Please rate Mantis Leap

Rate the usefulness/must have of Mantis Leap

  • 1 - You should never take this feat

    Votes: 1 3.0%
  • 2- Not very useful

    Votes: 2 6.1%
  • 3- of limited use

    Votes: 5 15.2%
  • 4- below average

    Votes: 6 18.2%
  • 5- Average

    Votes: 5 15.2%
  • 6- above average

    Votes: 6 18.2%
  • 7- above average and cool

    Votes: 7 21.2%
  • 8- good

    Votes: 1 3.0%
  • 9- Very good

    Votes: 0 0.0%
  • 10- Everyone should take this feat

    Votes: 0 0.0%

smetzger

Explorer
Please rate the usefulness/must have of Mantis Leap.

Mantis Leap [General]
Prerequisites: Monk level 7th+, 5 ranks in Jump
Benefit: Designate an opponent who is within the maximum distance you can reach with a successful Jump check. Make a normal Jump check; if your check is successful, you can make a normal charge attack against the opponent you designate as part of the same action. If your charge attack is successful, you inflict normal damage, plus your Strength modifier multiplied by 2.
 

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I've always liked this feat for my monks, and after OA came out, it had a perfect symmetry with the Flying Kick Feat.
 

7 out of 10. It can't be used all the time, but it's quite good when you can. Also, you can now charge now in situations when it was not possible before, like the guy who stands across that chasm or up on something I had to climb up otherwise.
 

4.82 after 11 votes.

10. None
9. None
8. Large and in Charge
7. Expert Tactician
6. Superior Expertise, Improved Sunder, Knock-Down
5. Close Quarters Fighting, Hold The Line
4. Blindsight 5-foot radius, Fists of Iron, Death Blow, Lightning Fists, Mantis Leap
3. Feign Weakness, Extra Stunning Attacks, Dual Strike, Circle Kick, Eyes in the Back of Your Head
2. Eagle Claw Attack, Improved Overrun, Dirty Fighting
1. None

KaeYoss said:
Also, you can now charge now in situations when it was not possible before, like the guy who stands across that chasm or up on something I had to climb up otherwise.

You can normally Jump as part of a Charge attack. However, this does appear to lift the minumum 10 ft move for a charge.
 





I'm down for average. This feat can be useful--enabling monks to do more damage in certain specific situations. However, it has some drawbacks. First, it may only be used on a charge and requires a jump check in order to work. Now, monks will not often fail the jump check but the requirement to charge eliminates the possibility of spring attacking (which seems to be a very good strategy for monks). In addition, doubling a monk's strength bonus is usually not nearly as good as doubling a fighter's strength bonus--monks need too many different stats for their strength bonus to often be high enough to make this very useful. Finally, since monks get very few feats, I think that a feat geared towards monks has to compete with spring attack, weapon finesse, etc. in order to get really good marks. There's an opportunity cost involved in selecting exclusively monkish feats that isn't always present in more general feats.
 

Average.

You are probably talking about an extra 2 or 4 points of damage here. Looks weaker than Flying Kick to me. Maybe weaker than Fists of Iron.

I don't get excited about feats that do not give signficant new tactical options, especially for melee characters.
 
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