Scout Skirmish ability and AoO?

lyle.spade

Adventurer
This may sound stupid, but it seems to me that the Scout (in the Complete Adventurer) ability 'skirmish,' which gives a PC +1d6 damage in a combat round when he moves at least 10 feet, also results in that PC always opening himself to attacks of opportunity. Does this sound right? I have the 3.0 rulebooks, so maybe there's something I'm missing, as the Complete Adventurer is 3.5. I've checked the System Reference Document online, but it doesn't address this.

Skirmish is a pretty cool ability -- it goes up by an additional d6 every few levels, making the light fighting scout a good character option. But starting at 1st level, this is the ability that sets the Scout apart from others -- and yet it seems to nullfy its utility, since it opens the lightly-armored Scout to AoOs every time the ability is used.

Any thoughts?
 

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Well it all depends on how you move...

If you are 30' from an opponent you could move up to them (or even Charge) and not provoke an AoO.
You can go for Spring Attack and use "hit and run" tactics to avoid AoOs.
You can crank up Tumble (a class skill if I am not mistaken) and prevent AoOs that way.
You can use a ranged weapon and stay at range (within 30') and just move 10' feet and fire getting +1d6 skirmish.
 

I believe the skirmish attack can be a missile attack, so can be done outside threat zones. Otherwise, in melee, just have to finish your target before moving on to the next.
edit: I take too long to type.
 


Thanks for the replies thus far. But I'm still stuck: yes, there are a number of ways to use additional abilities and means of attack to negate the seemingly built-in AoO problem, but those don't address the core issue: isn't it odd that a special ability -- something like the defining special ability of the class, available at first level -- would open that new PC up to getting attacked MUCH more often...so long as he uses one of those defining abilities? I have the 3.5 DM's screen, and on it clearly listed 'Move more than 10 feet' under combat actions -- and this (move) action is also noted as provoking an AoO.

So I am reading the ability or the rules incorrectly...or does this ability have an inherent, nasty downside?
 

Not nasty downsides, just limitations on how often and in what situations it can be effectively used. Given the contortions that a Rogue has to go through to use SA on anything approaching a regular basis, I'd say that the Scout has it easy.
 

A rogue cannot use his sneak attack every round using ranged attacks, a scout has trouble using skirmish every round during melee.
 

thalmin said:
A rogue cannot use his sneak attack every round using ranged attacks, a scout has trouble using skirmish every round during melee.

Rogues have a tough time using SA every round in melee unless they outnumber the opponent, or the opponent has poor mobility/tactics.
 

sullivan said:
Rogues have a tough time using SA every round in melee unless they outnumber the opponent, or the opponent has poor mobility/tactics.
Agreed, though it is easier than SA in ranged. A scout has the easier time with skirmish in ranged than in melee. Given the relative safety in ranged attacks over melee, it seems the scout got the better end of this one.
 

seems like good reasoning to me

thalmin said:
Agreed, though it is easier than SA in ranged. A scout has the easier time with skirmish in ranged than in melee. Given the relative safety in ranged attacks over melee, it seems the scout got the better end of this one.

Thank you, all -- that'll help a lot, especially for my player as he chooses his feats, decides how to approach combat, and looks to how he wants to advance his guy.

And now, just my luck, he'll probably decide against a Scout....
 

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