Lord Villastir

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Well that settled the misunderstanding. Thanks everyone for clearing that up.


Combat Expertise:
Combat Expertise (Combat)

You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.


Flurry of Blows:
Flurry of Blows (Ex)

Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.


Unarmed Strike (monk's):

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

I understand generally as a rule bonuses of the same type do not stack. This is repeatedly mentioned in the core rule book around the effects of magic.
As an extension of this bonuses from the same sources do not stack unless otherwise stated.
However the "Dodge" bonus is specified to "always" stack under the description of "Mobility" feat in the Core rulebook.

With a disagreement on the bounds of these general limitations a friend of mine is building monk for an upcoming game using the following logic:


  • "Combat Expertise states it can be activated when 'you declare that you are making an attack... with a melee weapon"
  • "Monks unarmed strikes are considered manufactured weapons and thus are a Melee weapons"
  • "While using flurry a monk's BAB is their level"

Using this reasoning he concludes:


  • "Ergo making a flurry as a level 8 monk; I am armed and can activate combat expertise. I receive a +3 to my AC using Combat Expertise, at a cost of -3 to attack since my BAB is +8.
  • "Ergo since I can declare 4 attacks I can calculate my sequential attacks at +3/+0/-3/-6 and end the turn with +12AC."

I actually think the first point is accurate. BAB is specifically called out as increasing under Flurry and I while I'm not the GM for this game I also don't see much harm in receiving a traded bonus 1/4th levels early.

However I'm 100% certain the second point in creating a tank-monk is not legal. I've tried to equate this to "power attack" and how the same effect never stacks with itself.
My friend rejects my point stating power attack is worded specifying "all attacks" not "an attack" and he is similarly 100% sure of his correctness as "Dodge bonuses always stack, and I'm always taking the penalty to gain it each time". So I'm putting this up for arbitration of a sort to double check either of our understandings of Pathfinder's rules.


I'm actually fairly confident Cooperative Crafting isn't itself a Teamwork feat. Those are well labeled with (Teamwork) in their entries and Cooperative Crafting doesn't require "An ally with this feat...". Valets do get both the master's teamwork feats, and Cooperative Crafting is separate entry. Which is too bad since that might've been a good workaround with any number of Teamwork Feat sharing abilities.

Anyway I definitely do not dispute that crafting a personalized fitted suit of full plate armor requires a lot of man hours. It's just again a pesky thing about math. Which boils down to one of the following:
-An apprentice is adding 4-6GP of work a week with an aid another.
Or
-They have a +10 to the Craft (Armor) skill and can add 40GP or so each week.
However, when you factor the assistant's wage and paying for the materials consumed; the skilled hireling nets about 2GP in value per week over the unskilled one since he costs 20GP more a week. That's more a question of economics than crafting progress, but still a limiting factor in choosing how to progress on crafting.

At any rate, thanks for the confirmation.


When I skimmed the feats in the APG I thought this was a sound solution to the math in craft skills. Which would resolve the oddity that a Masterwork full plate of armor takes longer to craft by a blacksmith than it takes a wizard to enchant it into a +10 suit of armor. All without dipping into unchained. The solution I foresaw was to "just hire 8 apprentice smiths to hasten the completion of a suit of plate from 12 weeks to complete in 1-2 weeks".

I am now revisiting this and I see that "any Item Creation Feat" is a prerequisite.

Cooperative Crafting:
Cooperative Crafting

Prerequisites: 1 rank in any Craft skill, any Item Creation Feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

I may not be very rules conscientious, but the qualifier of "Item Creation Feat" just rings my mind full of Forge Ring, Scribe Scroll and Craft Wand and other Spellcaster feats. I'm aware the Master Craftsman feat allows Craft Magical Arms and Armor to be taken without a caster level. But that would mean a theoretical hireling would need to be level 9. An unlikely find to say the least. Even if I could find a rare one, that hireling would be be using Cooperative Crafting to provide a bonus and double the results of a less skilled hireling's roll if my PC wasn't in the picture.

The text however explicitly says this benefit is applicable on mundane items, and makes a statement of "You must both possess the relevant Craft skill or item creation feat" when describing the actual crafting it applies to. It would seem strange that only casters reasonably benefit from it. However I can find no set definition for the feat group. Is Skill Focus (Craft) an item creation feat since the skill is used to create items? Is Master Craftsman by itself? To go into unchained: is Signature Skill(Craft)? Is Gunsmithing since you can't craft firearms and accoutrements without it? I guess more to the point: is some feat I'm overlooking, that a laymen could have, considered an "Item Creation Feat"?

I honestly don't think any of those qualify, but I also don't think I can reasonably find level 1-3 Alchemists or Wizards for hire trained in Craft (Armor).

TLDR; Is Cooperative Crafting really a feat that only sensibly allows its benefit of faster mundane crafting to be performed by magical craftsmen?