
Bronsonfu |
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
So you can't make a style strike as an attack action? You must use flurry of blows? Would seem odd if you were forced to flurry just to use these abilities.

Fuzzy-Wuzzy |

I think what they want is to force you to use a full-round action, but they don't want to say "as a full-round action, you may style strike" because that would make it exclusive with flurry. So, must be part of a flurry, which is its own full-round action.
Or maybe they want the flurry restrictions on weapons to apply (UAS and monk weapons only) so you don't style strike with a greatsword.
Either way, you're reading correctly, you cannot make a style strike as a standard action.

Nyerkh |

Well, one option is an additional attack, and you're not about to get a free attack on a standard action - even a nerfed one.
One of the other options helps with the issue main of flurry - movement. That's another reason.
It doesn't feel like that big a deal to me. Using some on AoOs, for maneuvers/conditions, sure. But some wouldn't be appropriate either.
I could maybe see a case-by-case thing, but I'm not convinced it is worth it.
Do you have a specific problem in mind ?

Bronsonfu |
Well, one option is an additional attack, and you're not about to get a free attack on a standard action - even a nerfed one.
One of the other options helps with the issue main of flurry - movement. That's another reason.It doesn't feel like that big a deal to me. Using some on AoOs, for maneuvers/conditions, sure. But some wouldn't be appropriate either.
I could maybe see a case-by-case thing, but I'm not convinced it is worth it.Do you have a specific problem in mind ?
A player of mine wanted to make a vital strike build with an unchained monk. He was wondering if vital strike would work with style strike only to find out that you can't use style strike unless you use flurry of blows as shown by RAW.
As GM i think I'll just allow style strikes as attack actions. Its sub optimal to build a vital strike monk anyways when they are a class that can use flurry of blows for multiple full bab attacks where as his build would have feat tax with vital strike.
I guess the only thing I'll ask now is; should I worry about allowing this? Is there some sort of balance issue I'm not seeing here by allowing him to combine vital strike with style strike?

Talonhawke |

The main two you need to keep an eye on are
Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
You'll need to decide how you want that extra damage dice to interact with Vital Strike is it just added to the total or is it treated as the base before adding VS.
Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Being able to use this as an attack action is going to make it really easy to stay on top of things and just ignore their DR even worse with vital strike damage on top of that.

Bronsonfu |
The main two you need to keep an eye on are
Monk wrote:Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.You'll need to decide how you want that extra damage dice to interact with Vital Strike is it just added to the total or is it treated as the base before adding VS.
Monk wrote:Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.Being able to use this as an attack action is going to make it really easy to stay on top of things and just ignore their DR even worse with vital strike damage on top of that.
Thanks for pointing those out.
For hammerblow I would rule it similar to how vital strike works with alchemist bombs and as you already pointed out. the extra damage dice from hammerblow would just be added to the total damage and not considered the new base damage for vital strike to work off of.
As for Shattering punch, I'm not so sure about. I would have to actually go over some comparisons with a flurry of blows monk using shattering punch during his flurry vs a vital strike monk using the same attack during his vital strike. the only saving grace I can think of before doing some calculations is that vital striking only adds your strength modifier once to the attack whereas flurry adds your strength mod on every attack so maybe the damage would even out somewhat or be stronger with flurry at lower DR (something like DR 5/-) but then become much better with vital strike at higher DR (something like DR 15/-).
The other thing to keep in mind is that monks eventually start breaking through DR with ki strike (excluding DR/-) so it may not matter as much in the long run. Maybe just some concerns around level 6-11 from the vital strike monk.

Derklord |
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Shattering Punch (...) Being able to use this as an attack action is going to make it really easy to stay on top of things and just ignore their DR even worse with vital strike damage on top of that.
This is factually wrong. It's a common misconceptions, but things that only affect one attack per round aren't actually better when using Vital Strike.
Unless the DR is so high that normal attack don't do any damage (or only on a good damage roll), Shattering Punch has the exact same benefit with Flurry as with Vital Strike: The value of DR as effective bonus damage, once per round. For instance, against DR 15, Shattering Punch increases that round's average damage done by 15 for either style. An unarmed buld could also simply use Pummeling Style to ignore all DR.
I'd let him count Hammerblow as the base damage for Vital Strike. VS is bad on almost every character, but unMonk is about the least suited full BAB class to use Vital Strike.
Seriously, that character will suck. He needs every bone you can throw him. You might think about offering him VS and iVS as monk bonus feat options at 6th and 10th level, respectively. Maybe even create a custom unMonk archetype that turns the bonus attacks from Flurry into bonus damage instead.

Bronsonfu |
Talonhawke wrote:Shattering Punch (...) Being able to use this as an attack action is going to make it really easy to stay on top of things and just ignore their DR even worse with vital strike damage on top of that.This is factually wrong. It's a common misconceptions, but things that only affect one attack per round aren't actually better when using Vital Strike.
Unless the DR is so high that normal attack don't do any damage (or only on a good damage roll), Shattering Punch has the exact same benefit with Flurry as with Vital Strike: The value of DR as effective bonus damage, once per round. For instance, against DR 15, Shattering Punch increases that round's average damage done by 15 for either style. An unarmed buld could also simply use Pummeling Style to ignore all DR.
I'd let him count Hammerblow as the base damage for Vital Strike. VS is bad on almost every character, but unMonk is about the least suited full BAB class to use Vital Strike.
Seriously, that character will suck. He needs every bone you can throw him. You might think about offering him VS and iVS as monk bonus feat options at 6th and 10th level, respectively. Maybe even create a custom unMonk archetype that turns the bonus attacks from Flurry into bonus damage instead.
Damn, you are very helpful, no matter what thread you post in. Okay I'll take what you said into consideration. Thanks for the post.
Also wouldn't making hammerblow the new base damage dice for vital strike to work off of make the unchained monk the best vital striker in the game or is that title reserved for the blood rager with their Blooded Arcane Strike feat?

Talonhawke |

Talonhawke wrote:Shattering Punch (...) Being able to use this as an attack action is going to make it really easy to stay on top of things and just ignore their DR even worse with vital strike damage on top of that.This is factually wrong. It's a common misconceptions, but things that only affect one attack per round aren't actually better when using Vital Strike.
Unless the DR is so high that normal attack don't do any damage (or only on a good damage roll), Shattering Punch has the exact same benefit with Flurry as with Vital Strike: The value of DR as effective bonus damage, once per round. For instance, against DR 15, Shattering Punch increases that round's average damage done by 15 for either style. An unarmed buld could also simply use Pummeling Style to ignore all DR.
I'd let him count Hammerblow as the base damage for Vital Strike. VS is bad on almost every character, but unMonk is about the least suited full BAB class to use Vital Strike.
Seriously, that character will suck. He needs every bone you can throw him. You might think about offering him VS and iVS as monk bonus feat options at 6th and 10th level, respectively. Maybe even create a custom unMonk archetype that turns the bonus attacks from Flurry into bonus damage instead.
Except that in the Flurry only one attack gets the bonus from Shattering Punch not every strike meaning that DR 15 against 2 or 3 hits means that 15-30 damage is getting negated from the flurry string if all hit. Where as the Vs build wouldn't have a huge amount of static buffs but all their dice make it through the one hit.

Derklord |

Except that in the Flurry only one attack gets the bonus from Shattering Punch not every strike meaning that DR 15 against 2 or 3 hits means that 15-30 damage is getting negated from the flurry string if all hit. Where as the Vs build wouldn't have a huge amount of static buffs but all their dice make it through the one hit.
Completely irrelevant. We aren't comparing how much damage the DR prevents, but how much Shattering Punch reduces that amount.
Let's say the Flurry build does 25 damage per attack, 3 attacks. The VS build does 40 damage. Both face DR 15. Let's presume all attacks hit for the sake of the argument.
Flurry does 3*(25-15)=3*10=30 damage. With Shattering Punch, Flurry does 25+2*(25-15)=25+20=45 damage, that's 15 more.
VS does 40-15=25 damage. With Shattering Punch, VS does 40 damage, that's also 15 more!

Derklord |
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Also wouldn't making hammerblow the new base damage dice for vital strike to work off of make the unchained monk the best vital striker in the game or is that title reserved for the blood rager with their Blooded Arcane Strike feat?
Well, first, it's only unarmed, so the damage starts similar to other options (large bastard sword does 2d8 same as a 7th level hammerblow, and butchering axe starts with 3d6, just 0.5 average damage below of the 2d10 a hammerblow of 8th to 11th level does).
And second, such a Monk is lacking supporting class features. So many unMonk class features are based on multiple attacks - Flurry, Elemental Fury, Ki Hurricane, Flying Kick, the bonus ki attack - that I think it only fair.Cave Druids, Barbarians with Furious Finish, Warpriests with Greater Weapon of the Chosen and probably others I forget can make powerful Vital Strikes without giving up half their class features.
I don't really have a ranking of Vital Strike builds lying around, though. All I can say is that such an unMonk is still way weaker than a regular one.
Damn, you are very helpful, no matter what thread you post in.
My dear, sweet child. That's what I do. It's what I live for. To help unfortunate forumfolk, like yourself; poor souls with no one else to turn to.

Derklord |

UnMonk is not allowed to take Monk archetypes unless otherwise specified. Only the 14 archetypes on this list are aviable to unMonk, all of which were released after Unchained.
Apart form that, yes, even if your GM lets you take MoMS for unMonk, you couldn't use Styles Strikes (barring multiclassing into Sacred Fist). MoMS has the same issue with the bonus attack form spending a ki point, by the way (the archetype retains that ability, but can't use it).

AwesomenessDog |

To be fair, and its not the strictest RAW, but given how the ki ability for ninja lets them gain the extra attack on any full attack, you probably should be able to use the ki ability for MoMS, as for a regular monk, they have no reason to be full attacking not as a Flurry but, which is just giving them additional attacks and BAB anyway, but as a MoMS, your full attack isn't a flurry.