Does Quick Reconnoiter and Spot the Weak Point work together?

Post/Author/DateTimePost
#1

The_Hooded_Boy

Sep 01, 2012 10:59:33
Hey, I am working on a Scout and I was wondering if the Quick Reconnoiter feat would allow me to change the spot check for the Spot the Weak Point skill trick to a free action instead of a standard. If it does, that would really be great for me since I am doing an archer build and it would allow me to still move and attack with my skirmish.

Please let me know, and thanks ahead of time.

P.S. If you have any extra tips on building a straight scout archer (other than going into rogue or ranger, I already know about those builds) then I would be happy to hear them. We are at 1st level right now, but I am planning my feats ahead of time. 
#2

alsebra

Sep 01, 2012 14:09:40
I'm pretty sure that they'd work just fine together, but, as with other rules questions, get your DM's opinion.

As for the rest of it, first things first:  What books are you allowed?  As for possible feats, take a look at:

Cloak Dance (XPH) - Grants concealment or total concealment.
Fell Shot (XPH) -  Turns a ranged attack into a ranged touch attack.  Requires psionic focus expenditure.
Greater Manyshot (XPH) - Can fire off your Manyshot on several targets.
Psionic Shot (XPH) - Adds 2d6 to your shot.  Requires psionic focus expenditure.
Speed of Thought (XPH) - If you're not wearing heavy armor (you won't be), your speed goes up by 10 feet.  Requires psionic focus.
Xaniqos School (DotU) - If you move 10 feet towards your target, you add 1d6 to your crossbow attack.
Far Shot (PHB) - More range never hurts.
Manyshot (PHB) - More attacks.
Point Blank Shot (PHB) - Only as a prereq, really.
Precise Shot (PHB) - If your party is working right, you might need this.
Rapid Shot (PHB) - More attacks.
Shot on the Run (PHB) - If you need to get away, it's useful.
Plunging Shot (HoB) - 1d6 damage on stuff below you.
Ready Shot (HoB) - If you plug a charger, you add 3d6 to your shot.
Undo Resistance (TotNH) - Drops spell resistance with cold iron weapons.
Indigo Strike (MoI) - Adds your invested incarnum to your skirmish damage.  Requires incarnum investiture.
Dash (CW) - Adds 5 feet to your movement speed.
Martial Study/Martial Stance (ToB) - If you have access, take a look through some of these and choose your favorites.
Improved Rapid Shot (CW) - Makes your Rapid Shot a little better.
Ranged Disarm/Pin/Sunder (CW) - These can help your melee members quite a bit.
Crossbow Sniper (PHB II) - Increases the range at which you can skirmish with a crossbow.
Deadeye Shot (PHB II) - Denies your target Dex if another character hits it.
Penetrating Shot (PHB II) - Only if you can line up a good shot.
Telling Blow (PHB II) - If you want to trust to luck.
Woodland Archer (RotW) - If you want to continue sniping, this tactical feat can help.


On a side note, look at Tempest Stormwind's threads sometime and vote for #1 Snoipah to see what he (and/or his party) has come up with for a ranged character.