| SeDe |
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
Round 2:
Use full-round action for a Spring Attack to move 15 feet in for melee and position 15ft away after hit.
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).
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..."
| Samasboy1 |
I don't think you would get +8.
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.
| M1k31 |
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.