So, the Hooded Champion [ACG] is pretty useless, right?


Rules Questions


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The star of the archetype is Dead Aim:

Quote:

At 1st level, the hooded champion’s can spend 1 panache point when making a single ranged attack

with a bow to make a ranged touch attack instead. The target must be in the bow’s first range increment.

"When making a single ranged attack". That means it can't be used with a full attack. At that makes it a dubious action at level 3 and obsolete at level 6.

Well, I suppose it can be used with Snap Shot or Target of Opportunity.


Nope, "when making a single attack" refers to the attack action, which the AoO isn't, apparently.

But yep, pretty useless.

Sovereign Court

Heh the only use of this single attack action, is to make it easier to hit but well on a full bab class, it's not that useful.


LoneKnave wrote:
Nope, "when making a single attack" refers to the attack action, which the AoO isn't, apparently.

I doubt that.

Vital Strike says "when you use the attack action". The closest parallel I have found is Overhand Chop, from the Two-Handed Fighter: "when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds...", which I take as a condition followed by a list of common situations that satisfy the condition.

Lantern Lodge

Vital Strike FAQ:

Core FAQ: wrote:

Vital Strike: Can I use this with Spring Attack, or on a charge?

No. Vital Strike can only be used as part of [/b]an attack action, which is a specific kind of standard action.[/b] Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack

Sorry Pupsocket, but the FAQ has answered the vital strike question. An attack action is a specific kind of standard action. So just like Vital Strike, Dead Aim won't work with AoOs.


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"when making a single attack" does not equal a standard/attack action; this only states that it applies for one attack roll


1 person marked this as a favorite.

Secane, the Vital Strike FAQ is for people who, for various reasons, can't parse the difference between "attack" and "the attack action". I have never had that problem, and the Hooded Champion, completely unlike Vital Strike, does not refer to the attack action.


I guess I got juked. Sorry for spreading misinformation, my bad.

Liberty's Edge

The text of the ability is fairly bad, but it seem to mean that you have to spend 1 point of panache for each attack.
The ability don't refer any kind of action, so I think it can be applied to every kind of attack action (and to attacks that aren't actions like AoO). So it can work in conjunction with a full attack, simply you have to spend 1 point of panache for every attack.

Every attack in a full attack is a single attack.

The only possible exception seem to be manyshot, where you make 1 attack that hit with two arrows. It can be argued that the attack made with manyshot is a double ranged attack, not a single one.

Edit: there are 2 other possible exceptions, exceptions that are probably the reason for the unwieldy text:

1) ranged weapons with the scatter ability, i.e. shotguns.
With them you make multiple attacks at the same time "When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone."

2) double barreled ranged weapons: "This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition."

Liberty's Edge

Title should be reworded really. Hooded Champion has far more to it than Dead Aim


Pathfinder Lost Omens Subscriber

might be neat if you relied on poison. *shrug*


Not to pile on, but it looks like the Hooded Champion runs into the same problem as the Bolt Ace - you can't combine Deadly Aim with touch attacks unless you're using a firearm.


Kudaku wrote:
Not to pile on, but it looks like the Hooded Champion runs into the same problem as the Bolt Ace - you can't combine Deadly Aim with touch attacks unless you're using a firearm.

why can't it do this?


Diminuendo wrote:
Kudaku wrote:
Not to pile on, but it looks like the Hooded Champion runs into the same problem as the Bolt Ace - you can't combine Deadly Aim with touch attacks unless you're using a firearm.
why can't it do this?

Deadly Aim specifies that you can't use the feat on touch attacks.

Deadly Aim wrote:
(...)You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Firearms get a special provision that lets them sidestep that limitation.

Firearms wrote:
Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim.

The bow and crossbow (and by extension, hooded champion and bolt ace) do not have that provision.

I don't think this is an intentional limitation for these archetypes. The phrasing on Deadly Aim is most likely in place to avoid Deadly Aim usage on ranged touch spells, but the way it's currently written basically shuts down all ranged touch attacks. I'm mostly bringing it up since RAW it doesn't work and you might run into some trouble if you want to use it in PFS or with very RAW-minded GMs.


oh, thanks


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Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.

Liberty's Edge

The ability is limited to bows, something that I missed in my earlier post, so the scatter weapon ability is not the reason for the unwieldy text.


blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.

Maybe to avoid Acid Splash + Deadly Aim shenanigans?


RumpinRufus wrote:
blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.
Maybe to avoid Acid Splash + Deadly Aim shenanigans?

Would that really qualify as shenanigans?

Now that I think about it, it's probably a flavor thing more than a mechanical one, since most touch attacks are assumed to be equally effective regardless of where they hit (otherwise, they probably wouldn't be touch attacks). But I could see some touch attacks being more effective if you strike well or in a vital spot.

Liberty's Edge

blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.
PRD wrote:

Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

The only significant prerequisite is a passable dexterity. It affect damage rolls. Not weapon damage.

What do you think of a 7th level wizard giving you 1d4+2 negative levels with enervation at the expense of a -1 to hit?
A 17th level cleric casting an Energy drain spell that give you 2d4+8 negative levels in exchange of a -4 to hit)?
How many monster that would benefit from that feat every round with abilities that can be used at will or a large number of times in a day?

To me the limitation seem reasonable.


Accually kukadu you are quite wromg on the bolt ace not benifiting from deadly aim the bolt ace deed specificly calls that the attack resolves on touch ac not that it is a touch attack where as the hooded champion deed states that the attack becomes a touch attack


blahpers wrote:
RumpinRufus wrote:
blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.
Maybe to avoid Acid Splash + Deadly Aim shenanigans?

Would that really qualify as shenanigans?

Now that I think about it, it's probably a flavor thing more than a mechanical one, since most touch attacks are assumed to be equally effective regardless of where they hit (otherwise, they probably wouldn't be touch attacks). But I could see some touch attacks being more effective if you strike well or in a vital spot.

If allowing deadly aim to damage you have to restrict it to hp damage, at least. Because doing 1d4+4 instead of 1d4 of temporary negative levels is huge difference.


Diego Rossi wrote:

The only significant prerequisite is a passable dexterity. It affect damage rolls. Not weapon damage.

What do you think of a 7th level wizard giving you 1d4+2 negative levels with enervation at the expense of a -1 to hit?
A 17th level cleric casting an Energy drain spell that give you 2d4+8 negative levels in exchange of a -4 to hit)?
How many monster that would benefit from that feat every round with abilities that can be used at will or a large number of times in a day?

To me the limitation seem reasonable.

This doesn't work, since Deadly Aim also states that it cannot be applied to effects that do not deal hit point damage. Cutting the touch attack part but leaving in the second half of the sentence stops Enervation cold. You would however be able to use Deadly Aim with spells like acid splash, scorching ray, acid arrow, snowball...

Rothlis wrote:

Accually kukadu you are quite wromg on the bolt ace not benifiting from deadly aim the bolt ace deed specificly calls that the attack resolves on touch ac not that it is a touch attack where as the hooded champion deed states that the attack becomes a touch attack

I have to be honest, I don't see the difference between "this is a touch attack" and "this is an attack resolved against touch AC" - it seems to be two different phrasings for the exact same thing.


Diego Rossi wrote:
blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.
PRD wrote:

Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

The only significant prerequisite is a passable dexterity. It affect damage rolls. Not weapon damage.

What do you think of a 7th level wizard giving you 1d4+2 negative levels with enervation at the expense of a -1 to hit?
A 17th level cleric casting an Energy drain spell that give you 2d4+8 negative levels in exchange of a -4 to hit)?
How many monster that would benefit from that feat every round with abilities that can be used at will or a large number of times in a day?

To me the limitation seem reasonable.

I didn't realize negative levels were considered damage. Still, that's a simple restriction to add.


Well there is obviously a difference because of the completely different wording. a touch attack is a specific type of attack where as calling somehing to resolve versus the touch ac value is completely different. A touch attack is referencing the source of the attack such as a spell or special touch labled ability where as resolving your attack against touch ac instead of regular ac which is called out in the deed and called out for the firearm rules is changing the defensive ability that must be used to deflect the attack. Keep in mind that all of the abilites that use a physical weapon to do standard weapon damage make the use of calling for specific range increments meaning that the weapon has a special ability that can only work under certian conditions


Rothlis wrote:

Accually kukadu you are quite wromg on the bolt ace not benifiting from deadly aim the bolt ace deed specificly calls that the attack resolves on touch ac not that it is a touch attack where as the hooded champion deed states that the attack becomes a touch attack

You're inventing a distinction that isn't there.


eh, they are two different ways to attack;

need accuracy?
Dead Aim

Need power?
Deadly Aim


Pupsocket wrote:
The star of the archetype is Dead Aim:
Quote:

At 1st level, the hooded champion’s can spend 1 panache point when making a single ranged attack

with a bow to make a ranged touch attack instead. The target must be in the bow’s first range increment.

"When making a single ranged attack". That means it can't be used with a full attack. At that makes it a dubious action at level 3 and obsolete at level 6.

Well, I suppose it can be used with Snap Shot or Target of Opportunity.

HELLA NO

For loosing ONE lousy favored enemy and its hard to rationalize low level hate/expertise you gain:

1. Panache(and access to those feats) and easy recharge with bows ease of crits and kill stealing.
2. Derring Doo (acrobatics, climb, swim, escape artist all sometimes life saving at low level and good for being coool)
3. Dodging Panache (immediate move out of melee is archer win)
4. Dead Aim (meh.. will be handy on some AC maxed DM pet one day)
5. Kip up (trip/control builds n wolves n such can suck it)
6. Hooded Champion's Initiative (+2 initiative is +2 initiative)
7. Grace (full speed acrobatics is archer win)
8. Evasive (evasion as usual PLUS uncanny dodge and improved uncanny dodge - as a dex user and target of sneaky rogues thats win)
9.Cheat death 3 levels earlier than as straight swashbuckler !!!

The fact you loose endurance, wild empathy and gain whimsical panache just makes it scream classic elf archer. With quick draw and Hooded Champions Initiative can even instant draw a bow and point with an initiative check - like all the best archers in film and literature.


blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.

Kudaku's speculation is quite correct. The line was not present for the first playtest releases of Deadly Aim, but the touch attack exception was added as the playtest went on as it was considered overpowered to add Deadly Aim to the cantrips or school power plinks.

Further reading.

Different but related.

Much later on, after the relentless march of power creep, combined with changing views of game balance, had rendered 1d6+4 touch attacks no longer so crushingly overpowering as to obsolete every nonwizard class in the game, Paizo released the gunslinger and wanted Deadly Aim to work with guns, and so they had to write an exception to the exception.

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