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More attacks than an octopus and his Siamese twin…nearly
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<blockquote data-quote="Cephid" data-source="post: 3760696" data-attributes="member: 41015"><p><strong>More attacks than an octopus and his Siamese twin…nearly</strong></p><p></p><p>I was just reading a post the other day and found out that flurry of blows works with TWF. The issue is all the stacking penalties to hit, leading to the term: 'flurry of misses'.</p><p></p><p>But here is what I thought:</p><p>First 13 levels</p><p></p><p>Monk 3 (2 feats)</p><p>Fighter 2 (2 feats)</p><p>Shou Deciple 5 (2 feats) [unapproachable east]</p><p>Shintao Monk 3 (2 feats) [oriental adventures]</p><p></p><p>This gives a BAB of +13 and a flurry of +2 attacks for no penalty to hit.</p><p>Lots of feats (13 feats in 13 levels.)</p><p>Shou: Can use any weapon in a flurry of blows.</p><p>With a monks belt, the build does 2d8 unarmed damage.</p><p>Base move speed of 70'.</p><p></p><p>Base attacks by level 13 we have:</p><p>+11/+11/+11/+11/+6/+1 +11/+6/+1</p><p>Boots of haste/flurry/flurry/1st base/2nd base/3rd base 1st off hand/2nd off hand/3rd off hand.</p><p></p><p>9 attacks at a good base attack bonus. When I get a BAB of +16 (in 3 levels time) I'll have 11 attacks per round. More if I take cleave and combat reflexes.</p><p></p><p>So far, i'm total free for weapon choice. Only thing is off hand attacks have to be light (or unarmed attacks).</p><p></p><p>Now I need to boost damage for all attacks and get into full attack position quickly.</p><p>Thinking of taking:</p><p>Rogue 3 (2d6 sneak)</p><p>Ninja 3 (2d6 sneak. Swift invisible for getting into combat and sneak attacks.)</p><p>Assassin 1 (1d6 sneak)</p><p></p><p>Or </p><p></p><p>maybe Dervish 3 for 'Pounce' like ability and spring attack and scimitar in off hand.</p><p></p><p>Or</p><p></p><p>... what do you think?</p><p></p><p></p><p>Where should I go from here?</p><p>Defence?</p><p>Boost damage?</p><p>Further increase attacks?</p><p>Get into full attacks quick?</p></blockquote><p></p>
[QUOTE="Cephid, post: 3760696, member: 41015"] [b]More attacks than an octopus and his Siamese twin…nearly[/b] I was just reading a post the other day and found out that flurry of blows works with TWF. The issue is all the stacking penalties to hit, leading to the term: 'flurry of misses'. But here is what I thought: First 13 levels Monk 3 (2 feats) Fighter 2 (2 feats) Shou Deciple 5 (2 feats) [unapproachable east] Shintao Monk 3 (2 feats) [oriental adventures] This gives a BAB of +13 and a flurry of +2 attacks for no penalty to hit. Lots of feats (13 feats in 13 levels.) Shou: Can use any weapon in a flurry of blows. With a monks belt, the build does 2d8 unarmed damage. Base move speed of 70'. Base attacks by level 13 we have: +11/+11/+11/+11/+6/+1 +11/+6/+1 Boots of haste/flurry/flurry/1st base/2nd base/3rd base 1st off hand/2nd off hand/3rd off hand. 9 attacks at a good base attack bonus. When I get a BAB of +16 (in 3 levels time) I'll have 11 attacks per round. More if I take cleave and combat reflexes. So far, i'm total free for weapon choice. Only thing is off hand attacks have to be light (or unarmed attacks). Now I need to boost damage for all attacks and get into full attack position quickly. Thinking of taking: Rogue 3 (2d6 sneak) Ninja 3 (2d6 sneak. Swift invisible for getting into combat and sneak attacks.) Assassin 1 (1d6 sneak) Or maybe Dervish 3 for 'Pounce' like ability and spring attack and scimitar in off hand. Or ... what do you think? Where should I go from here? Defence? Boost damage? Further increase attacks? Get into full attacks quick? [/QUOTE]
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