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Monks and AC
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<blockquote data-quote="Lord Zardoz" data-source="post: 4022725" data-attributes="member: 704"><p>I am not so sure that Overrun is such a weak feat to have, but to be honest, I am just eyeballing it in this case. Forcing a 'get tripped or get clear' choice on an opponent should work against nearly any humanoid opponent. I will concede here that Tumble's static DC does work in its favor.</p><p></p><p></p><p></p><p>High touch AC is the one thing I overlooked here. I will concede that as being very useful.</p><p></p><p></p><p></p><p>I have never had a PC use tumble, and most of my combats so far have happened in outdoor environments, where using a mount is perfectly viable. Different games will create different situations. Cleave is also feat that is also either great or crappy depending on what the DM throws at you.</p><p></p><p></p><p></p><p>I do not think you need an especially high Dex to be an effective AoO based build. With a Dex of 14, you will get 2 extra AoO. You may lose 1 point of that to AC, but as far as I know, a heavy armour does not diminish the other effects of a high Dex score (save bonus, combat reflexes benefit, etc). Beyond that, you are either fighting mobs of weak opponents, for which you would want to have Power Attack + Cleave, or your DM really hates you, and is letting every other party member get by without being attacked.</p><p></p><p>I am not saying the monk build you describe is not effective. A very high AC with strong saves across the board able to exploit tumble and easily gain position for AoO's is great. However, if your optimizing for damage output, I think a Medium Dex fighter based reach build would prove superior regarding damage output.</p><p></p><p>Also, I think the one reach build I most want to try right now would be a Fighter / Knight hybrid using a spiked chain and the Knights Challenge ability to force enemies to attack / approach you. Making all threatened squares difficult terrain and negating the 5 foot step would be deadly.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4022725, member: 704"] I am not so sure that Overrun is such a weak feat to have, but to be honest, I am just eyeballing it in this case. Forcing a 'get tripped or get clear' choice on an opponent should work against nearly any humanoid opponent. I will concede here that Tumble's static DC does work in its favor. High touch AC is the one thing I overlooked here. I will concede that as being very useful. I have never had a PC use tumble, and most of my combats so far have happened in outdoor environments, where using a mount is perfectly viable. Different games will create different situations. Cleave is also feat that is also either great or crappy depending on what the DM throws at you. I do not think you need an especially high Dex to be an effective AoO based build. With a Dex of 14, you will get 2 extra AoO. You may lose 1 point of that to AC, but as far as I know, a heavy armour does not diminish the other effects of a high Dex score (save bonus, combat reflexes benefit, etc). Beyond that, you are either fighting mobs of weak opponents, for which you would want to have Power Attack + Cleave, or your DM really hates you, and is letting every other party member get by without being attacked. I am not saying the monk build you describe is not effective. A very high AC with strong saves across the board able to exploit tumble and easily gain position for AoO's is great. However, if your optimizing for damage output, I think a Medium Dex fighter based reach build would prove superior regarding damage output. Also, I think the one reach build I most want to try right now would be a Fighter / Knight hybrid using a spiked chain and the Knights Challenge ability to force enemies to attack / approach you. Making all threatened squares difficult terrain and negating the 5 foot step would be deadly. END COMMUNICATION [/QUOTE]
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