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The wording for Dancing Leaf is pretty spare, and the feat clearly interacts with other rules for Leap, Long Jump, High Jump, Falling, and Grab an Edge that all have varied potential interpretations themselves. (Not to mention Powerful Leap, Crane Stance, etc., etc.)

So, some questions for those who've GM'd for or played a Monk with Dancing Leaf...

1) How literally do you define "wall"? Does a cliff face, scaffolding, or a giant beanstalk count? (I'd say "yes".) What about a waterfall, tapestry, or cobwebs? (I'd say "no", unless you also have Water Step.) A long strand of imprisoned prince Rapunzelo's hair? Chimney smoke? (I'd say "nope".)

2) How do you handle vertical distance? Dancing Leaf gives an extra 5' "When you Leap or succeed at a High Jump or Long Jump". So I read that as an auto-success if you try to Leap 8' vertically plus 5' horizontally, or 3' vertically plus 10' horizontally, because unmodified Leap allows 3' vertically plus 5' horizontally. Or, in the same vein, I'd think it gives 10' vertically if you succeed at a DC 30 High Jump that would normally give 5'.

3) What about failed jumps? If Deckard fails a DC 20 check to Long Jump 25' (say he's a Level 3 monk with 35' speed and Dancing Leaf), does he still jump the 20' and get a chance to Grab an Edge and/or girder?

I'm a big fan of feats and abilities often dismissed as "situational", but I'm curious how those more experienced than I treat the many potential situations!


shroudb wrote:
Cultural adaptability to pick up Natural ambition would still only let you take level 1 class feat even if you take it at level 5

That's correct. But in this specific case it's effectively letting me take a level 4 feat. Without it, I'm inclined to do Wolf Stance at 1 (already done), Stunning Fist at 2, and then Ki Something at 4. With Cultural Adaptability, I could take the Ki feat at level 5 and something else at level 4. I'm warming to Guarded Movement but would still love to know if people have had fun with Monastic Archer Stance as a backup option.

I think it will likely fly with my GM. We both like to have story reasons for character choices. This character's backstory doesn't include any humans, but the setting is full of them. (Given how often we actually meet, in actual calendar terms there is a long time before level 4-5 choices need to be nailed down.)


Castilliano wrote:
As a Halfling, at 5th there's the Ancestry feat Cultural Adaptability which allows you to get Adopted Ancestry & a free 1st level feat. Take Human, use that to get Natural Ambition to get your Monastic Archer for what I'd say is much less; 4th level Class > 5th level Ancestry IMO.

That combination is actually what prompted this question! When creating this character, I had roughly planned out taking Wolf Stance, Stunning Fist, and then Ki [Rush|Strike]. Then I noticed I could squeeze in Monastic Archer with Cultural Adaptability. Or any level 4 class feat for that matter, so then archery is effectively displacing Stand Still or Medic Dedication or Acrobat Dedication.

I'm still liking the "monk as their own ranged option" thought though. It fits the character too; he's a bit of an overconfident hothead now. Once he learns that some baddies have reactions, he could take Guarded Movement (also level 4) to make it more viable! That would in turn fit my combat backup goals by adding the quasi-skill "Lore: Does This Thing have AOO?" and making it easier to get to wherever I'm needed.

Still curious if anyone has done the Monastic Archer as backup option thing though, and if they found it viable.


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Gortle wrote:
It is the perennial problem with PF2 characters. You can't take everything.

It's a good system! And monks seem especially spoiled for choices. Even more so if we make it to levels 6-10. I think Paizo really delivered on their character customizability goals.


Heh. I like that very good point: "in many ways ... a Monk is themself a ranged weapon".

I agree it's too early to commit, but I enjoy noodling over possibilities. Based on our GM, we're likely to see a wide range of circumstances with time; he's good! But for the moment the setting is islands and boats and thus sometimes unpunchable enemies.

I admit I'm torn about Stand Still whether or not I displace it with archery or something else. I can see that it's mechanically very good, especially in conjunction with Wolf Stance and tripping (and later possibly Wolf Drag). But it does feel kind of boring, doubling or tripling down on melee effectiveness. I'm already planning to take another strong-but-boring melee feat in Stunning Fist because what is more stunning and/or hilarious than being punched by a wee halfling at, um, halfling height?

From the player standpoint, my metagaming goal is to be the combat backup guy. Take the pointy side of flanks when not suicidal, do Battle Medicine, run to where help is needed most, etc. Ranged attacks might fit in there since nobody is specializing in that, but, again, I like the point that monks can be their own "ranged option". (And if we last to higher levels, I'm really enamored of the Ki mobility feats like Abundant Step and Wind Jump.) The rest of the party are a rogue, champion, alchemist, sorcerer, druid, and mystery TBD. Players are a mix of old-timers and TTRPG novices.


I'm new to playing a monk, and already acutely aware that I don't have much ranged ability. (I carry a sling at level 1, and just took some throwing knives off a dead guy, but that's it.)

I don't want to specialize in ranged attacks. I expect to regularly be in melee in Wolf Stance flanking with the rogue. But I would like a decent ranged *option*.

What experience do people have playing with both Monastic Archer Stance and a dexterity-focused melee stance? That seems "decent" since for one class feat you've got 30-50' flurry/stunning/magic/metal ranged attacks when needed.

I don't mind if this isn't the most powerful combination. (For this character Monastic Archer would most likely displace Stand Still.) But I wouldn't want to take a choice that I never use. Some possible pitfalls I can see with Monastic Archer are that switching stances could just be so slow it's never worth doing, and that at higher levels what is meant to be a sidelight has to compete for runes to remain a "decent" option.

What about other ranged options for monks? Wild Winds Stance looks neat at high levels. Shuriken are neat too but seem to be more for actual weapons monks. This character probably wouldn't multiclass for spellcasting but in general I suppose that gives lots of potential options.

I have no experience playing, playing with, or GM-ing a monk so thanks in advance for any advice!