, Still Mind, Ki Strike (Magic), Slow Fall 30ft., Purity of Body, Wholeness of Body, Special Mount, Ride Bonus +8, Burst of Speed; SA: Flurry of Blows, Unarmed Strike, Ki Strike (Magic), Uncanny Blow, Mounted Weapon Bonus (Lance, Sword) +3, Deadly Charge (Unstoppable Charge) 5/day, Full Mounted Attack; AL LG; SV Fort +25, Ref +10, Will +14; Str 36, Dex 12, Con 24, Int 10, Wis 14, Cha 10.
Skills and Feats: Exotic Weapon Prof (Bastard Sword), Weapon Focus (Bastard Sword, Lance), Mounted Combat, Improved Grapple, Combat Reflexes, Ride-by Attack, Improved Trip, Mantis Leap, Spirited Charge, Power Lunge, Lightning Fists, Reckless Charge

Possessions:
Phantom Steed (CL 12th) (72,000), +5 Speed, Vicious, Valorious, Knight's Sword (212,315), Belt of Con +6 (36,000), Gaunlets of Str +6 (36,000), Manual of Str +5 (137,500), Manual of Con +4 (110,000), 2 Arms of Nyr (25,600), Amulet of Natural Armor +1 (2000), Boots of Lion's Charge (4000), Cloak of Invisibility (20,000), 109,585

SIMPILIFED:
ATK, on a charge, mounted : BAB+STR+Wpn Foc+Ench+Mounted Weapon Bonus+Lightning Fists+Charge= 18+12+1+5+3-4+2= 38/38/38/38/33/28/23
DMG, on a charge: (Sword Dmg+((StrX2)XPower Lunge+Mantis Leap)+Ench Bonus+Vicious)X(Spirited Charge+Knight's Sword+Valorious)= (1d10+((13X2)X3)+5+2d6)X4= (5.5+26X3+5+7)X4= (95.5)X4= 382

DMG, On a charge, using unstoppable charge: (95.5)X6= 573 per hit (1d6 [3.5] per hit to self)

Average DMG per round, on a charge, using unstoppable charge assuming every attack hits: 4011 (7d6 [24.5] total to self)


On this thread this'll be the last post I make regarding this specific munchkin seeing as the many challenges it'll probably get will get us in hot-water for being off-topic. If anyone is still curious about it just make a new thread please and I'll respond to that.


 
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01-14-05 09:35:10
masterthespian
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Buyo-kun,

Please see the thread entitled "WTF?" in this forum for comment on your build. Secondly, on topic, what does scout and dervish have to do with your build anyway? You already have 20 levels of character classes.


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State Motto: With God, all things are possible.
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01-14-05 19:24:34
Buyo-kun
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Quote:
Please see the thread entitled "WTF?" in this forum for comment on your build. Secondly, on topic, what does scout and dervish have to do with your build anyway? You already have 20 levels of character classes.


I've replied to your thread, I hope it explains the build nicely, if you look earlier in this thread you'll see that I was trying to mesh the build with a scount for extra damage, I posted the build because others asked how I got 4011 damage.


 
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01-14-05 20:46:17
Earendil sonof Beren
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Hey, I'm kinda interested to see what everyone can come up with...anyone else have ideas for the Scout?

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01-24-05 00:50:54
Isawa Shijin
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Dragoon-like scout for Forgotten Realms
I know this thread is quite old but I guess that this is the most suitable place to post this.

The concept is simple a Charging Scout meant to be a one-round KO character.

Cormyrian Human Scout 20.
Feats:
-Furious Charge (1st lvl Region,PGtF): Improves your BA by +2 at the end of a charge (+4BA, -2AC instead of +2BA,-2AC)
-Reckless Charge (1st lvl Racial Bonus,Mini-HB): Increase your BA by +2 during a charge and reduce your AC by -2 (+4BA,-4AC add the furious charge for a total of +6BA,-4AC)
-Power Attack (3rd lvl)
-Improved Initiative (4th lvl, Bonus)
-Leap Attack (6th lvl,CAdv+Errata):You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal distance and end in a square which threatens your opponent, you deal +100% Power Attack damage.
-Quick Reconnoiter (8th lvl, Bonus, CAdv): Listen, Spot as free actions +2 Initiative.
-Improved Skirmish (9th lvl, CSco): If you move at least 20’ are part of a Skirmish attack, your damage improves by +2d6 and your Competence bonus to AC improves by +2.
-Leap of the Heavens (12th lvl, PHB2):If you do not get a running start, your Jump checks do not have their DC’s doubled. If you do get a running start, you receive a +5 Competence bonus on your Jump checks.
-Danger Sense (12th lvl, Bonus, CAdv): Once per day reroll your Initiative Check before the round starts, pick the best.
-Powerful Charge (15th lvl, Mini-HB):If the melee attack you make at the end of a Charge hits, you do extra damage. If you have multiple attacks at the end of a Charge, the bonus damage only applies to one of them.
Size Bonus Damage Size Bonus Damage
Medium +1d8 Gargantuan +4d6
Large +2d6 Colossal +6d6
Huge +3d6
-Combat Expertize (16th lvl, Bonus)
-Greater Powerful Charge (18th lvl, Mini-HB):As Powerful Charge, but treat yourself as one size category larger.
-Track (20th lvl, Bonus): (I know lame choice at this late level but couldn't find anything better in the Scout Feat list.)

This build focuses on "charge" action and the best weapon of choice for that is the Long Spear since it's reach will allow you to hit your target from a safe distance (counter for that reduced AC during charge) it is wielded in two hands so with Power Attack and Leap Attack well you can calculate the damage output.
It's AC improves with levels due to Skirmish along with initiative. Of course this build is quite flexible to match to any Dragooning Concept.

Feel free to add equipments and any suggestions. IMO a Ring of Feather Falling would be nice as well as a pair of boots of striding and springing. Lion's Pounce boots would also be really nice.


 
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