Monk of the four winds ruling.


Rules Questions


In the advanced players guide on page 112 there is a monk variant (monk of the four winds). In the variant is (Slow Time) which allows the monk to have 3 standard action instead of just one. It explains what you can and cannot do with these extra standard actions. However it never says you are or are not aloud to us supernatural abilities with the standard actions. It says you can not use spells or spell like abilities but supernatural abilities are specifically stated as not spell like. However you are aloud to use extraordinary abilities with the standard actions. I was just wondering what the ruling is on this matter?

Simplified question - Are you aloud to use supernatural abilities with the extra standard actions you get from the slow time ability from the monk of the four winds variant from the advanced player's guide?


I suppose it depends on the ability in question. Mostly, I'd go with no, just because the descriptive text before the actual rules states that this ability is used to quicken the movements of the monk. With the limitations in place, it doesn't sound like an incredible ability, though still useful occasionally.

EDIT: looking at the archetype some more, they should have specified, since slow time itself is supernatural, as is every other ability it has.


regardless of it not specifically prohibiting supernatural abilities,
it specifies what you can do. "The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action."

So no supernatural abilities unless those supernatural abilities are activated by move actions.

Now what you can do with slow time that is still good is, 3 vital strikes, 3 grapple attempts. So if you are built right, you can grapple someone, pin them, and then tie them up in 1 round. Slow time is also good because you do not provoke AoOs from movement during your turn. So if someone is 70 or so ft away, you can walk up to them without taking AoOs and then tie them up. I personally see strategic value in this.


Plus, there are some supernatural abilities that are simply on at all times. So, from the short of it, the answer is maybe.


Please note you have spent a swift action to gain 3 standard actions in place of a single standard action -- this still leaves you a move action of your own too. So if you have greater grapple you could get 4 grapple checks out.


What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.


Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Well, you trade Abundant Step for the ability to spend the ki to get three standard actions, so that part of it isn't available.


Jaatu Bronzescale wrote:
Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Well, you trade Abundant Step for the ability to spend the ki to get three standard actions, so that part of it isn't available.

But there are plenty of other ways to gey dimdoor-like abilities as move or standard actions


ajkkjjk52 wrote:
Jaatu Bronzescale wrote:
Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Well, you trade Abundant Step for the ability to spend the ki to get three standard actions, so that part of it isn't available.

But there are plenty of other ways to get dimension door-like abilities as move or standard actions

However none of those are the example provided now are they? Also I don't think they are as common as move actions as you suggest.


Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Unfortunately, after Abundant Step (or other effects that function as a dim door spell), your turn is done.

Quote:
After using this spell, you can't take any other actions until your next turn.

Not sure you will be able to dim door-equivalent and then do quivering palm, etc.


FarmerBob wrote:
Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Unfortunately, after Abundant Step (or other effects that function as a dim door spell), your turn is done.

Quote:
After using this spell, you can't take any other actions until your next turn.

Not sure you will be able to dim door-equivalent and then do quivering palm, etc.

This annoys the hell out of me. It would not have taken so much time add "the monk can act normally after an abundant step".

Dark Archive

Kaiyanwang wrote:
FarmerBob wrote:
Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Unfortunately, after Abundant Step (or other effects that function as a dim door spell), your turn is done.

Quote:
After using this spell, you can't take any other actions until your next turn.

Not sure you will be able to dim door-equivalent and then do quivering palm, etc.

This annoys the hell out of me. It would not have taken so much time add "the monk can act normally after an abundant step".

Except for the fact that there are unending ways to abuse dimension door if you are allowed movement AFTER mid turn teleporation.


Teleport + quickened spells (feat or rod) are perfectly fine I suppose.


Carbon D. Metric wrote:


Except for the fact that there are unending ways to abuse dimension door if you are allowed movement AFTER mid turn teleporation.

well a caster using dimension door can still abuse it as he can basically teleport all the melee characters in the thick of things. Then the melee characters who delayed their actions until after the caster unload some full attack actions on the important casters/healers.

The Exchange Owner - D20 Hobbies

Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then

As soon as you complete the Abundant Step, your turn is over and your forfeit any additional actions.

Kaiyanwang wrote:
Teleport + quickened spells (feat or rod) are perfectly fine I suppose.

Higher level and less items provide teleport.


thank you guys for your help. I see that dimension door is just going to end my turn and not let me palm anything. I think I am just going to work on a fighter for right now.


Carbon D. Metric wrote:
Kaiyanwang wrote:
FarmerBob wrote:
Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Unfortunately, after Abundant Step (or other effects that function as a dim door spell), your turn is done.

Quote:
After using this spell, you can't take any other actions until your next turn.

Not sure you will be able to dim door-equivalent and then do quivering palm, etc.

This annoys the hell out of me. It would not have taken so much time add "the monk can act normally after an abundant step".
Except for the fact that there are unending ways to abuse dimension door if you are allowed movement AFTER mid turn teleporation.

That's part of the reason the travel domain is so awesome. Dimensional Hop may be short range but it's a move action and you still get to act afterwards ;)

Liberty's Edge

1 person marked this as FAQ candidate.
Otm-Shank wrote:
Carbon D. Metric wrote:
Kaiyanwang wrote:
FarmerBob wrote:
Sylentenigma wrote:
What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.

Unfortunately, after Abundant Step (or other effects that function as a dim door spell), your turn is done.

Quote:
After using this spell, you can't take any other actions until your next turn.

Not sure you will be able to dim door-equivalent and then do quivering palm, etc.

This annoys the hell out of me. It would not have taken so much time add "the monk can act normally after an abundant step".
Except for the fact that there are unending ways to abuse dimension door if you are allowed movement AFTER mid turn teleporation.
That's part of the reason the travel domain is so awesome. Dimensional Hop may be short range but it's a move action and you still get to act afterwards ;)

Has there ever been an official ruling from the devs on this? I know james jabos weighed in, but it makes no sense to change it from a standard to a move action and not allow a standard after.and Jacobs has been overuled by the devs before.


James Risner wrote:


Higher level and less items provide teleport.

So the wizard can do it at higher level, the monk.. never.

And with rods of quickened and other stuff, a lot of powerful moves can be accomplished.


Sylentenigma wrote:
thank you guys for your help. I see that dimension door is just going to end my turn and not let me palm anything. I think I am just going to work on a fighter for right now.

Given the absurd speeds of a monk, and the fact you don't provoke while moving, you can easily spend a move or two to get in range and still take the rest of your bonus standard actions.


If you use 2 of your move actions, that is around 140 ft of movement with zero AoOs.
that would leave you 2 standard actions when you get close. Perhaps you would drop 2 vital strikes on the healer. Or perhaps you would steal the clerics holy symbol or divine focus and run off.

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