Monkey Shine Combos


Advice


I recently stumbled upon a combo of Monkey Shine and Shield Slam. Shield Slam causes forced movement on a melee hit, which procs Monkey Shine, which gives you another free melee hit with forced movement (repeat till you run out of attacks of opportunity).

The issue, is I don't have a reliable way to enter my opponents space.

I've been considering casting reduce person on a small sized character, but I'm sure you guys have a more elegant (or at the very least, creative) solution.

How can I best make use of this combo?


You're able to enter your opponent's square as part of Monkey Shine's effect so you don't need to worry about that.

The real problem is that Bull Rush (Even Greater Bull Rush) doesn't provoke OP attacks from you. So you could Monkey Shine with a Shield Bash and enter his square, then bull rush him the appropriate distance, but you wouldn't be able to get a followup Monkey Shine Shield Slam.

You're also limited to 1 Stunning Fist attempt a round. So even if you could manage to meet the appropriate conditions you wouldn't be able to do it.


Monkey Shine triggers attacks of opportunity whenever your target moves out of your square (IE bull rush). It triggers on any movement, even when it wouldn't normally.

This attack of opportunity (shield slam) triggers when the movement is attempted, and resolves another attack of opportunity (shield slam) before the first one finishes.

Stunning fist is garbage. The trick is to get into their square with something like the rules for tiny occupants, or maybe overrun? I'm looking for ideas!

To make it simpler:

Shield Slam triggers an attack of opportunity every time the bull rush aspect of shield slam connects, provided you have monkey shine active.


Didnt notice the detail that says it provokes regardless of movement type.

Being able to occupy the same square as the opponent is still part of Monkey Shine's effect. You can't normally occupy the same square as something else. You'd have to gain the Swarm subtype in order to do that, but you'd lose your ability to perform op attacks.

The rules for size and overrun only apply for moving through squares occupied by other creatures; Not occupying the same square.

You'd also have to be no more than 1 size smaller than them to attempt a bull rush maneuver.


Quote:


A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.


Missed that again.

That only let's you use it against small or smaller sized creatures though and you now have no reach. So if you did bull rush the creature you'd have to move them and not follow them in order to get the op attack, which you couldn't perform because you have no reach and they're not in the same square anymore.


Shield Slam wrote:
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Monkey Shine wrote:
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.

So you...

Attack with Stunning Fist
Enter opponents square
Make Shield Slam with extra +4
Bull Rush opponent (assuming bull rush is successful)
Before opponent is out of range, make AoO (another Shield Slam)
***technically, you get a Bull Rush here, but I don't see how it would work since the target is already being pushed back***
Take 5' step following opponent (thus, still in his square)
Make another Shield Slam
Bull Rush
AoO (with Combat Reflexes)
...?

You can't continue to follow because you already 5' stepped.

The key to your tactic seems to be that the first AoO will generate another Bull Rush, which counts as moving a second time for Monkey Shine to generate another AoO, as a continuous loop.

But I don't think that works, he is already moving (due to the first Bull Rush) so even making the second Bull Rush isn't making him move a second time...

Since you only get one AoO per trigger, I think you would that regardless of Bull Rushing him twice, you only get one AoO for leaving the square.

Combat Reflexes and AoO wrote:
If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

Monkey Shine is specifically AoO from movement. If you can't take multiple AoO from leaving more than one threatened square, I don't see how you can argue you take more than one AoO for leaving the same square.


The opponent's movement isn't generating an attack of opportunity, Monkey Shine is. Because of this, it isn't subject to the standard AoO rules (the bull rush movement wouldn't provoke normally anyways).

In this sense, each activation of monkey shine generates a new attack of opportunity similar to how greater bull rush would work.

Your opponent also never moves out of your square due to bull rush, because each attempt is superseded by another AoO (as long as you keep hitting).

A rough graph would look like:
|Enter Opponent's Square| -> |Make a Shield Slam as a Standard Action| -> |Free Action Bull Rush| -> |Before Bull Rush's Movement finishes an Attack of opportunity (shield Slam) is made| -> |Free Action Bull Rush| -> etc

This is due to the wording on attacks of opportunity

Quote:


An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

I'm not sure exactly how the bull rushes would be resolved after the attack chain is over, but the target is probably dead by then so who cares.

Dark Archive

What is this 'op' attack being mentioned by jwt? Lately, I have been seeing a few terms floating around that are unfamiliar to me or that I am simply missing for some reason.


Dark Immortal wrote:
What is this 'op' attack being mentioned by jwt? Lately, I have been seeing a few terms floating around that are unfamiliar to me or that I am simply missing for some reason.

I think op stands for opportunity in this case.


He means overpowered. Though to be fair this chain ends when you stop hitting your opponent.

Scarab Sages

Monkey Shine wrote:
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.

So you...

Attack with Stunning Fist
Enter opponents square
Make Shield Slam with extra +4 <-----Hmm?

You're making a large assumption that you'll be getting this attack.

The opponent only provokes, if they choose to move back, as a reaction to you entering their square.

What if they don't?

Secondly, assuming they do move back, and grant you the shield slam, which successfully bullrushes them, so what?
Nothing in the description of Monkey Shines implies you gain a second AoO from any forced movement.

You get an AoO, if the target chooses to step away from you, as a reaction to you entering their square.
That's the only AoO that is explicitly mentioned.

Whether it's the intent, that Monkey Shines causes any and all movement away from you to provoke (voluntary or involuntary), isn't actually supported by the text as written.


I was thinking the way to achieve an AoO trigger with Shield Slam was to take Greater Bull Rush and Paired Opportunist via levels in Cavalier or Inquisitor.

It occurs to me as I read these posts that that effect will stack with Monkey Shine. Stun your opponent, then slip into his square, then Shield slam him with your Klar from below, then you get 2 attacks of opportunity, and all your allies get 1. 1 because he moved out of a threatened square, your allies get 1 because he was Great Bull Rushed, and then you get another because your allies do! AoO party!

Pretty cool.

As for the problem with your opponent moving away from you, that can be solved situationally. Bull Rushing is very situation-dependent. For instance, you can be flanking your opponent with your ally. If you bull rush him into your friend, he stops moving. And there is no rule against bull rushing someone prone (Think of Mr. White moving Mr. Pink Around the room by kicking him in Reservoir Dogs.). As a DM, I'd houserule a +4 situational stability modifier to the target's CMD, but still.

Thanks for the Monkey Shine tip!


DiscOH wrote:

The opponent's movement isn't generating an attack of opportunity, Monkey Shine is. Because of this, it isn't subject to the standard AoO rules (the bull rush movement wouldn't provoke normally anyways).

No, Monkey Shine just says if he leaves the square you get an AoO regardless of how he left.

It is still an AoO due to leaving a threatened square, so the rule you can't take more than one AoO for movement would still apply.

Snorter wrote:

So you...

Attack with Stunning Fist
Enter opponents square
Make Shield Slam with extra +4 <-----Hmm?
You're making a large assumption that you'll be getting this attack

No, that attack is just a normal attack you are making, you will always get this attack so long as you can make 2 attacks in the round (like say, two weapon fighting since you had to use Stunning Fist to start Monkey Shine).

As far as your opponent only provoking if they choose to move back when you enter their square, I disagree.
Your opponent moves because the Shield Slam Bull Rushes them out. Monkey Shine says if he leaves the square, even if it wouldn't normal draw an AoO, you still receive one.


Scott Wilhelm wrote:


If you bull rush him into your friend, he stops moving.

No, he doesn't.

Bull Rush wrote:
If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature

So you either Bull Rush your friend too, and push them both away, or you don't Bull Rush him, and the opponent doesn't leave the square so no AoO.


Moving, being moved, and being bull rushed are 3 different things, just as being tripped and falling prone are 2 different things. If you have Greater Trip and Vicious Stomp, and you trip somebody, you get 2 attacks of opportunity, 1 for tripping him, and 1 for him falling prone. It says that in the FAQ.

Furthermore, in this case, the triggers are totally different: they just look the same. You get an AoO from Monkey Shine because they move. Your allies get one because you used Great Bull Rush. Then you get one because they get one. Actually, your allies get an AoO because you have Monkey Shine (and Paired Opportunist), too. But you still only get 2, not 3.

If you bull rush one creature into another, and you fail to bull rush the other, you still bull rush the first one, don't you? Can't you bull rush someone into a wall? If you fail to bull rush the wall, you still bull rush the kid you're bullying, and if he's knocked prone too, then his lunch money are just a threat and a kick away.


Can we stop arguing about whether specific rules text trumps general rules text and move on to the thread topic, "How to enter an opponents space".

We can all argue about how the combo doesn't work when I show up to your table.


Just gonna mention that monkey style lets you do your stuff while prone.

So you enter an opponent's square while prone. Then you bullrush.

Wouldn't the direction away from you then be...up? Roll well enough, they would be taking fall damage as well.


LoneKnave wrote:

Just gonna mention that monkey style lets you do your stuff while prone.

So you enter an opponent's square while prone. Then you bullrush.

Wouldn't the direction away from you then be...up? Roll well enough, they would be taking fall damage as well.

Ahahaha, thats such a funny idea. I really want to see this work now.


I agree that a 10' bull rush straight up, take damage from hitting the ceiling, fall 10' down, take some more damage and end up laying prone next to you, also prone, in the same space, does sound hilarious. =)

As to the OP's question, it is a bit confusing, but am I correct in assuming he is trying to figure out a way to get into his opponents space without having to rely on the Stunning Fist rider in the Monkey Shines ability to do so?

(Which make sense, cause if you have to succeed at stunning fist to do this, you'll never get to do it).

What if you shape changed into an air elemental? Doesn't whirlwind allow you enter someone's space? =)

Mostly though, I've no idea other then being really small


As far as i have checked the only ways to occupy the same square as someone are.

Monkey Shine Stunning Fist. Tiny or smaller size. Swarm/Troop Subtype. Whirlwind. Maybe Gaseous Form.

Problem is that Swarm, Whirlwind, and Gaseous Form prevent you from making Opportunity Attacks.

So Monkey Shine, Tiny size, and Troop are the only way to get it and good luck getting Troop somehow.

Monkey Shine Stunning Fist being limited to once per round and Tiny and smaller size having 0 reach and being limited to Small and smaller enemies brings up some problems.


Scott Wilhelm wrote:

Moving, being moved, and being bull rushed are 3 different things, just as being tripped and falling prone are 2 different things. If you have Greater Trip and Vicious Stomp, and you trip somebody, you get 2 attacks of opportunity, 1 for tripping him, and 1 for him falling prone. It says that in the FAQ.

Furthermore, in this case, the triggers are totally different: they just look the same. You get an AoO from Monkey Shine because they move. Your allies get one because you used Great Bull Rush. Then you get one because they get one. Actually, your allies get an AoO because you have Monkey Shine (and Paired Opportunist), too. But you still only get 2, not 3.

I never addressed using Greater Bull Rush or Paired Opportunist, only that Bull Rushing someone twice out of the same square wouldn't gain two AoO from Monkey Shine, since they are both for moving.

Scott Wilhelm wrote:


If you bull rush one creature into another, and you fail to bull rush the other, you still bull rush the first one, don't you? Can't you bull rush someone into a wall? If you fail to bull rush the wall, you still bull rush the kid you're bullying, and if he's knocked prone too, then his lunch money are just a threat and a kick away.

If you Bull Rush one creature into another, and fail to Bull Rush the second, you must stop.

Bull Rush wrote:
If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result.

No, you cannot Bull Rush someone into a wall.

Bull Rush wrote:
You cannot bull rush a creature into a square that is occupied by a solid object or obstacle
DiskOH wrote:
Can we stop arguing about whether specific rules text trumps general rules text and move on to the thread topic, "How to enter an opponents space".

Your question in the original post was

DiskOH wrote:
How can I best make use of this combo?

Saying it doesn't work the way you envision it is valid feedback, even if you disagree with me.


Instead of Stunning Fist: why not Punishing Kick?


Starbuck_II wrote:
Instead of Stunning Fist: why not Punishing Kick?

Because we are trying to enter their space?


DiscOH wrote:

Can we stop arguing about whether specific rules text trumps general rules text and move on to the thread topic, "How to enter an opponents space".

We can all argue about how the combo doesn't work when I show up to your table.

Monkey Shine triggers on a successful Stunning Fist.

Ratfolk can enter each other's squares and gain automatic flanking against their opponents.

If you are smaller than Small, you can enter opponent's squares.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Isn't there the Swarm Fighter Kobold archetype that let's you enter an opponent's square?


Xethik wrote:
Isn't there the Swarm Fighter Kobold archetype that let's you enter an opponent's square?

Oh! Yes there is!

Kobold Swarm Fighter

Share Space wrote:

At 5th level, the swarm fighter can move into the space of another creature at least one size category larger than she is. She may end her movement in, and make attacks from, that space. She must succeed at the Acrobatics check for moving through an occupied square to move into a space occupied by an enemy. While sharing the space of another creature, she gains a +2 shield bonus to AC and a +1 circumstance bonus on Reflex saves.

This ability replaces weapon training 1.

Strike the Underbelly wrote:

At 9th level, creatures with which the swarm fighter shares a space are denied their Dexterity bonus to Armor Class against the swam Fighter's attacks.

This ability replaces weapon training 2.

Lantern Lodge

Free actions can only be taken on your turn?

So won't that break the OP's combo, cos he can't use a free action while out of turn to move into his opponent’s space?

Free actions can only be triggered on your turn, otherwise talking and the drawing of arrows while using the snap shot feat won't require a specific sentence and an faq respectively to specifically rule that these 2 free actions can be done out of turn.

*Not sure if the bull rush given by Shield Slam is considered a free action... hence only focusing on monkey shine's free action to move.


The Core Rule Book wrote:


Free Action: Free actions consume a very small amount of
time and effort. You can perform one or more free actions
while taking another action normally.

Opportunity attacks enable free actions/five foot steps (and there are some arguments about swift actions as well, but lets not get too far off topic).

Great find on the Kobold swarm fighter.

That's just fantastic.

I think ratfolk is going to be too cumbersome, though I have been considering swap places with a tiny (or smaller) sized familiar.

Lantern Lodge

DiscOH wrote:
The Core Rule Book wrote:


Free Action: Free actions consume a very small amount of
time and effort. You can perform one or more free actions
while taking another action normally.

Opportunity attacks enable free actions/five foot steps (and there are some arguments about swift actions as well, but lets not get too far off topic).

Great find on the Kobold swarm fighter.

That's just fantastic.

I think ratfolk is going to be too cumbersome, though I have been considering swap places with a tiny (or smaller) sized familiar.

Attacks of Opportunity don't make use of an action, hence you can't use the above argument to allow a free action to be part of an attack of opportunity.

Also, note the text below:

The Core Rule Book wrote:

Speak

In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.

Speak, specifically states that speaking is a free action that can be made out of turn. Hence most free actions cannot be performed out of your turn.

In addition, no GM I have ever played with ever allows 5 foot steps out of turn (baring the use of a feat that allows it). Nothing in 5 foot steps states that you can do it out of turn.
"You can take a 5-foot step before, during, or after your other actions in the round."
Again note the use of actions, an Attacks of Opportunity is not an action, you can't twist the rules on what is an action to fit Attacks of Opportunities.


Secane wrote:

Free actions can only be taken on your turn?

So won't that break the OP's combo, cos he can't use a free action while out of turn to move into his opponent’s space?

Free actions can only be triggered on your turn, otherwise talking and the drawing of arrows while using the snap shot feat won't require a specific sentence and an faq respectively to specifically rule that these 2 free actions can be done out of turn.

*Not sure if the bull rush given by Shield Slam is considered a free action... hence only focusing on monkey shine's free action to move.

Wait, I am confused. What actions is he taking on his opponent's turn?

On my turn, I attack with Stunning Fist
Enter opponent's square (free)
Attack with my shield (TWF)
Bull Rush opponent 5'
AoO for opponent leaving my space
choose to follow opponent, moving 5' and staying in his square
Attack with my shield (BAB >=+6)
Bull Rush
AoO
end my turn

It all happened on my turn. And that's just if MY interpretation is correct.

DiskOH's reading would go
On my turn, attack with Stunning Fist
Enter opponent's square (free)
Attack with shield (TWF)
Bull Rush
AoO
Bull Rush
AoO
(continue until out of AoO, each Bull Rush triggering an AoO, each of which resolves before the previous Bull Rush)
follow opponent with 5' step, staying in square
Attack (BAB>=+6)
end turn

Again all on my turn.

With Kobold Swarm Fighter, you move first, so can't take the 5' step later, but don't rely on Stunning Fist or TWF.


My combo is rather large and designed for a multiclassed concept more than anything.

the race:
Halfling (although that Kobold Swarm Fighter is tempting)

the classes:
Swashbuckler(Mouser) 1, Monk(MoMS/Kata/Iron Mountain) 2, Ranger (Witchguard) 6, Fighter 1.

Eventually: Swashbuckler1/Monk8/Ranger6/Fighter5

the feats:
Monkey Style, Monkey Shine, Crane Style, Crane Riposte,
Combat Reflexes, Bodyguard, Dodge, Toughness, Draconic Defender, Risky Striker, Improved Shield Bash, Shield Master

Eventually: Cautious Fighter, Archon Style, Archon Diversion, Archon Justice, Blundering Defense, Power Attack, Tiger Style, Tiger Pounce

the traits:
Helpful,

the strategy:
Get tiny ASAP > Upgrade your shield as it's your weapon and defense > charge into enemy squares > provide huge bonuses to AC/CMD for allies adjacent to you through AoO's while full attacking > Become the monkey on their back as a foot tall menace that doesn't let them hit others > fight magic users > die.

the bonuses:
Assuming you can move into an enemies square:
For You:

Tiny: +2 to hit/+2 AC
Monkey Shine: +4 to hit/+4 dodge to AC
Crane Style+Fighting Defensively: -1 to hit/+4 dodge to AC
Risky Striker: -3 AC/+6 damage

Totals: +5 to hit/+3 AC/+6 damage

For Your Allies:

Underfoot Assault: +4 AC/CMD
Bodyguard+Aid Another+Helpful: +4 untyped AC
Draconic Defender: +4 natural armor

Totals: +12 AC/+8 CMD/Flanking

the build:
20 pt. buy
Halfling
Tiny Swashbuckler 1/Monk 2/ Fighter 1/ Ranger 6
Racial; Fleet of Foot, Halfling Luck
Traits; Helpful,

HP: 112

AC: 32(40)
Touch: 16(24)
Flat: 26

Skill points: 30

STR 13
DEX 20
CON 18
INT 7
WIS 16
CHA 9

Ranger 1: Combat Reflexes
Ranger 2: Improved Shield Bash (Ranger Bonus)
Swashbuckler 1: Risky Striker (Dex to hit with spiked shield)
Ranger 3: Bodyguard (Witchguard bonus)
Monk 1: Monkey Style, Monkey Shine (MoMS Bonus)
Fighter 1: Dodge (Fighter bonus)
Monk 2: Crane Style, Crane Riposte (MoMS Bonus), Toughness (Iron Mountain Bonus)
Ranger 4:
Ranger 5: Draconic Defender
Ranger 6: Shield Master (Ranger bonus)

Weapon: +4 Heavy Spiked Shield, 1d3+11, 20/15 (25/20)
(+9 BAB, +4 Magic, +2 Size, +5 Dex)

Equipment: +4 Heavy Spiked Shield, +2 Mithral Kikko, +2 Belt of Physical Might (CON/DEX), +2 Headband of Inspired Wisdom, Jingasa of the Fortunate Soldier, Dusty Rose Ioun Stone, Ring of Protection +1, Amulet of Natural Armor +1, Permanent Reduce Person, 10,000 gold

Note: the AC values aren't amazing especially the touch but it does gain another +4 from fighting defensive and another +4 from monkey shine boosting it to 24 and your regular AC to 40. The weapon numbers are also nothing special until monkey shine for the +4 and flanking to net a +5 to hit after fighting defensive. Damage doesn't pick up until you can squeeze power attack in with risky striker. Also lacks in the skills due to dumping int.


you do realize that crane style is kinda bad now right? or are you just using it to get some extra ac?


the extra AC and the reduced penalty to hit. Makes draconic defender better.

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