Epic Feat: Intuitive Tumbler
Req: Monk/Phantom Wis bonus to AC, tumble 24 ranks
A character with this feat yields to their senses, moving intuitively, and trusting their instincts. They gain a bonus to all tumble checks equal to their wisdom modifier.
Feat Request: Intuitive Tumbler
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Re: Feat Request: Intuitive Tumbler
There's no particular problem doing this feat but it would be completely useless as there are no very hard tumble checks and only ranks in Tumble count for AC. So, are you sure ?
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Re: Feat Request: Intuitive Tumbler
Yeah I wouldn't take it either. Any character with tumble as a class skill ain't gunna fail any checks with it post level ~12.
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Re: Feat Request: Intuitive Tumbler
Chiontar Seagull
As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knocked down and may not attack for one round.
Intuitive tumble seemed a fun way to pull off a Seagull maneuver.
I have a char that is a max-wisdom monk. He keeps loosing stunning fist uses to missed attacks. It's not hard to blow through them very quickly. Many foes of an 'appropriate' CR have a higher than 50% chance to make the save. Between failed saves and misses one can sometimes expend 3-4 stunning fists just to stun a single foe, in an area that is already below your CR.
I was requesting the feat hoping to increase the efficiency of stunning fists uses. If they at least hit, a save has to be made.
As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knocked down and may not attack for one round.
Intuitive tumble seemed a fun way to pull off a Seagull maneuver.
I have a char that is a max-wisdom monk. He keeps loosing stunning fist uses to missed attacks. It's not hard to blow through them very quickly. Many foes of an 'appropriate' CR have a higher than 50% chance to make the save. Between failed saves and misses one can sometimes expend 3-4 stunning fists just to stun a single foe, in an area that is already below your CR.
I was requesting the feat hoping to increase the efficiency of stunning fists uses. If they at least hit, a save has to be made.
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Re: Feat Request: Intuitive Tumbler
Strange this stunning fist missing phenomenon.
I've noticed it too. Or rather, I think it's more noticeable when you are only making 1 attack in the flurry.
But I can count on one hand the amount of times I've had a stunning fist attack actually connecting, let alone 'stunning' the enemy.
I've noticed it too. Or rather, I think it's more noticeable when you are only making 1 attack in the flurry.
But I can count on one hand the amount of times I've had a stunning fist attack actually connecting, let alone 'stunning' the enemy.
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Re: Feat Request: Intuitive Tumbler
When I use Stunning Fist on my Monk on the first attack, it almost always lands. And this Monk pc is lvl 24 with only 32 AB with gear.
However, when I use SF on any of the following attacks/second flurry, it almost always fails!
But that's probably a good thing considering it's a 30 DC I win button.
However, when I use SF on any of the following attacks/second flurry, it almost always fails!
But that's probably a good thing considering it's a 30 DC I win button.

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Re: Feat Request: Intuitive Tumbler
I'm not playing at level 24 atm. My stunner monky is 16.
Stunning fists do miss enough at this level that if you want to stretch them out to last between rests you need to make sure they land as often as possible. As a play mechanic, this is really fun. Using Sembian Fencing to hedge away misses on stunning fists works well. It would be nice to have a one hit style with even greater chances of hitting. I enjoy the idea of having a chance of landing a calculated hit in rp-conflifct.
It's hard for me to call it an 'I win button' where I am. When my monky is swarmed he is in trouble. At level 16, most of the things you can stun, you don't need to stun to kill. It only works to slightly reduce damage taken in PvM, reducing the use of healing items when soloing. It sounds like stunning changes and blossoms in late levels.
Chiontar Seagull has a lot of potential.
One. Unerring. Punch.
A -Hail Mary- attempt to land a decisive blow, where you otherwise can't.
It's thematic and fun.
Even if it was done as a feat that 1/day nearly auto-landed a hit, I would take it and use it with quivering palm. Not that QP always works, but it feels pretty cool when you pull it off in a way that gets you out of a pinch.
Chiontar Seagull could be done on a 60sec cool-down as well, maybe as an instant effect, that forces a tumble vs tumble or tumble vs spot. If it works the target is knocked prone, if it fails the attacker is knocked prone. It could be done as a tumble + 1/2 non-caster classes, vs spot...
A feat for medium BA non-casters, to bet everything, on a single attack....
Maybe adjust the requirements to 21lvls of monk or phantom?
How about combat feats that fail if a char has even 1 rank in UMD? That would be nice too. Maybe 2 x UMD ranks are subtracted from the attacker's skill check, representing a lack of devotion to physical practice.
That's actually a really good idea for a whole line of physical abilities. Penalize caster levels and UMD ranks in their use and you'd have some good balance to them.
Stunning fists do miss enough at this level that if you want to stretch them out to last between rests you need to make sure they land as often as possible. As a play mechanic, this is really fun. Using Sembian Fencing to hedge away misses on stunning fists works well. It would be nice to have a one hit style with even greater chances of hitting. I enjoy the idea of having a chance of landing a calculated hit in rp-conflifct.
It's hard for me to call it an 'I win button' where I am. When my monky is swarmed he is in trouble. At level 16, most of the things you can stun, you don't need to stun to kill. It only works to slightly reduce damage taken in PvM, reducing the use of healing items when soloing. It sounds like stunning changes and blossoms in late levels.
Chiontar Seagull has a lot of potential.
One. Unerring. Punch.
A -Hail Mary- attempt to land a decisive blow, where you otherwise can't.
It's thematic and fun.
Even if it was done as a feat that 1/day nearly auto-landed a hit, I would take it and use it with quivering palm. Not that QP always works, but it feels pretty cool when you pull it off in a way that gets you out of a pinch.
Chiontar Seagull could be done on a 60sec cool-down as well, maybe as an instant effect, that forces a tumble vs tumble or tumble vs spot. If it works the target is knocked prone, if it fails the attacker is knocked prone. It could be done as a tumble + 1/2 non-caster classes, vs spot...
A feat for medium BA non-casters, to bet everything, on a single attack....
Maybe adjust the requirements to 21lvls of monk or phantom?
How about combat feats that fail if a char has even 1 rank in UMD? That would be nice too. Maybe 2 x UMD ranks are subtracted from the attacker's skill check, representing a lack of devotion to physical practice.
That's actually a really good idea for a whole line of physical abilities. Penalize caster levels and UMD ranks in their use and you'd have some good balance to them.