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James Risner wrote:
It doesn't say "+1 enhancement bonus to attacks or damage" so a specific "+1 enhancement bonus to attacks" wouldn't work.

Ah ok, now that is a distinction I can get behind. Thanks for the reply.


That makes sense. Where I was getting tripped up was the line "A weapon with a special ability must also have at least a +1 enhancement bonus", but wasn't sure if the masterwork covered that since all magic weapons are masterwork. I think that could've been phrased a little better on paizo's part (the text is directly from paizo's page about magic weapons).


Yea, I'm getting the vibe that they could've been a little better worded. Here's what I'm understanding from reading other forum threads:

  • Claw Blades are not a separate weapon from the claw natural attack, they merely change the weapon type from natural attack to a manufactured light slashing weapon.
  • Claw Blades provide a +1 enhancement bonus to claw attacks, and can be enhanced further as if they were masterwork
  • Now because they are manufactured, they no longer benefit from effects that buff natural attacks (rip Magic Fang) but are now subject to your full BAB iterations and TWF/Flurry of Blows.

That seems to sum up everything confusing about them. Now since they add a +1 enhancement bonus, the first enchantment on a set costs 2000 additional gold right? Say I wanted to add Agile to one set, the total cost would become 2305? Or is the 2000 the base price with the weapon price included? That's something I've never been too clear on.

--And it seems you type faster than me.

Thanks for all of your help.

Edit* Or do I need to first have the +1 cost for the enhancement bonus (even though there is one on the claw blade baseline) and then add agile for the 8000 cost of a +2 weapon?


Actually that brings me to another question along these lines. Is Weapon Focus (Claws) sufficient for Claw Blades? Or would I need Weapon Focus (Claw Blades) as well? I can see this being necessary for RAW, but seems very weird and clunky for RAI.


Kalindlara wrote:

It's fresh content from Blood of the Beast. ^_^

Claw blades are a specific racial weapon, not to be confused with the claws natural attack. I'm not sure whether I would allow that substitution myself, but if your GM is fine with it, that's what counts.

Oh that makes sense as to the lack of internet presence. I appreciate the quick reply.

The biggest problem I can see is some of the archetypes really push monk weapons. The monk I'm planning would use the Scaled Fist and Weapon Master archetypes; the weapon master gives Weapon Focus and Weapon Specialization as bonus feats for your chosen monk weapon. It wouldn't be too much of an issue to just go with Claw Blades instead of the claws natural attack, I just really enjoy the idea of dishing out damage without manufactured weapons.


I was checking out Catfolk the other day on d20pfsrd.com, and noticed the FCB listed for monks under the Paizo FCB's.

Monk FCB:
Monk: Add 1/2 to the monk’s damage rolls with claw attacks and claw blades. A monk who selects this bonus at 1st level also treats claw blades as a monk weapon. If he is an unchained monk, he can use his style strikes with unarmed strike or claw blade attacks.

I'm wondering if this is correct because I haven't found any other source online verifying this. I couldn't find a Paizo site confirming it, and even under the Monk page on d20pfsrd.com it isn't listed.

It seems like an incredibly strong effect as far as a favored class bonus is concerned, but gets me excited for a potential new monk build.

Can someone confirm this?

On a side note, selecting the FCB at level 1 sets claw blades to be treated as a monk weapon, I'm assuming that does not include the base natural attack claws? If you are a DM and one of your players asks you to allow the base claws to be treated as monk weapons, would you? I'm sure my DM will houserule it in, but I'm interested in outside perspectives here.

Thanks for your input in advance.


You put that really well, I'm convinced. It wasn't connecting in my mind that card sharp was modifying the base damage and statistics as part of the exception it was providing to deadly dealer.

Thanks for your help.


I had a thread over in the advice section about deadly dealer being able to do lethal damage without arcane strike, and it sit of devolved into a discussion of the rogue talent called card sharp fitting my question or not.

I think card sharp does not give your cards lethal damage, but I'd like more input on it. What do you guys think?


So I'll see if my DM will OK the card sharp talent to deal lethal damage, otherwise with no other options it seems like I'll have to multiclass.


avr wrote:
'Thrown cards are treated as darts' under card sharp seems clear to me. It's just saying that card sharp doesn't give you the extra damage from arcane strike without that feat. Darts are lethal weapons with no easy nonlethal option.

Except that Deadly Dealer also treats thrown cards as darts, but specifies that it requires arcane strike to deal lethal damage. Since Card Sharp says it is the same as Deadly Dealer except for the extra enhancement functions, this tells me that Card Sharp would also need Arcane Strike to deal lethal damage. Also, just because a thrown card is treated as a dart, it's still not an actual dart, and Deadly Dealer specifies it does non-lethal damage without Arcane Strike regardless.

I know that the wording is different between each ('thrown cards are treated as darts' vs 'you can throw a card as though it were a dart'), but to me they mean the same thing. If you could show me precedence of another situation with a similar wording issue between similar effects, I'd be much more inclined to accept that Card Sharp makes cards do lethal damage.

Since Card Sharp does not explicitly specify that the cards do lethal damage, and the wording is close enough to the Deadly Dealer feat, I'm currently reading it as both do non-lethal unless you have Arcane Strike.


avr wrote:
The card sharp rogue talent works much the same way as the deadly dealer feat except without the arcane strike prereq.

But Card Sharp specifies that it functions exactly like Deadly Dealer except you can't enhance the cards if you don't have Arcane Strike; to me that means that it still won't deal lethal damage. If I am wrong about that then that's great news, I don't have anything more to worry about.

Card Sharp:
The rogue gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts, but the rogue cannot imbue cards with additional power unless she has the Arcane Strike feat. This talent otherwise functions as the Deadly Dealer feat.

Deadly Dealer:
You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.
Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.

Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards' enhancement.

avr wrote:
Tho' I've never quite understood why some people feel a sort of purity in playing 'non-magical' characters when they use a christmas tree of magic items, accept buffs from their friendly spellcasters and use healing spells or items after combat.

I never said I didn't want my character 'non-magical'. I merely said I want him to not be a caster.


I'm making a new character for an upcoming campaign, and I was looking into having my character be some sort of Gambit/Twisted Fate/card throwing character. I was wondering what some ways are to get the Deadly Dealer feat without being an arcane spellcaster (or to cheat in arcane strike or ignore it entirely) and still have the cards deal lethal damage.

Deadly Dealer:
You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.

Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.

Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards' enhancement.

Probably the easiest way I've found is to take one level in the Magus Archetype called Card Caster, but I was hoping to have a pure non-arcane spellcasting class. If I have to multiclass I think I'd prefer the Cartomancer Witch Archetype, even though it's an extra two levels for the benefits I'd want.

What are your guys' thoughts on this?

Some additional points on my character:

  • I plan on being a Serial Killer Vigilante
  • My planned race is Monkey Goblin
  • I make characters with flavor as my first priority


Reduce Person:
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

Enlarge Person:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

When a creature is recuced/enlarged, does it also gain the benefits/penalties normally associated with the new size not listed in the spells? I'm referring to the CMB/CMD, Fly, and Stealth bonuses/penalties listed in the creature size chart on this page. Or do the spells technically take those into account with the strength/dexterity changes?


There's been many rules and opinions stated on both sides of this argument, and it seems to come down to what does "treated as a ... natural weapon" mean?

I would argue it's that it doesn't change what the weapon is, only that it can be targeted by effects that normally only target natural weapons. And since there are rules explicitly stating that UAS' are not natural weapons, the interactions between monk, dragon style, and power attack do not work.

I'll say this again, since it seems that the major proponent (Snowlilly) for the interactions isn't budging, it'd be great to have a dev chime in or perhaps even have a faq update specifying what exactly a monk UAS is or perhaps what the dragon style does explicitly for a monk.


Magic Weapon:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

I'm not sure what to make of this. I would still say that RAW a monks' UAS is not a natural weapon, and a non-monks' would be a secondary, but either way it'd be great to probably have a dev clear this up.


Tyrant Lizard King wrote:

FAQ/Errata

The Greater Trip feat allows you to take an attack of opportunity against a foe that you trip. The Vicious Stomp feat allows you to take an attack of opportunity against a foe that falls prone adjacent to you. If you have both these feats and trip a foe, do you get to make two attacks of opportunity (assuming that you can)?

Yes, the two triggering acts are similar here but they are different. One occurs when you trip a foe. The other occurs when a foe falls prone. It requires a large number of feats to accomplish, but you can really pile on the attacks with this combination.

Oh right, I neglected to add 1 and 1... I'm a tad tired, I suppose.


Tyrant Lizard King wrote:

^^^

However, using Pummeling Bully, a successful trip would permit the use of Vicious Stomp. If you had Greater Trip you could add an additional attack of opportunity... provided you have Combat Reflexes. Full attack action, free trip, 2 attack of opportunities.

Why is it two aoo's?


Snowlilly wrote:

And you cannot have a natural weapon that is neither.

If you have Raw that supports your position for an unclassified natural weapon post it.

You've seen the RAW stating all natural weapons must be either primary or secondary a dozen times.

I've posted the RAW stating this at least that many times.

And I've posted RAW stating that a creature without a Natural Weapon can make an unarmed strike instead. I'll say it again, you can't call a bird a duck because a duck is a bird. Just because a monk treats his UAS as a natural weapon for spells and effects doesn't make his UAS a natural weapon.

Snowlilly wrote:

For non-monks, UAS is a light weapon, not a natural weapon.

Monk's have a specific rule allowing them to treat their UAS as both manufactured weapons and natural weapons.

For Monks it's still a light weapon that happens to be treated as both a natural weapon and manufactured for the explicit purpose of spells and effects that enhance and improve them.

Unarmed Strike:
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat). The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.


JAMRenaissance wrote:

Can we give it to monks just because they are monks and as such already miss out on all that is good in life?

Seriously... they can't even trade a feat in for a Ki Power.

Must we kick them while they are down... which is all of the time?

I agree whole-heartedly, I'd personally enjoy seeing an errata to Dragon style that specifies the UAS' as primary natural attacks for the purpose of other feats/effects. Until then, I'd have that as a houserule for my campaigns, but for a campaign with strict RAW requirements it's not quite there (at least to my understanding).


Monk UAS classification from the class page:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

They're treated as a natural weapon (and manufactured) for spells and effects. This does not make the monk's UAS a natural weapon, only that it is considered one.

Natural Attack vs. Unarmed Attack:
Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do.

This was pulled just a couple of paragraphs below the one that states most creatures have one and states they are either primary or secondary. It seems clear to me that an UAS is not a natural weapon.

Also, according to your logic, a monk could enchant his fists without outside means (such as Amulet of Mighty Fists) because it is a manufactured weapon, as well as having the potential of being disarmed or sundered.


Quote:


There are only two possible classifications for natural weapons within RAW.

A. Primary
B. Secondary

There is no option C. There is no option for "unclassified."

The monk's unarmed strike is classified as a Natural Weapon for effects and all natural weapons, by RAW, are classified as either Primary or Secondary.

Power Attack, an effect, cares about primary/secondary classification.

But you're assuming that because it is both a natural attack (as far as monk is concerned for effects that modify them) and has 1.5 str modifier because of dragon style, that it must be primary. You're reversing the If/Then of Primary Natural Attacks. That's like saying a bird is a duck, because a duck is a bird.

Just because a monk considers their UAS as a natural attack, does not make it one. They're effectively ignoring the natural attack requirement for effects that modify them, they're not gaining a natural attack.


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I think the biggest kink in the whole argument for Power Attack adding 1.5 bonus for UAS in conjunction with Dragon Style/Ferocity is the If/Then nature of a Primary Natural Attack.


    The Raw is effectively: If Primary Natural Attack, then 1.5 STR bonus.

    The way some people in this thread are interpreting it is: If 1.5 STR bonus AND considered natural attack, then Primary Natural Attack.

Assuming the latter is a logical fallacy.

**Edit:

Another way to look at this is:

Natural weapons <this is what the monk cares about

--Primary <this is what Power Attack cares about

--Secondary


A MoMS with both styles makes a full attack. If he hits his first attack, Pummeling Bully says he can use a free action to attempt a trip. If he's successful, does this allow the monk to trigger Brute Stomp for an extra attack?

I've emboldened the significant lines.

Brute Stomp:
While using Brute Style, when you make a full attack with a prone opponent adjacent to you that includes at least one unarmed strike, you can make an additional unarmed strike at your highest base attack bonus against that prone creature. These additional attacks don’t stack with those granted by Medusa’s Wrath, and this does not allow you to make an additional attack against a creature you tripped during your full attack. Additionally, you can use your Vicious Stomp feat against any opponent within your natural reach regardless of whether it falls prone adjacent to you.

Pummeling Bully:
When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action.

I wouldn't think so, not because of the line in stomp's text specifying that it can't be used on an opponent you've tripped with the full attack (because the trip is a separate free action), but because RAI implies the target must have been tripped before the the full attack.

What do you guys think?


Decided to put together a sample list of Equipment/Effects to improve damage:

Permanent Spells:

  • Greater Magic Fang: +5 enh bonus on attack/damage
  • Enlarge Person: +2 str -2 dex, -1 attack and ac, UAS increases to huge damage

Inherent Bonus to Ability scores from wishes, +5 max per

Wondrous Items:

  • Belt: Belt of Physical Might/Perfection (so long as it has dex/str)(Giant Strength early on)
  • Body: If I'm understanding this right, I can have a Body Wrap of Mighty Strikes+2 with a +5 special ability (the body wrap specifies the special ability cannot bring the body wrap over +7). If this is the case, the special abilities I would prioritize would be: Brilliant Energy (ignores armor/shield bonuses), and otherwise (+2 and less) negating (5 dr reduction of good, evil, lawful, chaotic, and magic), Keen (if pummeling makes the entirety of the hit a single crit on a confirm, this significantly increases the chances)
  • Chest: none increasing damage, spell resistance is handled by Diamon Soul
  • Eye: Swordmaster's Blindfold? Eyes of the dragon? not sure what else to put here
  • Feet: Boots of Speed (1 extra attack on full attack)
  • Hands: Giant Fist Gauntlets (2 size step increase, would overlap with Tiefling's large limbs and net 1 size step), Deliquescent Gloves (for oozes), Gloves of the Shortened Path (hands basically teleport, useful for one punch manning it at range)
  • Head: Mask of the Skull (an extra 130 or 3d6+13 damage), Halo of Menace (-2 attack, saves, ac to threatened targets)
  • Headband: Headband of Mental Prowess/Inspired Wisdom (enh bonus to wis/int)
  • Neck: Amulet of Natural Armor, Dragonfoe Amulet (incredible vs dragons), Amulet of Hidden Strength (swift action for 1 attack at highest BAB), Hand of Glory (third ring), Amulet of Mighty Fists (same as the body wrap)
  • Shoulders: Cloak of Resistance
  • Wrists: Bracers of Armor, Longarm Bracers (5 additional reach), Bonebreaker Bracers (str, dex, or con reduction on target -6)
  • Rings: Ring of Protection, Ring of Freedom of Movement, Ring of Return, Ring of Evasion, Ring of Invisibility, Ring of Strength Sapping (1/day, swift action, 1d4 str damage on uas, if successful then gain 2 enh bonus to str)


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Jader7777 wrote:
I have no idea how you'll be true to the anime without 20 Gestalt Monk+Brawler/10 Mythic

So true, hence the "ish". I'm definitely interested in trying this out as a Gestalt character, though that's for another day.


HyperionPDX wrote:


It looks like the *14 indicates you have 14 attacks. I'm guessing you're using Janni rush to make your 7 base attacks, look like 14. 3 main hand, 3 offhand from TWF tree, and 1 ki bonus. However, you only get that on the base damage. Not on power attack, or bonuses from other style feats.

This was one of the flaws in my math before, I made the assumption that since a Flurry of Blows had 7 attacks, a full twf'd attack would too. I don't think that I would be able to use the ki bonus for an extra attack (RAW), since it explicitly says: Make one additional attack at his highest attack bonus when making a flurry of blows attack.

I'm fairly certain my DM would allow it, since RAI seems to be just an extra attack for a full attack action.

And yes, I realized today that I was adding in a bunch of damage that shouldn't have been there, and I corrected those in my second set.


HyperionPDX wrote:

Unless you are house ruling your Tiefling, your 1st level feat will need to be Fiendish Heritage

I was also under the impression that Tieflings were changed/errata'd to not require that feat, much like an Aasimar. Either way, my DM would houserule that in.


Since I'm new, I'd like to make sure that I'm understanding melee combat rules. Strength bonus is added on each melee hit, Janni style rolls them twice and adds them together before bonus damage, that makes it sound like Janni doesn't double the str bonus (which is fair, and means my first set of calculations were wrong again). Also, when dividing an odd number by half, it rounds down (such as 5/2=2) unless it's specified otherwise.

1:

  • Str: 18, UAS: 1d8, attacks: 2
  • 2d8 + 1*str*2 = 10 - 24, average 17 dpr

3:

  • Str: 18, UAS: 1d8, attacks: 2
  • 2d8 + 1.5*str*2 = 14 - 28, average 21 dpr

6:

  • Str: 19, UAS: 2d6x2, attacks: 2
  • 8d6 + 1.5*str*2 = 14 - 54, average 34 dpr

8:

  • Str: 20, UAS: 2d8x2, attacks: 3
  • 12d8 + 1.5*str*3 + (floor(BAB/4)*2 + 2)*3 = 45 - 129, average 87 dpr

10:

  • Str: 20, UAS: 2d8x2, attacks: 4
  • 12d8 + 1.5*str*4 + (floor(BAB/4)*2 + 2)*4 + ((4-1)d6) = 59 - 158, average 108.5 dpr

14:

  • Str: 20, UAS: 3d6x2, attacks: 4
  • 24d6 + 1.5*str*4 + (floor(BAB/4)*2 + 2)*4 + (2d6 + (4-2)*4d6) = 86 - 256, average 171 dpr

15:

  • Str: 20, UAS: 3d6x2, attacks: 7
  • 42d6 + 1.5*str*7 + (floor(BAB/4)*2 + 2)*7 + (2d6 + (7-2)*4d6) = 155 - 475, average 315 dpr

20:

  • Str: 22, UAS: 4d8x2, attacks: 8
  • 64d8 + 2*str*8 + (floor(BAB/4)*2 + 2)*8 + (2d6 + (8-2)*4d6) = 218 - 796, average 507 dpr

Based on this, I'm not fond of Power attack, as at level 20 it's only adding 32 damage while making it harder to hit with all of the attacks. Anyone have any ideas on what feat would be great to replace it?


HyperionPDX wrote:
You'll need to take Janni Tempest, before you take Janni Rush.

As a Master of Many Styles, I don't even need to touch tempest:

At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.

Also, I'm about done with my second set of calculations, my first set had flaws and incorrect logic.

I appreciate the time you put into your math, it's great to have another mind on this.


OK here's a different feat path that I think works out a little better, so long as the following is true:

Dragon Style and Pummeling Charge interact in such a way that the full attack off of the charge is considered one attack, and adds it's first attack strength bonus to all of the hits.

Does that sound right? I've looked up some of the rulings/questions about Pummeling Style, and for the most part people seem to agree that it would be correct.

Bonus Style Feats:


  • 1 Pummeling Style
  • 2 Pummeling Charge
  • 6 Janni Rush
  • 10 Jabbing Style
  • 14 Jabbing Master
  • 18 Dragon Ferocity

Feats:


  • 1 Two-Weapon Fighting
  • 3 Dragon Style
  • 5 Janni Style
  • 7 Power Attack
  • 9 Improved Two-Weapon Fighting
  • 11 Scorpion Style
  • 13 Gorgon's Fist
  • 15 Medusa's Wrath
  • 17 Greater Two-Weapon Fighting
  • 19 Weapon Focus (Unarmed)?

I'll do some math here in a bit at various levels, I'm thinking 1, 3, 6, 8, 10, 14, 15, 20. Pretty much whenever a feat poses a significant damage boost.


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GypsyMischief wrote:
There's a forum lingo thread somewhere around here.

Oh ok, thanks for the info. As it's probably already apparent, I'm new to these forums (and pathfinder in general), so I'll look for that thread. **Edit -- Found it, great read, very amusing and informative.

Tomorrow I'll work on a feat progression path some more and do some more calculations at various levels.


Tacticslion wrote:
Dot?

I'm sorry, you'll have to expand your question, I don't understand what you mean.


A potential feat path I have for this, which includes scorpion style, gorgon's fist, and medusa's wrath:

Bonus Style Feats:


  • 1 Pummeling Style
  • 2 Pummeling Charge
  • 6 Janni Rush
  • 10 Jabbing Style
  • 14 Jabbing Master
  • 18 ?

Feats:


  • 1 Two-Weapon Fighting
  • 3 Dragon Style
  • 5 Janni Style
  • 7 Dragon Ferocity
  • 9 Improved Two-Weapon Fighting
  • 11 Scorpion Style
  • 13 Gorgon's Fist
  • 15 Medusa's Wrath
  • 17 Greater Two-Weapon Fighting
  • 19 Power Attack

I want to get power attack in way earlier, but I'm not sure how to fit it in. I tried to prioritize the more important pieces to the puzzle as early on as I could, what do you guys think?

Also, I just realized my calculations earlier were incorrect, I was using 7 attacks instead of the 6 I should get as a monk with GTWF.


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My goal with this build is to get my target as close to dead as possible in a single round. The DM I usually run with has a house-rule regarding weapon size increases, such as a Tiefling (with the large hands modifier) Titan Fighter can wield weapons two steps larger rather than one (according to paizo size increase rules, they normally do not stack; only time they do is if, for example, a titan fighter that's had enlarge person cast on him). He's also stated that a Tiefling with large hands has unarmed attacks one step larger.

*Edit: After showing my DM these calculations, I've convinced him to remove the crossed out houserule.

Here's what I have so far for this build:

Starting statline: 16 str, 18 dex, 14 con, 12 int, 16 wis, 10 cha

Race: Tiefling (Oni-spawn w/ large hands, +2 str, +2 wis, -2 cha)

Class: Monk (Master of Many Styles)

Feats:

  • Pummeling Style, Pummeling Charge
  • Janni Style, Janni Rush
  • Dragon Style, Dragon Ferocity
  • Jabbing Style, Jabbing Master
  • Power Attack
  • Two-Weapon Fighting, Improved, Greater
  • Mountain-Splitting Strike

Pre-requisite feats:

  • Dodge
  • Mobility
  • Bludgeoner

Feats on the fence:
  • Cudgeler Style, Cudgeler Takedown

At max potential, a round would look something like this:
  • Enter all styles (free action)
  • Power Attack
  • Charge
  • jump (janni)
  • full attack (pummeling)
  • second hit adds 2d6, third and more adds 4d6 (jabbing; I'm probably looking at jabbing style wrong, anyone have confirmation on how this style is meant to work?)
  • roll each hit twice (janni; not additional damage, second roll not eligible for crit)
  • power attack bonus damage on each damage roll
  • add damage up before dr (pummeling)

Earliest Level with all feats is 15, assuming large creature, damage roll is 4d6 3d6:

  • 3d6*14 (7 janni) + 6*14 (power attack) + (2d6 + 4d6*5 (jabbing)) + 2*STR*14 (dragon; the text on dragon style says the str bonus is added, I'm assuming instead of the normal str bonus)
  • damage range (no equipment, 20 str): 302 - 692 288 - 608

Lvl 20: Assuming target is a large creature, each damage roll is 6d8 4d8.

  • 4d8*14 (7 janni) + 8*14 (power attack) + (2d6 + 4d6*5 (jabbing)) + 2*STR*14 (dragon; the text on dragon style says the str bonus is added, I'm assuming instead of the normal str bonus)
  • damage range (no equipment, 22 str): 386 - 1084 358 - 860

I need the Two-Weapon Fighting and co. because MoMS removes the flurry of blows class ability.

I know it takes a lot of feats to reach the end goal, but each feat usually provides a piece of the puzzle that helps in the immediate sense for the early-mid levels. If you guys have any ideas or suggestions, or if there are clashing rules/effects I didn't take into account, I'd appreciate your comment.