This splash seems broken


Rules Questions


So I was looking at the Sacred Fist Archetype of War-priest And trying to figure out how I can get my pounce (via pummeling charge) before level 12.

Then it came to me- 1 level of Master of many styles monk splash gets you it whenever you want (granted you already have Pummeling Style- which you could pick up at level 1 anyways). If you are playing to level 20 it might not be worth giving up the capstone of Warpriest- But it lets you make a Full Flurry at 1.5x your Strength mod (if you use Dragon Style as your second style). This is in addition to the fighter feats which you can take as a Warpriest- oh and the cleric spells/blessings/etc.

Am I missing something here- or do I just need to make this character...


You've discovered that MoMS is the greatest dip in this entire game. Welcome to the party.

Edit: Sacred Fist is the only worth while thing that's come out of Warpriest it seems. And it still sucks because they don't get domains...

For added fun you can take crusader's flurry with no problem with this class. Flurry a Scythe? Why not. Flurry a Scimitar and Dervish dance with it? Go for it.


Chaotic Fighter wrote:
You've discovered that MoMS is the greatest dip in this entire game. Welcome to the party.

I already knew it was a broken dip, and used it with wildshape- but now with brawler and sacred fist you can still get off a full 7 attack flurry.

My worry is just a pouncing 7 attacks (focused into 1) with 1.5x str dmg. Outside of the perma-banned Synthesist archetype- was something like this normal before?

Oh and if you have improved critical with your unarmed strike- there is a 53% chance it will all be multiplied. (57% if hasted)

Don't get me wrong- I love the Pummeling feats- they finally fixed the monk. But with the vague wording- and now this, I hope they didn't break anything too bad.

Edit: The reason I am focused on unarmed is for Dragon's Ferocity which needs to be unarmed. Plus my DM has ruled pummeling style to be fists only/ or natural attacks if you have all the necessary feral combat feats.

Shadow Lodge

I hope that if this becomes a common option, they decide to nerf MoMS instead of another Crane Wing debacle. Similarly, I won't be using the MoMS double-dip sillyness for Pummeling Charge. Maybe for Dragon Style, because the ability is completely balanced at Tenth level[assuming 2 levels of MoMS], compared to the 5th level spells slinging about.


I completely agree I've made a metric crap ton of unarmed characters that use styles in various ways and Dragon Style+Pummeling Style=Insane is already glaringly apparent. And yeah I wouldn't even bother using pummeling style with a weapon. "a punch" seems pretty definitive intention to me. I was just pointing out some more fun stuff you could do with that class because I'm excited about the ACG.

And yes. They basically fixed the monk. "The monk makes a bad skirmisher" was a prime complaint. Now it makes one of the best skirmishers.

And of course. Unarmed Fighters(Two weapon warriors, Bralwers, and unarmed fighters) can be pretty crazy with this, as well as barbarian, bloodragers, and Brawlers. They all just need a 1 level dip in MoMS.


Don't forget, double wis bonus to AC! :)

I love this multiclass combo. Gives you back flurry too. ^_^

prototype00


prototype00 wrote:

Don't forget, double wis bonus to AC! :)

I love this multiclass combo. Gives you back flurry too. ^_^

prototype00

Hehehehehehe....


Apocalypse Cow wrote:


My worry is just a pouncing 7 attacks (focused into 1) with 1.5x str dmg. Outside of the perma-banned Synthesist archetype- was something like this normal before?

Eh, 7 attacks, thats only at around level 16, and the casters are throwing around 8th level spells. Is hitting 4 times worth an 8th level spell?

Basically, it doesn't allow you to make more attacks than you could normally make, just allows you to skirmish with it. The crit thing is nice, but if it is unarmed only, it isn't a concern until higher level.

Also, mistake, its 2.5x Str Mod with Horn of the Criosphinx on a charge.

prototype00


It's just clustered shots for unarmed strikes.


Yeah I think the problem is going to stem from MoMS being balanced because it takes away flurry- and there being 2 more options to get flurry now. If they reword MoMS to where it simply can't be used with a flurry I think everything would be fixed.

As far as 8th level spells are concerned- I always see that argument in the forums but not in action. Wizards are the best outside of combat and pretty good in combat, definitely worthy of T1 class, but what is a 8th level spell going to do to a Balor- When this guy could one round it- and then do it again the next round, and again? In 3.5 there were a ton of Save or die spells- in PF they are few and far between and really hard to pull off.

Don't get me wrong, I'll take a wizard on my team any day to create a timeless plane for unlimited crafting (also end game ridiculousness) And the myriad of other things wizards are good with. But if I want to punch evil in the face- 7 attacks at 1.5 str mod with no buffs is pretty broken.

Shadow Lodge

Apocalypse Cow wrote:

Yeah I think the problem is going to stem from MoMS being balanced because it takes away flurry- and there being 2 more options to get flurry now. If they reword MoMS to where it simply can't be used with a flurry I think everything would be fixed.

As far as 8th level spells are concerned- I always see that argument in the forums but not in action. Wizards are the best outside of combat and pretty good in combat, definitely worthy of T1 class, but what is a 8th level spell going to do to a Balor- When this guy could one round it- and then do it again the next round, and again? In 3.5 there were a ton of Save or die spells- in PF they are few and far between and really hard to pull off.

Don't get me wrong, I'll take a wizard on my team any day to create a timeless plane for unlimited crafting (also end game ridiculousness) And the myriad of other things wizards are good with. But if I want to punch evil in the face- 7 attacks at 1.5 str mod with no buffs is pretty broken.

I'd rather see MoMS be reworded so that at the first 2 levels, you could only take the base style feat, then at 6th level you could take the 2nd feat and Tenth[?] you could take any of them. Puts a bit of the weight in the class, and encourages the use of Fuse STyles at lower level.


I don't think save or dies are much harder to pull off, they pretty much follow the same rules, they just have less exceptions due to lack of prestige class cheesing and relative lack of power creep. One of the beastmass threads has a one trick pony caster which can suck the air out of the Balor, Pit Fiend, Shoggoth, Solar Angel, Tarrasque, (The Tarrasque is super easy to defeat anyway...) in the same day.

Not that anyone is going to figure out how to pump their DC's to this level but it is viable.


EvilPaladin wrote:
Apocalypse Cow wrote:

Yeah I think the problem is going to stem from MoMS being balanced because it takes away flurry- and there being 2 more options to get flurry now. If they reword MoMS to where it simply can't be used with a flurry I think everything would be fixed.

As far as 8th level spells are concerned- I always see that argument in the forums but not in action. Wizards are the best outside of combat and pretty good in combat, definitely worthy of T1 class, but what is a 8th level spell going to do to a Balor- When this guy could one round it- and then do it again the next round, and again? In 3.5 there were a ton of Save or die spells- in PF they are few and far between and really hard to pull off.

Don't get me wrong, I'll take a wizard on my team any day to create a timeless plane for unlimited crafting (also end game ridiculousness) And the myriad of other things wizards are good with. But if I want to punch evil in the face- 7 attacks at 1.5 str mod with no buffs is pretty broken.

I'd rather see MoMS be reworded so that at the first 2 levels, you could only take the base style feat, then at 6th level you could take the 2nd feat and Tenth[?] you could take any of them. Puts a bit of the weight in the class, and encourages the use of Fuse STyles at lower level.

That 'fix' puts the MoMS slightly behind most other classes for styles. The vast majority have base feat entry at levels 1-3, second feat at levels 5-6, and last feat at 8-10. There are a few exceptions, notably the elemental styles.

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