Complete Adventurer Erratta Posted--ATTENTION ALL SCOUTS!!!

Bront said:
Doh, didn't see the 3rd sentance.

So, it's x2 or x3 instead of x1 or x2.

Um, why is this even erattaed? Seems like nothing changed.

The only thing I can thing of is that they are making sure you know that the multiplier only applies to the bonus damage from the Power Attack, not to the whole thing. Using '+100%' is dissonant enough to make you reread the feat. If they'd kept the original wording, one might have simply increased the total multiplier, increasing not only the Power Attack damage, but the base damage roll as well.

Again, this is a stretch.
 

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Thanee said:
So you triple the extra damage from power attack, which is +2 per -1 normally, so +6 per -1 as Iku Rex says? :p

As I read it, the Leap Attack bonuses replace the normal Power Attack bonuses, they don't stack. So normally Power Attack with a one-handed weapon gives you a 1:1 bonus; Leap Attack increases that to 2:1. With a two-handed weapon, Power Attack normally gives you a 2:1 bonus; Leap Attack increases that to 3:1.
 

Sir Brennen said:
I tend to agree. Many people have argued that the Scout is meant to "find a way around" traps he finds. Well, there is no "Avoid Trap" skill. Without DD, it's up to the party as a whole to find a way around the trap, not just the Scout. And this will probably mean expenditure of party resources - HP, spells, special abilities or item charges. Using DD is free (if it succeeds.) This impact on party resources can have a trickle effect on the rest of the adventure, and the DM should adjust things accordingly.

Also, DD is simply not a skill where it's really effective to use cross-class. It's like having a couple ranks in Demolitions :p

As mentioned, adding DD as one of the available options for the Scout doesn't mean they're going to replace the rogue. I'm currently playing a Scout, and if there was a rogue in the party that was maxing out his DD skill, well, there are plenty of other skills for me to sink my points into instead. I'm already trying to avoid spreading myself too thin as it is :)

I have to agree that having a scout who doesn't have a way to disable the traps he finds as a class skill seemed really weird to me. Disable device as a class skill seemed a no-brainer to me, then at least the player has the choice to be good at finding and disabling them or finding and then finding some other way to avoid them.
As far as replacing the rogue, I don't see a problem with that. I don't think there's a problem with classes infringing on each other. As long as there are still some differences in emphasis, some players will be drawn to one class, some to another. The likelihood of one PC being a total fifth wheel, given those choices (even if some are very close) and the choices of how to spend skill points and feat slots, is low.
I think one of the design flaws in 3E is the way they have worked too hard to make sure infringement doesn't happen. I don't think it's a problem.
 

Delemental said:
As I read it, the Leap Attack bonuses replace the normal Power Attack bonuses, they don't stack. So normally Power Attack with a one-handed weapon gives you a 1:1 bonus; Leap Attack increases that to 2:1. With a two-handed weapon, Power Attack normally gives you a 2:1 bonus; Leap Attack increases that to 3:1.

Agreed.
 

Bront said:
Pout, they Erratta'd Natural Bond to only apply to one animal companion.

Too late!

I am already running it allowing it to apply to both of the party druid's companions.

I don't really think it needs errata'd though. AFAIAC, if the druid's level is good enough to be the basis of multiple companion mods, then the feat should be, too. I don't think it's unbalanced.
 

Sir Brennen said:
As mentioned, adding DD as one of the available options for the Scout doesn't mean they're going to replace the rogue. I'm currently playing a Scout, and if there was a rogue in the party that was maxing out his DD skill, well, there are plenty of other skills for me to sink my points into instead. I'm already trying to avoid spreading myself too thin as it is :)

Man, rogues are so awesome it's comical IMO to think that giving some other base class Disable Device negates them. Rogues will still have access to Open Locks, Trap Sense, all those Cha-based skills, and oh yeah--Sneak Attack! I've seen parties with multiple rogues in them, and certainly nobody was complaining.
 

Psion said:
Too late! I am already running it allowing it to apply to both of the party druid's companions. I don't really think it needs errata'd though. AFAIAC, if the druid's level is good enough to be the basis of multiple companion mods, then the feat should be, too. I don't think it's unbalanced.

What? Oh lord....of course it's unbalanced. Druids are unbalanced, as are all thing pertaining to them, all things they come into contact with. I'll see to it that you get a copy of the memo, mmm-kay?
 

Felon said:
Man, rogues are so awesome it's comical IMO to think that giving some other base class Disable Device negates them. Rogues will still have access to Open Locks, Trap Sense, all those Cha-based skills, and oh yeah--Sneak Attack! I've seen parties with multiple rogues in them, and certainly nobody was complaining.

And the best skill of all . . . UMD.
 

Delemental said:
As I read it, the Leap Attack bonuses replace the normal Power Attack bonuses, they don't stack. So normally Power Attack with a one-handed weapon gives you a 1:1 bonus; Leap Attack increases that to 2:1. With a two-handed weapon, Power Attack normally gives you a 2:1 bonus; Leap Attack increases that to 3:1.
"As you read it?!"

How on earth do you read "triple the extra damage from Power Attack" to mean the above? :confused:

A character with a greataxe uses Power Attack, subtracting 5 from his attack roll(s).

Question 1: What is "the extra damage from Power Attack"? Answer: 10.
Question 2: What is "triple the extra damage from Power Attack" Answer: 3x10=30.


I've seen people argue that this is a "tripled doubling", aka a quadrupling in DnD terms. (Answer: 5x4=20.) However, you're tripling "the extra damage from Power Attack" which have never been doubled before.

(Anyone who likes the "tripled doubling" interpretation should check the rules to find out how you treat the extra damage from Power Attack when you score a critical hit for triple damage with a two-handed weapon. Does your final damage include 4x or 6x the attack penalty chosen for Power Attack?)
 

Thanee said:
I don't think the addition of Disable Device is a good idea, tho. I really liked it the other way.

I liked that way as well. I guess they caved to public pressure. Also I noticed that they cut the benefit of the broad bladed short sword down from 2 to 1. I'm not sure I like that change, but I guess it does mean that you do get the bonuses from having one in each hand.
 

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