Admiral squish6/19/2023 ![]() ![]() Would I get the bonus damage if I was riding a mount? The extra damage applies only to attacks taken during the scout's turn." So by RAW it doesn't normally apply to AoO or other attacks that occur during other players' or enemies' turns. "She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. IT says 'in any round you move more than ten feet' you get the bonus, but does that mean it just applies to your turn, or could it apply to AoOs, as well? 17 BAB, 2nd level Sorcerer spells, and a pretty good skillmonkey as well. Other ways to advance skirmish damage: 4 levels of Dragon Devotee increases your sneak/skirmish/sudden strike damage by +2d6, and gives you a level of Sorcerer, which you can use to go into Unseen Seer, which for another 4 levels can increase your sneak/skirmish/sudden strike damage by another +2d6.Ī Scout 4/Ranger 6/Dragon Devotee 4/Unseen Seer 4/Highland Stalker 2 build can get skirmish up to 8d6, or 10d6 with Improved Skirmish. The Desert or Wild template would do this, although the "Drow" part might be difficult to explain fluff-wise. Strong-Arm style, for example, gives you Power Attack, which should work well with the Drow Scorpion Chain.įor XP penalty, use a racial template from Dragon #306 (LA +0) to change your favored class to ranger. Use a variant Ranger combat style (Dragon #326) to pick up a different feat. Also, I'd be eating an XP penalty, three utterly useless levels, and the Bonus Feats make up the deficit I suffer due to my race. My current build revolves around being a Drow, the Drow Scorpion Chain and the Xen'dirk Boomerang, along with the Drow Skirmisher Feat. An Akhlut has a +8 racial bonus on Swim checks, and it can take 10 on swim checks even when rushed or threatened.The reason I'm not doing ranger, is because archery and related feats are useless to me at the moment, as are TWF. Hold Breath An ahklut can hold it’s breath for a number of rounds equal to 8x it’s con score before it risks drowning.Īkhlut have a +2 racial bonus on Perception, Stealth, and Survival checks. Alternatively, the same strategy works in reverse, with one or two akhlut driving aquatic prey into shallow water before the rest of the pod dives in.īlindsight: An akhlut’s blindsight only functions underwater, and cannot perceive objects or creatures that are not in contact with the same body of water as the akhlut. The pod then bursts from the water, trapping the creatures. A common strategy is for most of the pod to remain underwater while one or two akhlut drive land-based prey to the water’s edge. Ahklut do not speak, but they can communicate with other akhlut through a language of squeaks, whistles, chirps, and whines.Īkhlut are pack hunters that prey on almost any creature on land or in the sea. They are apex predators, feared by all but the most hardy adventurers. They resemble some strange mixture of a massive wolf and an orca. Their size and strength belies the trait that makes them the most dangerous, a ferocious cunning. Perception +5, Stealth +5, Survival +5, Swim +16Īkhlut are immense, powerful predators of arctic waters and shorelines. ![]() 17 (-2 size,+3 dex, ++8 natural, -2 size), touch 9, flat-footed 14īlindsight 120, Darkvision 60, Low-light Vision, Hold Breath, ![]()
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