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Thread: Skirmish + Teleportation = ???
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2010-11-07, 09:28 PM (ISO 8601)
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Skirmish + Teleportation = ???
I've been thinking about using a Skirmisher character, but don't know if I can activate Skirmish if I use a teleportation power. =\ Is there a RAW thing that says no somewhere, meaning I gotta get it house ruled, or...?
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2010-11-07, 09:30 PM (ISO 8601)
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- Jun 2007
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- North Bay/Ottawa, Canada
Re: Skirmish + Teleportation = ???
I don't know about the RAW interpretation, but I would certainly rule that teleportation does not trigger skirmish.
Thanks to banjo1985 for the amazing Avatar.
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2010-11-07, 09:37 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
That sort of kills my goal there =\ Ah well. Maybe I can use a Shadow Pouncer...
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2010-11-07, 09:39 PM (ISO 8601)
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- Aug 2010
Re: Skirmish + Teleportation = ???
By RAW it triggers. You have moved 10 ft. or more from your original spot, nothing else matters. It may be ruled differently though. Bottom line is, as always, check with your DM.
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2010-11-07, 09:41 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
The exact text on page 12 of Complete Adventurer is that,
Originally Posted by Complete Adventurer
EDIT: Ninja'd.Last edited by Kellus; 2010-11-07 at 09:41 PM.
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2010-11-07, 09:52 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
It seems like it should work. That's actually a pretty awesome idea.
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2010-11-07, 10:01 PM (ISO 8601)
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- Oct 2009
Re: Skirmish + Teleportation = ???
as long as going from point A to B counts as moving (which it kinda does) you should be fine. and be playing a really cool character.
"Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down."
You know you're an epic wizard when you use a stilled silent extended quickened Gust of Wind spell to blow out the candles of your candle covered birthday cake.
Adventurers steal everything thats not nailed down. And what is. And the nails. After all, a bag full of nails can fetch a pretty penny. No doubt they'll weaponize it, too.
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2010-11-07, 10:03 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
I wouldn't allow it. To me, the extra damage from skirmish is due to the character taking time to study the enemy and find the weakspot or most advantageous position to strike from, and I feel that it is during the movement that this study and observation is taking place. Teleporting cuts that out.
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2010-11-07, 10:09 PM (ISO 8601)
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- Nov 2007
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2010-11-07, 10:11 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
I'd allow it. It's tricky enough to get teleportation as a swift action, especially for a non-ToB martial class.
I mean, Psywars, Swordsages etc. are already doing it; it's not going to break the Scout any.Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2010-11-07, 10:26 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
Last edited by Beelzebub1111; 2010-11-07 at 10:29 PM.
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2010-11-07, 10:45 PM (ISO 8601)
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- Oct 2009
Re: Skirmish + Teleportation = ???
I always thought that the movement created the opportunity for an effective and unexpected shot due to the enemy not being able to ready a defense or absorb the blow. sort of how the movement created an angle to the enemy's jugular or something. Teleportation would theoretically be even more effective for that purpose.
"Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down."
You know you're an epic wizard when you use a stilled silent extended quickened Gust of Wind spell to blow out the candles of your candle covered birthday cake.
Adventurers steal everything thats not nailed down. And what is. And the nails. After all, a bag full of nails can fetch a pretty penny. No doubt they'll weaponize it, too.
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2010-11-07, 11:04 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
@Brendan: I thought the same, fluff wise.
RAW says movement, so... Yay! =D
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2010-11-07, 11:06 PM (ISO 8601)
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2010-11-07, 11:30 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
Plague Doctor by Crimmy
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2010-11-08, 04:22 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
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2010-11-08, 04:45 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
A couple levels of Ardent with the Freedom mantle would give you Dimension Hop, a 1st level swift action 10' teleport power. That would give you a few uses per day of it, assuming you don't burn your PP on other things.
As far as fluff-wise, I always interpretted skirmish as a change in perspective. Movement is a way to change your perspective, allowing you to spot AND capitalize on openings created by disorienting your opponent. Movement via teleportation would certainly qualify in that regard.
Now you just need a skirmish/psionic advancing PrC similar to Unseen Seer or such.
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2010-11-08, 04:47 PM (ISO 8601)
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- Sep 2007
Re: Skirmish + Teleportation = ???
By RAW, I wouldn't allow it. The character doesn't actually take an action that somehow counts to its movement limit. To nitpick even more, teleportation is IMHO defined as "changing your location without actually moving".
By RAI, however, I'd totally allow it. It's a cool move and it fits the assaulting/surprising/whatever theme in which the scout gains the damage.
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2010-11-08, 04:59 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
IIRC, the errata specifically disallows mounted movement from triggering Skirmish. Depending on how it's worded, it may also ban teleportation. Can someone who isn't blocked at worked check?
Also, Skirmish is a HORRIBLE way to boost damage. You top out at +5d6 damage (average of 17.5) at 17th level. (More if you spend feats on it, but you could be spending the same feats on Craven, Dragonfire Inspiration, Power Attack, anything that adds extra attacks, etc). And it comes with Precision restrictions. So there's really not much reason to invest in it.
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2010-11-08, 06:14 PM (ISO 8601)
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- Oct 2008
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- Freljord
Re: Skirmish + Teleportation = ???
Homebrewer's Signature | Avatar by Strawberries
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2010-11-08, 08:21 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
Well, teleporting behind someone and shanking them doesn't trigger Sneak Attack. I wish Swift Ambusher had let you stack the two values and have them both triggered by the circumstances that triggered one.
Ah well.
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2010-11-08, 11:12 PM (ISO 8601)
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Re: Skirmish + Teleportation = ???
If he could study them while standing still, you could do away with the need for movement at all. Since there is a neccesity to move 20ft for the ability to work, this is the reason I came up with.
Except that it works for ranged shots too. You don't get more momentum by moving before shooting an arrow, so I feel this also is not a very sensible way to explain the need for movement.
While I agree that teleportation would be more effective if that is what the movement achieved, I don't really feel that having the movement achieve that makes sense, based mostly on the fact that anyone else moving 20ft before attacking doesn't achieve the same result. I know that you can hand wave this as 'plenty of classes do the same thing without the same result' but I've just always felt that it makes sense for the scout to be trained at finding a weak spot, like a rogue is, and the movement is them searching for it. To each their own.
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2010-11-08, 11:21 PM (ISO 8601)
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- Jul 2008
Re: Skirmish + Teleportation = ???
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2010-11-09, 12:25 AM (ISO 8601)
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Re: Skirmish + Teleportation = ???
But teleportation is more effective at that, too. If I run behind you during a fight, you are going to follow my movement by turning to keep me in focus unless you have a really good reason not to. But if I teleport behind you, you're wide open; even if you do know where I went, there's going to be that moment of disorientation from my "now-you-see-me-now-you-don't" act.
Which of the two is more likely to reveal a weak spot? The teleportation.Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2010-11-09, 01:41 AM (ISO 8601)
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Re: Skirmish + Teleportation = ???
Yeah, thats my point, this is how I would rule it. I'm not saying it is how it should be done, or that other interpretations cannot be used, I'm just saying how I would do it.
Which completely misses what I said. If you scroll up you will see that I said that I, personally, feel that it is the time taken to study the target that allows the scout to find a weak spot, not the enemy being off guard. There are other viable ways to put an enemy off guard while standing still that don't allow you to get your skirmish.
Using feint is a good example here. If a scout feinted to put an enemy off guard they would not gain the benefit of using skirmish, even though the enemy is now, not just descriptively, but mechanically more off guard then if you teleported beside them, due to losing their dex bonus to AC. As this does not trigger skirmish damage, it makes no sense to me to say that skirmish deals with catching enemies off guard to discover weakspots. That's a rogue thing.
By teleporting, the scout is not spending any time studying their target, looking for a weak spot, so I, personally, would not rule that it works.Last edited by BridgeCity; 2010-11-09 at 01:45 AM.
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2010-11-09, 01:48 AM (ISO 8601)
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Re: Skirmish + Teleportation = ???
It's a common tactic but I don't like it. Besides violating the fluff it causes a dramatic difference in power. Ya, skirmish is so-so otherwise. But forcing people to pick certain options, leaving less room for other options, is a dull and horrible way to "fix" anything. Plus many groups don't play at that level of power.
Last edited by ericgrau; 2010-11-09 at 01:50 AM.
So you never have to interrupt a game to look up a rule again:
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2010-11-09, 02:04 AM (ISO 8601)
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2010-11-09, 02:15 AM (ISO 8601)
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Re: Skirmish + Teleportation = ???
Times 4-7 attacks ya.
Last edited by ericgrau; 2010-11-09 at 02:15 AM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2010-11-09, 02:24 AM (ISO 8601)
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- Feb 2010
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Re: Skirmish + Teleportation = ???
That's... not really all that much better than a TWF rogue. Who can actually do it much more reliably. =|
Maybe I'm just crazy.
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2010-11-09, 02:33 AM (ISO 8601)
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- Jan 2007
Re: Skirmish + Teleportation = ???
Check out my horrible homebrews