Sun School - Flash of Sunset

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Complete Warrior boasts an interesting Tactical Feat for Monks - "Sun School". Aside from opening up options generally, it's "flash of sunset" use is what grabbed me. If you "move adjacent to a foe instantly" (i.e. teleport), you can make a free attack at your highest AB bonus.

Of course, I immediately thought Totemist 2 with the Blink Shirt. You need Flurry of Blows to get the feat, so either Monk 1 or Shou Disciple 3 (arguably Shou 1) which makes it annoying to try and get it early since you also need a +4 BAB.

However, a Totemst/Monk with this could attack a foe, then teleport to the other side and attack them again for free. Nothing too amazing, but it gets better if we add in manouevres. Since these typically work of standard actions anyway, Sun School is just giving you a free attack. A few manoeuvres e.g. leave your for flat-footed, which would apply here. Unless you're using fractionals or are at a higher level, Swordsage is not ideal because of the BAB, but if/when you do get it, you get Shadow Hand teleports, too.

The best one I've found so far is Wizard, specialised as a Conjurer, with the Immediate Magic ACF from the PHBII. This is a short-range teleport which can be used Int mod/day, but best of all it's an immediate action (not even a swift, so you can interrupt casters) and really easy to get at L1.

I happened across a post by Tempest Stormwind mentioning this feat whilst searching for something else so clearly at least someone has tried it before, but has anyone had much success? I've got a rather wacky build on the cards right now but it's a rather awkward thing to make work. 
Adding this onto a shadowpouncing warblade could be pretty good. You can get 3 full attacks every other round, and adding extra attacks to that seems pretty good.
Complete Warrior boasts an interesting Tactical Feat for Monks - "Sun School". Aside from opening up options generally, it's "flash of sunset" use is what grabbed me. If you "move adjacent to a foe instantly" (i.e. teleport), you can make a free attack at your highest AB bonus.

Of course, I immediately thought Totemist 2 with the Blink Shirt. You need Flurry of Blows to get the feat, so either Monk 1 or Shou Disciple 3 (arguably Shou 1) which makes it annoying to try and get it early since you also need a +4 BAB.

However, a Totemst/Monk with this could attack a foe, then teleport to the other side and attack them again for free. Nothing too amazing, but it gets better if we add in manouevres. Since these typically work of standard actions anyway, Sun School is just giving you a free attack. A few manoeuvres e.g. leave your for flat-footed, which would apply here. Unless you're using fractionals or are at a higher level, Swordsage is not ideal because of the BAB, but if/when you do get it, you get Shadow Hand teleports, too.

The best one I've found so far is Wizard, specialised as a Conjurer, with the Immediate Magic ACF from the PHBII. This is a short-range teleport which can be used Int mod/day, but best of all it's an immediate action (not even a swift, so you can interrupt casters) and really easy to get at L1.

I happened across a post by Tempest Stormwind mentioning this feat whilst searching for something else so clearly at least someone has tried it before, but has anyone had much success? I've got a rather wacky build on the cards right now but it's a rather awkward thing to make work. 


It works as a stand-in for Shadow Pounce if you have a teleport - Shadow Pounce itself makes Sun School irrelevant. The first two abilities are worth remembering but it's Flash of Sunset that really makes it count. Naturally, despite being the monk feat, it never sees use with monks (who have a natural teleport... once per day).

You can compensate for the lower base attack by using attack substitutes - the classic example is a trip (a melee touch attack), but it's far from the only example.

Due to the action cost of the teleport as opposed to the single attack you get with Flash of Sunset, and what else you could have spent those actions on, you have to think about your teleports carefully. Two possibilities that come to mind immediately are a Tashalatora Psychic Warrior (which can eventually get Inconstant Location - not a multipounce, but it does let you teleport, smack someone, and still get your full round of actions for the entire combat) and an Idiot Crusader / Master of Nine with Shadow Hand teleports (possibly getting two normal attacks and a strike off every turn).

Our group uses it as well. Sionnis is playing a Valenar commando who specializes in crippling major targets, and his approach was to use the Flash of Sunset + Shadow Hand teleport attack with Stunning Fist, and make Stunning Fist as awesome as you can get (we jokingly call this a "telefrag"). At the moment that includes Ability Focus, Pain Touch and Pharaoh's Fist (which can be somewhat devastating in tight quarters), reserving Blinding Sun of Noon for serious targets (told you to not forget about the rest of Sun School! Stunned, then nauseated, then confused, if you even live that long). Eventually he's working up to Freezing the Lifeblood. With that, he could Shadow Blink next to someone, paralyze them (read: render them helpless), and still have a full-round action available for a coup de grace. (This could be done much earlier in a build that specialized in it, but this character's a bit more versatile. For example, he's our group's emergency healer.)

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

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[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

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DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

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5e Eberron homebrew rules | Discussion: 5e Artificer

Wow, Shadow Pounce is awesome, but if these other things don't actually have the teleport descriptor, do they count? Telflammar Shadowlord is pretty tough to get into, too.

As I mentioned, my original thought was the Blink Shirt. Bound to the Totem, it's a move-action teleport, and though you can't take an action after it (since it works as Dimension Door), you could execute a manoeuvre, then teleport and hit once per round for free at your full BAB, and have the option of moving too.

That's why I like the Immediate Magic variant. It's only Int mod per day, which is tough, but you could feasibly perform a strike, then teleport and hit twice. Three attacks at your full BAB is better than a full attack before L16 before we start looking at other modifiers.

The build I am working on atm is Int/Dex based for a certain theme (so Swashbuckler 3, Carmendine Monk, Shadow Hand at L9) so unfortunately doesn't have the Str or Wis to make use of all the cool Stunning Fist feats, but they're certainly work using when you can.
It occurs to me that you could also power some pretty wacky combos with this. Hard to get everything you need on one character, but imagine e.g. Grease -> Move or swift action teleport -> Free attack, vs a prone or flat-footed foe. Works well with the Immediate Magic Conjurer since it wouldn't even matter if Grease lasted only 1 round for that. Excellent if you have some kind of sneak attack, too.
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