Contract Devil

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Though you are normally limited by your max movement as the maximum distance you can jump in a round, this really only applies to a long jump where the DC is the distance in feet. For example, the monk in question at level 12 with Dex 16 and max ranks in Acrobatics has a base bonus of +30 to jump (12 ranks +3 Dex +3 class skill bonus +level from the High Jump class ability). On average, the check would be a 40 (taking 10), giving a 40 foot long jump. However, the monk has 70' movement by this time, thanks to +40' fast movement. Even spending a Ki point for +20 to the check, the average is still only 60, giving a jump still 10' short of the character's maximum (noting that monks are always considered to have a running start).

And even where the jump check may seem limited by the character's movement, don't forget that a high jump has a DC of 4x the height in feet. That same average jump check of 40 only lets a character jump 10 vertical feet.

As mentioned previously, WotC did sort out that 2 Weapon Fighting does indeed stack with Flurry of Blows. 2WF just allows for an extra off-hand attack on a full attack action. Flurry IS a full attack action and can benefit from 2WF with all appropriate penalties. If you can take 2WF, which is a pre-requisite for 2 Weapon Pounce, I can't see how 2WP wouldn't work.


I thought I had come across some errata that allowed magical spells that normally specified the target as a weapon (weapon buff spells, generally divine) could be cast on a monk's fists to give them the buff effect even with unarmed attacks. That was interlaced into unarmed attacks counting as 'weapons' for these purposes, and thus feats as well.

The 'no off-hand' ruling with monks has more to do with flurry of blows and making that work, since monks can use fists, knees, etc. and weapons in-hand interchangably. This mechanic lifted the problem of attacking with both hands occupied. Two weapon pounce simply states that you can attack with a second weapon by sacrificing the +2 attack bonus if you have a weapon in each hand. If we treat unarmed strikes as spell-targetable weapons, then they should suffice for the feat.


My argument for keeping the bonus based on speed is simple; if they're going to penalize you by increasing DCs if you're NOT running how can speed not be a factor? Movement is just an indication of speed, and if the DCs are based on the standard 30'/round movement the original 3.5 bonuses/penalties for non-standard movement (over or under 30'/round) should stick.