Break me Evasive Reflexes [Archive] - Wizards Community

Post/Author/DateTimePost
TarlSS

12-13-06, 02:31 AM
This feat is from Tome of Battle, basically Prerequisite: Dex 13, and instead of an AOO you can take a 5 foot step.

There's GOTTA be something here to break.

I can think of something relatively weak, a mage using a spiked chain or reach weapon untrained, and using it to step away from charging opponents or otherwise.

Can this effectively negate charges?

Discuss!
X-Codes

12-13-06, 02:33 AM
The thing that comes to my mind is Skirmish. This 5' movement could count towards the movement you make on your turn.

Also, for low Dex builds it might be useful to take this in place of Combat Reflexes as a pre-requisite for a variety of feats.

Or, on the other hand, maybe it could be useful in the same regard for party Rogues. If they also happen to pick up Robilar's Gambit later in their career, they get to ruin a full attack, especially since Robilar's Gambit allows you to move before the attack roll.
Rashomon

12-13-06, 03:11 AM
Note that Evasive Reflexes does not actually consume an AoO, unlike that other stance from Iron Mind/Setting Sun/I forget.

Basically, you will be maddeningly difficult to attack as you break full attack chains with ease.
FriendlyFrog

12-13-06, 04:40 AM
Evasive reflexes is amazing for mobility warriors.

Build: Warblade 1/Fighter 2/Psychic warrior 2/Elocater 7/Warblade +8. Important feats: Evasive reflexes, Robilar's gambit (PHBII) and Orien battle stride (Dragonmarked, anyone know the abbreviation for this). Important stance: Press the advantage. Important magic item: Sparring dummy of the master (A&EG).

With this nuild, you can take two 15-foot steps in one round, without provoking attacks of opportunity. Each time someone tries to hit you in melee, you get a 15-foot step, and you can get another one as an immediate action, if someone misses you with a melee or a ranged attack.

Talk about easy mobility!
wolfie-kun

12-13-06, 08:30 AM
Evasive reflexes is amazing for mobility warriors.

Build: Warblade 1/Fighter 2/Psychic warrior 2/Elocater 7/Warblade +8. Important feats: Evasive reflexes, Robilar's gambit (PHBII) and Orien battle stride (Dragonmarked, anyone know the abbreviation for this). Important stance: Press the advantage. Important magic item: Sparring dummy of the master (A&EG).

With this nuild, you can take two 15-foot steps in one round, without provoking attacks of opportunity. Each time someone tries to hit you in melee, you get a 15-foot step, and you can get another one as an immediate action, if someone misses you with a melee or a ranged attack.

Talk about easy mobility!
Is the extra 5ft to the step from Orien battle stride?

Anyway, Evasive Reflexes is a really good feat, but it's not all too breakable from what I've seen, or what I've personally done with it. However, it is excellent for a skirmisher who goes late in the round.
foxylady

12-13-06, 08:33 AM
Note that Evasive Reflexes does not actually consume an AoO

I don't see how one can persuasively argue that since you didn't actually attack that your opportunity wasn't used up by ER.
Timlagor

12-13-06, 08:52 AM
Movemetn for Skirmish resests at the beginning of your turn.
El_Machinae

12-13-06, 08:53 AM
Maybe he means that you can still use another AoO in the round, if it's triggered.
FriendlyFrog

12-13-06, 09:05 AM
Is the extra 5ft to the step from Orien battle stride?
Sparring dummy of the master and Press the advantage both give +5 ft. Orien battle stride lets you make a 5-foot step as an immediate action when someone misses you in melee of ranged combat.
wolfie-kun

12-13-06, 09:33 AM
Sparring dummy of the master and Press the advantage both give +5 ft. Orien battle stride lets you make a 5-foot step as an immediate action when someone misses you in melee of ranged combat.
Press the Advantage gives you a full extra 5ft step whenever you take one. That's why I was asking.
Movemetn for Skirmish resests at the beginning of your turn.
Don't have my books on me, could you quote that just so I can be sure? I'm using that in a build, and if it's a wasted feat for skirmish then I'll get rid of it...the feat slot could certainly go somewhere else.
FriendlyFrog

12-13-06, 11:26 AM
Press the Advantage gives you a full extra 5ft step whenever you take one. That's why I was asking.
Wow, you're right, I was only using the short description on page 50 and didn't read the full manouver! That's even better, all those 15-ft. steps actually become two 10-ft. ones! Mobility rocks!
wolfie-kun

12-13-06, 11:48 AM
Don't have my books on me, could you quote that just so I can be sure? I'm using that in a build, and if it's a wasted feat for skirmish then I'll get rid of it...the feat slot could certainly go somewhere else.
It works just fine:
She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 ft.
No mention of moving on your turn at all.

The description for the AC bonus part is exactly the same.
Timlagor

12-13-06, 02:09 PM
Don't have my books on me, could you quote that just so I can be sure? I'm using that in a build, and if it's a wasted feat for skirmish then I'll get rid of it...the feat slot could certainly go somewhere else.

the Skirmish Resetting thing is in the Errata (or FAQ) entry that also destroyed the mounted archery route.
gparali

12-13-06, 02:37 PM
According to CustServ every time you use evasive reflexes you spend
an attack of opportunity, see http://boards1.wizards.com/showthread.php?t=683775
Arem_K

12-13-06, 03:06 PM
It actually sounds good for a wizard. Take that feat and give him a reach weapon. It does not matter if he is proficient with it or not. When someone comes within melee range they will provoke an AoO, which he can use to get away.
Nanshork

12-13-06, 03:23 PM
the Skirmish Resetting thing is in the Errata (or FAQ) entry that also destroyed the mounted archery route.

It says that you only get the bonus if you move ten feet from where you were at the start of your turn. Thus you have to move when it's your turn, so no extra skirmish damage.
wolfie-kun

12-13-06, 04:53 PM
It says that you only get the bonus if you move ten feet from where you were at the start of your turn. Thus you have to move when it's your turn, so no extra skirmish damage.
Damn you, errata!! *shakes fist*

Well, there were a few posts about nothing...anyway, it's still a good feat. Just not a good skirmish-based feat. :P
Skeeve

12-13-06, 08:16 PM
Damn you, errata!! *shakes fist*

Well, there were a few posts about nothing...anyway, it's still a good feat. Just not a good skirmish-based feat. :P

Well, maybe not on its own, but throw in a good pair of Cyran Gliding Boots (http://www.wizards.com/default.asp?x=dnd/cw/20061120a) and you've just bought yourself a relatively cheap Full Attack skirmish 3 times a day.