Question re: Openhanded monk skill

By 10355ts, in Descent: Journeys in the Dark

Skill reads:

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Use this card when you defeat a monster with your bare hands to immediately perform 1 additional attack.
Each time you perform an attack with your bare hands, that attack gains:
Pierce X, where X is equal to the Range result.
Surge : Stun

Rules for barehanded attacks read:

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"Heroes may either attack with one equipped weapon or their bare hands. . . . . A hero attacking with his bare hands can only target an adjacent space
and rolls only the blue attack die for his attack." (p. 12)

So, question:

Theoretically, therefore, you can make a barehanded attack with a weapon equipped.

The "Openhanded" skill does not specify that the extra attack must be barehanded.

Can you, therefore, attack with a weapon, make a second attack barehanded to finish off a monster, then make a third attack again with a weapon?

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Edited by 10355ts

Yup.

Ok, then yeah, the monk spiritspeaker shared pain build is deffo megaviable

Yup, also since openhanded does not exhaust, you can continue to perform additional attacks until you run out of targets or stop killing things.

Works great with Apothecary (can add green dice), Spiritpeaker (shared pain), or with support from Shadow Soul.

23 minutes ago, Silidus said:

Yup, also since openhanded does not exhaust, you can continue to perform additional attacks until you run out of targets or stop killing things.

Works great with Apothecary (can add green dice), Spiritpeaker (shared pain), or with support from Shadow Soul.

and you have enough stamina

23 minutes ago, Silidus said:

Yup, also since openhanded does not exhaust, you can continue to perform additional attacks until you run out of targets or stop killing things.

Works great with Apothecary (can add green dice), Spiritpeaker (shared pain), or with support from Shadow Soul.

and you have enough stamina

18 minutes ago, rugal said:

and you have enough stamina

Oh with a bard running Understudy or any extra source of green dice that's not a problem, you can regain enough stamina to keep the ball rolling fairly easily. Especially since with Vow of Freedom you don' t have to worry about misses.

I'd been running a Lindel spiritspeaker build through a solo "Seeds of Corruption" campaign and early game he was great with Tempest, Shared Pain, and Inner Balance, then Belt of Waterwalking, Thief's Vest, and Soulbound Sword for items. I was worried he'd be underpowered in Act II though due to the decreasing effectiveness of Tempest and SP, then I realized that the late game build just adds openhanded + vow of freedom and replaces the items with shroud of Dusk, cloak of deception, star of kellos, and the Fists of Iron. (You do have to sell a few relics to get the points, but that's no biggie).

Edited by 10355ts
2 hours ago, Silidus said:

Yup, also since openhanded does not exhaust, you can continue to perform additional attacks until you run out of targets or stop killing things.

Works great with Apothecary (can add green dice), Spiritpeaker (shared pain), or with support from Shadow Soul.

Assuming you forego the posters original question (attacking with an equipped melee weapon), and kill the new target(s) with your blue or blue/green attack.

Doesn't seem particularly insane to me.

38 minutes ago, Rauhughes said:

Doesn't seem particularly insane to me.

Yeah, it's more "neat and viable", not overpowered or broken or anything. But it answers a problem the build otherwise has.

Early game, a tempest /shared pain spiritspeaker is suprisingly effective because there are lots of monster groups that only have 2 to 3 hp each, so AoE attacks can clear them out in a single turn. Problem is, minimum health for any Act II monster is 4 hp, so it takes an extra turn to wipe them out, because the damage from Tempest and Shared Pain doesn't directly scale up -- you never get an item that gives +2 Tempest damage, etc. Just one or two extra attacks though, with Shared Pain especially, can be enough to wipe out even those Act II groups, so it makes a big difference: use your first action to Shared Pain attack with a weapon and bring a target down to killing range, Openhand share the slapping pain till you run out of free extra attacks, use your last action to Tempest, kill a straggler, or rest to reclaim stamina.

Edited by 10355ts

That would still be three actions though no? As first action for shared pain, second action for open handed strike, third action for tempest? It's also 3 stamina to use shared pain and tempest in the same round, leaving only one possible additional attack for most characters, unless you can surge (assuming you can get the three actions in the first place)

I have no doubt it can be useful, but it looks very much like a 'might come into use 2-3 times a campaign' kinda combos, which I tend to try and avoid for the most part. Especially as the counter seems to be bring high health monsters, a tactic it's very easy for the overlord to assume Vs normal spiritspeaker builds, I don't see how this would be different.

I don't own the cross classes so maybe I'm missing something, but it doesn't look like a build I'd want to rush out to try

Yeah, when I went through that chain of actions in my head I was thinking of the Fists of Iron which give an extra attack. Lindel has five base stamina so it's less of an issue. It's more "neat way to play Lindel" than it is a powerful combination in its own right.

On the other hand it might work better with Tinashi instead of Lindel and just forego Tempest entirely. Hrm.

Edited by 10355ts