Skirmish and full attack

Hypersmurf said:
Exactly...?

-Hyp.

A round is only when you are acting. So if you attack in a round, but do not move in that same initiative segment, you are not skirmishing. It is only the same round if you both move and attack. You must have moved since the beginning of your turn, but you must move in the round you attack in order to skirmish.

No skirmishing on AoOs, for instance.
 

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pawsplay said:
A round is only when you are acting. So if you attack in a round, but do not move in that same initiative segment, you are not skirmishing. It is only the same round if you both move and attack. You must have moved since the beginning of your turn, but you must move in the round you attack in order to skirmish.

No skirmishing on AoOs, for instance.

If I remember correctly, a round counts from your initiative count on your turn all the way to just before that initiative count comes around again. Not just when you are acting.

That's why when a monk sucessfully uses Stunning Fist on someone they remain stunned for 1 round - which means until just before the monks next turn, and includes the turns of everyone else who acts before then.
 
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SRD said:
The Combat Round
Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.

Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Hypersmurf and Caliban are using 'round' correctly.
 

theirs a monk tool only iteam in arms and equipment. Its a sparing dummy but its like a tome. You have to make a one time check (forget what kind) if you make it, afterworlds you can always make a 10 foot step instead of a 5 foot step. But if you fail you don't get the ability and you just wasted a ton of gold.

*my mistake* you need to train for two weeks and if its interrupted you can never gain the benefit of the sparing dummy or something like that.
 
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pawsplay said:
A round is only when you are acting.

Let's say I have Combat Reflexes and a Dex of 12.

If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round.

After my turn is over, two people move through my threatened area.

I can make two AoOs per round. It's not my turn. Can I make those AoOs?

-Hyp.
 

The Errata seems to indicate that the Marshall ability will work. And AoOs are affected as well.

Page 12: Skirmish (class feature)
The second sentence of the skirmish class feature
should read as follows (new text indicated in red): She
deals an extra 1d6 points of damage on all attacks she
makes during any round in which she moves at least 10
feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the
scout has moved at least 10 feet. The skirmish ability
cannot be used while mounted.

This update should be made wherever the skirmish
ability description is presented (see also pages 31, 56,
and 177).
I italicized the red text in the Errata quote.
 

Kmart Kommando said:
And AoOs are affected as well.

No, they aren't.

Pre-errata:

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn.

Post-errata:

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn.

Notice that the sentence "The extra damage applies only to attacks taken during the scout's turn" is unaffected by errata.

-Hyp.
 



Did someone mentioned Tempest and it's advanced Spring Attack already?
brendan candries said:
The Spring Attack+ feats of PHBII (Bounding Assault; Rapid Blitz) are an option.
Tough bab requirements (12; 18) for a 3/4 bab scout though.
See above, Scout/Ranger with Swift Hunter.
 

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