Scout's skirmish ability

Shellman

First Post
I need some input on interpreting the Scout's abilities.

After reading the description of the Skirmish ability, it seems to me that it is not as useful as I first thought.

Since the skirmish damage depends on the Scout moving at least 10 ft. in the round. Isn't that going to limit the Scout from getting the additional skirmish damage when taking a full attack action since he has to move more than 5 feet to get the extra damage?

It seems less useful than the Rogues sneak attack to me. At least the Rogue can do the additional sneak attack damage on a full attack action if the conditions are right for each attack.

In addition, why give the Scout trapfinding if you don't give him Disable Device as a class skill.

What changes would you recommend to this class if any at all to use it? I was thinking make the skirmish damage as sneak attack (without the movement requirement), or would that be too unbalancing for the class?
 

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Shellman said:
I need some input on interpreting the Scout's abilities.

After reading the description of the Skirmish ability, it seems to me that it is not as useful as I first thought.

Since the skirmish damage depends on the Scout moving at least 10 ft. in the round. Isn't that going to limit the Scout from getting the additional skirmish damage when taking a full attack action since he has to move more than 5 feet to get the extra damage?

It seems less useful than the Rogues sneak attack to me. At least the Rogue can do the additional sneak attack damage on a full attack action if the conditions are right for each attack.

Correct
In addition, why give the Scout trapfinding if you don't give him Disable Device as a class skill.
Because the scout is about finding and bypassing traps, not disarming them
What changes would you recommend to this class if any at all to use it?
None
 

Derren said:
Correct
Because the scout is about finding and bypassing traps, not disarming them
None

But you still need Disable Device to be able to bypass the trap anyway! It doesn't seem to make sense to be able to find traps if you can't do anything about them.
 

Why do you want to change this class, it looks good the way it is.

the trap was spotted so what is problem, just walk around it.
 

The reason they call the ability "skirmishing" and not "move in and do lots of damage" is to suggest shoot-and-scoot tactics for the scout. Scouts are not designed to do full round attacks. They are designed to move in, lay some quick smackdown, and move out. Try outfitting your scout with some more powerful weapons (eg, adding elemental effects to weapons) if you want to make the most of single attacks. Also, scout/rogues make great combinations. Nothing like a few skirmishing dice to add to the sneak attack on a well-arranged flanking manuever.
 



The 10-foot movement requirement is what balances the class. At first I thought the lack of Disable Device was an error, but I agree with the other posters that was probably omitted intentionally.

The scout is fine as is.
 


Shin Okada said:
It is a good idea to take Spring Attack and Shot on the Run feats. Don't try to stand still and go toe to toe with an opponent.
Unless your campaign is very dungon-centered (and if it is, why the hell are you playing a scout?), Mounted Archery is an excellent feat for a scout. Remember that your mount moving qualifies you for skirmish damage, and does not prevent you from taking a full attack (albeit at a penalty).
 

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