HurinTheCursed
2013-04-20, 08:20 AM
Hello fellow players,
I'd like to get some clarifications before I try to help a member of my group who WANTS a S10 L20 monk with 2 level adjustements and a few dead feats. I probably have too many questions to put them all in the Q&A at once or to keep spamming it with my questions one by one.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
Decisive Strike (Ex)
If you select this class feature, you do not gain flurry of blows (or any later improvements to that class feature.)
Benefit: As a full-round action, make one attack with an unarmed strike or special monk weapon, using your highest base attack roll but taking a -2 on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2.
Holy Strike (Su)
Replaces: This benefit replaces the ki strike (magic) class feature.
Benefit: When you hit an evil creature with your unarmed I strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra ld6 points of damage.
Snap Kick
When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a -2 penalry on all attack rolls you make this round.
1) If he doesn't have flurry of blows, can a character use the two weapon fighting rules for striking with his fists while holding two weapons or does he have to use a real weapon in his secondary hand ?
2) If he doesn't have flurry of blows, can a character who holds a weapon use his fist for some of his attacks and his weapon, in the same hand, for some others ?
3) Can special attacks (grapple, trip, disarm) be used with snap kick, flurry of blows, decisive strike ?
4) When using decisive strike, what is multiplied if a character holds a +1 holy weapon and have holy strike by exemple ? Same rules as for critical ?
Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
5) Using decisive strike, what is considered base damage for a crit ?
6) If a character tries to disarm an opponent what are the bonuses taken in to account for both of them ? +4 prone, -4 prone, charge, favored ennemy, bane, iterative malus...
Thanks by advance if you contribute to make him more useful by clearing some questions.
I'd like to get some clarifications before I try to help a member of my group who WANTS a S10 L20 monk with 2 level adjustements and a few dead feats. I probably have too many questions to put them all in the Q&A at once or to keep spamming it with my questions one by one.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
Decisive Strike (Ex)
If you select this class feature, you do not gain flurry of blows (or any later improvements to that class feature.)
Benefit: As a full-round action, make one attack with an unarmed strike or special monk weapon, using your highest base attack roll but taking a -2 on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2.
Holy Strike (Su)
Replaces: This benefit replaces the ki strike (magic) class feature.
Benefit: When you hit an evil creature with your unarmed I strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra ld6 points of damage.
Snap Kick
When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a -2 penalry on all attack rolls you make this round.
1) If he doesn't have flurry of blows, can a character use the two weapon fighting rules for striking with his fists while holding two weapons or does he have to use a real weapon in his secondary hand ?
2) If he doesn't have flurry of blows, can a character who holds a weapon use his fist for some of his attacks and his weapon, in the same hand, for some others ?
3) Can special attacks (grapple, trip, disarm) be used with snap kick, flurry of blows, decisive strike ?
4) When using decisive strike, what is multiplied if a character holds a +1 holy weapon and have holy strike by exemple ? Same rules as for critical ?
Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
5) Using decisive strike, what is considered base damage for a crit ?
6) If a character tries to disarm an opponent what are the bonuses taken in to account for both of them ? +4 prone, -4 prone, charge, favored ennemy, bane, iterative malus...
Thanks by advance if you contribute to make him more useful by clearing some questions.