Maneuver Master Grapple Questions


Rules Questions


1 person marked this as FAQ candidate.

So, I have several questions regarding the way that the Maneuver Master does his combat maneuvers.

1. First of all the Maneuver Master Monk (MMM) gains the following ability:

Spoiler:
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.

The FAQ states the following about Flurry of Blows:

Spoiler:
Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?

A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

My first question is can a multi-classed Maneuver Master Monk add his BAB to determine how many attacks he makes in a Flurry of Maneuvers the same way that a mulit-classed Monk can for Flurry of Blows?

My feeling is that while it is not expressly stated as such that the intention of this class ability was to follow along the same lines as Flurry of Blows but with the limiting factor of having to only be maneuvers. However, I suppose it isn't stated outright. I don't know if there is some ruling somewhere that says that altered class abilities function as the normal class abilities but with whatever exceptions are stated within that ability or something to this effect.

2. Grapple Combat Maneuver states the following:

Spoiler:
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

I understand that specific over-rides general and that with the MMM that he is allowed to make more than one Combat Maneuver in a turn. However, I feel that it is worth asking:

It says that you have to, "If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold." I assume that with the MMM that you do not have to spend a Standard Action each round to maintain a grapple? Would the edited rules be more like, "If you start your round grappling a creature you must spend your first attack in your Flurry of Maneuvers to maintain the grapple."? And then if you succeed at maintaining that grapple you can do one of the list of actions in that grapple?

Or is it just terrible and the Archetype falls completely on it's face after getting into a grapple? Does it make it's own class ability useless on following rounds after successfully using it?

3. Say you have the Constrict ability (for example via Anaconda's Coils Belt) and you are attempting to do the above mentioned Flurry of Maneuvers. Lets also say you started your turn grappling an opponent but do not have him pinned or anything else as part of that grapple.

For reference:

Constrict:

Constrict (Ex)*
*A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Format: constrict (1d8+6); Location: Special Attacks.

Anaconda's Coils Belt:

This snakeskin belt’s buckle is shaped like a serpent’s head.

The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier.

a. Could you use your first flurry maneuver to Pin your opponent and if so do you get to add your constrict damage to that maneuver?

b. What damage do you do? Do you do 1d6+str as indicated in the Anaconda's Coils Belt description? Do you do "damage caused by the creature's melee attack" as noted in the Constrict ability? Do you get to add anything to either? Examples:
Gloves of Dueling if you have the Weapon Training Feature from Fighter levels?
Dragon Style bonus to damage from a high Strength score?
Weapon Specialization: Unarmed Strike?
Enhancement bonuses to Unarmed Strikes?
What if you are a Dex based Grappler and you do not typically use Strength and have Weapon Finesse?

4. This is rather a general question about Combat Maneuvers. What types of bonuses add to Combat Maneuvers?

a. Does anything that adds to your "attack roll" add to Combat Maneuvers? For example, all of the things I just listed above under 3b? Everything, everything? Or are there some limitations?

b. While not directly adding to your CMB things that give your target negatives to CMD are effectively giving you a bonus. So I guess this question extends to things that give your target a negative to their CMD. I know most things state outright what negatives they give. Looking over the conditions section most of them are fairly straight forward. There are some confusing bits though. Examples:
If you look here it says, "Grappling does not deny you your Dex bonus to AC, whether you are the grappler or the target." I checked the source linked but it doesn't say that anywhere in the FAQ that I could find. So, um... what? Do you lose your Dex or not?
At the same link it also says, "Being pinned does not make you flat-footed, but you are denied your Dex bonus." Wait, what? Why make the distinction? Is it just to distinguish the difference between being able to make AoOs if you have Combat Reflexes?
Well, those things certainly are contradictions and make things about as clear as mud.
If you look here and scroll down to Combat Maneuvers it says, "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB." So then I assume that things that give negative modifiers to Dex will directly affect both their CMB AND their CMD?

5. Stunning Fist

Spoiler:

Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

When can I use this? Can I use it as part of a Combat Maneuver? Combat Maneuvers are considered "attack rolls" right? Does that mean that if I had the Constrict ability and I started my turn in a grapple that I could declare a Flurry of Maneuvers and have my first attack be a Grapple Combat Maneuver and have Stunning Fist apply to that?

What about other Combat Maneuvers like Trip if you have Greater Trip?

6. Ok, this one is specific. I want to make sure I have my bonuses correct. Lets say that I start the turn already grappling my foe and have Improved Grapple. I want to try to Pin.
The foe has the following:
-4 Dex
-2 Attack Rolls

I would also have the following:
+5 Circumstance bonus to my grapple check because my foe did not break the grapple on his turn.
I am also grappled so I would get...what? -4 to Dex and -2 on Attack Rolls?
Improved Grapple gives +2
Since I am using a Flurry of Maneuvers I get a -2 to Attack Rolls

So if I read that right my opponent would be at -2 to their CMD (due to Dex loss) and I would be at a total of +3 to my CMB? And if I were a Dex based Grappler it would instead +1 to my CMB?

Either way... once I Pin my opponent we are BOTH denied our Dex bonus to AC, right? And we both would get -4 to AC. That would make both the grappler and the grapplee sitting ducks for Sneak Attacks. Hm. It seems that Pinned is a mixed bag of bonuses/minuses for both parties of a grapple.

7. Last question, I swear. (for now... ;) )
How can a PC gain the Grab ability if he doesn't have the ability to Wildshape or cast Transmutation spells turning into a creature that has it? Is there any way?


Ok, actually I got another one...
8. If I am an MMM and get Improved AND Greater Trip, Ki Throw and Binding Throw and Vicious Stomp .... how does this all work together?

Is it like this?:
a. Declare Flurry of Maneuvers
b. First Attack to Trip
c. Assuming success on the Trip attack, target provokes an attack from Greater Trip
d. Assuming success on the Trip attack, an Attack from Vicious Stomp is triggered
e. Assuming success on the Trip attack, Binding Throw gets triggered allowing me to use a Swift Action to basically get an extra Grapple Combat Maneuver
f. Finish with rest of Combat Maneuvers that happen after the first in your flurry

Assuming this is the case (if not please state why) I am fairly certain that the attack gained from d. (Vicious Stomp) has to be simply an Unarmed Strike. I suppose Stunning Fist could be added onto this. But what about the attack gained from c. (Greater Trip)? What can be done with that? Could it be a Grapple Combat Maneuver?

Also, that Swift Action attack gained from e. (Binding Throw), can that be any type of Grapple Combat Maneuver if they are already grappled?

Having Constrict from Anaconda Coils just further complicates the whole mess...


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

1. No. You are making a full attack action (not a flurry of blows) thus you do not get the benefits associated with flurry of blows. So you only get the attacks based of your standard BAB + the free maneuvers.

2. No. Its not the archetype falling on its face, its one particular combat maneuver. If you are asking your GM, then consider whether or not creatures with the grab ability can maintain a grapple by using the free action grapple associated with attacks. If monsters are maintain via method, then you should be able to maintain with flurry of maneuvers, but if not then you should not.

3.
a. No (as 2). To maintain you'd have to use a standard action.
b. If you are gaining constrict via the Anaconda Belt all you get is the 1d6 + strength (it is overriding the standard constrict damage). If you have constrict from a different source (polymorph spell etc) then everything that applies to your unarmed strike should apply.

4.
a. You "Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver." So if you normal add it to an unarmed strike roll then you add it. The items that add to attack rolls from 3b would all apply.

b. You take the -4 penalty to your dex. This -4 does effect your CMD. You do not lose all your dex bonus. This text primarily exists because in 3.5 you did lose your dex bonus (ie could be sneak attacked by others).

5. Stunning fist requires you to do damage to force the stun saving through. Thus its not typically very useful. If you are doing damage via the combat maneuver than it should work.

6. You have the +5 circumstance +2 improved grapple and -2 flurry bonus for a net +5. The -2 attack penalty from being grapple would not apply because pinning an opponent is still grapple check and thus does not apply. If the penalty to dex effects your attack roll it would apply.

When pinning an opponent, you are not pinned though you remain grappled.

7. Not sure off the top of my head.


Maezer: What is your interpretation of what this means then?

MMM Flurry of Maneuvers wrote:
...regardless of whether the maneuver normally replaces a melee attack or requires a standard action.

Are you just pretending it doesn't say that then for doing a Combat Maneuver to continue your grapple?

On 6. why would I not get the -2 for grappled? It says right in the description that you BOTH gain the grappled condition, does it not? Is -2 to attacks not a penalty that the grappled condition applies?

Thank you for posting.


1: sadly, Maneuver Master is one of those things that works far, far better as a single level used for 'casual' maneuvering.

2: I don't see how one could really argue that maintaining a grapple with a grapple check isn't a combat maneuver and valid for Flurry of Maneuvers. Unfortunately, if you want to make use of Greater Grapple and Rapid Grappler it's pretty useless to have Flurry of Maneuvers. Just to do the same thing with it you have to eat some savage penalties to CMB on a relatively weak class; see: 1.


BadBird, let me introduce you to Maezer.

I figured that there would be those who see it differently and I wanted to understand that logic. He would be a better one to explain that, though.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Lune wrote:


On 6. why would I not get the -2 for grappled? It says right in the description that you BOTH gain the grappled condition, does it not? Is -2 to attacks not a penalty that the grappled condition applies?

"A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. "

Your check in pin is a grapple check, so it is one of the listed exceptions. I don't think there is going to be much debate about that.

Grand Lodge

A few things, as a Maneuver Master brewer myself:

This link has popped up in the past.

JJ explains that the Greater Grapple feat allows you to make multiple grapples in a turn, which by extension would mean that #8 does indeed work as you want it to.

As related to #1: This is unclear, as I read it. Flurry of Blows states "As a full round attack", while Flurry of Maneuvers states "As part of a full round attack". The 'part of' part of the ability suggests that you can tack FoM onto any full round attack, even Flurry of Blows from another class, or something else similar.

As to #2, so long as you fulfill the 'use a standard[-like] action to maintain the grapple' during your turn, you fulfill the 'maintain the grapple' clause. You don't even need to do it first. For example, you could make a full round attack while grappling, trip your target, then grapple them to maintain after the trip.

Grand Lodge

#5: This actually would not work, as I will explain as related to #4. Because Stunning Fist specifically calls out 'damaged by your unarmed attack', damage via grapple check would not apply.

#4: A grapple check, as far as the Devs have clarified, is not a maneuver that you can perform with a weapon, unless it has the grab or grapple ability. Unarmed Attacks do not have this ability, and therefore cannot be 'used' as part of the grapple attack. Instead, the grapple check is only modified by things like STR mods, CMB mods, or mods that specifically call out grapple (see Brawling armor enchantment). Any other weapon mods to your unarmed attacks do not get added.

Related quote:
"[After maintaining a grapple] You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal."

The 'equal to' means, RAW, the attack is not actually made with the weapon.


Maezer, thanx for clarifying your point on 6. You are correct, I think I overlooked the "except" section.

Going back, I'm still not sure what you meant on points 1-3. Particularly 1 and 3a.

1. Why, in your opinion, would you not get more maneuvers as your BAB increases in a Flurry of Maneuvers the same way a multi-classed monk would with Flurry of Blows?

3a. And with the Flurry of Maneuvers it states, "...regardless of whether the maneuver normally replaces a melee attack or requires a standard action." Why would that not include the maneuvers to maintain a grapple? Specific over rides general, correct?

Aydin: Thank you for posting. Most of what you are saying confirms my opinions. I'll touch on a few things, though.

1. I wasn't even considering being able to tack it on with other things in a full round attack outside of just the maneuvers. I'm not sure if it works the way you are thinking but as it isn't my intention with the build I think I'll just avoid that part anyway. :)

2. So your answer is basically "Yes, so long as a grapple is one of the maneuvers done in the Flurry of Maneuvers sequence."? I can see that. I would probably just feel better having the first one be a check to maintain the grapple, but it would actually mechanically superior to do that last. In other words, it would be better to complete the other maneuvers while the target still has the Grappled condition thus making them and the final grapple check to maintain the grapple.

4. I wont argue you on this point. Instead I would rather ask where that clarification was made at. I do not want to do it incorrectly but as far as RAW goes this is what it says in Combat Maneuvers:

Quote:


When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

I think that I would need to be convinced that the "weapon or attack used to perform the maneuver" wasn't your Unarmed Strike. This reasoning is mostly because if it isn't the Unarmed Strike that is being used to perform the maneuver... what IS being used?

Grand Lodge

Lune wrote:


4. I wont argue you on this point. Instead I would rather ask where that clarification was made at. I do not want to do it incorrectly but as far as RAW goes this is what it says in Combat Maneuvers:
Quote:


When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC
...

I am with you on this one, where I would have thought that the Grapple maneuver was made with your unarmed attacks. It would make DEX Monks with Weapon Finesse much, much better.

Let see about the links:

This link is most commonly used to discuss which Combat Maneuvers allow for weapon finesse.

This is probably one of the more to the point discussions on the subject.

Many of the other sources get bogged down with the debate around whether you grapple with an Unarmed Strike. (I search functioned 'grapple weapon finesse' if you would like to delve into them yourself.)

Overall, the majority ruling is that Grappling is not something you normally do with a weapon, and that you do not grapple with Unarmed Strikes. However, expect table variation. You might be able to discuss this with a GM at a table, and he would let you do that, while another might not. Without a hard and fast FAQ, GMs have the final word.

Fingers crossed for that FAQ though. Especially if they give us Maneuver Monks Weapon Finesse.

BTW and OT, what are you building? I personally have got a Brawler(Strangler)/Monk(MM) that should be very effective at comboing exactly as you suggested in your #8. But instead of Vicious Stomp, I'll be going with Strangler.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

1. I might have misunderstood your question. A Maneuver master 1/fighter 10 will have a BAB of +10. Will be able to make an attack at +10/+5 and a free maneuver at +9.

This is different than the standard monk 1/fighter 10 who, when using flurry of blows, would have BAB of +11. And have attacks at +9/+9/+4.

Neither the standard monk/nor the Maneuver master get the extra free attacks at levels 8 or 15 unless they have 8 or 15 levels of monk.

3. I'd certainly ask your GM. The question at hand here, is can you use a free bonus action granted from doing something else to maintain a grapple. If a monster can use the free action grapple from using an attack with grab (ex) then by all means the Maneuver master should be able to maintain using the free action grapple granted from using the flurry of maneuvers ability.

In my experience the majority of GMs say the monster can't utilize the free action grapple from grab to maintain their grapple. So using the same logic I'd say the Maneuver master cannot maintain via this method. You can find this question on these boards a few times over the years. Generally from the grab (ex) perspective, but I see logically coming from the same place.

Grand Lodge

Maezer wrote:


3. I'd certainly ask your GM. The question at hand here, is can you use a free bonus action granted from doing something else to maintain a grapple. If a monster can use the free action grapple from using an attack with grab (ex) then by all means the Maneuver master should be able to maintain using the free action grapple granted from using the flurry of maneuvers ability.

In my experience the majority of GMs say the monster can't utilize the free action grapple from grab to maintain their grapple. So using the same logic I'd say the Maneuver master cannot maintain via this method. You can find this question on these boards a few times over the years. Generally from the grab (ex) perspective, but I see logically coming from the same place.

Grab (Ex) wrote:
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.(...)The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.(...)

I agree that this ruling by JJ makes Grab a very powerful monster mechanic. It allows for a creature to attack-damage-grapple, then (so long as the person it is grappling fails to overturn) it can attack-damage-pin on the next turn. With the Constrict ability, it becomes Attack-Damage-Grapple-Constrict, then Attack-Damage-Pin-Constrict. However, it is up to the DM to determine if the act of attacking triggers either the grapple to release, or the -20 to CMB.

For example, a Crawling Hand. It 'grabs' with its entire 'body' as part of a Claw attack. If it chooses to attack while grappling, as a DM, there is no way for it to do so without dropping off the target, then Clawing, then Grappling again. Or if it somehow tries to Claw while grappling, -20 to CMB seems very reasonable.

Overall, I think an FAQ needs to happen to clarify a lot about grapple, but as it stands, there is no reason to think it is less powerful than we have described so far. #EscapeArtist4Life :P


Aydin: Ah, I see. So there hasn't been any official wording.

I will be following the basic build in this thread.

Maezer:

Quote:
Neither the standard monk/nor the Maneuver master get the extra free attacks at levels 8 or 15 unless they have 8 or 15 levels of monk.

You are mistaken on this. See my second spoiler in my first post and my link to the FAQ where this is discussed. Consider this and let me know if it changes your mind about how Flurry of Maneuvers works.

Quote:
The question at hand here, is can you use a free bonus action granted from doing something else to maintain a grapple.

That is not the question at all. I think you misunderstood what I was asking. Allow me to clarify:

If you start your turn with your opponent Grappled but not Pinned can you use one of the Maneuvers in your Flurry of Maneuvers to Pin your opponent (so far this is just question 2, the rest is what question 3 adds) and if so do you apply the Constrict damage to that attack if you have the Constrict ability?

Quote:
In my experience the majority of GMs say the monster can't utilize the free action grapple from grab to maintain their grapple. So using the same logic I'd say the Maneuver master cannot maintain via this method.

I asked nothing about Grab except how you can obtain this as a character other than via turning into a creature that has it. That has nothing to do with a MMM maintaining a grapple via one of the attacks in a Flurry of Maneuvers.

Grand Lodge

Lune wrote:


If you start your turn with your opponent Grappled but not Pinned can you use one of the Maneuvers in your Flurry of Maneuvers to Pin your opponent (so far this is just question 2, the rest is what question 3 adds) and if so do you apply the Constrict damage to that attack if you have the Constrict ability?

Yes. Constrict triggers on a successful Grapple Check. Whenever you successfully beat their CMD with a grapple CMB roll, you get the 1d6+STR damage. It does not matter where the grapple check comes from.


FYI - I made a separate post about what adds to CMB here. I do not mind if you answer question 4 here, but the other thread may be more appropriate and will help to not drag down this own if debate gets heated.


Aydin: Thank you. So what is your opinion on question 3b then?

Question 3b:
b. What damage do you do? Do you do 1d6+str as indicated in the Anaconda's Coils Belt description? Do you do "damage caused by the creature's melee attack" as noted in the Constrict ability? Do you get to add anything to either? Examples:
Gloves of Dueling if you have the Weapon Training Feature from Fighter levels?
Dragon Style bonus to damage from a high Strength score?
Weapon Specialization: Unarmed Strike?
Enhancement bonuses to Unarmed Strikes?
What if you are a Dex based Grappler and you do not typically use Strength and have Weapon Finesse?

Grand Lodge

Lune wrote:
Aydin: Thank you. So what is your opinion on question 3b then?

The belt in question specifies what damage the constrict ability does, as if your character had "Special Ability: Constrict (1d6+STR)". Modifications to its damage would have to specifically call out "all damage your character deals." None of the abilities you have listed would add to the constrict.

This is an instance of the rules of the item overwriting the rules of the native ability.


Lune wrote:
Quote:
Neither the standard monk/nor the Maneuver master get the extra free attacks at levels 8 or 15 unless they have 8 or 15 levels of monk.
You are mistaken on this. See my second spoiler in my first post and my link to the FAQ where this is discussed. Consider this and let me know if it changes your mind about how Flurry of Maneuvers works.

You are actually the one mistaken on this.

The BAB from other classes thing is only concerning gaining iterative attacks. It has nothing to do with the number of extra attacks Flurry gives you, that is defined entirely by class levels.


Aydin: I understand that specific over rules general.

The problem here is that there are 2 things that are specific.
1. The Anaconda Coils Belt which states the constrict damage that you are doing.
2. Things that specifically change the damage caused by a creature's melee attacks.

I understand your interpretation. I could even get behind that being the base line. But if you read some of the abilities I posted it leaves things unclear. As an example consider Greater Magic Fang which says, "Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level)." Would you include that in the damage done with the Constrict ability? If so then could you just use an Amulet of Mighty Fist ("This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.")? What about Inspire Courage ("...+1 competence bonus on attack and weapon damage rolls.")?


NikolaiJuno wrote:
Lune wrote:
Quote:
Neither the standard monk/nor the Maneuver master get the extra free attacks at levels 8 or 15 unless they have 8 or 15 levels of monk.
You are mistaken on this. See my second spoiler in my first post and my link to the FAQ where this is discussed. Consider this and let me know if it changes your mind about how Flurry of Maneuvers works.

You are actually the one mistaken on this.

The BAB from other classes thing is only concerning gaining iterative attacks. It has nothing to do with the number of extra attacks Flurry gives you, that is defined entirely by class levels.

That is untrue. Again, I reference my second spoiler in my first post. Please read it.

The FAQ wrote:
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

It is not referring to iterative attacks, it is referring to the number of attacks you can make in a Flurry of Blows.


I think there's just been a misunderstanding. you're correct in your example, but because he's flurrying he'll have 2 more attacks (lv8 monk) and all attacks will take a -2 to them.


NikolaiJuno: Maybe I am mistaken as to what you mean, though. Iterative attacks are the number of attacks you gain in a turn. Flurry of Blows gives you additional attacks in a turn above and beyond what you gain through normally increasing your BAB.

... I am now a bit unclear as to what you means as far as the number of attacks gained in a Flurry of Blows.

Tell me your opinion on this:

if a Monk 8/Fight 4 were to make a Flurry of Blows he would have a normal BAB of +10. But for Flurry of Blows he would have a BAB of 12. How many attacks would this give him both inside a Flurry of Blows and outside?

I believe that he would normally get 2 attacks from iterative attacks at +10/+5. However, in a Flurry his BAB goes up to +12 thus giving him 4 attacks at +10/+10/+5/+5.

Do we agree on that?

Chess Pwn: Yeah, I noticed my error and corrected it by deleting my post and reposting this. Is this what you believe as well?


Also, as another example if you only ever put say 2 levels into Monk (mostly because that is my intention) would it look like this?

For a Monk 2/Fighter 4:
Normally his BAB would be +5 giving him iterative attacks of a single attack at +5, but in a Flurry this increases his BAB to +6 giving him a Flurry of Blows attacks of 3 attacks at +4/+4/-1.


Lune wrote:
It is not referring to iterative attacks, it is referring to the number of attacks you can make in a Flurry of Blows.

It is referring to BAB, and only BAB, which does not in any way progress the extra attack gained through FoB.

Flurry of Blows wrote:

Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

The character useing Flurry of Blows gains the normal amount of attacks allowed to a character using a standard full attack based on BAB plus 1, 2, or 3 extra attacks gained at Monk levels 1, 8, and 15.

The extra attacks from Flurry of Blows are not based on BAB.
Flurry of Maneuvers wrote:

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.

Similarly nowhere in Flurry of Maneuvers does it in any way suggest that the number of maneuvers gained is based on BAB.


And if those two examples are correct then - returning back to my original question - does this work the same way for Flurry of Maneuvers? So in my second example would I be able to get 3 Combat Maneuvers in a turn at +4/+4/-1?


Can you repeat the second example for ease of me finding it please?


It is in the post right above your last post, but I'll put it here:

Earlier I wrote:

Also, as another example if you only ever put say 2 levels into Monk (mostly because that is my intention) would it look like this?

For a Monk 2/Fighter 4:
Normally his BAB would be +5 giving him iterative attacks of a single attack at +5, but in a Flurry this increases his BAB to +6 giving him a Flurry of Blows attacks of 3 attacks at +4/+4/-1.


Flurry of Maneuvers wrote:
The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers,

This is the only way Flurry of Maneuvers adds to BAB.

Your Fighter 4/Monk 2 would have BAB +5 for determining the number of normal attacks he can make as well as the bonus to hit for normal attacks.
You would get one attack at +5 and one maneuver +4.
You could trade the +5 attack for a maneuver at +4.
So it's +5/+4 if one of them is a non-maneuver attack, or +4/+4 if using two maneuvers.


Wait...what? No, that doesn't look right at all.

For the moment, let us address simply Flurry of Blows: Did you read the second spoiler in my original post? It says:

The FAQ wrote:

A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

That should make a Monk 2/Fighter 4 have a +6 BAB for Flurry of Blows giving him +4/+4/+1, correct?


Oh yes for a normal Monk with Flurry of Blows +4/+4/+1.
I thought that was about the Maneuver Master, my mistake.


So why would this change for Flurry of Maneuvers then?


Because the extra attacks are only able to be maneuvers and the bonuses and penalties only apply to maneuvers as well, but the non-bonus attacks are able to be regular attacks.
Flurry of Maneuvers is an add-on to a full-attack whereas flurry of blows is a full-attack of it's own that completely changes the way the full-attack works.


Dot.


NikolaiJuno: Oh. Oh, I see what you are saying. I read it a different way. I think you are right. So what you are saying is that you get your normal iterative attacks and then get your Flurry of Maneuvers after it?

Yeah, that does look right. I take it back, my mistake.

So that would make a Monk 8/Fight 4 have a Flurry BAB of +12 thus giving him 3 attacks at +10/+10/+5 with the second attack having to be a Combat Maneuver and either of the other two attacks being able to be a Combat Maneuver as well? But not both. And only if they can be done as an attack (like Trip, Disarm, Sunder or Quick Dirty Trick) rather than a standard action. Right?


If the Monk this time is supposed to be Maneuver Master and by Flurry BAB +12 you mean Maneuver BAB +12 then yes.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Lune wrote:


So that would make a Monk 8/Fight 4 have a Flurry BAB of +12 thus giving him 3 attacks at +10/+10/+5 with the second attack having to be a Combat Maneuver and either of the other two attacks being able to be a Combat Maneuver as well? But not both. And only if they can be done as an attack (like Trip, Disarm, Sunder or Quick Dirty Trick) rather than a standard action. Right?

A Standard Monk 8/Fighter 4, when flurrying has a BAB of +12. His attack sequence is +10/+10/+5/+5/+0.

A Maneuver Master 8/Fighter 4, when making a full attack has a BAB of +10. His attack sequence is +10/+5 & two combat maneuver checks at +10/+7. (The combat maneuver checks are at a BAB of +12 with a -2 & -5 penalty respectively.)

Both these sequences combine the figthers BAB with monk's as detailed in the FAQ.


Yep, I think we are on the same page now. I was originally mistaken thinking that it worked like Flurry of Blows but I see now that it is actually different and adds onto your normal iteratives.


Maezer wrote:
The question at hand here, is can you use a free bonus action granted from doing something else to maintain a grapple.

As I read it, since Flurry of Maneuvers gives you "one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action", the question is "is maintaining a grapple with a standard action a combat maneuver?'.


Yeah, I had that question as well. I have to think that it is or the Archetype falls flat on it's face.

Grand Lodge

The Greater Grapple post from JJ clarifies that there is no difference between a normal grapple and maintaining a grapple, effectively.


It seems to take a standard action to maintain the grapple, but there are other actions you can perform in that standard action. See here for the list.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Maneuver Master Grapple Questions All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions