Help with feat from PHBII

Klaus

First Post
Since I'll only be buying the PHBII at GenCon, can anyone tell me what Combat Acrobat does?

Also, what are the alternate abilities for the Monk, and what do they replace.

(working up a Monk/Thief-Acrobat).
 

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It gives you a chance to remain on your feet when something knocks you prone and allows you ignore some difficult terrain while moving.

Monk's alternate ability is Decisive Strike, which replaces Flurry of Blows (and is, pretty much, its opposite). I don't think it'd fit your agile character very well.
 


Decisive strike is very poor, I've seen monks in play from 1st to 15th level and most of their attacks miss because they tend to need 15+. Flurry makes up for it by giving the monk more attacks to roll. To keep the penalty but more than halve the number of attacks the monk gets is an all around bad idea.
 

With only 3, 288 posts, it's hardly surprising that you posted this in the wrong forum! *whistles casually*

I'll slide it over to Rules. :D
 


Ashrem Bayle said:
Decisive Strike is wonderful for a Spring Attack monk. You don't always get the chance for a Full Attack.
Actually, it's useless to a Spring Attacking monk. It takes a full-round action to make a decisive strike.
 

Piratecat said:
With only 3, 288 posts, it's hardly surprising that you posted this in the wrong forum! *whistles casually*

I'll slide it over to Rules. :D
Curses! Foiled again!

:)

Thanks for the replies. I'll give her 1st: Power Attack, Flying Kick, 3rd: Leap of Heavens, 6th: Combat Acrobatics and 9th: Acrobatic Strike.
 

JustKim said:
Decisive strike is very poor, I've seen monks in play from 1st to 15th level and most of their attacks miss because they tend to need 15+. Flurry makes up for it by giving the monk more attacks to roll. To keep the penalty but more than halve the number of attacks the monk gets is an all around bad idea.

Depends on the build. It is awesome for a build based on making a lot of Attacks of Opportunity (Karmic Strike/Robilar's Gambit/Combat Reflexes). Since the "double damage" lasts until your next turn, when you make an AoO, that also deals double damage.
 


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