Hardhead said:Especially since creatures don't usually have them?
Hardhead said:Even if they spend them regularly, you can only do it once a round since it's a Divinity feat, right? There are just so few move actions... flanking seems the only good use. Compared to trading places with an ally in danger or turning a critical hit into a normal one or an extra healing surge or many of the Channel Divinity feats it just seems weak.
You can't spend action points outside of your turn can you? So if a Brute is about to beat on you, and if your allies have action points they're willing to spend to give you a move, you still can't use it if it's an enemy's turn.Kordeth said:You can flank, you can escape an enemy (useful if a brute goes before you in the initiative order),
you can stand up if knocked down and not waste any of your actions on your turn,
Rashak Mani said:Seems like a weak use of a feat. Players should be using an action point every other encounter. If you have 4-5 PCs... that means around 2 action points per encounter and therefore 2 extra moves per encounter.
You can use the move to shift 1 square and then when its your turn move away. Still unless you need a lot of move actions suddenly it doesn't seem that useful.
Hey! I was going to use that exampleFadedC said:With that being said, if a hydra moves up to you and attacks you 8 times and spends an action point to attack you 8 more times.....moving out of the way is pretty damn strong.