Anti-Critter Scout Cannon (3.5e Optimized Character Build)

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Introduction[edit]

The Scout Anti-Life cannon is a scout build that uses the skirmish ability combined with a full attack. Normally, you cannot do this, but with seven levels in Elocator (Expanded Psionics Handbook) you are able to take a second five-foot step.

References[edit]

  • Core books (Players Handbook and Dungeon Master's Guide
  • Expanded Psionics Handbook (Elocator and Psychic Warrior)
  • Complete Adventurer (Scout)

Game Rule Components[edit]

Two Five Foot Steps, Skirmish

Spells, Powers, Soulmelds, Stances, etc...[edit]

None

Items[edit]

None

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): Honestly, any ability scores work, because the build only utilzes two base classes and one prestige class, the latter which does not require specific ability scores. However, you should have high ability scores for dexterity or strength and constitution, depending on whether you are going to be melee or ranged, though this guide uses ranged. Be advised, however, that this build takes some time to reach full potential.

Human

Extra skill to max out, one extra feat, any single class acts as favored class.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Scout +0 +0 +2 +0 Dodge Skirmish +1d6, Trapfinding N/A
2nd Scout +1 +0 +3 +0 None Battle Fortitude +1, Uncanny Dodge N/A
3rd Scout +2 +1 +3 +1 Mobility Fast Movement +10 ft., Skirmish +1d6 +1 AC, Trackless Step N/A
4th Scout +3 +1 +4 +1 Bonus Bonus Feat The bonus feat can be anything, as you don't have the base attack bonus to get spring attack just yet. However, I suggest an archery feat like Point Blank Shot.
5th Psychic Warrior +0 +2 +0 +0 Bonus Bonus Feat Pick any feat you want, though again, I would suggest an archery feat, this time Rapid Shot.
6th Psychic Warrior +1 +3 +0 +0 Spring Attack Bonus Feat Spring attack is necessary for Elocator, but the bonus feat can, again, be anything you want. I suggest Precise Shot. Pick any powers you want, you probably won't use them.
7th Elocator +0 +0 +2 +2 None Scorn Earth, Sidestep Charge +1 level of existing manifesting class. Now things get interesting.
8th Elocator +1 +0 +3 +3 None Opportunistic Strike +2 N/A
9th Elocator +2 +1 +3 +3 +1 Feat. Dimension Step +1 level of existing manifesting class. I suggest Improved Precise Shot for your feat.
10th Elocator +3 +1 +4 +4 None Flanker +1 level of existing manifesting class.
11th Elocator +3 +1 +4 +4 None Opportunistic Strike +4 N/A
12th Elocator +4 +2 +5 +5 +1 Feat Transporter +1 level of existing manifesting class.
13th Elocator +5 +2 +5 +5 None Capricous Step +1 level of existing manifesting class. Full potential reached.
14th Elocator +6 +2 +6 +6 None Opportunistic Strike +6 N/A
15th Elocator +6 +3 +6 +6 +1 Feat Dimension Spring Attack Pick any feat you want, though I suggest Weapon Focus for your bow of choice.
16th Elocator +7 +3 +7 +7 None Accelerated Action End of the Elocator Prestige Class
17th Scout +3 +1 +4 +1 None Evasion, Skirmish +2d6 +1AC Back to scout to get better skirmishes.
18th Scout +4 +2 +5 +2 +1 Feat Flawless Stride N/A
19th Scout +5 +2 +5 +2 None Skirmish +2d6 +2 AC N/A
20th Scout +6 +2 +6 +2 Bonus Camoflauge, Bonus Feat N/A

Highlights[edit]

Two five foot steps means you get the skirmish bonus for travelling 10 feet, so each arrow/attack deals skirmish damage.

Munchkin-Size Me[edit]

Thri-Kreen it up and dual wield longbows!

Skip those last 3 levels of Elocator and exchange extra actions for more skirmish damage! (optional. This build does not use that, but could)

Side Notes[edit]

Those powers could be simple ones that help you, but don't forget that you have 'em!

The Psychic Warrior levels help offset the weakness to fortitude DCs.

Limitations[edit]

Can't kill undead (which is why this was called an anti-life cannon)

DM Counters[edit]

Undead, plants and golems.

DM Counter Counters[edit]

Get a custom-made Ring of infinite use Golem Strike/Vine Strike for a few thousand. Look in the back of the DMG for info about spells. Both are 1st level wiz/sorc and druid spells, respectively. These spells are found in the Complete Adventurer and render plants and constructs vulnerable to sneak attacks and similiar abilities (like skirmish).

Miscellaneous[edit]

Original by Ultima333. STILL NEEDS: Class Feature descriptions!


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