Flurry of Maneuvers?


Rules Questions


Please explain the Flurry of Maneuvers ability (Monk Archetype: Maneuver Master) to me like I'm an idiot.

Specifically, can I insert the extra maneuver anywhere in the attack sequence? If I have two attacks, can I go maneuver-hit-hit, hit-maneuver-hit, or hit-hit-maneuver as I please?


I'm going to say that's exactly how it works, as the ability only specifies that the maneuver be made as part of a full attack action, and not when in the action to make it.

PRD wrote:
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless...


Thanks. I don't know why, but something about this ability is just creating a mental roadblock for me. It reads pretty simply, but somehow I just can't wrap my skull around it.


PRD wrote:
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.

Ok, the basics of the ability is that, when you make a Full-Attack action (note, the specific full-round action called Full-Attack; not Spell Combat, Tiger Claw, Coup de Grace, or any other action that takes a full-round action and allows you to make attacks), you can throw in an additional combat maneuver. Now, normally, you can replace any melee attack (in the standard Attack action, Full-Attack, Charge, Cleave, Whirlwhind Attack, Attack of Opportunity, etc.) with either Sunder, Disarm, or Trip. All other maneuvers require a specific action of their own, for example a standard Grapple action. Flurry of Maneuvers gives you a bonus combat maneuver during your Full-Attack, even if that maneuver would normally require a standard action. Your normal iterative attacks use your normal BAB (3/4 for a Monk plus whatever BAB you get from other classes) while your bonus maneuver treats your monk BAB as full-progression for calculating your CMB, though all maneuvers take -2 to CMB. At level 3, you get Maneuver Training from normal Monk abilities that let you use Monk Level as BAB for all maneuvers. You perform a FoB and can do the following:

At lvl 2:
Iterative 1, melee attack @ +1 -or- melee maneuver (sunder, disarm, or trip) @ -1 (+1 bab -2)
Bonus Maneuver, any maneuver @ +0 (lvl 2 -2)

At lvl 3 (with vanilla Monk's Maneuver Training):
Iterative 1, melee attack @ +2 -or- melee maneuver @ +1 (lvl 3 -2)
Bonus Maneuver, any maneuver @ +1 (lvl 3 -2)

You can make the bonus maneuver at any point in the sequence; before iterative or after.

Now, at level 8, you get a second iterative attack as well as a second bonus maneuver with an additional -3 on maneuver checks. This, presumably, applies to all checks including the second maneuver and any melee maneuvers you use in place of iterative melee attacks. For example, lvl 8 w/ +6/+1 BAB and 2 bonus maneuvers:

Bonus Maneuver 1 any maneuver @ +6 (lvl 8 -2)
Iterative 1, melee attack @ +6 -or- melee maneuver @ +6 (lvl 8 - 2)
Bonus Maneuver 2 any maneuver @ +1 (lvl 8 -2 -3)
Iterative 2, melee attack @ +1 -or- melee maneuver @ -2 (lvl 8 -5 -2 -3)

Alternatively, you can do your iteratives before the second bonus maneuver:

Bonus Maneuver 1 any maneuver @ +6 (lvl 8 -2)
Iterative 1, melee attack @ +6 -or- melee maneuver @ +6 (lvl 8 - 2)
Iterative 2, melee attack @ +1 -or- melee maneuver @ +3 (lvl 8 -5 -2)
Bonus Maneuver 2 any maneuver @ +3 (lvl 8 -2 -3)

As you can see, it's important where you put your bonus maneuvers because any melee maneuvers that you sub in for iteratives after the second bonus will take a higher penalty. If possible, it's best to get your iteratives out of the way first if you're going to use them for Trip, Disarm, or Sunder and, if you're going to do those maneuvers, it's better to use them for iteratives so you conserve your bonus maneuvers for what you can't sub in for iteratives, such as Grapple or Bull Rush. On the other hand, if you don't intend to sub in for your melee attacks, it'd be better to apply hindering maneuvers like Grapple or Dirty Trick early so your melee attacks have better chances to hit. Order is managed separately for iteratives and bonus maneuvers. So long as the iterative attacks follow Bab progression from highest to lowest and your bonus maneuvers follow their own progression from "first" to "second" to "third", you can organize them however you see fit.

The last thing to note is that Flurry of Maneuvers lacks the restrictions to Monk weapons and no armor/shield that is in the Flurry of Blows rules. FoM is a completely separate ability that replaces FoB entirely; it doesn't change or piggyback on the FoM rules. This means that, as written, you can make a FoM with any weapon (ie. a glaive) and even while wearing full plate and using a tower shield.


Thank you very much. I think that covers it. :)


The 2nd and 3rd FoM iterations stack on increasingly impossibly hard penalties to *all* your maneuver checks, so there is no actual point in ever taking the class up on the offer, or even really going that far in the class. 6th level looks like a good point to bail on it for Lore Warden Fighter to me. Or earlier...


StreamOfTheSky wrote:
The 2nd and 3rd FoM iterations stack on increasingly impossibly hard penalties to *all* your maneuver checks, so there is no actual point in ever taking the class up on the offer, or even really going that far in the class. 6th level looks like a good point to bail on it for Lore Warden Fighter to me. Or earlier...

mmm, maybe if you already have grappled a target you could trip it (since he is now with a penalty to his AC and CMD) and once he is prone (again penalty to the AC) you could add a third maneuver like dirty trick or another grapple check.

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