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General Tabletop Discussion
*Pathfinder & Starfinder
Scout's skirmish ability
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<blockquote data-quote="Kaffis" data-source="post: 2089766" data-attributes="member: 10305"><p>As has been noted, mounts are your friend; failing that, manyshot (and even better, greater manyshot -- plain manyshot lets you do all your arrows + skirmish x1; greater lets you skirmish on each arrow since you're making multiple rolls).</p><p></p><p>As for being less useful than sneak attack -- sneak attack at range is a real pain to actually get off beyond the beginning of combat. Rehiding stinks, etc. Remember, you can't flank at range, and you don't benefit from other party members' flankings.</p><p></p><p>Basically, remember the very requirement to skirmish is to be mobile; and that mobility has its own power. You've got some range on your opponent, you get AC bonuses to charges or return ranged fire, and you can pull all this off if caught solo (again, as was mentioned) or in other situations when your enemies are concentrating on you -- which would preclude a rogue from re-hiding typically.</p><p></p><p>The only underpowered thing I see in skirmish is that it's limited to 30 feet. I think I'd probably house rule that to 60', just to accentuate the benefit of range.</p><p></p><p>The thing I find most interesting about the scout is the inclusion of blindsight abilities. Coupled with range and an incentive to move around, a scout who picked up a level or rogue or a few levels of cleric so as to be able to cast some darkness would be pretty intimidating -- arrows from all around in the darkness. *shudder*</p></blockquote><p></p>
[QUOTE="Kaffis, post: 2089766, member: 10305"] As has been noted, mounts are your friend; failing that, manyshot (and even better, greater manyshot -- plain manyshot lets you do all your arrows + skirmish x1; greater lets you skirmish on each arrow since you're making multiple rolls). As for being less useful than sneak attack -- sneak attack at range is a real pain to actually get off beyond the beginning of combat. Rehiding stinks, etc. Remember, you can't flank at range, and you don't benefit from other party members' flankings. Basically, remember the very requirement to skirmish is to be mobile; and that mobility has its own power. You've got some range on your opponent, you get AC bonuses to charges or return ranged fire, and you can pull all this off if caught solo (again, as was mentioned) or in other situations when your enemies are concentrating on you -- which would preclude a rogue from re-hiding typically. The only underpowered thing I see in skirmish is that it's limited to 30 feet. I think I'd probably house rule that to 60', just to accentuate the benefit of range. The thing I find most interesting about the scout is the inclusion of blindsight abilities. Coupled with range and an incentive to move around, a scout who picked up a level or rogue or a few levels of cleric so as to be able to cast some darkness would be pretty intimidating -- arrows from all around in the darkness. *shudder* [/QUOTE]
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Scout's skirmish ability
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