Sajan Gadadvara

DanceSC's page

Organized Play Member. 32 posts (33 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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YawarFiesta wrote:

Amulet of Migthy Fists (guiding), a headband of wisdom, a pearl of power level 1 and 3 for Mage armor and Greater Magic Weapon, everything else is standar.

Humbly,
Yawar

Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.

How does the Monk specifically utilize this without the ability to cast, or are you purchasing this for a party member who can cast those spells?


avr wrote:

The trip property also means that you can use the weapon for dragging or repositioning as per the link.

Sean Reynolds wrote:
There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).
The guided AoMF changes the ability modifier used in cases where an unarmed strikes or natural weapons bonuses may be applied to the roll, but it has no ability noted for it to do so in cases where it doesn't!

So this would only apply to trip...

One more question... How does this apply to CMD?
Would I be able to use my wisdom in place of my strength for cmd against trip?

EDIT: I found the answer to my question: No, CMD still uses STR, the Monk Class feature uses Wisdom: "When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD"


blahpers wrote:

Unarmed strike is listed on the Weapons table with no trip property, so it cannot* be used to grant any weapon-based bonuses to drag or reposition maneuvers.

The weapon enhancements avr listed technically don't grant the trip property to the weapons, but the intent there is pretty darn clear that it would allow using the weapon for repositioning--it'd be a harsh GM that would rule otherwise.

*There is the matter of the GM allowing specific instances to work, per that same link above. Some GMs might be okay with it; many will not.

It states that unarmed strikes involve the Knees, Fists, Elbows, and Feet. How does one perform any of the combat maneuvers without using their knees, fists, elbows, or feet?

The trip property just means that the player has the ability to drop the item, one does not simply drop their unarmed strikes. It also states that a combat maneuver is an attack roll adding in the combat maneuver bonus. I was just wondering: Does the AoMF + guided switch the relevant ability modifier of the attack roll and does that apply to the Combat Maneuver.

I think the solution is that it is at the discretion of the DM.


blahpers wrote:
The relevant ability modifier comes from a weapon enhancement (guided). The same principle applies. The monk isn't using the weapon, so the monk doesn't get its benefits.

So the real question I would be asking then is, does the monks unarmed strike count as having the trip special weapon feature solely for the purposes of being suitable for dragging and repositioning so that I can apply a relevant ability modifier... I fully understand that the weapon bonuses do not apply.

Also, would the same apply for Agile should Agile be treated the same as Agile Maneuvers?


blahpers wrote:
DanceSC wrote:
blahpers wrote:

Not unless you have some way to give your unarmed strike the trip weapon property.

Source

"because trip weapons are also suitable for dragging and repositioning"

Also, I am not interested in applying any bonuses to the reposition: example +1 through +5. This is strictly using the relevant ability modifier.

Also, The trip weapon property just allows the user to drop the weapon.

It also, per the link, allows one to drag/reposition at all with the weapon (as in, without that property, you cannot drag/reposition with the weapon and gain its bonuses):

Quote:
There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).

I am not looking to gain the bonuses. This is simply for the relevant ability modifier.


blahpers wrote:

Not unless you have some way to give your unarmed strike the trip weapon property.

Source

"because trip weapons are also suitable for dragging and repositioning"

Also, I am not interested in applying any bonuses to the reposition: example +1 through +5. This is strictly using the relevant ability modifier.

Also, The trip weapon property just allows the user to drop the weapon.


This is the most clarification I have on it: and I would assume after reading it that it would be Yes?
http://paizo.com/community/blog/v5748dyo5lcom?Combat-Maneuvers-and-Weapon-S pecial-Features


Does having an Amulet of Mighty Fists with the Guided weapon property allow a monk to use Wisdom instead of Strength when making a Reposition combat maneuver?


So the main differences are:

Unchained loses an additional attack between the levels of 8-11, and 15-20, however does not receive a -2 penalty to hit at all levels?

so level 8 would look like this:
+6/+6/+1/+1 - norm
+8/+8/+3 - unchain

level 11 would look like this:
+9/+9/+4/+4/-1 - norm
+11/+11/+11/+6/+1 - unchain

level 15 would look like this:
+13/+13/+8/+8/+3/+3 - norm
+15/+15/+15/+10/+5 - unchain

and level 20 would look like this:
+18/+18/+13/+13/+8/+8/+3 - norm
+20/+20/+20/+15/+10/+5 - unchain

On top of that the normal monk's two bonus attacks count as offhand for the purposes of applying strength to damage?


What sort of questions did everyone use for the guards in the Infiltrating the City part of the book? It mentions that the PCs can also decide to bluff their way in by answering the Guards questions, and knowing my group this will highly be a method of entry. Are there any questions that the guards would likely ask without being blunt?


If you are going for a disarm build, you can grab the opponents weapon after you disarm it.


Can this ability crit?


I see, thank you for the feedback. But they would be restricted with the "Pinned" condition correct?


I had this question a while back and I am second guessing the answer that was given. The scenario is an eidolon with 4 natural attacks being grappled, how many attacks does the eidolon get on their turn provided they do not wish to break the grapple, and instead just wish to attack.

Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.

The key focus is "A grappled creature can take no action that requires two hands to perform". If an eidolon has 4 arms, how is he restricted in this way?

Someone brought up in another forum that "Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you."
Their emphasis was on the wording "full attack", and that the eidolon could make a full attack because each individual attack is being made with a single arm, not two in conjuction.

I believe that that answer is not the correct one because the wording also states "make an attack or full attack with a light or one-handed weapon" emphasizing the "a" as singular and not "make a full attack with multiple light or one-handed weapons".

Someone help me out here, how is this situation suppose to be handled? How many attacks does the Eidolon, or even a dual wielder get in this scenario?


I am considering making the caravans attack bonus also their damage bonus, thoughts on this?


Secret Wizard wrote:

Hey, you can reduce the speed of non-trippables with Wolf Style, which is pretty sweet.

In another topic, you should go Dual Talent Human... you give up a feat for an extra +2 to WIS. Totally worth it.

For the wolf style, I will most likely be fighting demons who will not need to worry about move speed, and have damage reduction to reduce the effects of wolf style... :x

Also the Duel Talent Human is a trait correct? Would that replace the +1 skill trait per level on top of the starting feat?


JamesCooke wrote:

Having played a trip-focused Flowing Monk of the Sacred Mountain, I can tell you with absolute certainty that Pummeling Style is THE way to go for a few reasons.

1) Pummeling Style, overall, is just excellent in general.
2) With Pummeling Bully you can incorporate a trip attempt as a free action, whereas with straight tripping you have to sacrifice an attack roll for the initial trip. Legitimately, the only downside to Pummeling Bully over straight Trip-Monk is that Pummeling Bully only gets you one trip attempt/full round. I see multiple trips/round only being useful if you flub the first trip attempt and need to retry, but even then you're losing out on damage potential. Pummeling Style lets you do damage -as well as- incorporate a trip attempt.
3) Pummeling Style is going to be much more friendly to you against things you can't trip. I have't played the AP you're going to play, but if even 30% of the things in the path can't be tripped then you're looking at fights where you are supremely ineffective.

As far as anecdotal evidence goes: when I built my Flowing Monk of the Sacred Mountain, my DM ran into an issue with just how effective she was at -destroying- things on two legs. With a +15 on trip attempts at level 3, my DM had little choice but to throw stuff at us that couldn't be tripped or had eight legs. Otherwise, my Monk would just trivialize the fight.

(Almost done, bear with me) Additionally, I'd recommend the Sacred Fist Warpriest archetype if you're looking for straight-up effectiveness. Spells are always good and the Human favored class for a bonus combat feat can help with feat starvation. If you don't want to go that route, the Flowing/Sacred Mountain Monk build is -very- viable. You just have to be aware of your weaknesses and shortcomings.

Good luck in the game and have fun!

Thank you very much for your input! I will certainly take this feat when I reach BAB+6. I have made a Flowing Monk of the Sacred Mountain before, only I went dex/wisdom and more maneuver base, this one will be more strength base with power attack. I will perform the combat maneuvers as AoO and defensively with redirection. The Vicious Stomp will add more attacks when I do trip people


Fruian Thistlefoot wrote:

Pummeling style is very good.

The issue with a manuver monk in wrath of the rightous are these.

Most your enemies will have teleport, flight, or be massive, or have many legs.
this makes tripping hard to accomplish and repositions just useless as a manuver in every build.

If your going to build a manuver monk look at tetori monk and do grappling. You will see more return.

Wrath of the rightous is 20 levels and 10 mythic tiers. Your going to be fighting a lot of evil outsiders.

Think carefully about group design and what your main enemy is. you may really want to play a monk but it might not be the best campaign for it. I do know skulls and shackels makes for aawesome monk or trip build as most enemies are humanoids.

In wrath of the rightous paladins are heavily rewarded and things that can specialize in fighting demon would be a good idea.

Thank you Fruian and Eltacolibre for the pummeling style recommendation. I did consider this a while back when designing the concept but completely forgot about it last night when I wrote up the character. The original reason why I did not pick pummeling style was because I planned on getting the feat Hammer the gap.

Right now I am trying to avoid the whole "Think carefully about group design" meta gaming and the whole "this class might not be the best for the campaign". This is my fault for even bringing up the campaign that we will be running in the first place. I am playing for the enjoyment of building a character concept, not beating a specific campaign as easily as possible. My goals were just to optimize the concept, not necessarily optimize a monk in general for a specific adventure path. I wont actually have the ability to play skull and shackels because I will be the one dming it. So this might be my only chance to test out this build :/


Charon's Little Helper wrote:

1. If you want to go maneuver based - try a Dirty Trick focus - with tripping secondary.

Dirty Trick works on everything - and Maneuver Master monks are one of the few ways to make it work well since they can flurry them. Plus they don't need Combat Expertise or 13Int.

From a fluff standpoint - say you're going after pressure points. (I've had GMs hose me on dirty tricks due to my fluff talking. They only let me blind a single hydra head because I'd mentioned using a burlap bag in an earlier fight.)

2. Your stats are too spread out. Especially with a maneuver focus - you'll want to focus more on either Str or Dex. (I recommend Dex as the defenses of Str monks are rather weak - and defense is the best part of a monk.) Just pick up an Agile AoMF ASAP for damage. Try this -

Str:9
Dex:18 (includes +2 racial)
Con:14
Int:10
Wis:16
Cha:7

If you don't want to go MM - you can dump the Str down to 7 for the 13 Int.

3. Toughness isn't that good. If you build them right - monks shouldn't be getting hit that much in the first place. :P

Toughness is not something I get to choose, it is given to me via the Monk of the Sacred Mountain at level 2, and my 2nd free feat is replaced. Monks are also a spread out class, The only way I could be less spread out would be to take less in INT, that being said I would only be increasing both my strength and wis by 1 point each.

The 13 Int was a choice only so that I could get Greater Trip, which would make it so that my foes would provoke attacks from being tripped. Combine this with vicious stomp and I am able to squeeze out more attacks per round. In the end the trade off is 1 less point in strength and wisdom for half the game for an additional attack.

I will consider dirty trick, but I am not seeing much of a difference between that and the sickened condition that reposition gives me.


My friend will be running Wrath of the Righteous down the road, 20 pt buy, and I have my heart set on making a Monk. Specifically trying out Flowing Monk of the Sacred Mountain. I have not done mythic levels yet, so I am not sure how much of this will hold true, but regardless, I am curious to hear other peoples thoughts on the level progress thus far:

Base Stats:
Str 15 (17 with Racial)
Dex 12
Con 14
Int 13
Wis 15
Cha 7

Class Feats:
1 Improved Trip
2 Toughness
6 Improved Reposition
10 Tripping Strike
14 Deflect Arrows
18 Ki Throw (Might get this at level 14 and Deflect at 18)

Feats
1 Combat Reflexes
3 Power Attack
5 Vicious Stomp
7 Combat Expertise
9 Greater Trip
(Haven't thought past this point)

Abilty
4 str
8 str
12 str
16 wis (maybe wis @12 and str @16)

Special Abilities

1: Flurry of Blows, Unarmed Strike, Redirection
2: Unbalancing Counter
3: Flowing Dodge, Maneuver Training, Still Mind
4: Bastion Stance, Ki Pool
5: Elusive Target, Iron Limb Defense
6:
7: Wholeness of body
8:
9: Adamantine Monk
10:

Is there any feat suggestions, or perhaps stat changes that you would suggest I do differently? As of right now I am planning on being a Half-elf or a Human. Other feats I have considered taking should I have the bonus feat are: Weapon Focus, Improved Initiative, and maybe Step up (that kind of defeats the Sacred Mountain)

I have also considered switching Combat Expertise, Power attack, and another potential feat should I take Human. (Human feat would be Combat Expertise, 3rd level feat would be one that requires atleast +1 BAB, Power attack would come at level 7)

Please weigh in :)


Trinam wrote:
If your fists were masterwork, you'd be getting a +1 to attack with them. They are not masterwork.

The witch has a spell that can make items masterwork. This would not be an issue.


I have a couple ideas / concepts:

A book for melee combatants: After reading the tome the player selects a favored weapon, and may spend 1 hour each morning of meditation with said weapon to gain immunity to fear when the weapon is drawn. The immunity to fear only lasts for 24 hours, but may be renewed each morning with 1 hour of meditation.

A book for ranged combatants: After reading the tome the player selects a favored ranged weapon, and three times per day may add their wisdom modifier into their attack rolls when using the favored weapon.


HangarFlying wrote:
DanceSC wrote:

Please cite where the rules state that "AoO chains are possible"

Perhaps tomorrow when I can get onto my computer, instead of poking on my iPad (if someone else hasn't already answered).

Suffice it to say, there is nothing about provoking an AoO that would prevent you from making an AoO against an AoO made against you that, itself, provokes an AoO.

Perhaps I am just being stubborn. Though I would still like to know RAW vs RAI, specifically RAI.


HangarFlying wrote:
DanceSC wrote:

According to the rules though, Attacks of Opportunity are when "a combatant in melee lets her guard down or takes a reckless action". It also states that taking an Attack of Opportunity counts as a free action, and free actions do not provoke because they consume a very small amount of time and effort.

The way I see this, the person that runs past everyone is being reckless and letting their guard down. Thus it makes sense that one could easily stick their leg out and attempt to trip them because that person has opened up a window that is not otherwise available. In combat it is assumed that characters are constantly fighting and constantly aware of each other. The whole reason why tripping provokes without improved is because your opponent is actively aware of the movements you make, and can see it coming.

If both players had trip without improved, does it make sense that they could go back and forth several times until one is tripped? (Provided both have enough AoO through combat reflexes), and then of course continue his charge towards the healer in the back?

1) AoO are not free actions. The word "free" is not in reference to the free action, but instead in reference to the fact that it doesn't cost you anything (such as a loss of attack in your next turn, etc) to make that AoO.

2) Whether or not it makes sense in reality, AoO chains are possible, and the results of such a chain may or may not affect the outcome of the original event that started it.

"Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle." Your attention is diverted, where are you to take advantage of an AoO when your attention is elsewhere?

Please cite where the rules state that "AoO chains are possible"


According to the rules though, Attacks of Opportunity are when "a combatant in melee lets her guard down or takes a reckless action". It also states that taking an Attack of Opportunity counts as a free action, and free actions do not provoke because they consume a very small amount of time and effort.

The way I see this, the person that runs past everyone is being reckless and letting their guard down. Thus it makes sense that one could easily stick their leg out and attempt to trip them because that person has opened up a window that is not otherwise available. In combat it is assumed that characters are constantly fighting and constantly aware of each other. The whole reason why tripping provokes without improved is because your opponent is actively aware of the movements you make, and can see it coming.

If both players had trip without improved, does it make sense that they could go back and forth several times until one is tripped? (Provided both have enough AoO through combat reflexes), and then of course continue his charge towards the healer in the back?


It states that not having Improved Trip will provoke an attack of opportunity whenever a character attempts to trip. Also, that you can make trip attempts as an attack of opportunity.

Scenario: Player gets dominated and has to run past the entire party to attack the healer in the back. Each player gets an attack of opportunity and they all choose to attempt to trip the fighter. Does the fighter get an attack of opportunity back?


Petty Alchemy wrote:

Well, if his actions are spoiling the game for you and others, then you can tell him to mend his wicked ways or find somewhere else to game.

I think you're otherwise on the right track though Air Walk and Wind Wall serve rather different purposes.

Yeah, this is my way of letting him know he is meta-gaming when he attempts to use the sword. I do not want to 'nerf' the weapon so to speak, I simply want to create alternatives that have similar affects. I ultimately want him to role play his character and figure out through conversation that the weapons abilities are instead a variation that he has to work towards discovering.


I am currently running a Jade Regent campaign with a group of friends, and although I am open to players trying out new things or making their characters as optimized as possible. I have one scenario with a player who is borderline spoiling the game for others right now.

I could go on about the actions and things that have happened, but that is not why I am here. I am instead looking for alternatives to the game that will help keep everything a surprise for all of the players. I have already came up with alternatives for encounters, alternate trap placements, even re-positioning some of the rooms to keep dungeons random to avoid the meta-game direct to the end route.

The is one thing specifically I want to change and do not know how, and that is Suishen. I am wondering if anyone has any alternative rules to Suishen that will maintain the weapons potential, but still replace ALL of the swords abilities.

Example:
Instead of Flaming (Burst) -> Shocking (Burst)
Instead of Air Walk -> Wind Wall.
etc...

Please, any thoughts, comments or concerns are all welcome.


In the past I have used 8Fight/6Range/6Monk builds or variations similar to that to utilize both Unarmed combat AND bows. The Ranger/Monk alone compliment each other in many ways and the fighter provides the extra feats to support both weapon specializations. Though as time passed on I eventually dropped the heavy multi-classing for more archtype heavy play, and then ultimately deciding that what I wanted would be so much better if I stuck with just using the monk archtypes Flowing Monk + Monk of the Sacred Mountain alone. Instead of trying to combine it with Deep Walker for ranger, and less levels of Fighter with the Archer Archtype. Maybe if there was a way to get Zen Archery as a feat? So that I could count the bow as a monk weapon and rely on the rangers multishot and keep monk flurry of blows for melee?

I don't know this is still work in progress, my hopes are that someone else here has done a similar monk build and could shine some light.


Strength checks can be made with the players Ability Score, and assisting a player in a strength check adds in the relevant ability modifier. (Example: 17 strength fighter and a 16 strength fighter: the 17 strength fighter attempts the strength check and the 16 str fighter assists by adding 3 from the ability modifier bringing the total up to 20) - Choosing to do this is considered taking that score on the die roll, just as one would take 10 on a check.
(Reasoning: it never did make sense to me that one could fail to break down a door by simply being 'not strong enough' and yet manage to do it 6 seconds later. Also if a wizard with 8 strength in the party assists, how much are they actually contributing?)

Triple Crit: If the first attack is a nat 20, and the confirmation is a nat 20, then roll a third time to see if it is an instant kill.

Diplomacy and Bluff checks can be used in combat to deter enemy aggro, and Intimidate checks can be used to gain enemy aggro.

Leveling up + health: If you roll less than half on your HD then assume half OR health is locked in at your max die - 2 (Classes that have d10 would give 8 hp, and classes with d8 would give 6hp per level, no rolling)


Feint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher.

Should feinting an opponent in combat, also remove their dexterity from their CMD? It says in the rules only their ac, but it also makes sense that one would feint before a grapple, or a trip attempt to help throw their opponent off guard.


mplindustries wrote:

"By spending 10 minutes preparing an elaborate tea ceremony, a geisha may affect her allies with inspire courage, inspire competence, inspire greatness, or inspire heroics."

"A bard cannot have more than one bardic performance in effect at one time."

Inspire Courage, Inspire Competence, Inspire Greatness, and Inspire Heroics are all Bardic Performances. You use a tea ceremony to affect people with one of those performances. You cannot have more than one bardic performance in effect at one time.

It seems pretty clear cut to me. The Tea Ceremony is not a Bardic Performance, but Inspire Courage (for example) is. If you have someone affected by your Inspire Courage, you have a Bardic Performance in effect.

"The geisha must spend 4 rounds of bardic performance for each creature to be affected"

So although the Tea ceremony itself is not a performance, in order for each creature to be affected the Geisha must expend from her performance pool. (To Clarify: You are right, they do not stack because they both expend points from the perform pool = a performance)

The geisha must meet the level requirement to use the performance. The trade off is 4 points from her perform pool per person and 10 minutes of preparation for a 10 minute buff that does not require the geisha to maintain the performance.

I had a question about this, and while presenting both scenarios I ultimately came to the conclusion above.