Seltyiel

Daniel Turner Zen Archer's page

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Because the game balance people didn't want it to do so.


No, because you're using mythic abilities that are designed to unbalance the equation. Everything else is right and all of it relies on melee, which a mobile enemy can make obsolete.


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Thanis Kartaleon wrote:
LazarX wrote:
alexd1976 wrote:
Drowning is right out.
Witches float. And after all, drowning someone is the way to prove they're NOT a witch.
Paraphrasing here wrote:

So why do witches burn?

'Cause they're made of wood!

Does wood sink in water? No, it floats.

What also floats in water?

Bread. Apples. Very small rocks. Cherries. Mud. Churches. Lead. A duck!

Exactly. So logically...

If she weighs the same as a duck...

She's made of wood...

And therefore...

A witch!

We shall use my largest scales!


All it's really good for at low levels is to grab a few extra potions, though the skill potions are quite good at those levels for rogues.


Nazerith wrote:
Leonhart Steelmane wrote:
Milo v3 wrote:
You can't even ride around in an iron golem, since it has the restriction of same size category.... you'd be limited to stuff like... animated objects.
oh right, didn't realise golems are large, figured they were medium. my mistake.

Or you could use a medium construct:

http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/cloc kwork-soldier
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/cloc kwork-mage
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/guardian-golde n
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/robot-ge arsman
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/machine- soldier-animated-object-fighter-1
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/robot-ma nnequin
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/robot-sc rapyard

Course you might be hard pressed to get it by your GM. ;)

Or you could just ask your GM if you can build whatever construct that you want as a medium sized version of it.


Saldiven wrote:
That reach weapon is the Elven Branch Spear. If your wizard is an Elf, he automatically has proficiency in it due to the Elven racial ability "Weapon Familiarity."

Not necessarily, an Elf with said ability merely treats weapons with 'Elven' in their name as Martial weapons, they don't automatically get those weapons as proficiencies; note that the same trait is worded thusly.

"Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon."

Elves don't gain all 'elven' weapons as proficiencies, and Wizards don't gain all martial weapons as proficiencies either.


There's also the critical hit deck product which has some effects that can be drawn on any critical hits, even for magic. Some of the cards you can draw state that you deal double damage on your critical hit damage roll, which while not the same as a x3 roll, can equate to that. I'll look around for the product to see what the name of it is and I'll post it here later.

Here it is.


blackbloodtroll wrote:
So, can I attack with my off-hand, without two-weapon fighting?

If you're a Kasatha, sure you could use twf with a two-handed weapon, though this seems to be a specific example that trumps the general rule though.


blackbloodtroll wrote:

How the damage effects the wielder, should effect enemies damaged, in the same way.

Meaning, what protections are bypassed when damaging the wielder, should be bypassed against the creatures it is used to damage.

It shouldn't be more effective against the wielder.

Wasn't this in 3.5? I specifically remember having a CG Elf Warlock using this alongside his Eldritch Blasts...

Edited

Why yes it was!

d20srd.com says wrote:

Vicious

When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.

Maybe it was my GM, but my Warlock had DR and my vicious weapon didn't bypass my own DR.


Chess Pwn wrote:
Daniel Turner Zen Archer wrote:
Keep in mind that the Barbarian can't enter a rage while fatigued as called out by its Rage class feature, so unless your barbarian is immune to being fatigued he/she would be unable to 'rage cycle'. He/she would be fatigued for 2 rounds per round of rage they'd spent raging, so a minimum of 2 round would need to elapse before one could re-rage to start flying again. Ergo, a flight check would need to be attempted.
The entire point of rage cycling is that you are immune to fatigue. So if anyone talks about rage cycling then you don't have to be concerned about fatigue being a problem.

...Hence the live fire.

Of course I digress before someone tries to poke me with another altogether invalid point. Issue back on track, you would need to make a flight check the moment you ended your rage, since free actions and 'not-an-action' have some weird (?) moments. Since you would be limited only to the number of free actions a round that your GM allows you to have, so long as you haven't pissed off your GM you should be fine with simply re-entering your rage the moment one rage ends. I personally would just let you off without requiring a flight check since you're just re-entering rage the instant it ends anyway, but certain game types (PFS) state you would still need to make the fly check the moment you ended your rage.

As with most of my posts, I attempt to state the normal rules for how something works then how that situation works or doesn't work with a different set of variable depending on certain instances. Such as needing a way to become immune to fatigue first. I would assume that of course, but I prefer to state such in case anyone reads this who doesn't know what 'rage-cycling' is. Whether or not that is necessary is debatable and entirely of no concern to me so long as I'm thorough, or as thorough as my information/experience is at the moment.

Also, if you're posting in someone's post when they ask a question, it's usually a good idea to answer their question instead of completely ignoring the question to debate someone's point

Of course I digress again, so that this topic doesn't become a potential flame post, which was never my intent nor my purpose in attempting to answer the OP's question.


Keep in mind that the Barbarian can't enter a rage while fatigued as called out by its Rage class feature, so unless your barbarian is immune to being fatigued he/she would be unable to 'rage cycle'. He/she would be fatigued for 2 rounds per round of rage they'd spent raging, so a minimum of 2 round would need to elapse before one could re-rage to start flying again. Ergo, a flight check would need to be attempted.


Just slap your hat though and BAM! you've got your own light source now though. Completely off topic. And true.


Durngrun Stonebreaker wrote:
Diminuendo wrote:
Whirlwind Attack wrote:
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
Mobile Fighter wrote:
Rapid Attack (Ex): At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3.

Emphasis mine on the italics, it removes the HIGHEST BAB attack from the chain, not all but one attack. So if you get three attacks at a BAB of +11/+6/+1, you'd sacrifice the +11 attack to make the +6/+1 attacks at any time during your single movement.

Edited, for some reason my searching brought up the feat of whirlwind attacks, rather than the ability you stated.


Also intimidate skill states that if you're larger than the target, you get a bonus to intimidate said target.

d20pfsrd.com says wrote:
Modifiers Size: You gain a +4 bonus on Intimidate checks if you are larger than your target, and a –4 penalty on Intimidate checks if you are smaller than your target.


If you're asking if a bloodrager could rage during a Skald's Raging Song and benefit from the Skald's powers in addition to their own, yes except for a couple things that will only become available once the Skald reaches level 20.

d20pfsrd.com says wrote:

Master Skald (Su)

At 20th level, a skald's inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian's rage powers and a bloodrager's blood casting and bloodline abilities. Finally, when making a full attack, affected allies may make an additional attack each round (as if using a haste effect).

So the barbarian could rage under the influence of the Skald's Raging Song, but the Bloodrager couldn't cast spells in the same circumstance until the Skald reaches level 20 first.


Darksol the Painbringer wrote:
It's still a ranged attack, so the arrow would still be treated as if shot from a medium creature, not a large creature, so no, it wouldn't scale up.

Yes and no. Yes, this is correct as a general rule, but the Zen Archer archetype for the Monk has a Ki Power that states...

d20pfsrd says wrote:

Ki Arrows (Su)

At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.

This ability replaces purity of body.

So on the above case, a Zen Archer's arrows would benefit from such spells as enlarge person, since the damage dice is changed to reflect the unarmed damage dice table for a monk of his size.


graystone wrote:
Nefreet wrote:

Would a Zen Archer using their Ki Arrows class feature benefit from Gravity Bow?

Would a Feral Combat Trained Tengu Monk benefit from Improved Natural Attack?

Would a Warpriest of Apsu benefit from Improved Natural Attack (Bite)?

IMO the answer to all of those is no. In every instance you are given the option of using two different damages. All of the linked effects only work on one of those damages and don't interact in any way with the other.

Now it IS possible that those effects could raise the base weapon damage over the unarmed damage and then it'd have an effect. For instance:

1) a med longbow + spell would deal 2d6, better than a 1d or d8 for a low level monk.

2) a Wyvaran's tail + FCT is better than the base to start then adding INA only makes it longer before the unarmed attack overcomes it.

3) Lets start with a tengu. a d3 to a d4 still means a sacred weapon damage is better than it.

Myself I really don't see the other side of the argument because the damage swap is an option, it's not a permanent change in the damage. So any buff has to go on the base damage since you don't even get the option to swap out the damage until the attack hits and you have to figure out if you want to use the second damage total or not.

And yet there's a table for both the monk and the warpriest for their specific damage types as large or small creatures...


Raziel Hethune wrote:
Actually, its a Kata Master/Kensai. Thought it might be fun to make a Sword Saint. Thus, Flurry of Blows and Spellstrike/Spell Combat are available to this character. Flurry of Blows allows the monk to make extra attacks as if he had Two Weapon Fighting with any combination of Unarmed Strikes or monk weapons. Since an unarmed monk has a hand free to cast a spell, an unarmed strike counts as a light weapon, a touch attack can be delivered by unarmed strike, and Spell combat is two weapon fighting with the spell being the off hand weapon (even though a monk has no unarmed offhand) there is no conflict when using Spell Combat as an offhand attack during flurry of blows, as it is essentially an offhand unarmed strike.

Actually, there is a conflict with the bold part. Spell-combat is a full-round action to perform, while a Flurry of Blows attack is a full-action to perform, so you couldn't do both at the same time, only one or the other.


No, you'd increase the ability score(s) of your choice, which is separate from from caster levels. Increasing your Dex score through Cat's Grace doesn't increase your caster level, gaining a new level in a spell-casting class increases your caster level.

So unless you have another talent that you haven't listed that enhances your caster levels, neither of these abilities would increase your caster level.


d20pfsrd.com wrote:
School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist's Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school.

This is the relevant text for the original posters ability that they wanted clarification on, taken straight from this website.


Don't forget that it adds its int bonus to its AC.


Twice per day is the amount of times you can activate the feat, and 4 rounds equals the maximum duration that you get to bloodrage through this feat. That's how I read it.


These two also don't stack because they both use swift actions to activate, something you only get one of per turn.


Still can't wait, Tark. Wish that Back to the Future car was real so I could get that content NOW.


There's also the Magus base class which at a certain level can start spending Arcana points to re-prepare a spell that it just cast.


Ruske Bell wrote:

Feats‎ > ‎General Feats‎ > ‎

Arcane Blast

You can convert any spell into an attack.

Prerequisites: Arcane spellcaster, caster level 10th.

Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, dfs targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

This is a supernatural ability.

It appears that as a ray you have to aim it, but it doesn't actually say.

Aiming is covered by stating that you make a ranged touch attack against a foe within 30 feet. I bolded the part of your original post which covers aiming. Being a ranged attack, you'd use your dex modifier to determine your bonus to attack alongside your BAB and any other modifies such as from spells or feats (point blank shot).


I wanna say no because Favored class bonuses are gained once gaining a level in that class. This prc isn't giving you the experience to gain extra levels in the base class, it's simply allowing you to treat its level as base class levels for the purpose of what class features you gain. Since you're not actually gaining levels in that class through experience, I'd say you wouldn't gain the favored bonuses of that class until you put another level into said base class.


thaX wrote:

"Hit them with the Halfling!! He has a hard head, it won't hurt him!!!"

"Hey!!"

LOL <3 THAT was an interesting visualization! Now if said halfling were a Kinder instead and got thrown, the kinder would be able to take all the enemies items the moment it the enemy he/she was thrown at.


shaxberd wrote:

Just wondering whether the Heartseeker magic weapon property would allow a character to sneak attack creatures who have concealment. If I'm ignoring the miss chance, then it seems like I should also be ignoring the inability to sneak attack while striking a creature with concealment, especially if my weapon is "being drawn unerringly toward beating hearts," but it's not exactly clear. Thoughts?

Quote:

HEARTSEEKER

Price +1 bonus; Aura moderate necromancy; CL 7th; Weight —
This special ability can only be placed on melee weapons. A heartseeker weapon is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.

CONSTRUCTION REQUIREMENTS
Cost +1 bonus
Craft Magic Arms and Armor, death knell

If you ignored concealment of the target due to the Heartseeker ability, then yes you could sneak attack someone with concealment. Keep in mind that there's concealment for a 20% miss chance, and total concealment for a 50% miss chance. Depending on your GM, they might rule that this +1 ability only negates the 20% concealment and not the 50% concealment. Wording and GM interpretation pretty much make or break abilities like this one.


Artanthos wrote:
Samasboy1 wrote:
Str 22, Dex 17, Con 13 in an adult human woman (a little girl would have the Young template, and you can't Polymorph into templated creatures) in a frilly pink dress

Halfling in a frilly pink dress, holding a lolipop.

Pity the schoolyard bully that pushes her down and knocks her hat off.

Now I have to ask my GM to use this character in ANY campaign we play in.


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Jiraiya22 wrote:
Aww, that's less fun. Still pretty useful though.

Especially if you piss her off, she could simply attempt to tempt said annoyance out into yonder wilderness, throw off her hat and then eat said annoyance.


An interesting way to sneak Godzilla into town, I'll admit.


HectorVivis wrote:
I'll go with #2.

Hector is correct, you get the craft bonus to checks with mundane and magical items.


You could also make yourself a Duergar Gray Disciple Monk


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Joseph Davis wrote:
Well, I'm playing a Wizard in Wrath, and I'm willing to lose out on a single Path ability to not have to take any Item creation feats (would rather get tons of metamagic for this character) My thought though is I think we're getting our first tier at 6th ish level, does this mean I could craft staves at that level, assuming I had the resources?

Given the nature of mythic stuff in general and that you'd be taking this ability, I'd say that you could indeed create staves without needing the proper craft feat if you take mythic "Crafting Mastery" ability. I'd say your good on this one.

Edited.


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Joseph Davis wrote:
Sorry to slightly hijack, and I know this is thread necro, but would you say you can craft items earlier than you normally could with Crafting Mastery?

Theoretically, yes it could from the standpoint of no longer needing feats to make an item, so long as you had the Mythic feat Crafting Mastery. From a gaming standpoint, I don't see this ability as being too gamebreaking, cuz all it does is eliminate the need to take the feats unless you want to for the 'roll twice if you have the necessary feat' effect. I don't see this as very gamebreaking because the GM is still the final arbitrator of that you could and couldn't make in their game number one, and number two you'd still need to meet any other prerequisites for crafting the item besides the feat, unless you wanted to add a +5 to the crafting DC to make an item.

Then again, I'm usually pretty conservative when I make magic items myself, since I don't like making items that make anything my gm throws at me or my party unable to compete with me and said party members, and I tend to make things for the purpose of it being cool to use or as a useful but never overpowered support option.


insaneogeddon wrote:
That bladed scarf dancer build is pretty cool - wielding a scarf of blood is some major props

Thank you, one of these days he'll end up dying laughing from saving someone's life. My character has a perverse joy when someone is astonished by being saved by a Tiefling. This world he's in doesn't trust tieflings, though within the past 5 years the hatred has simply become distrust, so he has no trouble wandering around town anymore.


Gauss wrote:

For those that keep to the Pathfinder idea that undead are evil then the alignment makes sense. For those that don't they can remove the Evil alignment requirement. It is more flavor than anything.

Aside from that, what do you think about the balance etc?

For balance, the only issue I see with this feat is that as a skeleton you get Cold Resistance 20, which some classes get either through high level spells as as a level 20 capstone ability granting them such high energy resistance. At 5th level (the earliest you could take this feat due to it's need for 5 ranks in Knowledge: Religion) having Cold resistance 20 negates all damage from cold damage types spells from characters who are of a similar level to you. Though since there's not that many cold damage spells that exist anyway, having Cold resist 20 might not be as powerful as it seems at first glance. Just my opinion anyway, I like being a Tiefling within a bonfire who only gets burned when the GM rolls a 6 on the damage die from the fire (*coughs* Infernal Healing *coughs*).


Hmm. I'm personally not a big fan about alignments, so I'd do away with having to be of an evil alignment to gain this feat. That's just me though, since I like the idea of a sentient undead not being evil. That aside, this is still a nice feat I'd simply houserule in without the alignment restriction. I'd also create a similar feat for Warforged who sought to become Druids, thereby allowing the Warforged to Wild Shape into any form while retaining their half-construct type.


I actually built a Fiend Flayer with the Bladed Scarf Dancer archetype for the Magus, and while the character in question isn't as powerful as the party Cleric (who's PC has chosen to play their Cleric as a Wizard who can heal, incidentally) or as damaging as the parties Gnome Barbarian, I'm certainly having fun with this character. The reason I took these two archetypes together is because if I perform trip attempts with my Bladed Scarf (which I do routinely) and I get a natural one on my d20 roll, I stand a chance of getting tripped myself. Since dropping a weapon is a free action, all I've had to do (in the two times this situations has come up) was drop my weapon and use the Fiendblade talent that I chose to call up another Bladed Scarf as a Swift action. Combined with the Bladed Scarf Dancer's Elasticity talent granting my bladed scarf reach until the end of my turn. Since I use my Fiendblade to create a Bladed scarf, and the Elasticity talent is a free action to activate, I can keep making ranged trip attempts without interruption. While I'm not as powerful as sturdy in combat due to my spending Con damage to gain some nifty abilities, those abilities have saved me from having to risk taking an AoO for fighting without using a weapon.

Oh, and my character is roughly level 10, so arcana points aren't a problem for me, and my con score is a 16, so even by spending four con damage to have two extra arcana. That said, it is a little difficult fighting in melee at this point with only a con of 12 with spending these points, but my party plus some magic items make it so that I'm not the weakest link. That, and the party Cleric keeps me alive.


Totally right, and by 16th level this wouldn't be very gamebreaking either. A single wizard could make a windwall in front of him as many times as they wanted with a wand alone, or a unique magic item with infinite uses, so this combination wouldn't be too difficult to have by this point.


So within 30 feet of the character at level 11, you wouldn't need to make a perception check to notice something, which could include an auto-detection of traps too. Outside of that 30 feet though, you'd need to make perception checks as normal in order to notice something was there or not. I can't recall the feat, but I think there's a feat somewhere that increases the range of your blindsense by 10 feet.


Kazaan wrote:
@Ciaran: Welcome to Golarion, where the physics are made up and your AC points don't matter.

That's right, just like being a mundane monster against a wizard casting miracle.


Rynjin wrote:
They won't be. The book comes out in August I think.

*Fingers crossed* Can't wait to see what the classes look like when they're released. GODS I can't wait to start getting my ass beat by some Skalds, Bloodragers, Warpriests, and the like. Make for some interesting changes from the standard enemies with the class levels that we all know and love!

Edit: Stupid butterfingers. Standard. Not 'stardard'.


Lifat wrote:

Yup. Ravingdork is correct in saying that it is not covered in the rules. You are of course free to houserule that AoE damage reveals that invisible creatures are present.

But you should be aware that doing so dramatically changes the power of invisibility.

So... Invisibility becomes slightly less powerful?

Edit: Damned mouse sticking.

Ahem! SO in this case where the houserule is in effect, taking a hit from a properly spectacular spell effect such as Fireball you'd allow to reveal an invisibly creature? Seems like the perfect contingency for a fireball trap to me!


1. To the best of my knowledge yes, some weapons provide a bonus to grapple attempts like the Garrote or Mancatchetr.

2. You would risk attacking someone if your GM stated such, sure. Usually my GM's house-ruled that though, so I'm not sure if that's a strict pathfinder rule or not.

3. There may be other penalties, but my mind works more from examples rather than pulling a situation out of the blue. One penalty I can think of would be if you're using a weapon you're not proficient in, but other than that my mind is mush at the moment. I gotta get something to eat before I give anything more to you at the moment. Got any ideas on what penalties may apply OldSkool?


OldSkoolRPG wrote:
blackbloodtroll wrote:

I forgot one:

6) Does the Grab ability change the answer to any of the previous questions, and if it does, how so?

Yes with Grab a creature has the option to doing a normal grapple or just doing a grab and hold. If it does just a grab and hold it suffers a -20 penalty to maintain the grapple but does NOT gain the grappled condition itself and suffers none of the penalties of the grappled condition. That is mostly used by really big grabbers like Tendriculous or Froghemoth because most smaller creatures can't ever succeed at maintaining the grapple with a -20.

I apologize if my above post seemed like I was attacking you, that wasn't my intent by any means.


OldSkoolRPG wrote:
Daniel Turner Zen Archer wrote:


5. Definitely, and with the -4 penalty to dexterity for their being grappled, you'll get perform a combat maneuver against them with a greater chance of pulling said maneuver off.
Dexterity doesn't affect CMB for making a maneuver unless you have Agile Maneuvers so they would only suffer the -2 for performing maneuvers other than maintaining or escaping a grapple.

It will only ecrease the DC you go against. If their grappled target has a CMD of 35 without being grappled, then WHEN the target is grappled it gains the -4 penalty to dexterity which drops the targets CMD down by two. This being because your CMD adds your dexterity modifier to the CMD amount, which because lessened due to being grappled.

That aside, if you're using the grab monster ability and choose to take the -20 penalty to your grapple check and succeed, then the individual with grab gets to grapple the target without gaining the grappled condition itself.

d20pfsrd says wrote:

Combat Maneuver Defense

Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers.

So if the individual who grapples either can't take the -20 due to not having the grab ability, or for some reason the creature chooses not to take the -20 penalty to their grapple attempt to not gain the grappled condition itself, both the grappler and the grapplee will have the -4 penalty to dexterity applied to their CMD against your combat maneuver attacks as well.


1. So long as the AoO is done for non-lethal damage, then yes.

2. I'm gonna say no on this one, since Stunning Fist states that you don't do damage with your unarmed strike in order to give the target the Stunned condition instead.

3. I'm not sure on this one, so let someone else answer this one.

4. Scorpion Style reduces movement, rather than damage so I'm not sure on this one. Don't remember the other feats off the top of my head.

5. Yes, the monk's unarmed strike is considered both a natural and manufactured weapon, but ONLY the monk to my knowledge gets their unarmed strike treated as both a natural and manufactured weapon. Otherwise, anyone can use an unarmed strike as a melee weapon. Can't fighters take 'unarmed' as one of their weapon categories?


1. The opponents in the grapple have a -4 penalty to their dex. Not the same as being denied their dex modifier to AC though, had that trouble when I tried sneak attacking an enemy barbarian without flanking first.

2. Not sure on this one, unless an attacking enemy has been disarmed first. Use whatever weapons you have on hand and feel like using, just be careful if you're using a ranged weapon without Precise Shot first.

3. I think so, but I RARELY get someone doing the aid another action in my games, so don't quote me on this one.

4. Any weapons that you still have available, unless the GM determines otherwise.

5. Definitely, and with the -4 penalty to dexterity for their being grappled, you'll get perform a combat maneuver against them with a greater chance of pulling said maneuver off.

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