Mantipper's page

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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.


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?


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?


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?


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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.