| Guy Ladouceur |
I have found that while using feint (special attack) as an action in combat, it tends to feel more appropriate to substitute acrobatics as the chosen skill while initiating, as opposed to bluff. Some of the reasons I have come to this conclusion are bluff is a charisma based skill that depends more on the characters ability to manipulate another creatures thought process via trusting what one is saying even when he/she is outright lying. On the other hand acrobatics is a dexterity based skill which involves the ability to manipulate ones body, for the most part for benefitial purposes.
When I looked up the meaning of feint I got “a movement made in order to deceive an adversary; an attack aimed at one place or point merely as a distraction from the real place or point of attack: military feints; the feints of a skilled fencer” which to me sounds more like a dexterity based skill as opposed to a charisma based skill.
The final reason that I decided to use acrobatics was that in the very description of the skill it states that one of its puposes is to avoid attacks and to confuse your enemies which to me sounded very close to what the feint, special attack is suppose to do.
So far this has worked out well, but I am looking for other input.
Though not part of the skills and feats design forum I am also trying to work this acrobatic skill into some way helping the monk use special attacks like feint, to make it a viable combat character, instead of receiving the top end BAB.
| terraleon |
having been a fencer for years...no. If anything, slight of hand makes more sense for a substitution, because it's more about making your opponent think your attack is headed in one direction when it will truly be coming from another. Acrobatics could maybe provide a synergy bonus, but... no.
I like a simulationist take on things, and I know how irritating a "that's not how it works IRL" comment can be, but really, as a fencer for 20+ years, acrobatics are not a big part of most swordplay unless you're watching some really cool kung-fu. And then I'm all for it.
-Ben.
| lynora |
having been a fencer for years...no. If anything, slight of hand makes more sense for a substitution, because it's more about making your opponent think your attack is headed in one direction when it will truly be coming from another. Acrobatics could maybe provide a synergy bonus, but... no.
I like a simulationist take on things, and I know how irritating a "that's not how it works IRL" comment can be, but really, as a fencer for 20+ years, acrobatics are not a big part of most swordplay unless you're watching some really cool kung-fu. And then I'm all for it.
-Ben.
Yeah, I could go with Sleight of Hand as the basis for feint. That totally makes sense. And it's a dex based skill, which is primarily what the OP was after I think.
| Guy Ladouceur |
I have no problem using Sleight of Hand in place of Acrobatics while attempting Feint, for it is a far better fit then bluff is in my mind. The reason in which I chose acrobatics was due to the explanation give under the skill discription, though I also had hoped to help the Monk with some combat type attacks along the way. I by no means can argue with someone with so many years experience in sword play, though I do wish that sleight of hand was beneficial to more than just the Rogue and Bard