Skirmish question [Archive] - Wizards Community

Post/Author/DateTimePost
Arr MiHardies

04-18-07, 09:52 PM
I have a question concerning the Skirmish class ability in relation to direction and starting point. According to the Complete Adventurer Errata, you have to move at least 10 feet away from your starting point to be able to use the ability in that round. My question is, does this include vertical movement? I can see a few scenarios where vertical movement can happen, but one of the most likely ones is where the character can fly, like in the case of a Raptoran Scout. If the raptoran flies 10 feet straight up, but takes no vertical movement (ie, they are still in the same "square"), do they qualify for use of the ability that round?
Marcus Majarra

04-18-07, 11:15 PM
Aerial mechanics are difficult to manage, but the scenario you're providing is valid. As long as you end up 10 feet away or more from where you started, you get skirmish benefits. Whether those 10 feet exist only on a horizontal plane or in a tri-dimensional plane doesn't matter.
The_Ditto

04-19-07, 08:16 AM
As Marcus said ... vertical, horizontal, diagonal .. whatever ... movement is 3d ... so as long as you move 10 ft in any direction away from where you started you're fine ..

The tricky rules start when you start looking at dimensional travel ...
(ie Dimension Door, T-Port, or Dimension Hop from Complete Psionics (swift action to teleport 10 ft ...) )

:D