Chung Po

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Gauss wrote:

Archetypes are not separate classes, you are still just one class, monk.

You replace your abilities that the archetype(s) specify.
You cannot have two archetypes that modify or replace the same ability.

Maneuver Master and Weapon Adept are compatible since they do not modify or replace the same abilities.

So for example, I would get Perfect Strike, Weapon Focus/Specialization for free? Or do those replace bonus feats?

For example, how many feats would a Level 2 Maneuver Master/Weapon Adept Monk get?

1st Level:
1) Flurry of Maneuvers (Monk, Replaces Flurry of Blows)
2) Improved [Maneuver] (Maneuver Master Bonus via Monk Bonus Feat)
3) Perfect Strike (Weapon Adept - Replaces Stunning Fist)
4) Improved Unarmed Strike (Monk)

2nd Level:
4) Weapon Focus (Weapon Adept - Swaps Evasion)
5) Bonus Feat (Monk)

Ok. In doing this I think I solved my own question. You don't replace anything, you just get different feats instead of the base class ones. That makes sense. Thanks!


I checked some threads, and it says that you can use multiple archetypes. So for example if I wanted a Monk, and wanted a Maneuver Master/Weapon Adept... how does that work? Do I choose which feats I want from either? How can I determine what I should take? Do I have to split Monk levels into each archetype?


Psyren wrote:

Yes, you can throw people off cliffs in Pathfinder, or into rivers or furnaces or traps etc.

There is even a mountain druid in NPC Codex who uses this as her favored tactic - using her wind magic to knock her enemies off the peak to splatter on the rocks below as "offerings to the mountain."

The specific ability you're using should tell you if your victim gets a bonus to resist this tactic.

There is no resist or saving throw for Ki Throw. If you succeed on the trip attempt, you get to Ki Throw.


Driver 325 yards wrote:

Ki Throw states:

Quote:
On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.

The only limitation is that you can not throw the creature into a space occupied by other creatures.

Therefore, you can throw creatures over cliffs, into the river, etc...

This also means that you can be thrown or bull rushed over a cliff. Be careful next to cliffs. And know how to swim if you are going to be next to rivers.

Awesome. Follow up question,

If I take combat patrol, am I able to Ki Throw in to any square in a 10 foot area? It says that it increases the area you threaten, and Ki Throw says you can throw into any square you threaten.

Will that work?


This happened in a run we were doing this weekend, and I would like a ruling on this.

We were in a sewer with 5 foot lanes on either side of a 10-foot deep "river".

If I encountered an enemy, could I Ki Throw them into the river? What about traps? Over a cliff? I was up against the river so it was within threatened range.


Mojorat wrote:
Yes, if you don't try to.confuse things with twf flurry of maneuvers seems easy. To be honest I think with twf the penalties are... -2 -2 -1.

I don't understand where the -1 comes from, or why it is there. TWF is just -2/-2 in these circumstances, and other attacks come from character level right?


Ssalarn wrote:
The Flurry of Maneuvers specifically states that it only applies the penalty to maneuvers, so that's out. It does seem that the TWF penalties would apply though, so -2/-2/-4 should be correct. If you used either of those two attacks to make a combat maneuver though, they would also be at a -4.

The argument he has is that by combat maneuvers it would also apply to attacks since maneuvers can be substituted for attacks. I argued that attacks = maneuvers as well, but maneuvers /= attacks, much like a square is a rhombus but a rhombus is not a square.


I'm having some serious confusion for how to properly calculate a full-round attack as a Maneuver Master Monk.

If I'm a level 3 monk with Two weapon fighting, I could take 2 attacks with knees/elbows/etc. at -2/-2 penalties.

Now if I decide to flurry with a whip, that takes a -2 penalty.

So I'm thinking my 2 attacks would be at -2/-2 because of TWF, and then the flurry would also be another -2 penalty. So it would be -2/-2/-2 correct?

I'm wondering if the penalties stack. I can imagine being at -2/-2/-4 because the whip would take a TWF -2 penalty as well.

But someone in our group is arguing that it should be at -4/-4/-4, because the flurry of maneuvers would apply to all attacks.

Which one of these 3 is correct?


Can you re-position an enemy with a reach weapon if they are not adjacent?

For example, if you have a long spear, can you use the weapon to re-position the enemy?

If so, you should be able to use a whip to do so correct?

I'm a maneuver master monk (Level 3), and I use a whip for tripping. I'm hoping that I can use re-position to pull a foe close to me (this will provoke an AoO I know), and then use Flurry of Maneuvers to trip them with the Ki Throw feat to move them into another threatened square, and then attack them unarmed.

Does this work? Why or why not?


I had a hilarious idea for a build today. Lemme me know what you guys think from a RP point of view. I think it would be a lot of fun:

As the title suggests, this is basically a WWE superstar build. It would be hilarious as a support class.

Your character would be a king of the ring. Taking on any foe and would be a tripping specialist. But tripping isn't very "WWE"-esque now is it? That's where things get interesting!

Here's the build:

Note: This requires you to re-spec one skill in order to get everything at level 6. Otherwise you can achieve this at level 7.

Ability Scores:

Required: Level 6 Human Manuever Master Monk

Ability Scores (25-point buy):
STR: 8
DEX: 20
CON: 14
INT: 8
WIS: 15
CHA: 10

This could be adjusted quite a bit. You'd want a high DEX score. Luckily, because of the pre-req skipping of the monk, you can be a big dumb meat head and it doesn't matter. I gave CHA a small boost because you'll want to be able to act/perform for a crowd :)
You could also mix this up and take down CON and WIS, but he needs HP and WIS is a Monk ability score so I didn't want to make it too restrictive.

You could also restructure this build to be a Hulk Hogan raw-strength build. I made this into a sort of Rey Mysterio/Luchador kind of character. The character would be taking down opponents with crazy aerial maneuvers, not just raw strength.

Feats:

Feats:

0 Level (Monk Feats):
1) Improved Unarmed Strike
2) Stunning Fist
3) Flurry of Manuevers

1st level (3 feats, 1 regular, 1 monk bonus, 1 human bonus:
1) Weapon Finesse (regular)
2) Dodge (human bonus)
3) Improved Trip (Manuever Master bonus)

2nd Level (1 bonus monk feat):
1) Combat Reflexes

3rd Level (1 regular feat):
1) Ki Throw

4th Level (None)
N/A

5th Level (1 regular feat):
1) [Any] Suggestions welcome!

6th Level (1 bonus monk feat and 1 retrain):
1) Retrain Dodge --> Mobility (for Combat Patrol next level)
2) Greater Trip

7th Level (1 regular feat):
1) Combat Patrol (APG)

The core of the build is Greater Trip + Ki Throw. In my mind, it's basically like doing a suplex, powerbomb, etc. You pick up your opponent and SLAM them down doing damage (Attack of Opportunity from Greater Trip) with your unarmed strike. All others gain an AoO if they are threatening that square. According to RAW they would get the AoO before the Ki-Throw, but you could talk to your GM about the idea behind this build and see if they want to make an exception. That would make it much more powerful, but would fit the idea a little better I think. Either way works though.

Later, you get combat patrol and combat reflexes. Anyone who enters your domain GETS THE PAIN BROUGHT UPON THEM. YOU WILL SLAM THEM ALL OVER THE RING AND MAKE THEIR MOTHER'S CRY BECAUSE OF WHAT YOU'VE DONE TO THEM. I DARE YOU TO STEP INTO THE RING WITH THIS MONSTER FOR YOU WILL NOT LAST A FULL ROUND IN A STEEL CAGE MATCH WITH THE CHAMP!
Etc. Etc.

What do you guys think of the idea?


Orfamay Quest wrote:

I'd say offhand that anything that throws you to the ground is "violent" motion. "Pitched roughly about" seems to cover tripping to me.

That seems good I guess. If a rough wagon ride qualifies, I would guess falling to the ground would work.

I was also thinking another variation on the house rule would be something like:

DC Concentration Check = (CMB + d20 + Bonus) - CMD + 5

The first part is just the trip check. So for example:

DC Concentration Check = (5 + 15 + 3) - 15 + 5 = 13

This would make it so a "better" trip has a better chance to disrupt. Whereas a barely successful trip would only have a DC of 5 or 6. If you roll a natural 20 however, they basically have a very tiny chance to hit. Also, more powerful spellcasters would have a better chance to cast, which seems reasonable.

The other rule seems a little all or nothing. I mean casting a level one spell and needing a DC of 16 seems a little high. My character has something like a +7 to tripping (including CMB and bonuses), so I would only need their CMD - 7 to cause a very remote chance of hitting. If a character had a 15 CMD (seems common with the monsters we're running into), I would only need an 8 or better to cause a DC of 16 or higher. I'm not sure if that's fair or not.

Just an idea. Probably needs balancing though.


Super Awesome Guy Named Oladon wrote:

2) There's no concentration check specifically for being tripped while casting. There are two which might potentially apply, though it'd be up to the GM: "vigorous motion" or "violent motion". (Only one would apply, of course, but it'd be up to the GM as to which, if either.)

Have you ever had to decide? I'm wondering if perhaps, to add some more variety, it would rely on my trip check. Perhaps if it hits, it counts as vigorous motion (a stumbling trip), or if I exceed their CMD by X (maybe 10? However that seems high. I'm not sure if 5 is enough though) then it's a much more effective trip that counts as "violent" motion.

Would that work? What would you suggest?


What are the rules surround tripping and spell checks? I looked through the rules but didn't find anything. For reference I am a monk using a whip for tripping purposes.

Here's a few of the situations I'm thinking could occur:

1) A spellcaster has been previously tripped, but is not grappled or pinned. If s/he doesn't stand up (to avoid AoOs), can a spell still be cast? Is there a concentration check? If so, what DC?

2)If I ready an action to trip as soon as a spell begins to be cast, and succeed, what happens to the spell? Is there a concentration check? If so, what DC?

Alternatively, is there something I should be doing that could be more advantageous than tripping? I don't have any grappling feats yet, as I am low level (level 2). I'm thinking about maybe adding dirty trick or the like. Do dirty trick maneuvers disable spell casters? Or do they just require a concentration check?

Thanks in advance!