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Enlightened Fist Shenanigans
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1923374" data-attributes="member: 3146"><p>Activate Arcane Strike on as high a level spell as you can afford. Use a swift action to cast a quickened shocking grasp and deliver it with an improved trip attack. Then begin your flurry of blows for the round. Spend a stunning fist attempt to make cast an empowered shocking grasp as a free action and deliver it with your unarmed strike. If you miss, attack again and discharge it. Then, spend another stunning fist attempt to do it again.</p><p></p><p>That's a grand total of your unarmed strike damage plus (effectively) 20d6 in electrical damage--possible at 12th level or so (IIRC the class correctly) plus 1d4x the level of the spell sacrificed x the number of attacks in the flurry from arcane strike (which synergizes nicely with the shocking grasps etc because, as average damage is something like [ (probability of hit + (probability or crit)x(crit multiplier-1))x (expected damage) ] increasing the probability of a hit through arcane strike also increases the expected damage from the shocking grasps.</p><p></p><p>Or substitute Vampiric Touch, touch of idiocy, or Ghoul Touch or any similar touch range spell for the empowered shocking grasp. Either way, the ability makes rapid stunning a key to two non-quickened spells plus a full attack in a round. You can still manage a quickened spell in addition to all of that.</p><p></p><p>It's not as broken as some have suggested since Rapid Stunning only allows <em>one</em> extra use of stunning fist (or stunning fist ability) in a round but it's plenty broken.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1923374, member: 3146"] Activate Arcane Strike on as high a level spell as you can afford. Use a swift action to cast a quickened shocking grasp and deliver it with an improved trip attack. Then begin your flurry of blows for the round. Spend a stunning fist attempt to make cast an empowered shocking grasp as a free action and deliver it with your unarmed strike. If you miss, attack again and discharge it. Then, spend another stunning fist attempt to do it again. That's a grand total of your unarmed strike damage plus (effectively) 20d6 in electrical damage--possible at 12th level or so (IIRC the class correctly) plus 1d4x the level of the spell sacrificed x the number of attacks in the flurry from arcane strike (which synergizes nicely with the shocking grasps etc because, as average damage is something like [ (probability of hit + (probability or crit)x(crit multiplier-1))x (expected damage) ] increasing the probability of a hit through arcane strike also increases the expected damage from the shocking grasps. Or substitute Vampiric Touch, touch of idiocy, or Ghoul Touch or any similar touch range spell for the empowered shocking grasp. Either way, the ability makes rapid stunning a key to two non-quickened spells plus a full attack in a round. You can still manage a quickened spell in addition to all of that. It's not as broken as some have suggested since Rapid Stunning only allows [i]one[/i] extra use of stunning fist (or stunning fist ability) in a round but it's plenty broken. [/QUOTE]
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