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Eh, I'd rather not rely on a horse to be awesome.
prototype00
Unless, it's the horse that is awesome.

Undone |
I don't know why you posted this considering neither the OP nor anyone else said anything about Flurry stacking from the two classes.But they do "stack" if only in the sense that Flurry and normal BaB stack already. A Monk 1/Fighter 19 still has a 20 BaB while Flurrying. No BaB issues would be present here.
A Monk 2/Warpriest 18 will Flurry with a 19 BaB.
Wait so you'd flurry with +17/+17/+12/+12/+7/+7/+2?
That's bonkers awesome.
As a side note wouldn't this work just waiting till 8th for pummeling assault?
Melee unarmed strike +10/+5 (1d10+2)
Does that even scale?

Undone |
May I ask is master of many styles literally just to cheat pummeling style 6 levels?
If so that makes you weaker in the long run. If it's for fusing dragon style I guess that's strong but air walk allows you to do very similar (walk 5 feet off the ground charge OVER allies exct exct).
It feels like you can probably get away with ignoring MoMS and go straight sacred fist.

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May I ask is master of many styles literally just to cheat pummeling style 6 levels?
If so that makes you weaker in the long run. If it's for fusing dragon style I guess that's strong but air walk allows you to do very similar (walk 5 feet off the ground charge OVER allies exct exct).
It feels like you can probably get away with ignoring MoMS and go straight sacred fist.
Dragon Ferocity is also not a bad damage bump.

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Yeah, Fusing Pummeling Style/Charge and Dragon Style/Ferocity is the reason I grabbed the Monk levels. I also pick up Toughness, +1 NA, extra skill points, and a nice boost to saves.
I'm honestly not sold on the concept that delaying your spellcasting at all (especially on a character that's a fighter first, and a spellcaster second) is such a monumentally game-breaking thing to do. With Magical Knack, the dip is negated as best as possible.
However, after hearing that any Warpriest that is part human (including Scion of Humanity aasimars) can get extra bonus feats every 6 levels, that is probably going to be one of the go-to race for Sacred Fists. You lose out on some HP, but an extra three combat feats can't be scoffed at.

Undone |
Yeah, Fusing Pummeling Style/Charge and Dragon Style/Ferocity is the reason I grabbed the Monk levels. I also pick up Toughness, +1 NA, extra skill points, and a nice boost to saves.
I'm honestly not sold on the concept that delaying your spellcasting at all (especially on a character that's a fighter first, and a spellcaster second) is such a monumentally game-breaking thing to do. With Magical Knack, the dip is negated as best as possible.
However, after hearing that any Warpriest that is part human (including Scion of Humanity aasimars) can get extra bonus feats every 6 levels, that is probably going to be one of the go-to race for Sacred Fists. You lose out on some HP, but an extra three combat feats can't be scoffed at.
Losing two levels of spell progression is devastating to me. I'd much rather have 2 additional levels of spell progression than 6 levels early pounce.

Rynjin |

Rynjin wrote:
I don't know why you posted this considering neither the OP nor anyone else said anything about Flurry stacking from the two classes.But they do "stack" if only in the sense that Flurry and normal BaB stack already. A Monk 1/Fighter 19 still has a 20 BaB while Flurrying. No BaB issues would be present here.
A Monk 2/Warpriest 18 will Flurry with a 19 BaB.
Wait so you'd flurry with +17/+17/+12/+12/+7/+7/+2?
That's bonkers awesome.
As a side note wouldn't this work just waiting till 8th for pummeling assault?
Quote:Melee unarmed strike +10/+5 (1d10+2)Does that even scale?
Yep. You have 1 BaB from Monk and 18 (effectively) from Sacred Fist Flurry, and at 18th level you'd have all the extra attacks from Flurry. The only one you'd be missing is the BaB attack from 20th level.
Arguably you have 20 BaB (and thus one more attack) since you use your Monk level as your BaB while Flurrying but that's a gray area so meh.
Losing two levels of spell progression is devastating to me. I'd much rather have 2 additional levels of spell progression than 6 levels early pounce.
LOsing 2 levels of spell progression on a class with little to no reliance on spell levels beyond 1 or 2, and fairly little on them even is hardly a big deal. The Warpriest is not a primary caster. He's not even a secondary caster. He's a martial with buffs.
And Pounce is something your buffs can't give you. It's something NO class' buffs can give you, barring the pseudo-Pounce of a Spell Combat'd Force Hook Charge.

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Seranov wrote:Losing two levels of spell progression is devastating to me. I'd much rather have 2 additional levels of spell progression than 6 levels early pounce.Yeah, Fusing Pummeling Style/Charge and Dragon Style/Ferocity is the reason I grabbed the Monk levels. I also pick up Toughness, +1 NA, extra skill points, and a nice boost to saves.
I'm honestly not sold on the concept that delaying your spellcasting at all (especially on a character that's a fighter first, and a spellcaster second) is such a monumentally game-breaking thing to do. With Magical Knack, the dip is negated as best as possible.
However, after hearing that any Warpriest that is part human (including Scion of Humanity aasimars) can get extra bonus feats every 6 levels, that is probably going to be one of the go-to race for Sacred Fists. You lose out on some HP, but an extra three combat feats can't be scoffed at.
I'm not stopping you, just saying that I seriously doubt it will hamper my playing of this type of character at all. With a Warpriest's already delayed spellcasting, I'm hardly going to be a spellcasting powerhouse even if I don't dip Monk. As long as I can make Concentration checks to not get interrupted while using Fervor to buff myself in combat, I'll be happy.

graystone |

Seranov wrote:Losing two levels of spell progression is devastating to me. I'd much rather have 2 additional levels of spell progression than 6 levels early pounce.Yeah, Fusing Pummeling Style/Charge and Dragon Style/Ferocity is the reason I grabbed the Monk levels. I also pick up Toughness, +1 NA, extra skill points, and a nice boost to saves.
I'm honestly not sold on the concept that delaying your spellcasting at all (especially on a character that's a fighter first, and a spellcaster second) is such a monumentally game-breaking thing to do. With Magical Knack, the dip is negated as best as possible.
However, after hearing that any Warpriest that is part human (including Scion of Humanity aasimars) can get extra bonus feats every 6 levels, that is probably going to be one of the go-to race for Sacred Fists. You lose out on some HP, but an extra three combat feats can't be scoffed at.
You only need to drop 1 level of spells to get 'pounce' and you can do it with unarmed fighter to snag +1BAB and all monk weapons.
Though, on a class like warpriest where you generally use lower level spells to buff yourself, I see the loss of spell levels a lot easier to deal with than a full caster.

c873788 |

You only need to drop 1 level of spells to get 'pounce' and you can do it with unarmed fighter to snag +1BAB and all monk weapons.
Though, on a class like warpriest where you generally use lower level spells to buff yourself, I see the loss of spell levels a lot easier to deal with than a full caster.
Even better, just drop 1 level of MoMS Monk.

prototype00 |
2 people marked this as a favorite. |

Well for those of you who asked for it:
Lvl 1:
Old Kholsa Elds came back from the wars changed, his eyes always straying to the far horizon. In his arm he carried a male child, swaddled in bloodied banners of a dozen fallen cohorts. An instrument of Ragathiel's justice, he said. Demonspawn, others whispered.
The child, Riven ("For he was Riven from what destiny originally intended for him." said Kholsa) grew and he was blessed by his adoptive father's patron. None could deny Ragathiel's watchful gaze on his charge, just as none could deny the hellfire that burned in his eyes.
Oni-Spawn Tiefling Warpriest (Sacred Fist) 1 (Pathfinder RPG Advanced Race Guide 0)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 15 (+1 natural, +4 untyped)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +6
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +4 (1d6+6) and
. . unarmed strike +4 (1d6+4)
Special Attacks flurry of blows
Spell-Like Abilities (CL 1st; concentration -2)
. . 1/day—alter self
Warpriest (Sacred Fist) Spells Prepared (CL 1st; concentration +5):
. . 1st—divine favor, magic weapon
. . 0 (at will)—detect magic, guidance, light
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 12, Int 12, Wis 18, Cha 5
Base Atk +0; CMB +4; CMD 18
Feats Dodge, Improved Unarmed Strike
Traits magical knack, prolong magic
Skills Acrobatics +4, Perception +8, Sense Motive +8, Stealth +4
Languages Abyssal, Common, Infernal
SQ aura, blessings, blessings (destruction blessing, good blessing), destructive attacks +1, fiendish sprinter, holy strike, prehensile tail, unarmed strike
Other Gear quarterstaff, warpriest's kit, 139 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Attacks +1 (Su) Touched ally gains a morale bonus to dam for 1 min.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Warpriest [Sacred Fist]) +2 CL for a specific class, to a max of your HD.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prolong Magic Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Note: I went super generic for his starter feat (Dodge), but with a tiefling, you could pick up Arcane Strike as well, if you want to practice doing something with your swift action every round.
Riven grew to be a pugilist. With foot and fist and tail, he put paid to those that menaced the innocent while hiding his anguish from those who scorned his parentage.
But Kholsa knew of his pain. He told Riven the story of Ragathiel's infernal beginnings, and how he endured the 800 unendurable things before he was accounted the foremost of heaven's generals.
In his words, Riven found peace.
Riven
Oni-Spawn Tiefling Monk (Master of Many Styles, Monk of the Sacred Mountain) 2/Warpriest (Sacred Fist) 3 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 23, touch 20, flat-footed 23 (+1 armor, +2 natural, +10 untyped)
hp 47 (5d8+15)
Fort +9, Ref +5, Will +12
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1d8+5), Flurry +7/+7 (1d8+10, 1d8+7)
[b]Special Attacks flurry of blows, ki flurry, ki speed, stunning fist (2/day, DC 17)
Spell-Like Abilities (CL 5th; concentration +2)
. . 1/day—alter self
Warpriest (Sacred Fist) Spells Prepared (CL 5th; concentration +10):
. . 1st—bless, divine favor, magic weapon, protection from evil
. . 0 (at will)—detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 12, Wis 20, Cha 5
Base Atk +3; CMB +8; CMD 28
Feats Dragon Ferocity[UC], Dragon Style[UC], Dodge, Improved Unarmed Strike, Pummeling Charge, Pummeling Style, Stunning Fist, Toughness
Traits magical knack, prolong magic
Skills Acrobatics +8, Heal +13, Perception +13, Sense Motive +13, Stealth +5
Languages Abyssal, Common, Infernal
SQ aura, blessed fortitude, blessings, blessings (destruction blessing, good blessing), destructive attacks +1, fervor 1d6, fiendish sprinter, fuse style, holy strike, ki defense, prehensile tail, stunning fist (stun), unarmed strike
Other Gear quarterstaff, belt of giant strength +2, bracers of armor +1, cloak of resistance +1, headband of inspired wisdom +2, warpriest's kit, 639 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Attacks +1 (Su) Touched ally gains a morale bonus to dam for 1 min.
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fervor 1d6 (6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Magical Knack (Warpriest [Sacred Fist]) +2 CL for a specific class, to a max of your HD.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prolong Magic Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Stunning Fist (2/day, DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) Can apply different conditions when using stunning fist feat.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Note: Lvl 5 is where you should have both Dragon Ferocity and Pummeling Charge, you can basically just take warpriest levels now.
They said Ol'Kholsa shed no tears as Riven crossed the horizon on the bleak, winding path to Mendev.
"This is where he was meant to go. Ragathiel trusted me to raise him to be a weapon of justice, and that I did. A father could ask not for a better son."
Oni-Spawn Tiefling Monk (Master of Many Styles, Monk of the Sacred Mountain) 2/Warpriest (Sacred Fist) 8 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 30, touch 26, flat-footed 28 (+2 armor, +1 Dex, +2 natural, +2 deflection, +1 dodge, +12 untyped)
hp 82 (10d8+20)
Fort +13, Ref +9, Will +18
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +13/+8 (1d6+9) and
. . unarmed strike +15/+10 (1d10+7) Flurry: +15/+15/+10/+10 (1d10+13/1d10+9)
Special Attacks flurry of blows, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, stunning fist (4/day, DC 21), channel positive energy 5/day (DC 20, 3d6)
Spell-Like Abilities (CL 10th; concentration +7)
. . 1/day—alter self
Warpriest (Sacred Fist) Spells Prepared (CL 10th; concentration +16):
. . 3rd—bestow curse (DC 19), dispel magic, protection from energy
. . 2nd—bull's strength (2), lesser restoration, owl's wisdom, weapon of awe{super}APG{/super} (2, DC 18)
. . 1st—bless, divine favor (2), magic weapon (2), protection from evil
. . 0 (at will)—detect magic, guidance, light, read magic, stabilize
--------------------
Statistics
--------------------
Str 22, Dex 13, Con 12, Int 12, Wis 23, Cha 5
Base Atk +7; CMB +13; CMD 39
Feats Combat Style Master[UC], Crane Style[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Unarmed Strike, Pummeling Charge, Pummeling Style, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Traits magical knack, prolong magic
Skills Acrobatics +13, Climb +18, Heal +15, Perception +18, Sense Motive +18
Languages Abyssal, Common, Infernal
SQ aura, blessed fortitude, blessings, blessings (destruction blessing, good blessing), destructive attacks +4, fervor 3d6, fiendish sprinter, fuse style, holy strike, ki defense, ki insight, ki pool, prehensile tail, stunning fist (stun), unarmed strike
Other Gear quarterstaff, +1 sacred amulet of mighty fists, belt of giant strength +4, bracers of armor +2, cloak of resistance +3, headband of inspired wisdom +4, warpriest's kit, 1,639 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Combat Style Master May switch styles as a free action
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Attacks +4 (Su) Touched ally gains a morale bonus to dam for 1 min.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fervor 3d6 (10/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Insight +1 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Magical Knack (Warpriest [Sacred Fist]) +2 CL for a specific class, to a max of your HD.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prolong Magic Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Stunning Fist (4/day, DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) Can apply different conditions when using stunning fist feat.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Warpriest Channel Positive Energy 3d6 (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Note: Just a lvl 10 build for those who are interested. I am unimpressed by the extra Style feats, because you have to take extra skills (which the Warpriest has very few points of) to qualify for them. I took something situationally useful (Crane style) and will probably continue on the feat path. In this case, Combat Style Master really is a must.
At 30 AC I must note that double wis to AC really doesn't seem to be as much of an issue as others were saying.
prototype00

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graystone wrote:Even better, just drop 1 level of MoMS Monk.You only need to drop 1 level of spells to get 'pounce' and you can do it with unarmed fighter to snag +1BAB and all monk weapons.
Though, on a class like warpriest where you generally use lower level spells to buff yourself, I see the loss of spell levels a lot easier to deal with than a full caster.
This is a possibility, yes. You don't get Dragon Style until Warpriest 3/Monk 1 with this, instead of Warpriest 1/Monk 2, though. You'd still get Dragon Ferocity at level 5. For people who don't want to lose caster levels at all, this is a definite option that shouldn't bother them as much.
I like grabbing Toughness, +1 NA, +1 to all saves and an extra 2 skill points, though. It also doesn't run into that issue where some people claim that Magical Knack will not function if you only have one level in another class due to overly-literal RAW.

c873788 |

This is a possibility, yes. You don't get Dragon Style until Warpriest 3/Monk 1 with this, instead of Warpriest 1/Monk 2, though. You'd still get Dragon Ferocity at level 5. For people who don't want to lose caster levels at all, this is a definite option that shouldn't bother them as much.
What am I missing? Surely you could grab Dragon Style as a normal level 3 feat. 1st level you grab Pummeling Style and at 2nd level bonus Monk feat is Pummeling Charge.
So Warpriest 2/Monk 1 would give you Dragon Style and the 2 Pummeling feats.

Undone |
I think it's a cool idea but my (Simple) version would be
Oni Spawn tiefling
Warpriest of Desna
Sacred Fist archetype
STR 18
DEX 12
CON 12
INT 10
WIS 18
CHA 5
Traits: Fate's favored, Magical Knack
Blessings: Luck, Good
Warpriest Sacred Fist 1: Pummeling Style, Improved unarmed strike
Warpriest Sacred Fist 2:
Master of Many styles 1: Power attack, Pummeling Charge
Warpriest Sacred Fist 3:
Warpriest Sacred Fist 4: Dragon Style
Warpriest Sacred Fist 5:
Warpriest Sacred Fist 6: STYLE FEAT?, Combat Style Master
Warpriest Sacred Fist 7:
Warpriest Sacred Fist 8: Weapon focus unarmed strike
Warpriest Sacred Fist 9: STYLE FEAT?
Warpriest Sacred Fist 10: Improved initiative
One big change is fate's favored because it increases your spammable divine favor by 1.
+1 sacred amulet of mighty fists
Does this even work? I thought you lost sacred weapon +1/+2/+3...

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Seranov wrote:This is a possibility, yes. You don't get Dragon Style until Warpriest 3/Monk 1 with this, instead of Warpriest 1/Monk 2, though. You'd still get Dragon Ferocity at level 5. For people who don't want to lose caster levels at all, this is a definite option that shouldn't bother them as much.
What am I missing? Surely you could grab Dragon Style as a normal level 3 feat. 1st level you grab Pummeling Style and at 2nd level bonus Monk feat is Pummeling Charge.
So Warpriest 2/Monk 1 would give you Dragon Style and the 2 Pummeling feats.
Yeah, I suppose you're right. I was just thinking you'd use the Bonus Style Feat from Warpriest to get it.

Undone |
A wisdom bonus is a wisdom bonus. You're not getting it twice.
See the rules forums. I'm inclined to say it's RAW but needs to be FAQ'ed/Errataed because it's a little stupid double dipping. However unlike so many other stat stacks this one isn't prohibited anywhere. They are different sources and the monk is not a parent class of the WP.
Waited till 9th, took it as a legit feat. Tieflings can't take the Human bonus combat feat racial fcb, so just stuck that on skill points instead (which the Warpriest desperately needs, boy howdy).
prototype00
Interesting. I agree on the skill points but how do you feel on the HP with a 12 con?
I intend to play this in PFS.
Additionally what is the priorities for swift actions? You have so many. I assume first is fuse style so you can charge but after that is it just spam fervor spells/ki strikes?

prototype00 |

Quote:Waited till 9th, took it as a legit feat. Tieflings can't take the Human bonus combat feat racial fcb, so just stuck that on skill points instead (which the Warpriest desperately needs, boy howdy).
prototype00
Interesting. I agree on the skill points but how do you feel on the HP with a 12 con?
I intend to play this in PFS.
Additionally what is the priorities for swift actions? You have so many. I assume first is fuse style so you can charge but after that is it just spam fervor spells/ki strikes?
Well, I'm not a fan personally of 12 con either, but with toughness coming in from the Monk of the Sacred Mountain archetype (gave up evasion, but really needed the HP), I felt a bit better about it, especially with healing from the class.
As for priorities, yeah, the style first of all, then depending on the situation switch it up. The blessing of destruction is good for a little extra damage (probably better than divine favor for that). AC you can either spam swift action owls wisdom (+4 AC before you get the headband) or go into crane style as a swift.
There are a lot of things to juggle, I guess you have to pick, say, 3 areas (crowd control/AC/damage) and use your swift actions as the situation dictates.
prototype00

Undone |
Undone wrote:
Quote:Waited till 9th, took it as a legit feat. Tieflings can't take the Human bonus combat feat racial fcb, so just stuck that on skill points instead (which the Warpriest desperately needs, boy howdy).
prototype00
Interesting. I agree on the skill points but how do you feel on the HP with a 12 con?
I intend to play this in PFS.
Additionally what is the priorities for swift actions? You have so many. I assume first is fuse style so you can charge but after that is it just spam fervor spells/ki strikes?
Well, I'm not a fan personally of 12 con either, but with toughness coming in from the Monk of the Sacred Mountain archetype (gave up evasion, but really needed the HP), I felt a bit better about it, especially with healing from the class.
As for priorities, yeah, the style first of all, then depending on the situation switch it up. The blessing of destruction is good for a little extra damage (probably better than divine favor for that). AC you can either spam swift action owls wisdom (+4 AC before you get the headband) or go into crane style as a swift.
There are a lot of things to juggle, I guess you have to pick, say, 3 areas (crowd control/AC/damage) and use your swift actions as the situation dictates.
prototype00
I totally missed the iron mountain monk archetype that is awesome and helps a ton. It's way better than evasion since half is generally enough when it saves you 15-20 hp. The AC increase is also super awesome.
I recommend the no duration luck blessing from a power gamerie perspective I was going desna anyway. A rerolled D20 does significantly more statistically than destruction blessing.

Under A Bleeding Sun |

A wisdom bonus is a wisdom bonus. You're not getting it twice.
Debatable, while we are on the topic please go Here and FAQ the topic.

prototype00 |

I recommend the no duration luck blessing from a power gamerie perspective I was going desna anyway. A rerolled D20 does significantly more statistically than destruction blessing.
Its not re-rolled, its roll 2 take the higher. Thats not nearly as good. You basically have to do it blind (for your first attack presumably).
Whereas destruction lasts for a minute. Thats a whole fight basically.
I think they're basically even, with the re-roll being more widely applicable and the destruction good for killing things.
prototype00

Undone |
Undone wrote:
I recommend the no duration luck blessing from a power gamerie perspective I was going desna anyway. A rerolled D20 does significantly more statistically than destruction blessing.Its not re-rolled, its roll 2 take the higher. Thats not nearly as good. You basically have to do it blind (for your first attack presumably).
Whereas destruction lasts for a minute. Thats a whole fight basically.
I think they're basically even, with the re-roll being more widely applicable and the destruction good for killing things.
prototype00
Ah you have a point about that. I still think I'd go luck because ya know saves and such, and it synergies with pummeling style so well.
I also just noticed we may want to consider additional archetypes. A sohei monk would gives initiative and the inability to be surprised ("HA THEY SURPRISED YOU" Pummeling dragon style to reduce one to a red paste "I'm shocked..."). The Kata monk if you restat slightly gives parry which is more defensive power.
EDIT: Cant be a sohei with iron mountain monk.

Under A Bleeding Sun |

Another example of abilities stacking (at least as I understand it): Zen Archer & Evangelist of Erastil = add Wisdom to attack twice (plus add it one time to damage).
Which is why I'm trying to push for this FAQ

Undone |
Turgan wrote:Which is why I'm trying to push for this FAQAnother example of abilities stacking (at least as I understand it): Zen Archer & Evangelist of Erastil = add Wisdom to attack twice (plus add it one time to damage).
I FAQ'ed basically half a dozen threads after the book came out. It could have used one more round of editing.
I don't like that pummeling style can be used with nodachi's and falcatas.
I dislike how unclear some things are in the ACG.
So much ambiguous language and unfortunately no one is stepping in to clarify most of it.

Turgan |

I see no problem here. RAW is allright, and I believe in the case of the Evangelist, it was even intended to work together. I am not so sure about monk/warpriest because it is so early in the game that you can get this. It looks like it was an oversight and I am sure there will be a "negative" answer to this frequently asked question soon. Have some patience.
There are still mighty wizards around.

Undone |
None of the builds that are double-dipping Monk/Sacred Fist really seem to be all that ridiculous, AC-wise. They're hardly invincible juggernauts.
I will admit that I do expect them to errata in favor of them not stacking, though, because Monks (and Monk-like classes) cannot have nice things. ;_;
The invincible juggernaut part comes largely from the saves for me. When your will save is at +12 by 4th level and your +5-6 reflex save is the worst you make most saves. By 8th level your saves are paladin+ good. Since wisdom is your main secondary stat your will saves and fort saves are high beyond words. Reflex isn't shabby either.
Your AC is just not trash tier like normal monk AC is.

c873788 |

c873788 wrote:Yeah, I suppose you're right. I was just thinking you'd use the Bonus Style Feat from Warpriest to get it.Seranov wrote:This is a possibility, yes. You don't get Dragon Style until Warpriest 3/Monk 1 with this, instead of Warpriest 1/Monk 2, though. You'd still get Dragon Ferocity at level 5. For people who don't want to lose caster levels at all, this is a definite option that shouldn't bother them as much.
What am I missing? Surely you could grab Dragon Style as a normal level 3 feat. 1st level you grab Pummeling Style and at 2nd level bonus Monk feat is Pummeling Charge.
So Warpriest 2/Monk 1 would give you Dragon Style and the 2 Pummeling feats.
The reason I'd want to do it this way is that I need to front load the character for PFS play. Firstly, by going 1 warpriest/1 MOMS means I am doubling my AC from level 2 with my high Wisdom.
By level 3 I have the whole point of the build working - the pummeling charge with the dragon style. You also gain Fervor, an extra Blessing and an extra spell slot.
You miss out on getting Power Attack early but given your BAB is so terrible the first few levels, I don't think it's such a problem.
On another note, I am trying to decide if Sacred Mountain or Sohei is a better choice. I am fortunate enough to have a Oread chronicle sheet so I can start out with an 18 STR and 18 WIS and +1 natural armor. Sacred Mountain loses evasion but gains Toughness - not sure what's better.
That leads me to another question - would you be able to use both Evasion and then Blessed Fortitude against an area effect attack for instance?

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The reason I'd want to do it this way is that I need to front load the character for PFS play. Firstly, by going 1 warpriest/1 MOMS means I am doubling my AC from level 2 with my high Wisdom.
By level 3 I have the whole point of the build working - the pummeling charge with the dragon style. You also gain Fervor, an extra Blessing and an extra spell slot.
You miss out on getting Power Attack early but given your BAB is so terrible the first few levels, I don't think it's such a problem.
On another note, I am trying to decide if Sacred Mountain or Sohei is a better choice. I am fortunate enough to have a Oread chronicle sheet so I can start out with an 18 STR and 18 WIS and +1 natural armor. Sacred Mountain loses evasion but gains Toughness - not sure what's better.
Yeah, if you go Sacred Fist 2/Monk 1, you can't grab Pummeling Style/Charge + Dragon Style + Power Attack by level 3. Fervor, the blessing and the extra spell are definitely tradeoffs that could be considered worth it, though, so do what makes you happy. :)
Ok, so shouldn't a level 1 Sacred Fist be able to take Pummeling Style?
They can, and probably should, because it's just an amazing feat all-around.

c873788 |

Yeah, if you go Sacred Fist 2/Monk 1, you can't grab Pummeling Style/Charge + Dragon Style + Power Attack by level 3. Fervor, the blessing and the extra spell are definitely tradeoffs that could be considered worth it, though, so do what makes you happy. :)
By the way, I just wanted to thank you and prototype00 for coming up with this clever sacred fist x/moms 2 build idea in the first place. It's my favourite build idea to come out of the ACG.

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Would you believe I only started playing PF again like two weeks before the ACG came out? I just remembered that MoMS is a fantastic dip and that it looked like it'd be awesome with Sacred Fist, and the rest is history.
Even if they change it so that the AC Bonuses don't stack, you can still probably make a really tough Sacred Fist, you'll just need to be more careful and maybe try and pick up some defensive stuff instead of damaging stuff. It's still one of the most interesting builds I've come up with. :D

Undone |
As a PFS player I'm completely unsure if 1 MoMS + Sohei is better than 2 MoMS + Iron Mountain.
I'm leaning Sohei + MoMS 1 for the spectacular initiative.
Toughness and +1 ac is indeed better than evasion because you're unlikely to die from a successful reflex save.
What do you guys think is the best third style feat at level 7/8? Jabbing seems ok but not as good as dragon.