Brawler's Flurry + Greater Trip + Vicious Stomp + Pummeling Charge + Elephant Stomp + Fortuitous + Spiked Destroyer. Help?


Rules Questions

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I personally started looking at UC monk, initially for flying kick. Removes the need to charge, and thus the need for pummeling style line, while giving more speed for bullrushing.

Gives fewer feats though. And most of the ki powers lack synergy. Also martial flexibility is tough to give up.

Windswept Master

Grand Lodge

Kaboogy wrote:
Why brawler and not UC monk? Leg sweep gets you trip without giving up an attack, and elbow smash gives another (none lethal) attack.

Martial Flexibility, as well as using Strength for both CMB and attacks. Brawler's Cunning for combat feats not requiring Intelligence. With Pummeling Bully achieved through a 1 Level Dip of MoMS/Windstep Monk (I've rebuilt them) I get the trip for free anyway.

More than any of that though, flavor and Martial Flexibility.

Here's the thread with my new build. I decided to go trip with Ki Throw and Hurricane Punch as it let's me toss them in any direction, Bull Rush and follow even with no movement (as until I see solid, official rulings I'm not convinced), and generally give me big damage while also being incredibly mobile and controlling on the battlefield.


You do know that the free feat has to be a STYLE feat, yeah? Not a feat from a style chain. Pummeling STYLE is fine, Pummeling BULLY is not.

Also, keep in mind, Hurricane Punch is a swift action, so you cannot use it in the same turn that you enter your stance, or use martial flexibility as a swift action. And you cannot start combat in a stance.


Seeing as it is the last feat in it's tree, you could try taking Improved Reposition, and grabbing something like a +1 Training Tekko-Kagi

Tekko Kagi is a close weapon, so you're already proficient. It gives +2 to disarm checks, lets you attempt disarm checks without provoking, and gives an additional +2 to disarm and sunder swords. More importantly, it is also a buckler.


toastedamphibian wrote:

You got a rule quote for any of that? I would love some official clarification on the topic of bullrush and overrun movements, especially as they relate to other actions.

Also, do you restrict archers to 3 shots per round? Or a creture with grab and 6 natural attacks to 3 grapple checks?

Just look up the rules on Bull Rush. It's pretty cut and dry.

As far as Bull Rushing someone 20x a round; there is no actual cap to how many free actions you can have in a round, per RAW. However, as a GM, if a PC is taking 20 free actions a round, I'm going to call that out and limit it somehow. A free action is the same amount of time as someone yelling "Incoming!". So if you're using a movement action, swift action, standard action, and 20 free actions in 6 seconds (1 round), I'm going to limit it somehow.


I have looked at, and linked them, several times during the course of this thread. I do not see what you are seeing. Could you point it out for me? Honestly I'm not even sure where you got the "You always move with them" bit.

----

So... Take hand off bow (Free Action), Draw Arrow (Free Action), Load Bow (Free Action), Put hand back on bow (Free Action)... You have a hard limit of 5 bow attacks per round, assuming that person does not also wish to speak, or do something with their tail if they have one, or ...

Point being, a lot of this stuff happens at the same time, narratively. You're not punching them, then pushing them back, then walking over them, then kicking them, in a sequence. Your knocking them back with your punches, then pushing past them which possibly involves knocking them over and kicking them.


"You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target."

So this says you CAN move with the target if you wish. But you always WILL move with the target, otherwise you can't get your next attack off.

"Free Actions

Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.
Cease Concentration on Spell

You can stop concentrating on a spell as a free action.
Drop an Item

Dropping an item in your space or into an adjacent square is a free action.
Drop Prone

Dropping to a prone position in your space is a free action.
Speak

In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than a few sentences is generally beyond the limit of a free action."

So, no maximum amount of free actions. It's limited only by the GM.

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