| Post/Author/DateTime | Post |
|---|---|
| Mommy was an Orc02-25-07, 03:31 PM | Dervish got a major kick up in power with Complete Scoundrel... 1: Scout 1: Deadly Defense, Dodge 2: Fighter 1: Combat Expertise 3: Ranger 1: Track, Mobility: Favored Enemy: Undead 4: Fighter 2: WF: Scimitar 5: Scout 2 6: Scout 3: Swift Hunter 7: Dervish 1 8: Scout 4: Improved Skirmish: Favored Enemy Constructs 9: Ranger 2: TWF, ITWF 10: Dervish 2 11: Dervish 3: Spring Attack 12: Dervish 4: Elusive Target 13: Dervish 5 14: Dervish 6 15: Dervish 7: GTWF At 8th level, the character puts 2 points onto AC with Combat Expertise - this means if the character moves 20 feet, he does 6d6 with a non-magical scimitar only including skirmish and deadly defense. Add in Strength and Magic, and it isn't difficult to do 100 hp of damage at 8th level. |
| Jay_Ibero_91102-25-07, 03:46 PM | Dervish got a major kick up in power with Complete Scoundrel... 1: Scout 1: Deadly Defense, Combat Expertise 2: Fighter 1: Dodge 3: Ranger 1: Track, Mobility: Favored Enemy: Undead 4: Fighter 2: WF: Scimitar 5: Scout 2 6: Scout 3: Swift Hunter 7: Dervish 1 8: Scout 4: Improved Skirmish: Favored Enemy Constructs 9: Ranger 2: TWF, ITWF 10: Dervish 2 11: Dervish 3: Spring Attack 12: Dervish 4: Elusive Target 13: Dervish 5 14: Dervish 6 15: Dervish 7: GTWF At 8th level, the character puts 2 points onto AC with Combat Expertise - this means if the character moves 20 feet, he does 6d6 with a non-magical scimitar only including skirmish and deadly defense. Add in Strength and Magic, and it isn't difficult to do 100 hp of damage at 8th level. Pretty sweet. Just a note though, you can't use deadly defense with a scimitar until your first dervish level, because until then it is not a light or otherwise finesseable weapon. |
| SirApropos02-25-07, 04:07 PM | Wouldn't it make more sense to take Combat Expertise at 2nd level and Dodge at 1st so you could at least get the +1 to AC early on. Also you would need to fight with a Rapier until 7th level when the Scimitars became Light Weapons. Otherwise excellent build. |
| Jay_Ibero_91102-25-07, 04:19 PM | Wouldn't it make more sense to take Combat Expertise at 2nd level and Dodge at 1st so you could at least get the +1 to AC early on. Also you would need to fight with a Rapier until 7th level when the Scimitars became Light Weapons. Otherwise excellent build. Yeah, might smooth out your first few levels to take dodge and mobility at level 1, combat expertise at 2, and deadly defense at 3 when you actually HAVE 2 bab to CE to use it. |
| Mommy was an Orc02-25-07, 07:10 PM | Yeah, might smooth out your first few levels to take dodge and mobility at level 1, combat expertise at 2, and deadly defense at 3 when you actually HAVE 2 bab to CE to use it. Deadly Defense still works when you fight defensively. With a heavy shield, chain shirt, and rapier at 2nd level, he'll have a 21 AC and do 3d6+3 damage when he moves 10'...sure, he's at a -4 to hit, but...I'd rather have the bumped up AC and a huge miss chance than not worry about AoOs. Good point about the placement of Dodge vs. Combat Expertise. |
| Jay_Ibero_91102-25-07, 07:16 PM | Deadly Defense still works when you fight defensively. With a heavy shield, chain shirt, and rapier at 2nd level, he'll have a 21 AC and do 3d6+3 damage when he moves 10'...sure, he's at a -4 to hit, but... Guess it's a matter of personal preference. Regardless of the order you choose to take most of it, it's still a nice build. |
| Mommy was an Orc02-25-07, 07:21 PM | Guess it's a matter of personal preference. Regardless of the order you choose to take most of it, it's still a nice build. Thanks. I might rescue my original LG character to play it. Was going to be a Scout Tripper, but I decided I didn't really like it long-term. I'll use a Guisarme to trip until I retrain Improved Trip into WF: Scimitar at 6th. I can use a Sickle to do trip attacks until then instead of a Rapier. |