Chung Po

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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?


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.


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?


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!