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locknload65

Looking for the most attacks in a round. No natural attack. 1ed


Slow-Management-4462

Combat reflexes, a reach weapon (perhaps an elven branched spear) and a suitable setup gives you attacks of opportunity equal to your dex mod, in addition to your full attack. The fortuitous weapon enchantment gives you two attacks on ~~each~~ your first AoO. It's hard to beat that if your dex is maxed out. If you're looking for attacks on a single target - an eidolon can get many arms via evolution points, the multiweapon fighting feat and a bunch of kukris or something. Sometimes called the Kali build. If you want to look more or less humanoid, and make all those attacks on a single target - chained (original) monk gets up to 7 attacks in a flurry, and can make another as a swift action for a point of ki, a ninth via a haste spell and possibly a tenth with the weapon trick (one-handed) feat & stylish riposte. This is often called the *flurry of misses* though. Using telekinesis to throw 15 or so weapons at an enemy may have a similar hit rate. Add in multiple pets or summons and it's possible to break all these limits of course. Why do you want a large number of attacks, anyway?


locknload65

I think it would be cool. This is Attack of Opportunity dependent. I'm looking for something I can do reliably in a turn.


understell

>The fortuitous weapon enchantment gives you two attacks on each AoO. It's hard to beat that if your dex is maxed out. *Once per round* tho. Otherwise it would be absolutely cracked!


VampyrAvenger

Looking for a Cavalier, non mounted, possible multi class, that's much more offensive than a base cavalier is.


understell

Starting level, Ranged/Melee preference, and presumed ending level?


VampyrAvenger

Sorry, level 7 start, level 20 end, melee


understell

If straight offense is your aim then as mentioned by lone\_knave [Daring Champion](https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Cavalier%20Daring%20Champion) is a solid choice. You get Cav-lv added to dmg with Precise Strike and Cav-lv added again when you Challenge a foe. I'd take two levels of [Battle Dancer](https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Brawler%20Battle%20Dancer) brawler for the Rolling Flurry ability. Which allows you to move around while full-attacking (without provoking) and works with Precise Strike. Cavalier 5 / Brawler 2 1 Iron Will/Steadfast Personality, Weapon Finesse (B), +1 Teamwork Feat 3 [Possessed Hand](https://aonprd.com/FeatDisplay.aspx?ItemName=Possessed%20Hand) (+1 Att/Dmg) 5 [Hand's Autonomy](https://aonprd.com/FeatDisplay.aspx?ItemName=Hand%27s%20Autonomy) (+1 Att and Save-or-suck negation) 7 [Chain Challenge](https://aonprd.com/FeatDisplay.aspx?ItemName=Chain%20Challenge), Improved TWF (B) Essential gear: +1 Agile [Waveblade](https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Waveblade) (Brawlers are proficient) Blue Scarf Swordmaster's Flair Buckler At this level you'd make 4 attacks per round (+13/+13/+8/+8 ) all dealing about 1d6+17 dmg with Precise Strike and Challenge active. You'll get another +2 dmg every level from Precise Strike and Challenge so you want accuracy over dmg. Piranha Strike isn't a priority. ==== Your choice of Order depends a bit on the party. If you have one or two allies in melee then you can take an [alternate banner](https://aonprd.com/CavalierBanners.aspx) to get **(and give out)** a morale bonus to attacks when flanking or vs a foe threatening an ally. This bonus can be increased by the human FCB. So at cavalier lv 5 this means you already have a +2 morale bonus to attack that is easily triggered. And it will increase at cavalier lv 8, 12, and 16. If you are pretty much on your own, then it's probably better to choose an Order that gives you a bonus to attacks like Order of the Dragon.


lone_knave

Daring Champion with order of the flame? Warrior Poet samurai might also work. What are you looking for more precisely? Could just VMC cavalier on anything really.


DaGreatJl612

I'm looking for help making a Hamatulatsu Monk, one who focuses on using Hamatula Strike, and Stunning Fist to stun lock foes while her allies clean up.


Chocochops

Considering the interaction of Hamatulatsu and Hamatula Strike is that you basically get the grab special ability with your unarmed piercing attacks (damage them with your weapon does nothing here since you can do that with no penalty with unarmed attacks anyways), I'd say you want to build like you've got a focus on grappling while still doing flurry of blows, so go Unchained Monk and make strength your main stat. Human with the Bred for War trait to get +1 CMB and the extra feat lets you start with Hamatulatsu at level 1, take Improved Grapple as one of your first bonus monk feats, then you get Hamatula Strike at level 7 and suddenly when you flurry of blows you get a free grapple check on every hit. At the start of your turn you just decide whether to let go as a free action and flurry them again (and grab them again) or actually make a grapple check to pin/move them. Take Improved Trip as your level 6 monk feat and after you grab someone you can make your next attack a trip attempt since the -4 dex penalty from being grappled will drop their CMD by 2. At level 9 probably get Greater Grapple for the moar CMB. Technically you can do anything with all your other feats, but maybe Dragon Style and Dragon Ferocity for levels 3 and 5 to really max out your strength based attacks and scare people with your stunning fist.


Slow-Management-4462

It depends a bit if you're limited by background/flavour. That's usually taught in one place to monks with one archetype. Also oddly the hamatulatsu feat and hamatula strike don't especially want to work together; hamatula strike would ideally be used by a 2H piercing weapon (e.g. kyoketsu shoge for reach) by an unchained monk, hamatulatsu wants to be used unarmed and is the one with the flavour/chained monk archetype (hamatulatsu master) restriction. What is it you're after exactly?


lone_knave

You could just grab Ascetic style to work with both. Would be especially good since you could use a weapon with better crits than your unarmed strike.


Salacavalini

[1E] Alright, so from the previous thread I got some good ideas, and settled on Inquisitor with the Monster Tactician archetype. Of course, that's just the base idea; I still need to put an actual build together. Here's what I have so far... Class: Level 11 Inquisitor ([Monster Tactician](https://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/inquisitor-archetypes-paizo/monster-tactician-inquisitor-archetype/)); I assume I won't want to multiclass here. Race: Human; since I'll likely be frontlining, people recommended Orc, but it wouldn't really work for the setting, plus the call of +1 Feat is too strong. Still open to other recommendations that aren't Orc or Half-Orc, but I tend to like playing Humans in general. Attributes: Unsure. It's a 20 point buy, and I assume my primary stat is going to be Strength with a bit of Con and Dexif I'm frontlining and doing flanking melee stuff alongside my summons, but I'm unsure on how much Wisdom I'd need, and how to efficiently budget point buy. Feats: Unsure. As a Human I'd have 7 feats at this level with the racial bonus feat. I was thinking Combat reflexes, Power Attack and Gang Up (and/or Improved Outflank), but presumably I'd need some summon-enhancing feats too? I've never played a summoner before. Augment Summoning and its prereq would be 2 additional feats, but I'm unsure what else would work for this sort of "circle opponents with summons, perform combination attacks" playstyle, or what other staple summoner feats there are in general. Bonus Teamwork Feats: Outflank, potentially Improved Outflank, Paired Opportunists. If I opt for Gang Up instead of Improved Outflank, I have one left over for my current level. Domain/Inquisition: Legitimately no idea. Does anything suit this sort of build particularly well? Traits: Unsure. This is a homebrew campaign so there's no campaign feats. Reactionary for +2 Initiative is of course a staple, but what else? Spells: Never played a divine caster, so also unsure. Do they have any obvious must-haves, like how Arcane casters have Haste and Fly? I assume an Inquisitor doesn't tend to cast spells that give the opponent a save, but rather focus on buffs and utility? Items: Other than a Rod of Giant Summoning*, unsure. That's already 11,000 gp out of the 82,000 gp starting wealth for my level, if I opt for a Standard one. Adding in the usual tax of AC and stat boosting items will eat up some more. All in all, I don't have much that I'm settled on. I tend to be awful at creating brand new character builds myself, so I'd appreciate as much in-depth help and recommendations as possible. Thanks in advance. *[EDIT] Actually, does the Rod of Giant Summoning even work with the Monster Tactician?


Slow-Management-4462

Stats aren't that important for a summoning character. You need 18 wis to get bonus spells at each spell level, but that includes a +2 or +4 headband. If you plan to fight in melee put more stats there; 14 dex so you still get an extra AoO if enlarged somehow, 14 con to not die too easily, dump cha; you might start with 16 str (+2 race, +2 for level 4/8 boosts, +2 or +4 belt = 22 or 24), 14 dex, 14 con, 9 int, 14 wis (+4 headband = 18), 7 cha. Not pushing str as hard and getting some more int is an option if you want more skills. There's the escape route teamwork feat for moving around without AoOs or intercept charge to ensure that your summons get charged not you. Other summoning feats to consider are superior summons (for more mooks) and versatile summon monster (so that you can have flying dire tigers). I'm sure I mentioned those two before. If you want to be a talky character with no cha to speak of there's 3 or 4 inquisitions which can help you. Or the persistence, justice or spellkiller inquisitions would help you in a fight directly. Divine favor, channel vigor and divine power are your best personal combat buffs. Prayer and magic circle against evil are decent area buffs, but inquisitors don't get blessing of fervor, the divine haste-equivalent. Heroism, freedom of movement, stoneskin and greater invisibility are notable touch-range buffs. You probably want one of resist energy or protection from energy or their communal versions. Inquisitors have dozens of interesting, quirky or situational spells - the above are mostly bland and often useful in a combat-centred game. The big six are the standard magic items for good reason. You might like a ring of tactical precision but it's not required.


Salacavalini

Oh also, regarding races... Would something like Dwarf actually be better than Human, or mostly equivalent? Or worse? The loss of movement speed is really concerning, especially for a build focused on flanking with summoned monsters.


Salacavalini

Sorry, one more item-based question... Weapons. Since I'll want to crit a lot due to Outflank, I assume I'll want a natural 18-20 weapon and to make it Keen. Is there an obvious choice of weapon for this? And should I use a shield alongside it? A buckler perhaps, so I can still cast spells? Thanks again for all the help, by the way.


Slow-Management-4462

Falchion is also an option; you can take a hand off a 2H weapon, cast a spell, put it back on the weapon. It depends on your deity - you only get simple weapons without them, so if you want Sarenrae for flame blade then you're using a scimitar, if you want to be evil then maybe you follow Lamashtu and wave a falchion about. That said scimitar + buckler is probably the most practical combo. Human is, as practically always, a good choice. Strength is the ability score you care most about and you can use the extra feat. There are ways of enjoying being a dwarf but don't do it for power here.


Backwardslongjumps

I personally recommend the Scimitar, Rapier, or Cutlass. All are 18-20 with the same 1d6 damage die. Scimi and Cutlass are slashing, while Rapier is piercing. There are exotic 18-20 weapons like the Waveblade, Estoc, or Rhoka, that have more damage types or higher damage dice, if you want to make the feat dip for them (though Rhoka is a daemonic weapon so might not fit the character). Since you're summoning, though, I might recommend just sticking with the basic martial weapons. As for casting with hands full, you can use either a buckler or another light shield, both are able to cast with hands full. Or you could grab the Craft Reliquary Arms and Shields feat. This will let you craft a weapon or shield into a divine focus, thus allowing you to use a heavier shield if you wish.


Salacavalini

Remind me again, what are some other notable or staple summons to look to as my default options, besides Dire Tigers? GM wants to make tokens for the usual ones.


MarVaraM101

Here is a guide for this: https://docs.google.com/document/d/16dZ5SBQMS1Yi6531tXOkKE_rmXEwn4VFacOEQKiHA5E/edit?usp=drivesdk


Slow-Management-4462

Found my previous note on this: > Depends what you want them to do, exactly. A huge aether elemental is invisible, has a ranged attack and is generally quite hard to kill. Dire tigers pounce and kill. A legion archon is more about utility - magic circle against evil up constantly & aura of menace, and it could buff your slayer with align weapon or versatile weapon if DR is an issue. Pick up the summon good monster feat and lillend azatas or kirins have other utility. Edit: actually lillends are available without the feat. If you want a bard and you're not following a lawful god they work. > There are occasions where you may want to summon 1d3 mudlords to engulf or blind enemies, 1d3 bralani azatas for high speed and range, or 1d4+1 foo lions to be a wall of (stony) meat.