Brass Dragon

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Organized Play Member. 77 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




After a successful grapple check, two actually, can a character use manacles instead of ropes to "tie up" his opponent?

If we can, are the mechanics any different?

Would it be easier or harder to use manacles? Seems to me manacles would be like using a crude version of handcuffs and might be easier to apply.

Can the manacles be made of a better quality material to increase the DC to break free? Like adamantine or maybe even mithiral?

Any thoughts?


I can't seem to find how movement works for stairs, ramps and ladders.

Ladders I suppose is a climb check with a low DC.

The other two probably have something to do with grade or something.

Any info would be great, thanks


I play a monk 3 in the PFS and I may need to purchase the AMF if I can't talk my DM into house ruleing some kind of wraps for my feet and hands that can be enchanted.

My intent is to end up with a holy amulet +1 as soon as I can. In PFS though I have to wait until I have enough prestige to make the purchase. So I was thinking of buying the amulet without the +1 for 3,000 so I can have it sooner, enchanting to +1 and holy when funds allow.

If I wait to purchase a +1 amulet (5,000) I will have to play 9 more scenarios (3 levels), just a plain amulet I can buy after just 4 more scenarios. Then I will have accumulated enough points to buy both a +1 and the holy property seperately.

Is this making any sense, is my thinking flawed?

The other thing is if I can only afford one or the other enchantment which would be better for 2 or 3 scenarios, the holy property or a +1 enchantment? 2D6 vs. +1 to attack and damage. I'm leaning towards holy since most fights are against evil doers.

Thoughts, ideas or design changes?


Can I have a +5 strength bow that is masterworked and upgrade it later to a +1 magical strength bow +5? Or is it one or the other, strength or magical and can't have both?

If I can how do I write it down? +1,+5 strength bow?


I've looked for some info on this subject (including Treantmonk's guide) but couldn't find what I was looking for.

What do you think would be the best favored enemy to take if you only get one choice in the PF society world?

I was thinking either humans or undead, since that's pretty much all we've fought against so far.

Any thoughts, pearls of wisdom or advice?


There's a similar thread about this going around and around but they are talking about multiclassing. What I'm wondering is what would my level 2 monk's attack bonus be while using flurry of blows with a +3 str bonus?

Right now I think it's +5/+5, +0/+0 for FoB, +2/+2 for BAB (which is his current monk level), and +3/+3 for the Str bonus.

This number seems right when compared to other melee types, the same level fighter with the same Str bonus would also be at +5.

Why I think this might not be right is because once the monk gets to high levels his attack bonus seems to go through the roof using the same formula. The bonuses scale much faster than the fighters.

A level 20 monk would have an attack bonus something like +33/+33/+28/+23/+18/+13/+8. And that's without any Str or any other bonuses. Seems high.

A level 20 fighter is +20/+15/+10/+5, before any other bonuses.

Any thoughts? How badly am I not understanding the rules?


I was perusing the monk character and ran across the abundant step ability and got a little excited, what a cool ablility. I started searching this forum to see what others thought of this ability and found that most people don't like it much because they think it ends your turn.

I don't think I agree with this interpretation.

Yes, the spell dimension door ends your turn, I agree. However, I don't think this ability does.

It states that using this ability is a move action, which means you still have an attack action and/or any other immediate actions blah blah blah.

Yes it does state that it is 'as if using the dimension door spell'. But that statement could just as easily read 'similar to using dd spell'.

I think they reference the dd spell to use as a guide for range and duration. They say the abilitiy is a move action where the spell is a standard action to cast, they contradict themselves because the ability supersedes the spell, since the monk can't cast the spell anyway. The monk can't take any creatures with him while using this ability but in the spell you can, why? Who cares, but same thing here applies, the monk rule supersedes the spell rule.

So the ability is a move action which leaves an action for an attack.

I haven't talked to my GM about this yet, what do you all think?


1. For the purposes of the overrun combat maneuver, does a 5 foot step count for the movement prerequisite for this maneuver?

Can I 5' into, or over to, an opponent and try to overrun? Or will I have to make an actual move, like 10 or more feet?

2. Will the improved overrun feat allow me to move into, and make an overrun attempt on, a creature that has reach and not trigger an AoO?


I've searched through the posts looking for an answer but I can't find what I'm looking for. I need something explained to me...slowly apparently.

Why can a monk use a weapon (a monk weapon) to make FoB attacks but not use the special properties (cold iron, adamantine, + whatever, etc.) and damage of these weapons?

My GM says inorder to make an FoB attack I have to be either unarmed or armed with a special monk weapon, but still use fist damage and no special properties of these weapons. I've argueed with him about the fact that monks can strike with more than their hands, next time we game I'm going to convince him to see the light.

Anyway, am I way off base here? Can I use a adammtine nunchuka during an FoB and use its properties for DR and damage as well as any to hit bonuses?

And, in higher levels, would I use the increased damage afforded to me while FoBing with above nunchuka and its properties for DR? Or is that trying to make the best of two worlds?

Any help would be great.


So I just started pathfinder with a monk and got him to 2nd level and started thinking, would it be worth it to take a rogue level, or 3?

I would get the sneak attack damage anytime I flanked, which would work nicely at low levels but may not be as efficient at higher levels. 2D6 extra @ lvl 5 is great but 2D6 etra @ 18 isn't that big a deal I guess.

Not only would I get extra damage but I would also gain a bunch of skill points to spend. Trapfinding and trapsense would be minor pros. A rogue talent could be very useful.

Any thoughts?


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