Skirmish and full attack

pawsplay said:
That happens on the Marshal's turn, though.

Yeah, but a marshal who readies an action could do it on the scouts turn. Interesting tactic, wonder if there is a way to affect multiple scouts with it so that they can all move and get a full attack...
 

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Lots of nice ways in the Tome of Battle (Book of Nine Swords). Earliest is Sudden Leap (1st level Tiger Claw); one level of Swordsage or Warblade could get you that.

Cheers, -- N
 

Caliban said:
Yeah, but a marshal who readies an action could do it on the scouts turn. Interesting tactic, wonder if there is a way to affect multiple scouts with it so that they can all move and get a full attack...

No, the Marshal's action would still interrupt the initiative order, the marshal would perform his action on his own turn (his new spot in the initiative order) immediately before the triggering action, and the scout would then act.
 

Caliban said:
Yeah, but a marshal who readies an action could do it on the scouts turn.

I'm not 100% sold that that readied action occurs during the scout's turn - I've always read the 'interrupts' and 'continues' parts to suggest that the scout's turn is suspended while the readied action takes place.

But as it turns out, it doesn't matter, since the 10 feet of movement must occur during the round, not during the scout's turn. Given that the attacks must occur during his turn, and the movement is based on his location at the start of the turn, the movement must obviously take place between the start and end of his turn, but it's not specifically required to be during his turn, so however one chooses to read the Readied Action text becomes irrelevant.

Cool :)

-Hyp.
 

Cool Indeed. I'm at work, so didn't have my books available to check it out (and checking the SRD at work is problematic).

I've now got an idea for an encounter with a marshal and small group of scouts...
 

Caliban said:
I've now got an idea for an encounter with a marshal and small group of scouts...

Remember that the Marshall can only take his readied action between the start and end of turn of one of the scouts, so only one will get super skirmish out of him.

-Hyp.
 

There is a lot of stuff that grants you either an extra 5 foot step, or turns it into a 10 foot step, you just have to look around in all the books. Off the top of my head:

Elocator
Training Dummy (Arms and Equipment 3.0)
There is a Martial Stance from ToB which grants an extra 5 foot step

I know there are several others out there
 

Best method for "full-attack action" with scout:

Scout3/RangerX with Swift hunter feat (better BAB), Imp Skirmish and Greater Manyshot.
 



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