monks, ki, and medusa's wrath - this can't be right


Rules Questions


Adventure Path Charter Subscriber

a 20th level monk using flurry of blows gets seven attacks: +18/+18/+13/+13/+8/+8/+3.

using one ki point gives one extra attack at highest bonus: +18/+18/+18/+13/+13/+8/+8/+3.

using medusa's wrath against a target that is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious gives two extra attacks at highest bonus: +18/+18/+18/+18/+18/+13/+8/+8/+3.

that's nine attacks.

in one round.

please tell me i'm missing something.


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Nope, it's ten attacks, then add Haste for one more.


messy wrote:
please tell me i'm missing something.

[joke]Most likely, CR 20 creatures have an AC of ~40![/joke]

__________________________________

But nope, that is how it works!


And make all of them/crit all of them as one using Pummeling style.

Mind, if you stuck with monk for that long, you deserve it.


You're missing the obvious.

"How am I, as a Monk, making someone Dazed, Flatfooted, Staggered, or Stunned" (Paralyzed and Unconscious are moot points...just Coup de Grace).

Stunning or Dazing Fist? Please. Most creatures will pass that save on a 2.

Gorgon's Fist? You need those extra attacks to begin to make up the damage lost for spending TWO ROUNDS to set up the staggered condition (and again, with a save most things will pass on a 2...).

Your best shot is as a Flowing Monk so you can make people Flatfooted reliably, but even then for the cost of 3 Feats? Ehhhh....

Shadow Lodge

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Or just get someone else to do that part for you (namely Sir Dazy Blastington the Evoker).


Adventure Path Charter Subscriber
LoneKnave wrote:
And make all of them/crit all of them as one using Pummeling style.

meaning, if i'm interpreting pummeling style correctly, if all nine attacks hit and at least one is a critical, then base damage is 36d10 (2d10 base x nine attacks = 18d10 doubled for pummeling critical = 36d10).

once again, i must be missing something.


What you are missing is that at level 20, you had to play a monk for 19 levels.... You DESERVE to do this.

Also at 20 many martial classes can do as much or more.

Shadow Lodge

Nope. Granted, all nine attacks hitting is not so likely.


You are missing that it's a level 20 monk with the target already stunned/staggered/etc, and it's still just damage.

Also, the +3 is quite unlikely to hit, and even probably the +8s. And you are missing from your list a +13 I think.


Mostly you're missing the difficulty in translating that to reality.

It's a paper tiger. Are you actually going to hit with the attacks at -15 BAB? Well, doubtful. Knock 20% off your damage right there. Are you going to have the target flat-footed or better every round? Any time you're not, that's another 20%. And really, how good do you feel about your odds of hitting at -10? Fifty-fifty? Call that 10% off your damage. How much Ki do you have that you can dedicate to the extra attack and how often is your Swift Action free? Any time you can't spend the ki, another 10%.

And that's honestly being fairly generous to the Monk.


Like, I'm pretty sure a Slayer with Merciless Butchery and a Scythe is going to do a lot more, and a lot more reliably even.


messy wrote:
LoneKnave wrote:
And make all of them/crit all of them as one using Pummeling style.

meaning, if i'm interpreting pummeling style correctly, if all nine attacks hit and at least one is a critical, then base damage is 36d10 (2d10 base x nine attacks = 18d10 doubled for pummeling critical = 36d10).

once again, i must be missing something.

The issue is that you are looking at damage potential on optimal conditions (i.e. assuming everything in your full attack will hit and Medusa's Wrath is available), not using a formula for DPR. Based on the AC of the enemy you are facing and your actual attack bonuses for all those attacks, you may be doing much less than you think.

Shadow Lodge

Whoa whoa whoa, don't go dissing monks too much, random strangers.

Shadow Lodge

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Though everything you said is basically true.


Saving Cap'n Crunch wrote:
Or just get someone else to do that part for you (namely Sir Dazy Blastington the Evoker).

Because what I want to do is spend 3 Feats to be reliant on someone else in the party setting me up to spike the ball, when I could spend those Feats on something that doesn't suck in 90% of circumstances instead. Clearly.


Come on, Monk gets Medusa's wrath as a bonus feat. So it's just 1 feat. It's basically their only really good one IIRC.


With pummeling style though and that many attacks your chance for a crit is much higher. So you do not have to worry too much about the reduced bab.


fearcypher wrote:
With pummeling style though and that many attacks your chance for a crit is much higher. So you do not have to worry too much about the reduced bab.

Except for when the reduced BAB means four of your ten attacks don't hit, so you lose 40% of the listed power.

Crits don't help your hit bonus. That's only on natural 20s, and one nat 20 does not make every hit you make in Pummeling Style auto-hit.


This is why "Flurry of Misses" is a phrase.

Scarab Sages

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At least it's not as a bad as those OP rogues, adding 10d6 on every single attack...

[/sarcasm]

Shadow Lodge

Rynjin wrote:
Saving Cap'n Crunch wrote:
Or just get someone else to do that part for you (namely Sir Dazy Blastington the Evoker).
Because what I want to do is spend 3 Feats to be reliant on someone else in the party setting me up to spike the ball, when I could spend those Feats on something that doesn't suck in 90% of circumstances instead. Clearly.

Well, as we've established it only takes one feat, that's making it nicer. Note also that the other bonus feats are rather situational as well, making this (given that the requisite conditions are what many spellcasters like to use at least on occasion) a viable option among them. Improved Critical, though, could be useful all of those Pummelers out there. Thus, I think that party casters inflict these conditions (whether to help the monk or just while doing their own thing) way more than 10% of the time. By that level, any Evoker of mine would have Spell Perfection (Dazing Cold Ice Strike is my personal preference).

Like any TWFer in terms of accuracy, only more so I suppose. Flurry of Misses has been known to show itself at unfortunate moments. That's why mythic monks are so cool.

Convoluted idea I thought of a few weeks ago:
Have mercy on this. It's not as if I'd design a party around it.
The Witch casts Screech while the enlarged, Combat-Reflexive Flowing monk is in the middle of the enemy. He hits them all with Unbalancing Counter, and they're all nice and flat-footed. Then the Arcane Trickster Sneak Attack Fireballs them. Or Medusa's Wrath. Well, that was fun.


You're missing that flurry of blows is literally just full BAB two-weapon fighting and any full BAB class does it better (class features for more accuracy, more damage). Remember, 1d3 to 2d10 is a difference of 10.5 damage on average, and that's assuming they use unarmed strikes for all attacks and not, say, weapons enchanted to +10 (instead of amulet of mighty fist's +5) or with better crit ranges or multipliers. Barbarian has in-class ways to stagger and daze (Savage Dirty Trick) as well, Fighter can pick up Dazzling Display (certainly has the spare feats), there might be a Paladin or Ranger spell that also does it?

Now just so it's not a complete downer, take a look at Seven Branched Sword. That lets you flat-foot the opponent for the remainder of the round with a trip attempt.


This really doesn't even require a Monk to do.


Adventure Path Charter Subscriber
Nocte ex Mortis wrote:
Nope, it's ten attacks, then add Haste for one more.

haste doesn't stack.

Saving Cap'n Crunch wrote:
Nope. Granted, all nine attacks hitting is not so likely.

against a target that is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious... they might!

LoneKnave wrote:
And you are missing from your list a +13 I think.

yep, good catch.


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messy wrote:
Nocte ex Mortis wrote:
Nope, it's ten attacks, then add Haste for one more.
haste doesn't stack.

Yes it does.


Adventure Path Charter Subscriber
LoneKnave wrote:
messy wrote:
Nocte ex Mortis wrote:
Nope, it's ten attacks, then add Haste for one more.
haste doesn't stack.
Yes it does.

wow, i stand corrected. thank you for the clarification.

*bows to loneknave*

The Exchange Owner - D20 Hobbies

messy wrote:
i stand corrected. thank you for the clarification

It didn't use to stack, but was changed a while back.


Rynjin wrote:

You're missing the obvious.

"How am I, as a Monk, making someone Dazed, Flatfooted, Staggered, or Stunned" (Paralyzed and Unconscious are moot points...just Coup de Grace).

Stunning or Dazing Fist? Please. Most creatures will pass that save on a 2.

Gorgon's Fist? You need those extra attacks to begin to make up the damage lost for spending TWO ROUNDS to set up the staggered condition (and again, with a save most things will pass on a 2...).

Your best shot is as a Flowing Monk so you can make people Flatfooted reliably, but even then for the cost of 3 Feats? Ehhhh....

Use all of your non-bonus feats to get Cornugon Smash and Shatter Defenses.


Incidentally, in a gestalt game this could actually make Monk//Magus kind of awesome (provided your GM is willing to let Spell Combat and Flurry of Blows work together).

Swift action Accurate Strike, Spell Combat, cast Frigid Touch and Spellstrike it, target is now Staggered, drop ten attacks (plus the one from Frigid Touch) aimed at the target's Touch AC.

Outside of gestalt shenanigans I can't really figure on a way to pull this off consistently though.


In a gestalt game, I'd combine Magus and Sacred fist to spell combat with Blood Crow Strike.

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