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Combined, even more. I have been witness. It is not pretty.
Alright, next question:
How does Janni Rush interact with Pummeling Style?
When you leap to the attack, your blows are like bolts from on high.
Prerequisite: Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
Benefit: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.
You may have 2 styles active with Master of Many Styles.
I am very inclined to number 1 because it does not depend on an attack roll. Janni Style mentions an unarmed strike hit, which is what Pummeling Strike is, one hit containing many rolls.
Dex to Damage is just fine. It's much better when it's counted as "precise damage". So things without clear weaknesses dont take this damage. It's been suggested in this thread before.
The only "issue" with Dex to damage might be with Monks and light/no armour classes. Monks become a realistic choice and a menace in the battlefield which will be difficult to bring down. Just like any other character.
If you are concerned that dex to damage is a problem, you should very very concerned about the swashbuckler who adds Dex AND level to damage. If swashbucklers are not trumping and walking over STR characters (fighters, barbs, rangers, slayers) then there really is not a problem.
Fair enough, I understand the logic in that. Always been a bit lenient with kensai choices at the table I guess.
The wording on Pummeling Strike has created quite a lot of debating, I wonder if this got given a proper look in the play test.
(For the record, the build wouldve been a MoMs Monk1/Kensai4/BrawlerX or sacred first, with Janni and Pummeling Style. Ran some numbers and it was ok, situational and flashy mostly.)
I disagree with this interpretation. I think the difference lies in attack roll and a hit.With Sneak Attack, and "On Hit riders" Sneak Attack just applies once. The Kensai's ability references hit, nothing about attack rolls.
Disclaimer: I have nothing invested into this working, so while I would like more things working that differ from the "I 5ft step and full attack" drudgery, I am not advocating for it.
So by this interpretation, a kensai cannot chose a Simple Weapon as his weapon focus?
On topic, to echo what's been said, True Strike's "Your next single attack roll" does mean it only includes a single attack roll. If you can make 3 attack rolls with Pummeling Strike, it affects only the first. Many attack rolls, one hit.
How would Pummeling Strike interact with the Kensai's Perfect Strike?
Perfect Strike (Ex):
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.
There is Ultimate Equipment, all the splat books, and everything added later that was done before ACG. I think it would be a little uptight to not let some of those items work with class features these hybrids posess (i.e. scaling monk unarmed damage on sacred fists) due to the item being an old entry.
I wanted to thank you for the Sea of Words recommendation. Mostly for general knowledge and english sea vocabulary!
Interesting thread. I made a spear hurler from a Sohei (you can make anything out of a Sohei..). Many attacks, good move, can still wear armour if you cant invest in Wisdom, very good saves, good initiative, weapon training and flurry with whichever weapon you chose.
Off topic In Topic...It is strange to me, perhaps for not being from the American continent, the touchiness of certain words and allusions. The faster people are ok with terms such as "spear chucker" and do not associate it to old racial slurs, the faster the whole thing will be forgotten. Make a tabboo out of it, persecute it when it wasnt said as a racial insult, the more fire you're throwing at it and the more staying power those words will have. You're prisoners of your own words and your PR world.
I would suggest a dip into another class. Monk for Wisdom to attack.
There is also the Guided enchant substituting strength for wisdom to attack/damage
Or Guided Hand, a feat revolving around religion and wisdom for Wis to attack
The Shackles is a very cut-throat place, where not only the strongest, but the smartest, prevail. Stealing ships is something that seems very doable. I will see how my players handle a couple of incidents of it, in very different manners.
Now, for the "solution". Have you got access to Divination? Scry on an object or person, such as the ship or someone from the crew you know was in the deal.
While spies and such might not be your thing, focus it this way: what you will do when you have the opportunity to take it back. Just take the ship back? Crush the fleet of those that did? Plenty space here to do it in a short, cruel way that denotes how your character has been mulling about this.
Hexcrafter magus. Just "to help" with indecision...
Hex Magus (Su)
At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.
This feature replaces spell recall.
As the AP goes on, Profession checks are more background, with a few point being important sometimes (ship combat etc). Never like at the beggining, make them SWEAT those rolls. Even if it's not that much fun failing a Prof Sail check to climb the rigging it adds a lot of value to the game later on.
When they are full fledged captains scourging the Shackles they'll remember damn well how they had troubles climbing the rigging that one time.
At level 8 MoMS you get to combine Pummeling, Janni and Dragon, as a free action (Combat Style Master), leaving some space for TWF feats if wanted.
What is the point of jumping when charging then? Obstacles, flying enemies? If it's so, fair enough. Shame, such a fun feat that -could- have made Martials a little more flavourful at doing something maybe a little cool.
Anyways, this is the literal Flying Side Kick the OP requested.
In fact, I've fleshed out a build. Note that depending how the Kensai Perfect Strike (Ex) ability gets ruled, it can be very different. So some builds:
Strength of 18
No magical equip, no external boni added.
Strength of 18
As it proceeds it gets much better. Level 5 kensai yields another feat (ITWF), more spells and damage from them, more arcanas.
Alternative: At Kensai4/MoMS2 start going Warpriest for Flurry of Blows.
To hit on charge: +3 Bab, +1 Wfocus, +5 DFAbove: +9
So does the "no bonus attacks" mean that a natural weapon character (claws) does NOT strike any of these foes TWICE? One claw attack per foe, correct?
Yes one attack per enemy strictly.
Thanks for the answers again. I imagine swift actions lie either before or after the WWAttack action too.
About bonus or extra attacks, found a 2010 necro'd in 2012 that says "Bonus" should be "Bonus Attacks" due to avoiding old d&d exploit rulings.
Edit: Thanks for the swift reply! They are very explicit mentioning "foes you threaten" etc that when I read something like this it makes me wonder.
I have some questions on Whirlwind Attack, as I find the wording confusing. I am GMing a group and this will come up soon.
Whirlwind Attack (Combat)
You can strike out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Reach vs Threatened:
Forfeit any bonus or extra attacks:
Any help, I cant find anything in the forums, very underused feat.
Playing a combat cleric a little different:
Add buffs (Divine Power, Bless Ferovr, Magic Wep, greater), perhaps reach, kirin strike, monk level (flurry) if you want more attacks.
Did you ever get further?
I had a frontliner bard and main damage dealer of our campaign for a bit.
While your stats are not good for this (Cha), check this:
Otherwise have a look at the Combat patrol feat line. Perhaps the Overrun and improved overrun to get to enemies fast if your group is that mobile.
Thanks for the ideas! Well clerics are versatile by nature. The ones i see do mot eapexialise much.
The HangOver cleric is also a fantastic cleric that plays alittle different.
Ps I meant Divine STRATEGIST in my previous post. Also the Feather subdomain thouhh fur is good if you have free actions.
I would like to see a Magus style cleric, but very limited to a couple spells or doing witha shield (ala skirnir). Think there is an archetype somewhere but it isnt a main bool.
I am also looking for fun clerics. This is a cleric that I have not se en played often:
Divine Tactician archetype. Lvl 8 int to hit on AoO/flanks, plus amazing initiative.
This gives a first action cleric that can move into position and gain amazing flank bonuses (int +2 flank + 2 outflank + 2 menacing. Crank int up a bit and you have +10-12 easy).
Yeah I do love the concept (I go with Mobility, Spell Dance, etc to get the flavour going. Also Arcana that adds Int to hit is great in the magus build.) but with some explanation it goes. If you see this going on for the first time youd just think it too complicated.
For all the skeptics about Action Management: Combat Style Master. Your styles do not take swifts anymore!
I play something similar with Panther, Snake and combine it with Monk (MOMS2/flowing monk) and Magus(SpellDancer/kensai). Add Rime Spell to Frostbite and you do what you are saying + Fatigued + Entangled + Denied dex to AC. It works well but..can be a lot of rolls and tracking per turn.
If you add another step (swashbuckler parry) you might provoke AoOs from more dangerous foes, your friends at your table, cause man does it get micromanagement like.
Good luck though :)
Combat Style Master helps a lot. If you do go this route, you need to be dedicated however.
I made this build to shoot once during combat and buff/position with the rest of the actions. Can work with any ranged weapon, though I built it to be used with a crossbow (repeating heavy if possible).
Alchemist X/Barb 2/Wizard 1
Combine Spring Attack with Snake Style. Now they are both down to Standard Actions since the spring attack forces the other to move, but as he receives a blow (oberyn) he can use Snake Style to negate it.
So crank that Sense Motive. I think it fits well.
edit: and as bignorsewolf suggests, put in Combat Reflexes.