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Jabbing Style clarifications


Rules Questions


Pathfinder Adventure Path Subscriber

Jabbing Style (Combat, Style)
Benefit: When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.

Jabbing Master (Combat)
Benefit: While you use Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6.

So, to make sure I have this right... a Hasted 8th level Brawler with the above feats makes five unarmed strikes against a single target as a full round action using Brawler's Flurry and all five successfully hit. Base damage (before attribute mods, etc.) would then be:

1d10
1d10+2d6
1d10+4d6
1d10+4d6
1d10+4d6

Is that correct?


Yup. IF you can land all of your hits with Jabbing Master than you can get a lot of extra damage. Look for an amulet of Brilliant Energy and go punch out an anti-paladin? make friends with lots of bards, skalds and clerics? More seriously, what kind of accuracy are you looking at with your build? Since you get so much from Jabbing you might want to forgo Power Attack...

Scarab Sages

Pathfinder Campaign Setting, Companion Subscriber

If you want to get really nasty with it, wild shape into a giant octopus and take FCT Tentacle. 8 attacks at full bab, each triggering Jabbing Master if they hit.


add Longarm, to maybe AoO as they approach, and start the 'previously that round' count early?


Pathfinder Adventure Path Subscriber
Torbyne wrote:
Yup. IF you can land all of your hits with Jabbing Master than you can get a lot of extra damage. Look for an amulet of Brilliant Energy and go punch out an anti-paladin? make friends with lots of bards, skalds and clerics? More seriously, what kind of accuracy are you looking at with your build? Since you get so much from Jabbing you might want to forgo Power Attack...

Honestly, I'm trying to rebuild a goblin brawler type character to account for errata and some concept changes. Originally he used Snake Fang and Crane Wing to gain a very high AC and a ton of attacks/AoO's, but a pile of nerfs have made it unviable now.

I'm trying to decide if the concept and mechanics are best realized by a Brawler, a Frighter with the Brawler archetype (VERY underrated imo), a Master of Many styles/Martial Artist Monk or some combination. In combat, I'm basically looking for a real high AC and lots of attacks - being small and having the racial trait Goblin Foolhardiness helps with attack bonus issues.


hmm, i am not sure where to best take that build, you want a lot of attacks to get mileage out of Jabbing but more attacks usually come with accuracy penalties and a lot of miss's wont help you. and then building for high AC and lots of attacks, which usually means some kind of flurry or TWF can be at odds with each other.

I might suggest Unchained Monk? Full BAB plus an extra attack from Flurry, and extra attack from Ki and maybe an extra attack from Haste could get you five attacks at level 6. 4 of those would be at full BAB. I havent worked out the feat plan yet but you are proficient with the Kurisagama which threatens out to 10' and in melee so you can get a full BAB AoO on closing enemies in a round and style striking with flying kick gets you more Full Attacks to jab with but also requires Ascetic Style. As a plus you have weapon focus going for an extra +1 and enchanting a weapon is a lot cheaper than an amulet of mighty fists.

Scarab Sages

Pathfinder Campaign Setting, Companion Subscriber

Unchained monk also has elbow strike for an extra unarmed attack. Nonlethal only, but it still would trigger jabbing master which is lethal. At higher levels combine it with medusa's wrath to add two more attacks, all at full bab.


Pathfinder Adventure Path Subscriber

I think I may have figured it out, but I'm going to move the conversation to Advice since we're getting away from rules questions now...


Imbicatus wrote:
Unchained monk also has elbow strike for an extra unarmed attack. Nonlethal only, but it still would trigger jabbing master which is lethal. At higher levels combine it with medusa's wrath to add two more attacks, all at full bab.

Oh yeah, so lets work a level of Crusdaer Cleric in there for Shizuru to get domain strikes and guarantee Medusa's wrath for extra attacks each round. That is worth dropping the Kurisagama for i bet.


Pathfinder Adventure Path Subscriber
Torbyne wrote:
Oh yeah, so lets work a level of Crusdaer Cleric in there for Shizuru to get domain strikes and guarantee Medusa's wrath for extra attacks each round. That is worth dropping the Kurisagama for i bet.

Can you explain that?


Pathfinder Companion Subscriber
Wiggz wrote:
Torbyne wrote:
Oh yeah, so lets work a level of Crusdaer Cleric in there for Shizuru to get domain strikes and guarantee Medusa's wrath for extra attacks each round. That is worth dropping the Kurisagama for i bet.
Can you explain that?

Domain strike lets you channel your domain ability into one of your IUS. Repose Domain gets Gentle Rest, which "causing a living creature to become staggered for 1 round as a melee touch attack. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier"

So your first punch has this domain power as a rider effect.
Now that they are staggered you can hit them with your medusa strikes.


So the idea is you take one level of Cleric (often with the Crusader Archetype for a free weapon focus to go with it) and select a deity with the Repose Domain such as Shizuru. Here is the power it grants:

Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Then you grab the feat Domain Strike:

Prerequisites: Domain class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

So now any time you make an unarmed strike you can, as a free action, add the effect of your domain as a rider.

Leading off your attacks with a no save stagger is always nice but the best synergy come when you get to level 10 as a monk (or unchained monk) and you get Medusa's Wrath:

Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

So your first hit automatically staggers the enemy and that triggers Medusa's Wrath. You dont get the combo fully up and running until level 11 (Unmonk 10/Cleric 1) but you end up with 3 attacks from BAB, 1 from Flurry, 1 from Ki, 1 from Haste, 2 from Medusa's Wrath and up to 1 more if you used the Unmonk ability, Elbow Smash. At Unmonk 11 you get another full BAB attack from Flurry.

So there are 10 attacks at level 12 and 7 of those are at full BAB.

I believe you can also throw an archetype onto unmonk to add some buffs spells to increase your too hit, failing that just a level of cleric from your dip and Fate's Favored can add +2 hit/damage to your attacks.


Pathfinder Companion Subscriber
Torbyne wrote:
So now any time you make an unarmed strike you can, as a free action, add the effect of your domain as a rider.

It's a swift action to active domain strike, so at most, once per round

EDIT: which also means it can't be combined with the extra attack from ki as that also requires a swift action.

And at lv11 you don't have the bab for 3 attacks.


Chess Pwn wrote:
Torbyne wrote:
So now any time you make an unarmed strike you can, as a free action, add the effect of your domain as a rider.

It's a swift action to active domain strike, so at most, once per round

EDIT: which also means it can't be combined with the extra attack from ki as that also requires a swift action.

And at lv11 you don't have the bab for 3 attacks.

Whoops, thanks for the catches. yup, you need to have 11 levels of Unmonk for the 3 BAB attacks and you cant add Ki attacks when you Domain Strikes. So at level 12 you get a big jump because that is when you get your 2nd flurry attack and 3rd BAB attack.


Apologies for the slight derail here but it seems an appropriate place for this question.

Regarding Jabbing Dancer, multiple opponents, movement and AOO's.

Jabbing Dancer (Combat):

You’ve learned to bend and shift your body to avoid attacks and reposition yourself advantageously.

Prerequisite(s): Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; base attack bonus +9, brawler level 5th, or monk level 5th.

Benefit: Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn.

It doesn't say that your movement provokes from people you're not hitting. This brings up some questions.

First if I move out the range of one opponent's(A) reach by hitting opponent(B) but stay in B's reach does A get to AOO me? Looks like no.

Therefore could I not move several times in the same round past many opponents without provoking if this is the case? I realise I only get 1 diagonal move. However, if I have say 6 attacks then that is a potential extra 30 feet of movement without provoking. Unlikely but possible.

ie: Standing next to A hit B move 5 feet, hit B again if needed move 5 feet, hit C move 5 feet etc...

Moving around big creatures is both better and worse. I guess it doesn't work on tiny or smaller creatures at all! ;)

If you have reach it makes it even more interesting. Especially one of those 45' reach blood rager builds.

Yes, no, maybe? Thanks. :)


That would require a lot of conveniently placed enemies to pull off but sure, it looks like you could get away with it. Basically it gives you a ton of situation free 5' steps. in practice i still dont see this coming up nearly as much as positioning for a flank.


Agreed it's very situational. However, I still think it's good at getting out of being flanked. Additionally it helps to stop opponents from 5 foot stepping to re-flank you and 5 foot stepping to full attack.

ie: You're in between A and B, hit B diagonal step away from A out of the flank to beside B, hit B again move just past B but still within B's reach. Now A cannot 5 foot step and full attack you and you're out of the flank. No AOO's.


Lemartes wrote:
If you have reach it makes it even more interesting. Especially one of those 45' reach blood rager builds.

I just realised this makes no sense and would not work.

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