Sajan Gadadvara

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




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?


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?


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 :)


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?


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.


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.