Scout Skirmish ability and AoO?

Think of attack action as a subset of standard action. The logic generally follows the same pattern as does magic with schools and subschools and then there are descriptors, etc.

When swift was added to the list of action types (it wasn't in the PHB) it required some comparisons of the various types of actions.

In a round a character is eligible for:

1 - move action
1 - standard action
1 - swift action



I think that is all action types available. Everything else are subsets or combinations.

An attack is a standard action. (consider it a subtype).

Casting a spell is a standard action. (another subtype)

A full round action is all actions for the round (i.e., no other actions can be taken). A full attack is subtype of this special case or combination of actions.)

An immediate action is just an action of the appropriate type that falls outside of the normal initiative order.

A charge is a move action that ends in an attack and takes up all actions for the round.
Even though it can be done as a partial action it cannot be combined with other actions, like attack and then charge, etc.

I don't know it is pretty easy to understand, especially if one looks at the table and not just the text itself.
 

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Elder-Basilisk said:
My goodness! As if the book isn't already generally dry. You might as well ask them to write it in machine code while you're at it so that it can run on a computer.

There are things in the books that are poorly worded or poorly defined, but actions are not one of them.

Machine code! I love it. And that's just what an overly lawful system such as this would require. Lawful systems spawn more debate over law than any other type, and the only solution is more law.
 

Crothian said:
if that were true there would not be this confusion

No offense, but you seem to be the only one confused by this. It's not the RAW that is confusing (at least in this instance), but I think you are creating your own confusion.
 

irdeggman said:
A charge is a move action that ends in an attack and takes up all actions for the round.
Even though it can be done as a partial action it cannot be combined with other actions, like attack and then charge, etc.

Hmm, don't like that description. A Charge is a full round action that incorporates movement of up to twice your speed, and a single melee attack. It's not a move action.

If you are restricted to performing only a move action or standard action in your turn, you can perform a Charge, but it is limited to your speed, not twice your speed.

-Hyp.
 

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

No downside at all actually. Just Tumble 10-feet (usually out of your foe's threatened area) and then do your skirmish attack. Afterall, the scout does have Tumble as a class skill.

Looks to me that the Scout has it easy compared to the Rogue, though the Skirmish extra dice progression is kinda slow by comparison. Though it doesn't look like the Skirmish ability produces viable amounts of damage in the higher levels for the scout by itself, making feats such as Manyshot and Improved Manyshot must-haves for this class. Either that or go OofBI, which should result in a slightly higher-damage yield build than a straight ranger or fighter build to the OotBI PrC.
 
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FireLance said:
Another option for the melee scout is to use a reach weapon such as a longspear.

I'm starting a new character next week who will be a melee based scout with a longspear. The idea will be formation supporter (it's a fighter-type only campaign) moving around, attacking and providing a large threatened area to limit enemy flanking maneuvers or whatnot. With combat reflexes, hold the line, and such, it should be fun when AoOs are doing extra skirmish damage as well.
 

Brain said:
With combat reflexes, hold the line, and such, it should be fun when AoOs are doing extra skirmish damage as well.

I'd read the fine print before trying this first: "The extra damage applies only to attacks during the scout's turn."
 


FireLance said:
Another option for the melee scout is to use a reach weapon such as a longspear.
I've got a Ranger 1/Scout 4 using a spiked chain to great effect. Controls the flow of the battle around him. Having that kind of reach and some great mobility means having a certain amount of control over who moves where. Plus with tumble he moves around melee without much effort. Then, when an enemy tries to clos ein on him, heusually gets an AoO from reach. Nice stuff. Not overpowered, but he fills a nice nitche and the need for movement really makes you think about combat.
 

Crothian said:
I'm not explaining it right. They just seem to have 4 actions types (full round, move, standard, swift) and then they go invent new ones like the attack action when all it is is s standard action used for an attack. They should keep to the four action types.

What the flying smurf is trying to explain you is that they don't, actually, "go invent new ones action types".

It's like saying "EN World has just four types of members (registered users, community supporters, moderators, administrators)" and then claiming "but why do they invent new types of members, like Gez or Crothian?" . . .

By the way, there are more than four types of actions:
full-round, standard, and move, OK, but then you have:
"Not-an-action" for things like making a saving throw.
"Free actions" for actions you can make an unlimited number of time per round, on your turn.
"Swift actions" for actions that are like free actions, except you can make only one per round.
"Immediate action" for actions that are like free actions, except you can make them outside of your turn.

That's a total of seven.
 

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