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*Pathfinder & Starfinder
Complete Adventurer Erratta Posted--ATTENTION ALL SCOUTS!!!
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<blockquote data-quote="dvvega" data-source="post: 2464982" data-attributes="member: 524"><p>Well after reading everyone's opinions on the Scout update, here are mine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1. I disagree with the addition of the Disable Device ability as a class skill.</p><p></p><p>Why? Because a Scout is a ... well a scout. They're supposed to go ahead of the party, checking out the terrain, making notes of enemy positions, being able to note where all traps are (they get Search as a class skill), and report back to the party. Of course party here could be army, unit, what have you.</p><p></p><p>The Scout could of course then note all trap locations for the sapper/Rogue/trap guy to go around and disable them, or he could devise a better route to avoid the traps, and the enemy watch posts.</p><p></p><p>If the Scout was doubling as a Rogue for a group, then he would be cross-classing into a skill that he normally didn't use for his job function. Which is 100% how I read the class originally.</p><p></p><p>2. The mounted part of the Skirmish ability I agree with, however the ability should be renamed in some way, or described better.</p><p></p><p>Many military campaigns involved mounted skirmishers who would ride in on their horses and attack the flanks, causing disarray and then they would ride off. They would cause a panic, possibly turn part of the army away to face them, and thus enable the main force to attack from a stronger position. They are obviously using some verison of the Skirmish ability.</p><p></p><p>However, the Scout is not someone trained like this. It is obvious (well to me anyway) from the class description, and all of their abilities that they're supposed to be a median between Ranger and Rogue. However as someone has stated it may perhaps have been a Sneak Attack with Feint thing that was simplified into Skirmish.</p><p></p><p>3. The 10' clarification.</p><p></p><p>I agree that the 10' movement must be away from your starting position. It is pretty much a "sneak around to the unprotected flank and attack" ability. Just bouncing into the same square does not give this impression. The Fighter that is bearing down on you, with shield held in front, bastard sword raised high, is not going to suddenly be exposed if you move 10' by going 5' forward, 5' back. He doesn't have to change his defensive position in any major way. Neither would he change it much if you moved side to side. </p><p></p><p></p><p>As for the Leap Attack Thing ...</p><p></p><p>I think that the +100% is meant to be an easier way of saying x2 and if you are using a two-handed weapon with Power Attack it is x3. And we will see a further erratta in the coming months that rewords it again. However for now, with +100%, the Reckless/Powerful Charging Leap Attacker is going to become popular.</p><p></p><p>Because if you just add +100% you run the risk of them rolling maximum damage on a weapon (let us say 1d10 -> 10). With the x2 meaning you roll twice you're less likely to see a 20 damage rolled. With +100% you're going to get maximum damage a little more often (twice as often).</p><p></p><p></p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 2464982, member: 524"] Well after reading everyone's opinions on the Scout update, here are mine :) 1. I disagree with the addition of the Disable Device ability as a class skill. Why? Because a Scout is a ... well a scout. They're supposed to go ahead of the party, checking out the terrain, making notes of enemy positions, being able to note where all traps are (they get Search as a class skill), and report back to the party. Of course party here could be army, unit, what have you. The Scout could of course then note all trap locations for the sapper/Rogue/trap guy to go around and disable them, or he could devise a better route to avoid the traps, and the enemy watch posts. If the Scout was doubling as a Rogue for a group, then he would be cross-classing into a skill that he normally didn't use for his job function. Which is 100% how I read the class originally. 2. The mounted part of the Skirmish ability I agree with, however the ability should be renamed in some way, or described better. Many military campaigns involved mounted skirmishers who would ride in on their horses and attack the flanks, causing disarray and then they would ride off. They would cause a panic, possibly turn part of the army away to face them, and thus enable the main force to attack from a stronger position. They are obviously using some verison of the Skirmish ability. However, the Scout is not someone trained like this. It is obvious (well to me anyway) from the class description, and all of their abilities that they're supposed to be a median between Ranger and Rogue. However as someone has stated it may perhaps have been a Sneak Attack with Feint thing that was simplified into Skirmish. 3. The 10' clarification. I agree that the 10' movement must be away from your starting position. It is pretty much a "sneak around to the unprotected flank and attack" ability. Just bouncing into the same square does not give this impression. The Fighter that is bearing down on you, with shield held in front, bastard sword raised high, is not going to suddenly be exposed if you move 10' by going 5' forward, 5' back. He doesn't have to change his defensive position in any major way. Neither would he change it much if you moved side to side. As for the Leap Attack Thing ... I think that the +100% is meant to be an easier way of saying x2 and if you are using a two-handed weapon with Power Attack it is x3. And we will see a further erratta in the coming months that rewords it again. However for now, with +100%, the Reckless/Powerful Charging Leap Attacker is going to become popular. Because if you just add +100% you run the risk of them rolling maximum damage on a weapon (let us say 1d10 -> 10). With the x2 meaning you roll twice you're less likely to see a 20 damage rolled. With +100% you're going to get maximum damage a little more often (twice as often). D [/QUOTE]
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