12 Attacks per round? [Archive] - Wizards Community

Post/Author/DateTimePost
babysamurai

01-27-06, 03:54 AM
Is it true that a Human Fighter 10/Monk 11 can get 12 attacks per round when stacking Flurry of Blows and Perfect Two-Weapon Fighting.
Rulebook

01-27-06, 08:01 AM
and a thri-kreen monk15/master thrower 5 can chuck 35+ shuriken in one round...


so you're probably right, but not trying hard enough for the uber amounts of attacks you could be getting.
kjenks

01-27-06, 08:16 AM
Is it true that a Human Fighter 10/Monk 11 can get 12 attacks per round when stacking Flurry of Blows and Perfect Two-Weapon Fighting.

It sounds likely. My 15th level Monk2/Ranger 2/Barbarian 1/Fighter 10 can get 11 attacks per round with Polymorph to Dire Lion, so I wouldn't get bent out of shape by someone four levels higher getting one more attack.

It's not about the number of attacks you get. It's what you do with them. And your Ftr10/Mnk11 will be nowhere near as powerful as a spellcaster of similar level. Don't worry, be happy.
babysamurai

01-27-06, 08:24 AM
It's not about the number of attacks you get. It's what you do with them. And your Ftr10/Mnk11 will be nowhere near as powerful as a spellcaster of similar level. Don't worry, be happy.

Oh believe me, I'm not worried.

...I'm happy.

And yes, a 20th level Wizard/Cleric/Druid etc, would of course be more powerful.

6 attacks from the Flurry, and then an equal number of attacks with the off-hand from PTWF.

Per RAW it works.
tarkin

01-27-06, 01:03 PM
The best build I have seen yet, for number of attacks is:

Rogue/Monk (NEED sneak attack if doing extra attacks)

Girallon (4 arms + a bite)
with all the Multi-Weapon feats
and rapid shot feat
and Speed weapon.

Uses 1 arm for full iterative attacks with unarmed attacks/monk weapons for extra attacks from flurry. (at least 5)

uses one extra arm for iterative attacks with last one being a thrown attack, (at least 4)

gets an extra thrown attack for Rapid Shot (at least 4)

uses third arm for iterative attacks with a Speed weapon for one extra (at least 4)

Uses last arm with just plain old iterative attacks.
(at least 3)
gets a bite attack as a secondary natural weapon attack.
(one)

For a set of 21 attacks. If he can get Perfect Multi-Weapon Fighting, that adds 3 more attacks. If he is a higher level monk, he can get more bonus flurry attacks.

Of course, you are unfortunately giving up the Rend ability, as you are not making a single claw attack (3 arms have weapons to get the multi-weapon feats, one arm is fighting "unarmed strike" to get the monk flurry, so it is NOT using the claws)
Egres

01-27-06, 06:37 PM
Is it true that a Human Fighter 10/Monk 11 can get 12 attacks per round when stacking Flurry of Blows and Perfect Two-Weapon Fighting.
3.0 or 3.5?
Eital

01-27-06, 07:35 PM
Correct me if i'm mistaken, but couldn't you use your natural attacks (claws, at least) instead of your normal unarmed strike and still keep the benefits of monks abilities?
Esponer

01-27-06, 07:39 PM
6 attacks from the Flurry, and then an equal number of attacks with the off-hand from PTWF.

Per RAW it works.

I didn't post here because I recognised that that was what he was referring to, and didn't have a definitive answer. Could I prod everyone else who has posted to discuss this specifically, pretty please? I'm curious as to people's interpretations.
Lazalantin

01-27-06, 07:56 PM
Actually, I've always been happy with a fighter with Perfect Two-Weapon-Fighting and two speed weapons. Gets you ten attacks, too.

STR 30 and two keen speed scimitars. Bloody hurts.
Seerow

01-27-06, 08:08 PM
Monk11/Dervish10

6 from Flurry, 1 from Speed/Haste, 7->14->28.

You may also want to consider Whirling Frenzy Barbarian Variant, or the Kensai Fighter Variant to get more extra attacks in. Exchange TWF for MWF and go Thri-Kreen for more fun, but it takes a few extra levels due to that LA/Racial HD...


If you do all of the above you end up with 8 attacks base, 32 for PMWF, 64 once per day.


There's probably a few other tricks I'm forgetting as well.


Edit: If you say Dervish doesn't work, there's an epic feat that lets unarmed strike count as a slashing weapon, or you can take the Eberron feats to use Double Sword or Longsword as a monk weapon
arkerpay

01-27-06, 08:08 PM
What is Perfect two Weapon Fighting? It's not in the PHB.
Seerow

01-27-06, 08:10 PM
Epic feat that lets your offhand attacks completely mirror your main hand's attacks.
Raven Dark

01-27-06, 09:16 PM
The best build I have seen yet, for number of attacks is: Maralith Dervish w/Perfect Two Weapon Fighting. This b1tch can get ~50 attacks or so as a full round action last I checked. :D
Seerow

01-27-06, 10:07 PM
1) What's Maralith? I'm either not familliar with it or not remembering it.

2) I just showed a build for 64 Attacks in a round. Albeit it's a high ECL character, so it's probably not optimal.

Edit: Just remembered a prestige class, Thrall of Demogorgon or something like that from BoVD that doubles attacks in a round like Dervish iirc. That brings it to 128 =O
Raven Dark

01-27-06, 10:36 PM
What's Maralith? I'm either not familliar with it or not remembering it.

Maralith is a six-armed fiend. You can find her in the v3.5 MM.

EDIT: Or I can just provide the stats for you here...

MARILITH
Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 16d8+144 (216 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 29 (–1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple: +16/+29
Attack: Longsword +25 melee (2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack: Primary longsword +25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +19, Ref +14, Will +14
Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 17–20 HD (Large); 21–48 HD (Huge)
Level Adjustment: —

A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.

A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities: At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Notice the last line. A marilith starts off with 9 attacks WITHOUT PENALTY. Add on Perfect Multi-Weapon Fighting AND 10 levels of Dervish and it gets insane real fast.

Just with Perfect Multi-Weapon Fighting feat she gets four attacks with EACH arm without penalty. If I am not mistaken that adds up to 24 attacks with her longswords and a tail slap for good measure. Doubled with Thousand Cuts makes it exaclty 50 attacks. Add in a speed weapon for extra cheese.
Raven Dark

01-27-06, 10:55 PM
Just remembered a prestige class, Thrall of Demogorgon or something like that from BoVD that doubles attacks in a round like Dervish iirc. That brings it to 128.

I would be very surprised if those two prestige class abilities stacked. What's more, if they did, it would probably be a tripling of attacks instead of a quadrupling.
Esponer

01-27-06, 11:00 PM
Just remembered a prestige class, Thrall of Demogorgon or something like that from BoVD that doubles attacks in a round like Dervish iirc. That brings it to 128.

I would be very surprised if those two prestige class abilities stacked. What's more, if they did, it would probably be a tripling of attacks instead of a quadrupling.

Correct. Triples. Thrall of Demogorgon allows an extra round of actions immediately. Doesn't allow One Thousand Cuts twice.
Raven Dark

01-27-06, 11:11 PM
Correct. Triples. Thrall of Demogorgon allows an extra round of actions immediately. Doesn't allow One Thousand Cuts twice.

What does that come to anyhow?
Seerow

01-27-06, 11:16 PM
well, there's no LA on that thing, which I assume means it's not intended for PCs. It'd probably start as an ECL25-ish character though... probably around ECL50 by the time you finish all class levels (Well, unless you just go straight to Dervish. Picking up all the other things is nice though)

But with a base of 4 attacks and Tail Sweep, 6 with Greater Flurry, 8 after Whirling Frenzy and Flurry from Kensai, 9 from Haste/Speed, 54 after applying PMWF (Each hand goes up to equal that 8) then trippled from Thrall and Dervish brings that to 162. Get yourself some Vorpal Swords (ECL50 you can afford more than 6 of them Im sure). If you can't roll at least one natural 20 in 162 attacks, there's a problem.


Of course, there's more broken things you can do with a spellcaster by this level, but jeeze... 162 attacks in 6 seconds. Just think about that >_>

Edit: COMPLETELY FORGOT THE TAIL SWEEP. While it isn't affected by PMWF or Dervish unless Im mistaken... it might be affected by Thrall. I can't remember. Either 163 or 164 now :o
Esponer

01-28-06, 12:49 AM
For lots of arms, play a Sharn (Races of Faerűn), ECL 9, rather than a Marilith. Nine arms.