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NoxiousMiasma wrote:
Looking at other weapon options, and prioritising "agile with a maneuver trait" (because having -3 MAP is better), some of the other good picks include the claw blade (agile, deadly d8, disarm, finesse, versatile P), fangwire (agile, backstabber, deadly d8, finesse, grapple), kama (agile, trip), meteor hammer (okay it's not agile, but backswing, disarm, and trip with reach is still nice), orc knuckle dagger (agile, disarm), sai (agile, disarm, finesse, versatile B), scourge (agile, disarm, finesse, nonlethal, sweep), and the poi (agile and backswing). Interesting that there aren't any agile shove options, though you can get backswing or sweep.

There's also the claws from the Clawdancer archetype. Bonus points for a reactive strike and free switch into claw stance on an *attempted* escape from your grapple or restrain via the level 4 feat Claw Snag. Also, the claws from claw stance are 1d6 slashing in the brawling group with agile, finesse, grapple, unarmed, and versatile piercing traits.

Led me towards a clawed catfolk Daredevil with Clawdancer. Basically boils down to my first turn going into it to get adrenaline and whatever actions end with me grappling someone, not spending an action to switch into claw stance and instead waiting for the grappled person to try to escape.


NoxiousMiasma wrote:
The exact phrasing is
Stunt Damage wrote:
Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier.
Reposition is forced movement, as is Shove, the club and polearm weapon groups' critical specialisations, and Wheeling Pull Stunt.

See, I see that but reposition has a specific wording:

Critical: You move the target up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.

Success: You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.

The general consensus I had received from my two DM friends was that this specificity of being unable to move it into or through obstacles overrode and prevented you from using reposition for to do Stunt Damage.


Hey y'all, decided to try out Daredevil and I discovered something that I, as a player, feel is a bit off.

Stunt damage only triggers on moving an enemy into a prop or under certain feats, and from what I can tell the only way to do that damage is to shove, but it feels as though reposition should also get this. As I saw beforehand in another thread, it was mentioned how shove is not very strong, especially since it relies on a good turn order or making other player characters move as well, eating their actions.

The only balance between the two I see currently is that reposition can be utilized with grapple, whereas shove breaks grapples, but I don't think Stunt Damage is worth it to negate grapples and eat allied actions. Besides, if I have someone grappled, and I'm next to a wall or counter, why can't I slam their head into it to deal some damage? Is it possible Paizo did not think to add an exception to reposition for Daredevils, or do you guys think Paizo left it intentionally.

Lastly, I noticed Wheeling Pull Stunt is a bit ambiguous as well. It effectively allows you to move and reposition on a grapple, but doesn't outright say reposition. Can I, in theory on a crit, step once, reposition them into the square I left then for the next 5 feet go into the wall we are standing next to for Stunt Damage?

I understand that I don't have the most experience DMing, let alone balance, so maybe it isn't as bad as I feel it is but I would like some input from others.