Nedd help with my Skirmisher.

Post/Author/DateTimePost
#1

Cheiron

Jun 23, 2011 23:20:32
Hey guys, I just realized that I have been reading the rules on dual eilding wrong for the last . what? 11 years? I had alwasy thought that you got an extra attack with your off hand weapon. little did i know that you need to use a full attack option to actually ever use the off hand weapon.


I am playing a skirmisher ( not  the D&D version where i move and randomly am able to deal massive damage becuase i moved, but the ACTUAL definiton fo a skirmisher where i keep mobile and make blitz style attacks)



to be more caccurate I am playing a swordsage that uses the child of shadows stance that as long as he moves 10 feet    he gaisn concealment. I am going to be in this stance almost exclusively for two fold reasons. 1) it is a HUGE boost to my defenses and 2)  some of my shadow hand strikes require me to be in concealment.


All I am looking for is  ways to turn my 5 foot step into a 10 foot step ( barring the magical rollerskates and the master's training dummy) I do not want the Pounce move where i get a full attack when charging, I literally just want to move 10 feet and get to attack using both of my weapon,  I do not want to move 10 feet on somebody elses turn and I do not want to charge for a full attack


I tried to ask this question on other forums but  honestly that is all everybody answered with, either a pounce feat (which there are like 30+ of) or being able to moce 10 feet on another's turn.



I could have sworn that there were other magical boots that allows me to move an extra 5 feet  on my  5 foot step (not the rolerskate ones) but  I cannot rmember what they are called.

 I need some help becuase, it seems that my misreading of the dual wiedling rules have led me to create a useless character.  so any ideas at all on how to turn my 5 foot step into a 10 foot step would be awesome!


I knwo ic an do a DC 40 tumble check but as we are running the red hand fo doom.. i don't think I am going to be able to get that high of a DC anytime soon.                 
#2

tr0llman

Jun 24, 2011 2:13:42
We've been over this plenty of times in connection with Scout builds.

There's the training dummy, the silly boots, 7 levels of Elocator (not a popular choice), and the awesome Travel Devotion ((which is "move as a swift action", even better for most builds than 10' step).

And really not anything else.
#3

Slagger_the_Chuul

Jun 24, 2011 4:01:05
There's also inconstant location but 6th-level psionic powers aren't the most accessible option.  It's basically the same as Travel Devotion, except that it's teleporting instead of moving and always occurs at the start of your turn.
#4

Tempest_Stormwind

Jun 24, 2011 9:32:59
Does it have to be with two weapons? The other approach would be to focus on getting your single attack damage up there, so you can move, fight, and repeat without falling too far behind. The Tome of Battle is really spectacular at this and is usually easier to work into a build than some of the above approaches (except Travel Devotion, but every time I come within 30 feet of Complete Cheeseball Champion, I get sick to my stomach).

In your case, you already have access to the Tome, so you also have a third route: Tiger Claw. There's a few ways to hit with two weapons as a standard action there. Not to mention your large array of other strikes, both melee and ranged. In fact, outside of Tiger Claw, there's very few maneuvers that actually synergize with TWF, so you're already making a choice to go TWF OR go martial, and since the latter lends itself better to skirmishing anyway...
#5

aelryinth

Jun 25, 2011 12:23:41
The first level Tiger manuver that lets you jump as a swift action = extra movement.

==Aelryinth