Skirmishing Scouts vs. Strict DM

Post/Author/DateTimePost
#1

djtech1982

Nov 02, 2008 19:14:48
I've got a strict DM who is essentially Lawful Neutral when it comes to following the rules in 3.5. I've got a scout character who can fire twice per round. The skirmishing rules say the following: "She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn." But it says in the rule books that you can only take a move action (which is moving) and make one standard action.

So, he is saying that my character can only fire once per round at a single enemy. He says that if he could fire more than one per round, since he would use the skirmish ability on every shot, the scout would become a bit unbalanced. I doubt Wizards of the Coast would make a character only able to fire once per round (we are using d20 Modern rules too and my scout is carrying a semiautomatic weapon) while skirmishing.

So, is there a rule to reconcile these two rules? If anyone know what the Wizards of the Coast would rule, please let me know.

Thanks,
James
#2

salla

Nov 02, 2008 19:29:04
You're houseruling in automatic weapons and d20 Modern, so your DM is going to have to houserule how skirmish interacts with them.

Anyway, from what little I remember of 3rd, skirmish is precision damage, which means it will apply to every shot that isn't made as part of a 'volley' (see: scorching ray). A scout with Improved Manyshot will skirmish with every arrow.
#3

doomsought

Nov 02, 2008 19:29:37
No, but there is a spell. It is called Haste.
Use it with much manic glee. If I remember correctly there is a magic item or two that grant it a number of times a day or permanently.
Make him cry.
#4

AlterFrom

Nov 02, 2008 20:31:25
You're houseruling in automatic weapons and d20 Modern, so your DM is going to have to houserule how skirmish interacts with them.

Anyway, from what little I remember of 3rd, skirmish is precision damage, which means it will apply to every shot that isn't made as part of a 'volley' (see: scorching ray). A scout with Improved Manyshot will skirmish with every arrow.

Salla has it dead on, except the feat is called "Greater Manyshot"; it's in the Expanded Psionics Handbook (as well as SRD).
#5

legdiwena

Nov 02, 2008 21:32:58
Sounds like standard iterative attacks. Must move for bonus damage and only a single attack if you move, multiple attacks being full round actions.
#6

djtech1982

Nov 03, 2008 1:02:18
I understand what you guys are saying, but what really confuses me is the language of Skirmishing. It says, "on all attacks." It never says one has Manyshot or Greater Manyshot. If it did, I could see how it works. But the description is saying that you are moving and attacking more than once.
#7

legdiwena

Nov 03, 2008 1:14:27
Think it's stated that way to include AoO until your next turn.
#8

calronmoonflower

Nov 03, 2008 3:23:52
An attack requires an attack roll.

If you make only one attack roll, then you are only making one attack. In this case the extra damage would apply only to that one attack..

If you are making more than one attack roll, then you are making multiple attacks. The extra damage from skirmish would apply to each.
#9

Krispieman

Nov 03, 2008 4:16:05
I understand what you guys are saying, but what really confuses me is the language of Skirmishing. It says, "on all attacks." It never says one has Manyshot or Greater Manyshot. If it did, I could see how it works. But the description is saying that you are moving and attacking more than once.

It all comes down to the amount of actions you have in a round. In 3.5 this is simply: Standard + Move.

For Skirmish to trigger you need to move at least 10 ft (2 squares). This requires a move action. All you have left now is a standard action. With which you can (normally) only attack once.

Skirmish is written in a such a way that when you are able to get multiple attacks in a round, you might be able to apply your skirmish damage to all of them, however, as pointed out before, skirmish is precision damage which normally applies only to the 1st shot.

Indeed, Greater Manyshot (expanded psioncs handbook) is the way to get it all. In my epic campaign the Ranger/Scout has it which means he can [move] 10+ft. and then [standard] Greater Manyshot multiple arrows.

The reason this works is because of how GM is written, simply stating that you can apply precision damage to every attack instead of just the 1st.

And indeed, it applies to AoOs as well (assuming you have a melee scout, because it's a lot harder to make AoOs with a ranged weapon.).

K-man
#10

entropy_judge

Nov 03, 2008 16:04:30
Question: Would you get the Skirmish bonus on a Charge?
#11

zeratulcraft

Nov 03, 2008 16:19:58
Question: Would you get the Skirmish bonus on a Charge?

You did move at least 10ft to perform the charge.

Also related to the topic, the 'all attacks' is also in the case of spring attack/bounding assault/rapid blitz, which let you attack up to three times during your move.
#12

doomsought

Nov 03, 2008 17:37:20
You did move at least 10ft to perform the charge.

Also related to the topic, the 'all attacks' is also in the case of spring attack/bounding assault/rapid blitz, which let you attack up to three times during your move.

Don't forget haste.
#13

zeratulcraft

Nov 04, 2008 0:29:26
Don't forget haste.

Haste added +30ft enhancement bonus to your speed, not an extra move action. The extra attack it granted could also only be used when taking the full attack, or so I believed.
#14

calronmoonflower

Nov 04, 2008 2:05:45
I know to two ways to make a 10 foot step instead of a 5 foot one.

The Sparing Dummy of the Master from the Arms and Equipment Guide allows you to do this, if you train with it enough.

One of the books also has a rule for making a 10 foot step with a high DC tumble check.

Both of these would allow for a full attack with skirmish damage.
#15

Arcane_Guyver

Nov 04, 2008 4:00:06
One of the reasons I like the Scout class is that it's sort of like a puzzle - "How the heck do I break this thing?"

In the Oriental Adventures 3e splatbook, it says you could make a DC 40 Tumble check to move 10 feet as a 5-foot step. A level 10 character with a good Dex could hit that DC alright with synergy from Jump, Skill Focus (Tumble) & Acrobatic, cat's grace (or some other +4 enhancement to Dex), and a masterwork tool for Tumble.
#16

drmorganes

Nov 04, 2008 9:30:29
And indeed, it applies to AoOs as well (assuming you have a melee scout, because it's a lot harder to make AoOs with a ranged weapon.).

Under normal circumstances, this isn't even possible. You need additional enhancements like the Arrow Mind spell or Prestige Class features.

Haste added +30ft enhancement bonus to your speed, not an extra move action. The extra attack it granted could also only be used when taking the full attack, or so I believed.

You are correct.

. . . and a masterwork tool for Tumble.

Masterwork tools apply only to Craft, Profession, and Disable Device checks. You'd need a +x skill item for that.
#17

Zherog

Nov 04, 2008 9:48:14
Masterwork tools apply only to Craft, Profession, and Disable Device checks. You'd need a +x skill item for that.

That's a reasonable house rule, but the actual rules leave it wide open to apply to any item/skill:

Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

For a reasonable example, a masterwork quill could certainly grant a bonus to Forgery.
#18

doomsought

Nov 04, 2008 17:47:39
Haste added +30ft enhancement bonus to your speed, not an extra move action. The extra attack it granted could also only be used when taking the full attack, or so I believed.

Oh, either they changed it or I was thinking of something else.
#19

chava

Nov 04, 2008 20:16:03
Here's what the Scout in the game I run normal does (once a high enough level) there is a feat called 'Double Step' (not WotC, but pretty balanced) which allows you to take a 10' free instead of a 5' free.

Since you are only allowed a move and attack action OR a 5' free and full attack action, the feat allows you to move 10 feet as a free action (and thus trigger the movement for skirmish) and get the extra damage on all attacks made.
#20

Zherog

Nov 04, 2008 21:33:59
Oh, either they changed it or I was thinking of something else.

Haste changed in the 3.0 to 3.5 conversion. In 3.0, you're correct - it grants an extra standard action. It was changed in 3.5 to grant an additional attack when you make a full attack.

As I recall, the change was made to prevent spellcasters from firing off three spells a round (Quickened, regular standard action, haste standard action).
#21

Zherog

Nov 04, 2008 21:34:52
Here's what the Scout in the game I run normal does (once a high enough level) there is a feat called 'Double Step' (not WotC, but pretty balanced) which allows you to take a 10' free instead of a 5' free.

Source?
#22

chava

Nov 04, 2008 21:55:30
A quick search on google directed me to the Netbook of Feats.
#23

Zherog

Nov 05, 2008 7:42:16
Many thanks.