Opening Volley + Stunning Fist + Spring Attack


Pathfinder First Edition General Discussion


I'm trying to build something that utelizes Opening Volley in a way, that I can switch between ranged and melee attacks to buff the melee attacks attack role.

(Assume character is level 10ish so he has already two attacks or more and enemy is 15 feet away)

Round 1:
Do full round attack to fire 2 arrows.

1a) If they hit both, do I get +8 instead of +4 on my next melee? I assume yes

Opening Volley (Combat):
Benefit: Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Round 2:

Use full-round action for a Spring Attack to move 15 feet in for melee and position 15ft away after hit.

Spring Attack (Combat):
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

When making the attack roll for the spring attack, declare it a Stunning Fist.

Hit with either +4 or +8 (depending on Volley interpretation).

Stunning Fist (Combat):
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.

Round 3:
Start with Round 1 again.

I assume there will be a problem because I hold a Bow in my Hand but as far as I understand the rules, even though it's called stunning FIST it can be a kick or headbut as well, as it just states "Stunning Fist forces a foe damaged by your unarmed attack to..."


I don't think you would get +8.

Circumstance bonus wrote:
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.

The two +4 bonuses are from the same source, so no stacking.

But you shouldn't have a problem transitioning from the bow to an unarmed strike, even if you are punching. You need two hands to fire a bow, but only one to hold it.


Opening Volley won't stack with itself, but other than that it's a decent strategy if you can pull it off. There's lots of little things that can go wrong, so it's not like it's OP or anything.

Also, stunning headbutts are fine; you're good.


SeDe wrote:

I'm trying to build something that utelizes Opening Volley in a way, that I can switch between ranged and melee attacks to buff the melee attacks attack role.

(Assume character is level 10ish so he has already two attacks or more and enemy is 15 feet away)

Round 1:
Do full round attack to fire 2 arrows.

1a) If they hit both, do I get +8 instead of +4 on my next melee? I assume yes

** spoiler omitted **

Round 2:

Use full-round action for a Spring Attack to move 15 feet in for melee and position 15ft away after hit.

** spoiler omitted **

When making the attack roll for the spring attack, declare it a Stunning Fist.

Hit with either +4 or +8 (depending on Volley interpretation).

** spoiler omitted **...

I want to point out that this strategy doesn't seem to do much for you... it's twice a day at 10th and only three times a day at 12th that you can use the stunning fist to disarm/disable... and you're giving boosts to attack for a single unarmed strike... that requires ranged accuracy to begin with and an iterative you are giving up from the start.

It seems you would be better off focusing on archery or unarmed strikes rather than a one to three(if you save it for a bigger encounter) times per encounter gambit.

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