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limejuicepowder
2013-12-21, 09:23 AM
While putting together a character for an e6 game, I game across this little RAW gem: decisive strike: if the attack hits, it deals double damage, as does any attack made before your next turn.

By RAW, this does NOT only apply to unarmed strikes or monk special weapons - once decisive strike hits, any and all attacks after that are doubled. I think the easiest way to take advantage of this is with AoO's. Hit with the strike, then deliver double-damage trips to everyone within X-feet.

The question: how do we get decisive strike to hit each turn? Moving and striking isn't great, since it takes a full round action - plus it might bring enemies within a reach weapon's minimum strike range.

Ideas?

And excuse me if this is known exploit :)

Piggy Knowles
2013-12-21, 09:29 AM
E6 makes it tough, as it takes away most of your typical ways of making off-turn or swift action attacks (such as Shadow Blink + Sun School or Robilar's Gambit).

In general, getting a good reach, Thicket of Blades and Combat Reflexes should help you make a few AoOs that will deal double damage, so a monk/crusader could do alright in E6. Alternatively, Sun School + Snap Kick + anklets of translocation can let you make a couple of swift action attacks twice a day and is pretty easy to do in E6.

Urpriest
2013-12-21, 01:23 PM
Karmic Strike should still be available in E6.

PaucaTerrorem
2013-12-21, 01:30 PM
What book is Decisive Strike in?

Piggy Knowles
2013-12-21, 02:03 PM
Just realized that Sun School + anklets actually won't work, as it requires Flurry of Blows, which you give up when you take Decisive Strike.


Karmic Strike should still be available in E6.

Good point. I always forget about Karmic Strike for some reason, even though it was the go-to for lockdown builds before PHB2 came out.

OK, so for E6 you could go with something like...

Human, Passive Way Monk 2/Crusader 4

1. Monk1- Combat ExpertiseB, Improved Unarmed StrikeB, Dodge, Combat Reflexes
2. Monk2- Improved TripB
3. Crusader1- Extra Granted Maneuver
4. Crusader2-
5. Crusader3-
6. Crusader4- Karmic Strike
E1- Martial Stance (Thicket of Blades)
E2- Knock-Down
E3- Snap Kick

Maneuvers:
1- Crusader's Strike, Stone Bones, Charging Minotaur, Douse the Flames, Leading the Attack
2- Tactical Strike
3- Defensive Rebuke

Stances:
Martial Spirit, Iron Guard's Glare, Thicket of Blades

Attack sequence could go something like...

Swift action Defensive Rebuke and make a decisive strike attack against the most dangerous enemy. Snap Kick gives you a bonus attack, Knock-Down hopefully triggers, and then another attack gets triggered from Improved Trip. On his turn, if he attacks anyone else, he gets an AoO thanks to Defensive Rebuke. If he attacks you, he gets an AoO thanks to Karmic Strike. If he moves away, he gets an AoO thanks to Thicket of Blades. Each AoO should actually generate multiple attacks thanks to Snap Kick/Knock-Down/Imp Trip, and they will all deal double damage.

EDIT: Also, note that the text of decisive strike doesn't say anything about it requiring a melee weapon. So, if moving is a problem, you can always throw a shuriken. Defensive Rebuke also works at range, so the above attack routine will still work for the most part.

limejuicepowder
2013-12-21, 02:45 PM
stuff

That's pretty impressive, actually.

The build I was thinking of was marshal 1 factotum 3 monk 2 with passive way and decisive strike. Marshal and factotum let you add cha and int to trip attacks, making it very strong even with low str (this is meant to be an intellectual, commander type character).

Yah know, even just using a regular reach weapon like a guisarme could work well. If an enemy comes near, trip it. Next turn, 5 foot step and full attack decisive unarmed strike, with possible stunning fist. Now, if anyone comes close, or the guy on the ground tries to get away, double damage on all attacks with the guisarme. Snap kick can be added to get 2 double-damage unarmed strikes, and enemies being prone makes up for the penalties on attack rolls.

Factotum's cunning strike pairs well with decisive strike - should be at least +10 damage from int alone, plus power attack dumping.