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What happens if an opponent is bull rushed during his movement?
Here's my scenario, I have a character with Impact Critical Shot, and Improved Snap Shot (and the prerequisite feats) if I make an Attack of Opportunity against someone 15 feet away from me as they are moving out of my threatened square toward me, and confirm a critical hit against them, and bull rush them 10 feet away from me, placing them 25 feet away from me after the bull rush. Do they get to continue their movement toward me? Or are they stopped in their tracks, if they get to continue their movement, is the 10 feet I moved them subtracted from their movement? Are they required to use a second move action to continue moving toward me? Possibly provoking another Attack of Opportunity (With Combat Reflexes obviously) from me again? Or is that considered the exact same movement, even though I pushed them 10 feet out of my threatened area, and they are now required to move into and out of my threatened squares again in order to get to me.
Just wondering if anyone was really familiar with what is supposed to happen in this sort of scenario.

I've been tasked with making a level 16 character for a campaign, (joining in late) and I was wondering if anyone knew which feats you could use with Sonic Thrust or Telekinesis type spells.
Here's what I'm thinking...
Making a level 16 Monk: Hungry Ghost Monk, Qinggong Monk, and taking Sonic Thrust at level 15. Being able to make 15 attacks at 600 feet seems like quite a bit of fun. But my main question is, do you guys think feats like <Improved Critical> and abilities like the Hungry Ghost Monk's <Steal Ki> (Since it doesn't say melee only) work with the weapons you'd hurl with Sonic Thrust.
I'm thinking about basically going with 15 sized Colossal Obsidian Masterwork Temple Swords. Since they would weigh in at 75% less than a normal colossal Temple Sword (12 pounds each) and getting rid of the fragile quality, and deal 6d6 damage per weapon, with a threat range of 17-20, with 15 attacks, it should replenish my Ki basically as often as I use the ability, with some to spare.
So I was basically wondering if anyone knew if this idea would work or not?
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1 person marked this as FAQ candidate.
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I have been looking, and I haven't found anything in any new printings, but does anyone know of any errata for Monk bonus feats.
Since the Core Rulebook only lists 19 Feats for Monk Bonus Feats, and the Core Rulebook only has just over 100 Combat Feats.
With printing of all the new books and such, the combat feats have increased to over 400 in total, Fighters automatically have access to all of these bonus feats since they are marked as combat feats. But there has been no new list of "Monk Feats" from what I can find. You would think with increasing the list of Combat feats by over 4 times the original amount, that Monks would have access to 4 times as many bonus feats, so 60-80 choices, rather than 19, but have found no such list, has anyone else?
Snake Fangs wording is a little funny, so I'm not entirely sure if Paired Opportunists requires the feat to specifically have the word "provoke" in it or not, so I was wondering if anyone knew if these two feats worked in conjunction.
Say I were a Paladin-Holy Tactician/Monk, I shared Paired Opportunists with everyone around me, and while using Snake style, I used Antagonize to force the opponent to attack me, if every time they missed me, does everyone adjacent to me get to make an attack of opportunity as well? Or does Snake Fangs crazy wording not make this combo effective?

Feat stacking and attacks of opportunity question here.
If I'm a Monk, with the Master of Many styles Archetype, so I'm able to use multiple styles at the same time. While using Panther style, and Snake style.
If I move through someone's threatened area, with Panther Parry I get a retaliatory strike if they make an AoO against me, with Snake Fang if any attack misses me I can make an AoO, if I hit I can spend an immediate action to make an unarmed strike, if any of these AoO's or unarmed strikes are a Greater Trip maneuver that succeeds, I can make another AoO against that opponent, as well as a Vicious Stomp, on top of my standard action.
For a possible total of 6 attacks, while making my full move.
Even more attacks if I'm simply forget about using my standard action to attack that opponent, and just move through a different opponents threatened area, and provoke from him, getting 5 attacks for the first opponent, and 4 (since I only get 1 Immediate action per turn) for any others that decide to make AoO's against me.
Does that sound correct?
I realize it's a lot of feats, but making that many attacks, and causing an opponent to fall prone seems pretty crazy.

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12 people marked this as FAQ candidate. Answered in the FAQ.
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Here's my question, in Ultimate Campaign, under the retraining rules, it says that you can retrain class levels, even into prestige class levels. And as long as you still qualify for the prestige class, you can still use the abilities of said prestige class.
So, example: I just hit character level 7, Wizard-3, Cleric-3, Mystic Theurge-1, I then retrain a Wizard level to a Mystic Theurge level, making me a Wizard-2, Cleric-3, Mystic Theurge-2. Still able to cast both 3rd level arcane and divine spells, I then decide to retrain my remaining Wizard and Cleric levels, except for 1, into Mystic Theurge, in the end, becoming Wizard-1, Cleric-1, Mystic Theurge-5.
As written, since I'm still able to cast 3rd level arcane and divine spells, I should retain all my Mystic Theurge abilities, and continue leveling up my Mystic Theurge levels from there. Not even needing to put any more levels into Wizard or Cleric.
Am I correct in this reading of the rules? Or is there something wrong with this?
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