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

Felon

First Post
First the good news:

Page 11: Scout’s Class Skills
Add Disable Device to the scout’s list of class skills.
(This addition fits with the flavor of the class.)

Now the bad news:

Page 12: Skirmish (class feature)
The second sentence of the skirmish class feature
should read as follows (new text indicated in red): 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.
The extra damage applies only to attacks made after the
scout has moved at least 10 feet. The skirmish ability
cannot be used while mounted
.

This update should be made wherever the skirmish
ability description is presented (see also pages 31, 56,
and 177).

Love it or leave it, here it is.
 
Last edited:

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Oh well, no more mounted scouts getting skirmish damage to ranged full attacks. However, by not saying that the scout has to move under his own power, the wording still has some loopholes.

Scout: Delays at the start of his turn.
Wizard: Uses telekinesis to bull rush the scout 10 feet.
Scout: Makes full attack, gaining skirmish bonus to damage.

Next round:
Wizard: Delays.
Scout: Delays at the start of his turn.
Wizard: Uses telekinesis to bull rush the scout 10 feet.
Scout: Makes full attack, gaining skirmish bonus to damage.

Etc.
 

Exactly how I ruled the skirmish ability ('cept for the mounted part, that is).
I don't think the addition of Disable Device is a good idea, tho. I really liked it the other way.

Bye
Thanee
 

Love it, since I like the scout class, but really dislike the "5ft, then 5ft. backpedal" tactic that has become so common.

[edit]adding DD as a class skill, I don't really know ... probably will houserule it the "old way".
 


FireLance said:
Scout: Delays at the start of his turn.
Wizard: Uses telekinesis to bull rush the scout 10 feet.
Scout: Makes full attack, gaining skirmish bonus to damage.

Next round:
Wizard: Delays.
Scout: Delays at the start of his turn.
Wizard: Uses telekinesis to bull rush the scout 10 feet.
Scout: Makes full attack, gaining skirmish bonus to damage.

That doesn't work. When you delay, your turn has not yet started, because you basically delay the start of your turn.

Bye
Thanee
 

I think the 'no mounted skirmish' ruling is unnecessary. The rule, that you have to move prior to getting the bonus already makes sure, that you cannot make a mounted skirmish full attack.

Of course, the question would then remain, at what point during the full attack the skirmish would kick in... ;)

Bye
Thanee
 

Thanee said:
I think the 'no mounted skirmish' ruling is unnecessary. The rule, that you have to move prior to getting the bonus already makes sure, that you cannot make a mounted skirmish full attack.

The mounted archery rules allow you to make a full-attack action while your mount moves (IIRC, your attack comes at the midpoint of the movement). Moreover, the mounted combat rules are kind of murky; at some points they say that for simplicity's sake you and your mount should be treated as a single creature, but in other sections you enjoy benefits specifically by virtue of being two different creatures.
 

Well, I'm currently playing a scout, and neither of these changes really bothers me. I may or may not bother picking up a few ranks of Disable Device. As for the moving bit, well, I wasn't using the "5-feet forward, 5-feet back" technique anyway, since I felt it was cheasy. And I think only once or twice have I dealt skirmish damage before moving, so it's not a big deal.

Yeah, it makes skirmish a tad bit weaker, but I rarely object to nerfs when they make logical sense. And this does.
 

Thanee said:
I don't think the addition of Disable Device is a good idea, tho. I really liked it the other way.
Me, too. And didn't some WotC staffer go on record, full-bore, saying the omission of Disable Device was intentional?

I think this was one step too far ... the scout clearly infringes on rogue territory now.

ryltar said:
Love it, since I like the scout class, but really dislike the "5ft, then 5ft. backpedal" tactic that has become so common.
I don't really understand what's wrong with this. (I don't play a scout, but there's one in a game I play in, and he uses this tactic. He's anything but overwhelming in combat.)

It seems to me that the point of the 10-foot move thing was to ensure the scout wouldn't get a full attack. The "5-foot shuffle" ensures that just fine. Is there some balance reason for this change that I'm missing?
 

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