| Post/Author/DateTime | Post |
|---|---|
| Orig_Inal07-25-07, 06:27 PM | Can the scout skirmish anility be done with melee weapons or only ranged weapons? Would you be able to use TWF and the skirmish? Would both attacks get the bonus? The must move "1o feet" rule with the skirmish, How does this work? Must it be 10 feet to make the attack - Is it 5 feet in -attack-5 feet out? If not then only one skirmish could be played against a foe. Thanks |
| rkun07-25-07, 06:38 PM | im away from my books right now so if someone has them and i am mistaken please correct me. Can the scout skirmish anility be done with melee weapons or only ranged weapons? Yes. EDIT: both ranged or melee Would you be able to use TWF and the skirmish? Would both attacks get the bonus? IMO Yes, i believe the bonuses from skirmish last for one round. (again im not at my bools so im not 100% on this.) The must move "1o feet" rule with the skirmish, How does this work? Must it be 10 feet to make the attack - Is it 5 feet in -attack-5 feet out? i believe a scout must move at least 10' prior to her attack. (unless they were using spring attack then I as a DM would allow the 5'in 5'out) |
| Hsien07-25-07, 06:52 PM | Yes, Melee or Ranged Skirmish does see more time with ranged combat types. Yes, you can use TWF with Skirmish. Note that unless you have the feat that allows you to attack with both weapons after/during a move you will only get one attack. I'm not sure of name, maybe Leap Attack? You must move 10' from your starting point in order to get Skirmish, which must also occur prior to the attack. Therefore no 5' in / 5' out, imo. Yes, you generally only get one attack while skirmishing, but then that's seems like the intent. Scouts generally did not go toe to toe or stand still and volley, they moved and fired, moved and fired so they don't get pinned down. Check out CoScoundrel for some feats that help with Skirmish. |
| Dalthbar07-25-07, 09:59 PM | You must move 10' from your starting point in order to get Skirmish, which must also occur prior to the attack. Therefore no 5' in / 5' out, imo. Absolutely. It triggers _WHEN_ you move 10'. Not "if you happen to move 10' in a round". When you think about it, this makes perfect sense. The Skirmish ability is completely unaware of "your intent" - it doesn't know that you plan on moving later in the round. You have to move that 10' first so the condition is met for it to trigger. Here's just one scenario in which not following these rules would be bad: you attack and get skirmish damage, then you make your move. This happens to trigger an attack of opportunity from the person you're next to. After you move 5', instead of a melee attack, the opponent decides to trip you. They succeed and you fall prone - preventing you from fulfilling your 10' move requirement - but you already applied skirmish damage - which you now no longer would get. So besides the fact that you need to qualify for conditions before you can gain the benefit of any abilities, you can see why it'd be a HORRIBLE idea to do otherwise. |
| Willie the Duck07-26-07, 01:03 AM | It does not explicitly say that, so it is up for debate, but that interpretation does clear up any 'I saved a move action for the option to move, but a trip/paralyze/hold still kept me from doing so' questions. In general, skirmish works alongside a move and then single attack, since it is difficult to make more than a 5' step and also attack more than once in a round. Of course, most "optimized" skirmish builds take advantage of pounce, improved multishot, or other feats/abilities which allow you to do just that. Is it cheesy? sort of. Of course all skirmish classes are frankly sub-optimal if you don't use this option. They are skilll based classes with 3/4 bab, sub optimal proificiencies, only good Ref saves, and no spellcasting. You need to either trick them out or multiclass/PrC them into insanity to keep them competitive, but welcome to playing martial builds. |