Sacred Fist / Monk / Master of Many Styles / Pummeling Style


Rules Questions


Pathfinder Adventure Path Subscriber

Hi I have seen variants of this build several times. A level or two dip into Monk to pick up MoMS and the rest Sacred Fist War Priest.
Would someone be so kind as to explain to me how this works?

Master of Many Styles wrote:


Fuse Style (Ex)
...
At 1st level...This ability replaces flurry of blows.
Pummeling Style wrote:


Pummeling Style (Combat, Style)
You collect all your power into a single vicious and debilitating punch.

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.

Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack.

Advanced Class Guide, Parent Classes wrote:


Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).

War Priest and Monk grant Flurry of Blows. They are redundant and don't stack.

You trade away Flurry of Blows to pick up Master of Many Styles.
Doesn't this mean you don't have any iterative attacks? How does Pummeling Style work in this case?

Sorry just confused here.


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Sacred fist 1: Flurry -1/-1, Pummeling style
Monk of many styles 1: Flurry lost for pummeling charge, Fuse Style.
Sacred fist 2: Flurry +0/+0

Proceed to 20.

Sczarni

When it says they are redundant and don't stack, it doesn't mean the other ability just disappears. You just use the better one, whichever that may be.

Flurry of Blows is only taken away from MoMS, as this is the Archetype you are choosing to take for the Monk class.

Sacred Fist gives Flurry of Blows right back to you, and it functions as a Monk's of the same name.

It works.

Silver Crusade

Think of it this way: You have two robots, A and B. A and B are both programmed to give you apples until you have a total of 5. However, you reprogram A to give you oranges instead. A proceeds to give you oranges, and B gives you apples until you have 5 because that's what it's told to do.

So you still have 5 apples (aka FoB), as well as the oranges.

Undone wrote:

Sacred fist 1: Flurry -1/-1, Pummeling style

Monk of many styles 1: Flurry lost for pummeling charge, Fuse Style.
Sacred fist 2: Flurry +0/+0

You don't lose your Flurry the level you take MoMS. There isn't a line saying "You lose your Flurry of Blows class feature from all classes". It only basically says "You don't get Flurry of Blows from THIS archetype". It's not like if you choose Monk of Many Styles then you suddenly can't take the feats listed as normal Monk bonus feats: you just have to get them some other way.


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Keep in mind too that Monk is not a parent class for Warpriest. The parent classes are Cleric and Fighter, even though the Sacred Fist plays far more like a Monk/Cleric.


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Gargs454 wrote:
Keep in mind too that Monk is not a parent class for Warpriest. The parent classes are Cleric and Fighter, even though the Sacred Fist plays far more like a Monk/Cleric.

This!

And for the same reason, there is NOTHING forbidding the levels to stack for purpose of unarmed damage, since your SF levels counts as monk for unarmed damage.

The SF is the true warpriest since it can have reliable hit (full bab when it matters) and some nice boosts... and have more resources than a WP(like having ki for 1 extra attack or useful extra AC for 1 minute).

The basic warpriest is a gimmick class made to abuse some rules holes... like doing whip builds...

If you want a good warrior priest go with SF, Normal Fighter/Cleric or an inquisitor.


faq link

faq:
unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately.

As the FAQ says, if you have an ability that doesn't specifically says that it stacks with similar abilities the abilities don't stack and you have to use them separately. So Monk unarmed damage increase and Sacred Fist unarmed damage increase don't stack and you have to use them separately. Just like channel energy.


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"or adds in some way based on the character's total class levels (such as improved uncanny dodge)..."

You just linked why they stack, thank you.


haha, you can't take out half the sentence to say something the opposite of what it's saying. Here let me clarify for you.

unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), the abilities don't stack and you have to use them separately.
AND
unless an ability specifically says it adds in some way based on the character's total class levels (such as improved uncanny dodge),
the abilities don't stack and you have to use them separately.

Here is the sentence in a bit clearer. Uncanny dodge does specifically say that it stacks. But instead of having something to stack, d6 die, it's basing it off of rogue levels, and it explicitly says how it stacks. While, channel energy, is worked the same way as the flurry, you channel as a cleric your level or your level-3, and all those are separate pools. Even though it's based on the character's total class level.


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Chess Pwn wrote:


AND

You had a reading malfunction. It says OR. From YOUR quote: "or adds in some way based on the character's total class levels".


RafaelBraga wrote:

The SF is the true warpriest since it can have reliable hit (full bab when it matters)...

The basic warpriest is a gimmick class made to abuse some rules holes... like doing whip builds...

If you want a good warrior priest go with SF, Normal Fighter/Cleric or an inquisitor.

The idea of 'full-BAB' is impressive, but to put it in perspective, you're getting a +1 bonus to ab per four levels. Add up free Weapon Focus and Sacred Weapon and you're there - and Sacred Weapon is granting enhancement and damage, not just ab. Full BAB flurry is awesome, don't get me wrong, but people go way overboard with the 'idea' of an ability as opposed to the math of it.

A Warpriest can use their pile of BAB = Level bonus feats to do all sorts of things, not least to TWF with Sacred Weapons or pick up high-BAB combat styles. Whether the Sacred Fist is better is definately arguable, but people need to stop trashing the Warpriest based on the idea that flurry is somehow godly, instead of a trade-off.

Paizo Glitterati Robot

Removed a post and the reply to it. Leave personal attacks out of the thread.


Dang remover. Removes so many useful posts.


BadBird wrote:
RafaelBraga wrote:

The SF is the true warpriest since it can have reliable hit (full bab when it matters)...

The basic warpriest is a gimmick class made to abuse some rules holes... like doing whip builds...

If you want a good warrior priest go with SF, Normal Fighter/Cleric or an inquisitor.

The idea of 'full-BAB' is impressive, but to put it in perspective, you're getting a +1 bonus to ab per four levels. Add up free Weapon Focus and Sacred Weapon and you're there - and Sacred Weapon is granting enhancement and damage, not just ab. Full BAB flurry is awesome, don't get me wrong, but people go way overboard with the 'idea' of an ability as opposed to the math of it.

A Warpriest can use their pile of BAB = Level bonus feats to do all sorts of things, not least to TWF with Sacred Weapons or pick up high-BAB combat styles. Whether the Sacred Fist is better is definately arguable, but people need to stop trashing the Warpriest based on the idea that flurry is somehow godly, instead of a trade-off.

It has nothing to do with the attack bonus.

It has to do with iterative attacks and power attack progression.

If the wording of the bonus feats allows level to apply for all aspects of the feat the base WP goes a LONG way toward not being terrible by simply having full power attack progression. For example at level 12 you're behind power attack and iterative hits.

It's not about to hit and damage, it's about power attack and extra attacks.


Undone wrote:

It has nothing to do with the attack bonus.

It has to do with iterative attacks and power attack progression.

If the wording of the bonus feats allows level to apply for all aspects of the feat the base WP goes a LONG way toward not being terrible by simply having full power attack progression. For example at level 12 you're behind power attack and iterative hits.

It's not about to hit and damage, it's about power attack and extra attacks.

By level 12 the difference for a two-handed Power Attack is 9 to 12 - three damage - at the cost of a point of attack. Hardly overwhelming. The third iterative attack is a -10; certainly not useless, but again not overwhelming. If the latter is 'terrible' then the former is barely any better. But actually, both are solid...

Perhaps a better way to put it into perspective is to compare relative 'base' numbers - assume two basic two-handers, Warpriest and Barbarian, level 12, STR26, otherwise equal gear:

Barbarian ab: BAB12 +3RAGE -4PAK = 11. Warpriest ab: BAB9 +5DPOW -3PAK = 11.
Barbarian dam: +16STR(RAGE) +12PAK = 28. Warpriest dam: +12STR +9PAK +5DPOW = 26.

Of course, there are a huge number of other factors to consider, but they're hardly stacked against the Warpriest; the Barbarian has an extra -10 attack; the Warpriest has buff access to an extra -0 attack. The Barbarian has awesome rage powers; the Warpriest has both bonus feats and class abilities that directly and potently factor into better damage dealing and combat style options.

Comparing Warpriest to Sacred Fist is obviously complicated; but declaring the Warpriest to be 'terrible' to the point of requiring flurry to be redeemed seems odd to me.

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