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Kazumetsa_Raijin's page
229 posts. Organized Play character for Kazumetsa.
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Maximillian Simm wrote: Not sure if it has been explained already but I am not fully understanding how this works. A Flurry of Blows has a nice table that shows the number of attacks a monk gets, so my question is how many attacks do brawlers get? At level 2, you get two attacks. At level 6, you get three attacks. At level 8, you get 4 attacks. At level 11 you get 5 attacks. At level 15 you get 6 attacks, and at level 16 you get 7 attacks total.
Make sure you do a -2 to whatever your BAB attack sequence is if you're doing a flurry.

Secret Wizard wrote: Quote: Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. Quick question: with Brawler's Flurry, can I take Two-Weapon Feint? Do I count as having Two-Weapon Fighting? The answer is Yes, you can take Two-Weapon Feint and you do count as having Two-Weapon Fighting. Just make sure you fulfill the rest of the Prereqs... which as a Brawler should be pretty easy. "Prerequisites: Dex 15, Int 13, Combat Expertise".
Monks qualify for this as well, considering Flurry IS Two-Weapon Fighting, just slightly modified with different restrictions.
Yaaayy.
I must admit, I was surprised that it didn't work with Close Weapons... poor Brawler's got shafted. At least Monk's have a style that will seriously help them out!
Marc Radle wrote: Victor Zajic wrote: Link to the FAQ? Main FAQ Page
Advanced Class Guide FAQ YEEAAHHHH. That's a good start! Now if they could just answer the others, how pummeling style works vs certain abilities, whether ac bonuses from the same modifier stack.. etc...

stoolpigeon87 wrote: Let's say a Swashbuckler with Kip Up moves through some monster's threatened square and triggers an AoO. The monster opts to use a trip.
Since the rules for Free Actions (and thus, swift actions) allow you to use it as PART of another action, can you use Kip Up during your Move Action to move so that you can stand up again and continue your Move Action to move unimpeded? Essentially negating the trip, since you don't lose any actions other than your Swift and you don't provoke AoOs.
"Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity."
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"Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity."
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"You can take a swift action anytime you would normally be allowed to take a free action."
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"Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM."
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If you can take a free-action mid-movement, then you may take a swift action; It seems.
Though I have no direct answer, I have narrowed it down a smidgen. The way I perceive it though; You can take a Swift anytime you can take a Free, and it seems you can take a Free action while taking another action normally - Meaning in the middle of an action, start, or end.
Edited: for Bolding+Free Action+Arrows+Opinion

Eltacolibre wrote: I know a lot of people seems to be obsessed with the idea of everything needs to be balanced...but quite frankly do you actually really care? Like a player wants to play a tiny fey creature barbarian and complains that he isn't doing as much damage as the half-giant barbarian? Old school players do you remember how hard it was to play a pixie barbarian?
I mean, I understand that some people like to play special snowflake characters but do you actually care that them playing a subpar option or class should be compensated by something else?
Frankly, I don't think that everything should be balanced to be viable at the same scale of power all the time but that's just my opinion.
I think it's incredibly important, but not on a micro-scale. Every class doesn't specifically need to be balanced, or we would have 4E. At that point, you may as well tell everyone "Okay, to balance it all, you can be whatever you want, and all of your attributes/abilities/attributedependencies are the same as one another, just re-named/skinned. You're totally not the same though, no worries." Overall, on the huge-scale, it needs to be a Proper Balance of Give and Take whilst still being unique and allowing freedom and creativity to exist. "Balancing" things on a micro-scale case-to-case basis, is what destroys the internal structure of the game. If they play a small pixie barb, they better get used to not-so-great damage.
I think whatever people specialize in, they should really shine in. However, where you shine in one ability, you'll suffer elsewhere. Give and Take; We all need to fill our specific role.
I always think of the Law of Equivalent Exchange from FMA, in a sense.
That kind of "perfect" balance, is so incredibly hard to achieve though... but worth it!
Mario_Rocket wrote: Good day,
I am currently playing a lvl 8 Druid, I like wild shaping into a medium Earth Elemental. For attacks I use my slam attacks, and I was wondering if there is a way to change my slam attack into a Natural attack that deals either Slashing or Piercing Damage?
I imagine shaping my "hands" into claws (slashing) or spiked rocks and/or spikes (piercing) ala morning star.
What are my options?
Thanks
Look at Boar, Tiger, and Snake Style(s). They give you the options of making your attacks Piercing/Slashing

Charender wrote: 1. Abilities that act as if you are X sizes larger do not stack with each other. This is because if you are medium, having 2 abilities that act as if you are 1 size larger would both make you act as if you are large, but since they do not actually make you large, they cannot stack because they are both operating on your actual size.
2. Abilities that change your size do not stack with each other. I believe that all of these abilities are polymorphs which explicitly to not stack.
But abilities that actually change your size will stack with abilities that makes you act as if you are larger.
To add to that:
Not only does Polymorph not stack with Polymorph, but Size increases do not stack with other Size increases; Much like Dice Size increases do not stack with other Dice Size increases.
Essentially you can have ONE size increase and ONE Dice Size increase active at the same time - Is what it boils down to. Any others of the same type, just overlap.
I still have yet to find a way if it's possible to go beyond Gargantuan damage/size/effectivesize. I know as a Druid you can become Huge and use Strong Jaw...
Artemis Moonstar wrote:
How many people are paranoid enough that some random guy they're talking to is going to sucker-punch their lights out? Sure, someone could just up and hit you for no reason, but if everyone was expecting someone to nail them, and thus 'be aware' of such an attack, then there would never need to be any surprise rounds in the game!
Well, maybe if you're on the streets of New York and all those punks playing the "knockout game"... XD
Doug OBrien wrote: Damn, some of you guys should take up a hobby and relax a little. I think this is their hobby...
I really think enough debating, beyond that, has been done.

Artanthos wrote: Question: How does Flurry from multiple classes interact?
We now have three classes that grant Flurry:
- Monk: Flurry of Blows
- Warpries(Sacred Fist): Flurry of Blows
- Brawler: Brawler's Flurry
Does attack progression add class levels together or does each progress separately?
Would a Sacred Fist/Monk count all levels from both classes towards BAB (assuming the monk did not take an archetype without FoB)?
Does Brawlers Flurry count as Flurry of Blows for the purpose of meeting prerequisites?
1. I'd just like point out, that Brawler's Flurry is different from a Monk's Flurry. It doesn't state that it functions as a Monk's ability of the same name, nor does it reference Monk levels adding to it. It functions almost exactly the same, but they are different. Monk Flurry levels would not add to Brawler Flurry levels for any purpose. You'd take the secondary classes BAB and add it to your Brawler's Flurry BAB.
2. Now as for Brawler's Flurry counting as Flurry of Blows for the purpose of meeting Prerequisites, I'd have to say No or there was an oversight. If you look at some of the feats in ACG, it lists Brawler's Flurry OR Flurry of Blows as prerequisites. This leads me to believe that it is certainly it's own ability. Now if it's TWF that is required, that should be fine as Flurry of all kinds is essentially TWF.
3. For the Sacred Fist and Monk... it's making my brain fuzzy thinking about it D: I feel this is a grey area for sure.
I want to say, they stack and all effectively mimic a level 8 monk for example, using the class combination of Monk/2+Sacred Fist/6. If they both have the Monk ability of FoB, then they should combine regardless right? At the same time, I feel they wouldn't combine, and would be treated to that of a Monk subclassing to another class, and effectively limiting/delaying his extra attacks at Monk level 8 and Monk level 15 with Flurry, along with only adding the secondary classes BAB to the Monk's Flurry BAB. Q_Q

Bane Wraith wrote: The question: Can an Unarmed Strike ever be considered a Concealed Weapon?
This topic is particularly of interest to rogues or ninjas wishing to use the "underhanded" rogue talent.
A previous thread I posted was marked for FAQ; Staff response was 'no response needed'.
Looking up questions regarding the Underhanded rogue talent, it seems there was a thread that might clarify its use of concealed weapons, And it claims to have been answered in the FAQ, but I have found no such entry.
Other threads have some community input, but no official answer.
Could anyone lend some aid on the matter?
IMO, you should ask Every GM you deal with about this. I don't see why anyone should have a problem with it either. A non-lethal high-damage dealer is something that's pretty rare, ultimately really cool, and probably quite effective!
The way I see it, is an unarmed strike considers you armed all the time. That weapon is always out and available. However, just because you have your arms out, like your fellow comrade, other NPCs shouldn't look at you like YOU'RE plotting something, and then ignore your comrade. Arms are Arms; and everyone(almost) has them. Unless you have it in the readied position to strike, I'd see it as rested and essentially concealed. I could understand if the GM wanted a Bluff roll vs an NPC's Sense Motive if you indicated to the GM you were going to attempt the Underhanded Rogue Talent - at the most. Reason with your GM - It's not like it'll be game-breaking or even near game-breaking.
RAW - I don't recall seeing anything, so I cannot help you with that :T
RAW and RAI both need to be taken into account, for both the sake of balance and sense. Good luck, and I hope it works out for you!
So I'm in the process of building a Race with 20RP maximum, as given to us by the GM. I'm looking at the Powerful Charge racial ability, and thinking about giving my character a weakness, so I can squeeze it in there. He's a Monk with the Outsider type. Would the Powerful Charge apply to my Unarmed Strike?
If it does, how would it interact with Pummeling Style + Pummeling Charge?
Could someone recommend as many Sense Motive enhancing abilities and wonderous/magic items as possible? I have maybe 10k gold and either a trait or feat I can swap out.

daimaru wrote: I'm trying to remember why I did something when I set up my warpriest 2 months ago. (Not ruling out a mistake.)
Level one warpriest (base attack bonus +0)
half elf
strength bonus +4
falchion
weapon focus +1
sacred weapon +?
For some reason, I gave the warpriest an attack bonus of +6. I have a note under FEATS saying "sacred weapon (warpriest) (level) +1" which seems to mean that I'm adding in his level as an attack bonus but now I can't find anything in the rules that says I can do this. Did I make a mistake?
What brings this up now is it'[s time to level up. (We only play once a month so I have plenty of time to forget things.)
Just remember that it's always your Str Modifier + BAB + Weapon Enhancements + Class Abilities + Feats.
At level 1:
You have a Str Bonus of +4.
You have Weapon Focus of +1.
You have BAB of +0.
Right now you'd be at a total of +5 attack, at 1d6+4 damage(or the weapon damage if it's higher).
At level 2:
You'd still likely have a Str bonus of +4.
You'd still likely have Weapon Focus of +1.
Your BAB would be +1.
You'd be at a total of +6 attack, at 1d6+4 damage(or the weapon damage if it's higher).
Sacred Weapon doesn't give you an Attack bonus, it just gives you the scaling Sacred Damage corresponding to the Sacred Damage on your Warpriest Chart.
He-Who-Must-Not-Be-Named wrote: Do we know yet if this is stacking or not. I agree the bonus that comes along with the Wis to AC stacks as one is untyped and one is deflection but do the Wis-AC stack? Not yet, but please support the FAQ Here and Here.
Even without the stacking of AC, Sacred Fists are pretty damn awesome.
aceDiamond wrote: Nothing says it couldn't. Alternatively, you could grab a Ring of Evasion and avoid multiclassing. Oh you just saved me an archetype! Fantastic :D
Battle Cupcake wrote: If by "any attack", you are referring to effects tied to Fortitude saves, then yes. If by "any attack" you mean ones tied to Reflex or Will, then no.
For example, if you're subject to a ki shout spell and make your saving throw, you take no damage instead of half.
It's basically Evasion for Fortitude. Is it powerful? Yes, but so is Evasion, and they serve largely different purposes.
Does this mean that with a couple of Monk levels... Evasion and Blessed Fortitude could work alongside each other?
Aaahh okay. Still pretty awesome!
Blessed Fortitude (Su): At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability. This ability replaces the bonus feat gained at 3rd level.
Does this mean that with Any attack that has any sort of "Reduced Effect on a successful save" I have the chance of avoiding it Entirely?
That seems... rather powerful.
So all I really have is the 1,536GP gained from the session, along with 4 Prestige. Those items listed, are items I have access to and can buy, but otherwise those aren't part of anything I gain.
Is that correct?
also, thank you for the welcome and such quick responses! I'm reading through the guide now as well.

So I finished my first Scenario, #79, The Half-Dead City.
I understand how the XP works, as that whole session was worth 3, and I can now move on to level 2. What I don't understand, is the items listed below, the Fame, Prestige, and Starting GP.
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For the Boons listed:
Do I choose one and cross off the other; and it's permanently active throughout every session for that character?
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For the Items Listed:
Do I gain all of this gold value? Do I gain one item of choice and sell it back for the GP value? Do I just ignore this section? I don't really know what to do here.
Scarab Shield - 4399GP
Akhentepi's Armor - 5235GP
Potion of Darkvision - 300GP
Potion of Lesser Restoration - 300GP
Ring of Protection +1 - 2000GP
Silversheen - 250GP
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Prestige:
I've gained 4. What exactly does Prestige do and how do I use it?
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Starting GP:
I assume this is how much GP I've gathered in that session. Does this add to the total from the items? Is there some merchant I can use this at?
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Overall for Upgrading Items:
Currently I don't have anything really, aside from some potions. I really need to acquire an AoMF with Agile on it. How do I go about doing this? Is there some special listing I can look at that let's me know about available items for PFS?
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Sorry for the barrage of questions, I'm just fairly new to this sort of thing, and it's my first PFS experience.

Arachnofiend wrote: Ah, right. My other point stands though. It's kinda frustrating because I do think Monks can be genuinely good and useful to strong parties if built properly but builds like these are a large part of why people think otherwise... Why are you assuming all I do is stand there in full defense? I never said that's all that he does. It's a viable option under certain circumstances, in which this was the ONE circumstance. Otherwise, I tend to zip around the field soaking up AoOs, tripping, punching, and stunning(hopefully).
Quoting myself from earlier "Sorry, seems like 35 by level 6. Without Total Defense that is."
It was a fantastic build, in every way, except for damage. I was only swinging for 1d8+4, sadly. I'm there to defend my allies, and set up opponents for them so they're easier to knock down. I fulfilled my purpose very well.
I guess when you lack the reading skills to read every word that some writes, you would think that builds like these are a large part of why people think otherwise.
DrDeth wrote: The idea that you MUST play the MOST powerful DPR class to fill any niche otherwise you are a waste of air is ludicrous.
Honestly, the most powerful DPR is quite boring too. It is highly convenient destroying things in one hit, but it's bland.
SlimGauge wrote: Grasshopper, your Search-Fu is weak.
See this thread, wherein I'm wrong and James Jacobs says this.
There's also this later one.
Forgive me sensei! I have much to learn :(
That's a really good question!
Considering it states:
"Dweomer Leap(Su):
When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as an immediate action, choose to teleport to a square adjacent to the spell's caster, effectively appearing mid-leap and aimed toward the caster. This ability takes effect regardless of whether or not the spell overcomes the dweomercat's SR. If it chooses, the dweomercat can immediately make a full attack against the spells caster as though pouncing. "
Since it states "targeted by a spell", I imagine you can immediately use your Dweomer Leap right after they choose YOU, but before their roll to overcome SR. It also states "This ability takes effect regardless of whether or not the spell overcomes the dweomercat's SR". I would think at that point, the Cat's actions come first with the pounce, then the caster can choose to roll against the SR, and whatever follows.
It's hard to tell.

PIXIE DUST wrote: Kazumetsa_Raijin wrote: PIXIE DUST wrote: Except that it requires you to go total defense... i.e. you are not completely useless. If it really wanted to it could walk right by you and completely ignore you (which ideally it should have after the first few failed attempts at attacks). Thankfully, you don't count as a creature in a game : P The DM was going back Creature Intelligence. It was stuck in a room, with everyone but myself outside of it. Bound to it. Just as well, I was still at 35 without Total Defense, and only using a Swift action. I still had opportunities to attack, stun, trip, disarm, etc. If memory serves right, total defense prohibits you from doing anything at all. You are pretty much a turtle in its shell. You don't even threaten the squares around you. That is correct, but I'm not sure why you are pointing that out. It's a standard action to Total Defense... when I wasn't in it the entire time and I don't have to be. Without it, I stand at 35, with it, I stood at 41. You can actually still move in Total Defense I believe, and of course swift actions are allowed.
"Total Defense
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense."
PIXIE DUST wrote: Except that it requires you to go total defense... i.e. you are not completely useless. If it really wanted to it could walk right by you and completely ignore you (which ideally it should have after the first few failed attempts at attacks). Thankfully, you don't count as a creature in a game : P The DM was going back Creature Intelligence. It was stuck in a room, with everyone but myself outside of it. Bound to it. Just as well, I was still at 35 without Total Defense, and only using a Swift action. I still had opportunities to attack, stun, trip, disarm, etc.
leo1925 wrote: How did you manage an AC of 36 by level 6? Dex and Wis based. So starting AC of 18 with Dex and Wis mod of 4.
Ring of Deflection +1. Mage Armor(sp)(+4). Shield(sp)(+4). Total Defense(+6). Ki Point(+4) Barkskin(+3). Dodge(+1)It worked great against the Barghest that couldn't move outside of a specific room. He was desperate enough to try and eat/kill me, revealing himself, which was enough for the rest of the party to acquire a target and pewpew. Sorry, seems like 35 by level 6. Without Total Defense that is. It's nice having everything stack so nicely on a class! That's the one nice advantage of the Monk!

Revolving Door Alternate wrote:
We are perfectly aware that Tengu are not optimal for all party roles. Don’t care. We think we can get more than good enough to function perfectly fine for PFS. What I’d like is some thoughts on what will cover the bases, work well together, and fit the theme. Then maybe some additional help on actual builds.
First thoughts and ideas are:
Tengu more standard sword build
Tengu common unarmed build
Tengu bard sqwaking for music sounds mighty amusing
Tengu summoner could make his eidolon look like a bird-ish thing
Tengu ranger/falconer gets a bird with a few special twists
Tengu wizard/sorc/carnivalist rogue/other with eldritch heritage to get a hawk familiar
Tengu hunter/cavalier/druid/inquisitor with animal domain and an Axebeak companion/mount(after a certain unnamed scenario)
For the Unarmed Build, I'd highly recommend a Sacred Fist/Qinggong(so those monk levels count as caster levels)MoMS-(Monk of the Sacred Mountain, or Terra-Cotta, or Harrow Warden)-Monk/2. They're utterly fantastic. Dex/Wis build is perfect for both the Race and Classes too. If you want an actual build layout, please let me know via PM. The build isn't heavy on teamwork feats, but it has the featspace for it. If you want heavy on teamwork, Inquisitor is where it's at!
Charender wrote: Right now, I feel that the balance is in a good place, dex characters have better defenses, but they do slightly less damage. Honestly, I agree. For only 4 more points of AC/Reflex/Init, we miss out on some stupendous Str damage multipliers and Feats/Feat requirements. I'm sure there are a plethora of other trade-offs too(like MAD characters, it helps a lot). I feel it's a fair or decent trade at the least.
I really just wish Weapon Finesse gave us both the ability to use Dex Mod with Attacks on One-Handed/Light Weapons, and/or Dex-to-Damage with those weapons. It'd be nice if it was just knocked down to One feat cost, instead of having to do these silly multiclasses/feat-taxes to go with the norm.

Dragonamedrake wrote: I can understand all the monk hate. I see why on papaer it is weaker then alot of other options. But I have also seen Rogues, Monks, and Ninja's that did very well. We had a 3.5 game with a Monk that went from 1st to 26th level. He was a very effective member of the party.
On paper I see the point. But in practice I see most Rogues and Monks do pretty well. Its hard to explain. A few facts that might be why. Im not argueing that they are good or bad. Just coming from someone who has played pen and paper for 15 years, and Pathfinder for 4 years or so... I have yet to see them actually perform poorly.
I've run just a plain Qinggong Monk who did Very well overall in the campaign, especially with detecting and catching several important people in a lie! It certainly shifted the outcome of things. In combat he hit for poo, if he hit at all, but when it came to Tripping, Disarming, and Stunning Fist, I was often successful with them. I generally held opponents still, and removed any offenses I could from them. That was my first time ever playing Pathfinder too... back then I had nowhere near the knowledge I do now. Just as well, he was nearly unhittable with his 36AC back around level 6. I protected my party from a lot of damage, as much as I could contain anyways. He fulfilled his role. He accompanied a Magus, Rogue Sniper, and Wizard. His damage was overshadowed by pretty much everyone.
On paper, they do look quite poor. That's theorcraft for ya : P
Jinjifra wrote: How does stunning blow work with pummeling style? That, and other questions, is what I'd like to be asked Here.
Some say Stunning Fist applies regardless of miss, and some say otherwise.
Some say Parry's attack roll should counter any attack roll lower, and some say it Parry's one of the attacks or even all-or-nothing.
There are a lot of questions on how things interact with Pummeling Style. If you all could please list your questions and concerns on the thread I linked, it would help. I'll soon take all of those and turn it into one fairly big FAQ.
Stephen Ede wrote: I know that creatures have a maximum size of colossal, but does the scaling of weapon damage have a maximum as well.
Example -
Large Humanoid (+1 Step) wielding a Huge Club (+1 Step) casts Enlarge Person (+1 step) and then cast Shillelagh (+2 steps). +5 Steps.
Med Club = 1d6
+1 Step - 1d8
+2 Step - 2d6
+3 Step - 3d6
+4 Step - 4d6
+5 Step - 6d6
Does it max out at 4d6 - the damage for a Colossal Club, or keep scaling up to 6d6?
For each step above Colossal, you double the current dice.
6d6, would go to 12d6. 12d6 would go to 24d6. etc.
chaoseffect wrote: Petty Alchemy wrote: Harrow Warden Monks trade Stunning Fist for Misfortune punches, which target will and (nearly) nothing is immune.
And besides that, at lvl 15 they get to punch enemies so hard they turn into adorable puppies forever.
So that's basically infinity reasons to be a monk. I have to say that is one of the coolest archetypes I have ever seen, and it stacks with Master of Many Styles. I'd actually consider staying Monk for it on an unarmed character instead of just doing the two level dip. LOL. This is fantastic. Is it PFS legal?
I strongly believe Claxon is correct.
So... in an unrelated to the conversation, but related to the subject of Pummeling Style... What happens when someone tries to use Crane Wing to deflect it? What about when a Swashbuckler tries to Parry it?
Caleb Williams 957 wrote: I appreciate the input everyone! I'll definitely be checking out Warhorn and such. I reside in Graham, N.C. with the area code 27253. I was looking at the regional coordinators and if I'm not mistaken the closest is about an hour away but my vehicle can't handle that kind of drive too and back every week or so. Thanks for the ideas ladies and gents Caleb, if it helps at all, Atomic Empire in Durham NC(roughly 33 minutes from Graham) hosts Pathfinder Society games every Sunday, Wednesday, and Thursday. That's where I go! There is also GameTheory in Raleigh NC, but that seems to be roughly an hour from Graham.
Charon's Little Helper wrote: *Heavy Sigh* - I was kinda hoping that it was another stealth buff for the unarmed monk. There's nothing stealthy about a Falcon Punch XD

5 people marked this as FAQ candidate.
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Hey everyone. I'll make this quick and simple:
Could you please post all of your Pummeling Style complaints and questions here?
I'm trying to gather them all and throw them into one big FAQ later today. I see more and more things pop up every day in regards to Pummeling Style and it really seems this Style Feat has opened up a nice-sized can of worms.
Debates on various things relating to Pummeling Style are welcome too, but please list your questions/complaints First, preferably in an Organized List.
For now, my concerns are how it interacts with other abilities:
1. What happens when a 2H weaponized high-crit character attempts to use it?
2. What happens when it's used vs a character or NPC with Snake Fang?
3. What happens when it's used vs a character or NPC trying to use Crane Wing or Swashbuckler's Parry?
4. When using this ability for a full-attack involving a substitute of a trip, or stunning fist, or touch attack; Does a "miss" on an ability still qualify it to land a stun/trip/touch on the "one big punch" that connects in the end? Does one touch attack make the whole thing a touch attack?
Please populate this thread with as many viable and preferably "grey-area" questions as possible, so that I can list all of them in a FAQ.

Pummeling Style (Combat, Style)
Source Advanced Class Guide pg. 154 (Amazon)
You collect all your power into a single vicious and debilitating punch.
Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.
Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.
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Well, you make a number of attacks rolls equal to a number of attacks you can make with a flurry or full attack, with the normal bonus on each attack. If it's a hit, then that hit contributes to the Final Damage Delivery. Once you're done with all of your hits, you combine it.
With the Body Wrap, you can just choose which ones to add the bonus to. That's all. Those gain the bonus, and hopefully make it easier to connect, thus adding to the total damage at the end.
Simple as that! :)

Caleb Williams 957 wrote: Hello to everyone that is reading this! I would just like to say first off I have no experience what so ever in PF or any game similar. In fact, I just purchased the core rulebook not too long ago. Although however interested I may be, none of my friends play this game and there aren't any PF gatherings near my location. With that said the information provided in the rulebook looks a bit overwhelming to a newbie like myself when trying to create a new character and learning the ropes. How would a player like myself who doesnt have the resources to meet other PF players like myself get involved with the community and starting a campaign with others? I've heard that roll20 is a decent website to adventure online but I was not sure if there are any other alternatives. Any helpful advice would be appreciated, whether about helping me create a character or finding a tight knit, friendly website as to where I can immerse myself and my character. I'm willing to provide my Skype information to further discuss this matter further off of the forums. Again any and all advice is much appreciated, thank you! There is roll20.net, and I do love that place. However, it's just improper to start that way, if you can help it.
I'd recommend going to warhorn.net, and starting in some pathfinder society play. Search for your city, or a gaming store near you. Events should pop up, and you can hopefully join one!
Nerdtothe3rd wrote: Jon Otaguro 428 wrote: I don't see anything above that gives wisdom to damage. Ok I may have mixed up Guided and Agile in my head when I wrote that.
Agile adds Dex to Damage in place of Str
Guided Adds Dex to Damage in place of Str (Obviously they dont stack)
Ok so basically 6000 GP and you have Dex to damage or Wis to Damage depending on what ever is higher.
As for Archetypes. Kata Master and MoMS are a good combo. I have neer tried MoSM so I dont know much about it. I do like Kata Master due to the Parry and Riposte with unarmed strikes because it is very flavorful Actually, I think for only 4000GP you have Agile or Guided! A AoMF+1(since you can get a +1 enchant without having to enhance the amulet) is only listed as 4k :D
They are a good combo. Let me know how it goes turns out if/when you take the character to a table.
Kata Master is nice, but that means you may have to skip out on dumping Charisma, if you want a decent Panache.

Charon's Little Helper wrote: The Genie wrote: Charon's Little Helper wrote: For challenge #2 :
The Drunk Monk of Drinking... and Monking... and pass another one!
Level 8 Dwarf Monk (Quinggong/drunken master)
Str:12
Dex:17(19)
Con:18
Int:10
Wis:16(18)
Cha:5
AC: 30ish (flatfooted 26ish / touch of 23ish)
HP:75
Will:+12 (+14vs spells)
Fort:+12 (+14vs spells/poison)
Reflex:+12 (+14vs spells)
To hit: +11/+11/+6/+6 for 2d6+2 damage (unarmed) Stunning fist DC of 18
or for 2 ki can cast scorching ray for a +10 ranged touch for a total of 8d6 damage (with drinking for extra ki - can cast 3 rounds without even touching his actual ki pool - can cast it for 11 rounds straight if you want - but he'd be totally out of ki)
I could go into more detail and build it out properly (I may have given him a bit too much gear) - but that's a good ballpark. Very nice, love the ranged option Thanks. (never actual played this general build - but I've thought about it a few times - I just like that it gives an easily RPable reason for a Charisma of 5 without being a wallflower)
The big thing the scorching ray does is make it (more important for this sort sort of thing than with an actual party) able to beat any standard martial build toe to toe. Between the high AC he's hard for them to hit, has solid HP, and he can hit them back with a touch attack with ease. (most martial characters are sitting on a touch of 11-14) Even if they have some trick so that he can't 5 foot step away, he can just take the AOO - maybe fight defensively to jack his AC up even higher. (33ish) 5 Charisma is SOO much fun to play.

Nerdtothe3rd wrote: I asked because a build I saw involved well 4 feats to get Wis and Dex to damage.
Weapon Finesse
Weapon Focus (One handed Slashing)
Slashing Grace
Martial Versatility
This allows you to add the Slashing Grace effect to your unarmed damage which with a Agile AoMF gives Wis and Dex to damage along with Dex to Hit.
BTW by AC bonus do you mean the +1 class increases every 4 level or so? Or the Wis to AC?
The Class Feature of Wis to AC -> AC Bonus.
The only problem with that, is it takes 3 extra feats, on an already feat starved build. It is possible, but you'd be waiting just as long to get all the feats necessary, and by the time(or sooner) you acquire them all, you'd have an AoMF w/Guided or Agile. It seems like a sub-par trade-off to me. That and you'd probably dip even further into other classes for bonus feats, which would take away from the Caster side of the Sacred Fist. You'd be losing 4-6 static damage in the long-run, but I think you should ask if it's worth it to pay 3 Feats to get(Weapon Focus, Slashing Grace, Martial Versatility). (EDIT: It'd also require you to go a partial Kata Master Monk, preventing you from combining something like Monk of the Sacred Mountain and a few other, out of slightly more than a few, Archetypes from the Monk with Master of Many Styles.)
Pummeling Style helps greatly with DR and getting Crits.
Snake Fang offers plenty of out-of-turn attacks/damage.
Pummeling Charge offers "Pounce" + Pummeling Style.
Fervor helps a great deal(along with Bane Baldric for 10k) in terms of Self-Buffing on the go, and many buffs a round during, before, or after a Charge/Full-Attack.
I'm not saying what You're saying is a bad idea, but I think you should evaluate it a little further. Constructive Criticism if you may. Also, DM's may or may not go for that sort of thing, as again, RAW it MAY(I say May because I haven't looked into it) combine, but at a table they could easily say No. I was recently denied at a PFS table for the AC Bonuses stacking :(

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Nerdtothe3rd wrote: Alright so everyone basically says the Sacred Fist is an awesome class, especially with a 2 level dip of monk (I guess their AC bonus stack?)
But the Warpriest (Sacred Fist) does it lose the ability to wield the favored weapon of its deity?
I wanted to build a Sacred Fist who is great defensively as well as offensively. I know it can self buff but what spells are the best to choose for keeping on hand for Fervor abuse?
By RAW, the AC Bonus should stack. It will still vary between tables, especially at PFS tables, on whether or not they allow it - Until there is an Errata, FAQ, or Design Team response.
Essentially the (Sacred Fist)Warpriest gains the Unarmed Strike and Weapon Proficiencies; Same as the Monk. Although, you can Flurry in Armor as a Sacred Fist, but you'll still lose the AC Bonus.
Divine Favor or Divine Power are great to self-buff with, and make up for a lot of traditional Monk loss. Otherwise, there is Stunning Shield and Greater Stunning Shield, Blessed Fist, and pretty much any other spell you want to self-buff with Only. Fervor is a Godsend.
FEATS
LvL 1 Pummeling Style
LvL 3 Snake Style
LvL 5 Combat Reflexes
LvL 6 Human/Warpriest Favored - Bonus Feat -> Combat Style Master
LvL 7 Piranha Strike
LvL 9 Punishing Kick
LvL 11 Dazing Fist
LvL 12 Human/Warpriest Favored - Bonus Feat -> Not Sure...
LvL 13 Befuddling Strike
LvL 15 Paralyzing Strike
CLASS FEATURES
LvL 1 Aura, Blessings(minor), Orisons, IUS, AC Bonus, Flurry of Blows
LvL 2 Fervor 1d6
LvL 3 IUS, AC Bonus, Stunning Fist, Snake Fang
LvL 4 (IronMonk)Toughness, Natural Armor Bonus +1, Pummeling Charge
LvL 5 Blessed Fortitude
LvL 6 Channel Energy
LvL 7 Fervor 2d6
LvL 8 Bonus Feat(Style) -> Dragon Style
LvL 9 Ki Pool(Magic)
LvL 10 Fervor 3d6
LvL 11 Miraculous Fortitude
LvL 12 Blessings(major), Ki Pool(cold iron/silver)
LvL 13 Fervor 4d6
LvL 14 Bonus Feat(Style) -> Monkey or Jabbing Style
LvL 15 Ki Pool(Lawlful)
This is a Human, Qinggong-MoMS-MoSM-Monk/2(at levels 3 and 4), Sacred Fist Warpriest/13.
Edit:
Keep that AC high, and everything else falls into place. Quan Martial Artiest and Divine Favor greatly make up for the lack of Dex to Damage until you get the AoMF w/Agile. The higher your defense(especially with potions of mage armor), the more you retaliate with Snake Fang. Otherwise, you can just charge and pummel. Pummeling Style is a NECESSITY for fist fighters. It severely helps with bypassing DR.
Traits I recommend:
Fate's Favored - Increases luck bonuses +1
Quan Martial Artist - +1 damage with Unarmed Strikes

Covent wrote: Kazumetsa_Raijin wrote: Covent wrote: I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:
1.) Unarmed
2.) Unarmored
3.) DPR focused
4.) Not maneuver focused
5.) Mystical not pure martial arts.
6.) No dips, pure monk.
7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.
I just do not know if this can be done.
Just for giggles Levels 1-10 are my primary focus and 20 PB. The second part of Number 7, keeping up 90% offensively, probably won't happen. I'd say more likely a 65-75% offensive keep-up. The rest of it is quite possible. I would feel that I would be a drag on the party if I was at 65-70%.
That is the main reason I feel that this cannot be done.
Honestly, If you had the choice of taking the guy that had 100% defense and 100% offense or the guy who had 100-110% defense and 65-70% offense it is kind of a no-brainer to take the guy who has the better offense.
I just feel that the serious life ending monk as a battlefield DPR threat is very difficult to do while staying unarmed and unarmored.
I know that with the right archtypes monk is acceptable, but I would really like it if monk could be exceptional at least at unarmed fighting. I feel that even there they are overshadowed.
I guess I just look a the paladin, the magus, the inquisitor, the barbarian, and wish the monk could have some of that awesome sauce without resorting to God-Stats, archery, maneuvers, or chicanery.
I would love for my monk to straight up punch someone in the face so hard that they died.
Thank you very much for your reply!
You are quite welcome Covent!
Now if you run a STR based Monk, they'll likely keep up to the 85% in Offensive abilities, but more than likely fall to the 65-75% defensive keep-up.
All of those combined things you wanted, just cannot be done by the Monk.
However... the Sacred Fist with Qinggong-MoMS-MoSM Monk/2... is quite a different story :D
Brad McDowell wrote: Quivering Palm...although not in the face... That doesn't happen until level 15, and even then they get a Fort save, of all damn saves. It's still a Really cool ability, and the visuals are pretty intense.
Covent wrote: I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:
1.) Unarmed
2.) Unarmored
3.) DPR focused
4.) Not maneuver focused
5.) Mystical not pure martial arts.
6.) No dips, pure monk.
7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.
I just do not know if this can be done.
Just for giggles Levels 1-10 are my primary focus and 20 PB.
The second part of Number 7, keeping up 90% offensively, probably won't happen. I'd say more likely a 65-75% offensive keep-up. The rest of it is quite possible.

This is one of my Older builds... but it's straight Qinggong-Flowing-Monk.
I really do love the Monk, but I'm rather disappointed in how it pairs up against other classes. I'd still play him though!
Challenge #2:
Str: 10
Dex: 18(Human +2)
Con: 12
Int: 12(7 Skill Points per Level with Human Bonus)
Wis: 16
Cha: 7
Traits:
Quan Martial Artist -> +1 Damage with Unarmed Strikes
Bullied -> +1 on Attack Rolls with AoO
Layout:
Level 1: (Feat)Pummeling Style -> (Class Abilities)Redirection, Flurry of Blows, IUS -> (Bonus Feat)Combat Reflexes -> (Human Racial Bonus)Weapon Finesse
Level 2: (Class Abilities)Evasion -> (Bonus Feat)Unbalancing Counter
Level 3: (Feat)Snake Style -> (Class Abilities)Flowing Dodge, Maneuver Training, Still Mind
Level 4: (Class Abilities)Ki Pool(magic), Bark Skin
Level 5: (Feat)Piranha Strike(Retrain at level 8 to Pummeling Charge) -> (Class Abilities)Elusive Target 1, Insert Useless Ki Power Here
Level 6: (Bonus Feat)Stunning Fist or Piranha Strike
Level 7: (Feat)Snake Sidewind -> (Class Abilities)Ki Pool(Cold Iron/Silver), Insert Useless Ki Power Here
Level 8: Retrain level 5 feat to Pummeling Charge
Level 9: (Feat)Snake Fang -> (Class Abilities)Improved Evasion
Level 10: (Class Abilities)Ki Pool(Lawful) -> (Bonus Feat)Stunning Fist or Punishing Kick
For Equipment:
AoMF w/ Agile, to say the least. Anything to enhance Dexterity and/or Wisdom. Bane Baldric. Monk Robe. Feather-Step Slippers. Ring of Freedom of Movement. Ioun Stones of sorts. Jingasa of the Fortunate Soldier. Bracers of Armor or Mage Armor Potions. Ring of Protection. Cloak of Resistance.
Very important: If you can acquire Guided for your AoMF, that is one more Feat you can swap out, for something better. Get rid of Weapon Finesse, and start stacking that Wisdom!(and maybe add the human bonus +2 to Wis instead of Dex if you can find out early on.)
This guy should be returning enough attacks to make up for the lack of STR-based damage, and the Pummeling Style/Charge will be just wonderful. Even though every other class in the game will get it by level 2 or 3... /sigh
Thank Dale McCoy Jr for the Sacred Fist!!! It's a REAL Monk :)
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