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Scout Skirmish Ability Question
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<blockquote data-quote="Eman Resu" data-source="post: 5416706" data-attributes="member: 100340"><p>what like whirlwind attack?</p><p>the main problem is a ya cant move more than 5' and get full round, class not thought out.</p><p>even if you find a way to attack after moving 10' or more then your left standing there toe to toe until your next init. </p><p>I read up bounding assault (spring attacks big brother) and two wep strike and those are the only feats I know of that allow two attacks after a move, and bounding ass. allows you to move after attack as spring attack does. </p><p> </p><p>Everybody seems to have asnswers to fix the scouts main problem -as written it cant work! But all the solutions are in magazines or off-core books, or some expensive magic item the pc will never see. We use the complete series (most) and core.</p><p> </p><p>Magic items just dont grow on trees, in our low-magic campaign, the Red Wizards are the only ones with open "shops" as they kill anybody who competes. The rest of items are found in dungeons etc.</p><p> </p><p>So if your a core only campaign, make a single class scout work. Without access to unique magic items. Again after reading into it, none of us can figure out how they intended this class to work, we like the idea, of a rogue/ranger combo with new class abilities but errumm do it with core and a low magic campaign.</p></blockquote><p></p>
[QUOTE="Eman Resu, post: 5416706, member: 100340"] what like whirlwind attack? the main problem is a ya cant move more than 5' and get full round, class not thought out. even if you find a way to attack after moving 10' or more then your left standing there toe to toe until your next init. I read up bounding assault (spring attacks big brother) and two wep strike and those are the only feats I know of that allow two attacks after a move, and bounding ass. allows you to move after attack as spring attack does. Everybody seems to have asnswers to fix the scouts main problem -as written it cant work! But all the solutions are in magazines or off-core books, or some expensive magic item the pc will never see. We use the complete series (most) and core. Magic items just dont grow on trees, in our low-magic campaign, the Red Wizards are the only ones with open "shops" as they kill anybody who competes. The rest of items are found in dungeons etc. So if your a core only campaign, make a single class scout work. Without access to unique magic items. Again after reading into it, none of us can figure out how they intended this class to work, we like the idea, of a rogue/ranger combo with new class abilities but errumm do it with core and a low magic campaign. [/QUOTE]
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