Scout's Skirmish Attacks


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Sir Brennen said:
I think the Skirmish ability description states it can't be used with AoO's - Otherwise, a Scout with Combat Reflexes would be a terror.

I'm actually inclined to house-rule that. I think it should qualify as a monumentally stupid thing to try to move past a skirmish line.
 


There is also and Axe Thrower feat in I think Races of Stone which lets you get an extra Thrown Weapon Attack during a charge -- Charge foward 2 Squares -- throw the axe -- than you get the normal attack during the charge --

The extra AC from skirmish makes up for the loss from a charge too
 


the scout doesn't need the extra attacks,. Witrh their movement and high damage ofr a singel attack (especially with manyshot and improved) they can be scarey.
 

Ace said:
There is also and Axe Thrower feat in I think Races of Stone which lets you get an extra Thrown Weapon Attack during a charge -- Charge foward 2 Squares -- throw the axe -- than you get the normal attack during the charge --

The extra AC from skirmish makes up for the loss from a charge too

See also Hurling Charge from MiniHB.
 

lgburton said:
there's a feat in (complete adventurer?), i think it's named "dual strike" for dual weilding characters, which allows them to take a single attack (at penalty) with both hands in a round during which they have moved. though i think that's the best that you're goign to get without going psionic or dervish.

Unfortunately, the feat expressly states that precision-based damaged only applies to one of the attacks.

Enkhidu said:
Get yourself a Marshall in the party - the Grant Move Action ability should allow this when applied to the Scout.

That ability lets the scout move during the marshal's turn, not the scout's.

Gez said:
See also Hurling Charge from MiniHB.

That should work!

Crothian said:
the scout doesn't need the extra attacks,. Witrh their movement and high damage ofr a singel attack (especially with manyshot and improved) they can be scarey.

Wasn't really looking for an editorial, but the damage is really not that great compared to what other characters of similar level can do with a full round of attacks. Of course, it's not supposed to be great; it's supposed to allow you to stick and move, which is otherwise a very weak tactic in D&D.

Surprised nobody mentioned Cleave yet. Kinda obvious.

And I think the Exit Wound magic weapon property from CW should work.
 
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Felon said:
Other than by taking level's in CW's Dervish PrC, are there are any other ways available to move more than 5 feet and still take multiple attacks (note that I want the skirmish damage bonus to apply to all attacks, so Manyshot, for instance, wouldn't count).

Yup.

-Hyp.
 


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