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<blockquote data-quote="StreamOfTheSky" data-source="post: 4892604" data-attributes="member: 35909"><p>I thought wings of cover was level 2? Which is part of the reason it's broken, though it'd be good at any level. My last sorcerer was using it to negate enervations and such! Blocking much more powerful spells was only half the slap in the face; the other was the fact the other sod was wasting his standard action to do nothing.</p><p></p><p>As for the monk, you never multiply dice damage as far as I know. Decisive Strike sounds really poorly thought out to me. It takes a full round action to do, right? I'd think without that kind of next-round abuse it'd just be utterly worthless, but clearly it's too good with it. Do note using it means he's eating full attacks both rounds, which should be a deterrant (if the DM's afraid of killing him and goes soft on him, request he stop. Part of the balance of that alternate feature, as well as flurry, is that monks usually can't survive for long stretches in melee with other brutes). I'd houserule decisive strike to be a standard action (and could be readied) for a single attack (later 2, as per written) for x2 damage, but does NOT extend beyond that attack. Seems much more sane that way. Oh well, this isn't a houserule forum, and you're not the DM.</p><p></p><p>Daze: Daze to me isn't obvious what exactly it entails. You shock the system, or mind/body of the target enough to momentarily leave them unable to act. That's a lot more ambigious than "stunning" them. And could mean different things for creatures with different anatomies. So, I just don't bother trying to rationalize it. How exactly does a blob of goop gain enough sentience to coherently move around? However it does, daze momentarily disrupts that. Done. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: Back to Decisive Strike, part of the plan involves a "set up" time of already being in melee and doing the decisive strike, so that his full attack the next round can benefit. It reminds me a lot of the Storm Guard trick with Warblade (first round full attack touch attack for no damage; each touch equates to +5 damage on all attacks the next round, when the pain really comes in, via the tactic given from the feat): if the DM allows for people to be aware of just what <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> is about to go down, any reasonably smart foe, on his turn, would either take one attack and tumble away (or suffer an AoO, even) or withdraw. Make the PC only get one uber damage attack. It's worth it to limit your own offense that round to avoid his much more impressive full attack. Does your DM ever have guys back off to limit the monk's use of decisive strike? If not, suggest it to him sometime. Enemies with tumble, spring attack (you can step to the side 5 ft, attack, then withdraw with it as written), etc... Or just eat the AoO.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4892604, member: 35909"] I thought wings of cover was level 2? Which is part of the reason it's broken, though it'd be good at any level. My last sorcerer was using it to negate enervations and such! Blocking much more powerful spells was only half the slap in the face; the other was the fact the other sod was wasting his standard action to do nothing. As for the monk, you never multiply dice damage as far as I know. Decisive Strike sounds really poorly thought out to me. It takes a full round action to do, right? I'd think without that kind of next-round abuse it'd just be utterly worthless, but clearly it's too good with it. Do note using it means he's eating full attacks both rounds, which should be a deterrant (if the DM's afraid of killing him and goes soft on him, request he stop. Part of the balance of that alternate feature, as well as flurry, is that monks usually can't survive for long stretches in melee with other brutes). I'd houserule decisive strike to be a standard action (and could be readied) for a single attack (later 2, as per written) for x2 damage, but does NOT extend beyond that attack. Seems much more sane that way. Oh well, this isn't a houserule forum, and you're not the DM. Daze: Daze to me isn't obvious what exactly it entails. You shock the system, or mind/body of the target enough to momentarily leave them unable to act. That's a lot more ambigious than "stunning" them. And could mean different things for creatures with different anatomies. So, I just don't bother trying to rationalize it. How exactly does a blob of goop gain enough sentience to coherently move around? However it does, daze momentarily disrupts that. Done. :) EDIT: Back to Decisive Strike, part of the plan involves a "set up" time of already being in melee and doing the decisive strike, so that his full attack the next round can benefit. It reminds me a lot of the Storm Guard trick with Warblade (first round full attack touch attack for no damage; each touch equates to +5 damage on all attacks the next round, when the pain really comes in, via the tactic given from the feat): if the DM allows for people to be aware of just what :):):):) is about to go down, any reasonably smart foe, on his turn, would either take one attack and tumble away (or suffer an AoO, even) or withdraw. Make the PC only get one uber damage attack. It's worth it to limit your own offense that round to avoid his much more impressive full attack. Does your DM ever have guys back off to limit the monk's use of decisive strike? If not, suggest it to him sometime. Enemies with tumble, spring attack (you can step to the side 5 ft, attack, then withdraw with it as written), etc... Or just eat the AoO. [/QUOTE]
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