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You'll need to take Janni Tempest, before you take Janni Rush.

It looks like the *14 indicates you have 14 attacks. I'm guessing you're using Janni rush to make your 7 base attacks, look like 14. 3 main hand, 3 offhand from TWF tree, and 1 ki bonus. However, you only get that on the base damage. Not on power attack, or bonuses from other style feats.

Janni Rush

Benefit: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.

Unless you are house ruling your Tiefling, your 1st level feat will need to be Fiendish Heritage

At level 20.

Melee - All power attacking
Unarmed Strike +15 / +10 / +5 (4d8+6/x2)
First attack +15 4d8 (base class), +4d8 (Janni Rush), +12 (dragon styles), +8 (power attack)
Average = 36 (dice)+20
Second attack +10 4d8(base), +4d8 (Janni Rush), +2d6 (Jabbing Master), +9(Dragon Ferocity), +8 (power attack)
Average = 36 (dice)+ 7 (jabbing) +17
Third attack +5 4d8(base), +4d8 (Janni Rush), +4d6 (Jabbing Master), +9(Dragon Ferocity), +8 (power attack)
Average = 36 (dice)+ 14 (jabbing) +17

[Unarmed Strike] [+15 / +10 / +5] ([4d8+6]/[x2])
Fourth attack +15 4d8(base), +4d8 (Janni Rush), +4d6 (Jabbing Master), +9(Dragon Ferocity), +4 (power attack)
~ Average = (dice)+ 14 (jabbing) +13
Fifth attack +10 4d8(base), +4d8 (Janni Rush), +4d6 (Jabbing Master), +9(Dragon Ferocity), +4 (power attack)
Average = 36 (dice)+ 14 (jabbing) +13
Sixth attack+5 4d8(base), +4d8 (Janni Rush), +4d6 (Jabbing Master), +9(Dragon Ferocity), +4 (power attack)
Average = 36 (dice)+ 14 (jabbing) +13

Seventh attack (Ki point) +15 4d8(base), +4d8 (Janni Rush), +4d6 (Jabbing Master), +9(Dragon Ferocity), +8 (power attack)
Average = 36 (dice)+ 14 (jabbing) +17
Attack 1 - 56
Attack 2 - 60
Attack 3 - 67
Attack 4 - 63
Attack 5 - 63
Attack 6 - 63
Attack 7 - 67
Attack total – average = 439


If I wanted to run an adventure path and use all the miniatures Paizo will eventually release that are designed for said AP how long do I need to wait after the AP's release? 2 years? 3?


I did add Syrinscape and it is very cool. I can't wait to run an adventure path that has a dedicated soundscape, Hell's Rebels will be my first.


So sometimes its great to have some disposable income, and what better thing to spend it on than gaming?

Last October in honor of the spookiest month of the year my gaming group decided to set aside the Iron Gods AP for a month and dedicate each October to playing through Carrion Crown. And since I had the last week of October off I decided to get a little crazy and build this:

https://www.pinterest.com/pin/501447739739569178/

Which is my take on Harrowstone's haunted dungeon. It went over huge, you can't really tell from this picture, but that big black shape in the background is a crockpot full of dry ice.

However, since that time to commemorate big sessions like wrapping up Iron Gods:

https://www.pinterest.com/pin/501447739742528076/

Or saying goodbye to one of our own as she prepared to deliver her second baby:

https://www.pinterest.com/pin/501447739740194192/

I find myself wracking my brain on how to top myself, and end up looking up the cost of fog machines on Amazon. But I'm running out of ideas, which is where you all come in. Is there anything you guys and gals have ever done to add a little pazzazz to a game session?


You'll be fighting a lot of robots for sure, but there are tons of humanoids and other creatures that would be vulnerable to illusions and mind affecting effects. I'd say it's probably 25% robots, but that maybe a bit high. I just finished running it and I might be misremembering because the last book is more robot heavy than the others.


Awesome I'll check those out thanks!


Hi Gang - I'm planning on using Ultimate Intrigue in my Hell's Rebels game which will be starting in August. Social encounters have always been a bit of a challenge for me, and I really like the Influence system, but I'd like to give it a test drive before my campaign starts.

Is there a module that would have good opportunities for me as a DM and my players to try out the Influence rules? Any recommendations would be greatly appreciated.


We've got a person new to RPGs this time around so I was hoping for something in the levels 1-3 range.


Hi All - For a few years our gaming group has run horror type game for the month of October. We've run Expedition to Castle Ravenloft for a couple different editions and I've run zombie homebrew games. This year I'm looking for a low level Pathfinder module to run, especially since my Dwarven Forge catacombs sets just arrived. Can anyone recommend something that could fit the bill for a month of low level horror action?

Thanks in advance.


I tend to use goblins and zombies a lot! But I think my favorite antagonists are kobolds. They're so meek, but they can realistically challenge parties much higher than their CR due to cleverly deployed traps.

I've had a party of level 5s, licking their chops at wiping out a dungeon of kobolds only to have several making death saving throws because they weren't careful when they charged into battle.


It depends on the level with our group, but we play weekly, about 3.5-4 hours per session, and we make it through most books of an AP in about a month. So we're leveling multiple times a month. We also don't skip weeks unless a significant amount of players can't make it. Last week being the first time in about 6 months, because the DM and 2 players couldn't be there.


Thanks for the help guys.


Hi Gang - I'll be starting Kingmaker in about a week or so and I've decided to give the inquisitor a try. Generally I stick to hard hitting combat characters, but this time out I decided to play the skill monkey face of the party.

The problem is I'd like to be passable in combat at best and not a hindrance at worst. I'm hoping for some help with multiclassing.

I've chosen to be a virtuoso elf inquisitor of Cayden Cailean.

My level one stats and feat are as follows:

Str 7
Dex 14
Con 10
Int 18
Wis 14
Cha 16

Feat: Breath of Experience

I had thought of slotting in a couple levels of arcanist to give myself a bit of a boost, and maybe give my character a seeker of knowledge kind of flair, but I'm not sure if there's a better option I'm overlooking.

The other members of my party will be a dwarven two-shield ranger, a half-orc bloodrager, a human witch, and two characters who've yet to be decided.

Any suggestions?


I just ran a campaign based on the Council of Thieves AP where the party was a group of insurgents from a rival criminal organization put into Westcrown to take over. I basically ran the first book and then just skipped around taking events I liked and adding stuff from other urban adventure ideas.

Westcrown was a great sandbox for my players.


Hi Guys - Since the release of the Iron Gods AP, I've been really interested in running the first couple adventures and then swerve into a sci-fi/spelljammery space faring adventure. Kind of like, what if Golarion was an untouched world in the Warhammer 40k universe.

I've started pulling stuff from the different sources like the NPC and Monster Codexes to populate different races. Eldar/Dark Eldar are pretty easy just substitute elves and drow, maybe throw in some githyanki in as well. Humans and Orks are easy too, I've pulled a bunch of savage races together for the orks. Where I need some help is when I get to Necrons and Tyranids. I love the flavor for both and I'd definitely like to have something planned for either in case my party gets a wild hair to go hunt them down, or decides to visit a random planet I have nothing planned for.

Can anyone suggest anything for either of these races? Or have any cool suggestions in general?

I'm figuring most of this will be super sandbox once they've got their own ship and are in charge of their destiny, which can be a lot of fun for players and DM, but I put a lot of work in up front so that I can run something smooth as the months roll on.


Thanks to you both. When the player brought this to my attention I suggested maybe he play a bard in the next game, my thought was a lot of social skills, combined with being a bit of a facilitator would make him feel like the man with the plan.

Our game has moved a bit toward the social side of things as the table has aged, but there's still a lot of combat. Mostly these days I've just been leaving the door open to whatever people can come up with. If there's a credible reason the bad guys can be given not to fight to the death, most times they'll take it.

The first session of this next game I'm planning on calling all the PCs together and having a BBEG let them all know she's aware of their secret and if they don't do what she wants she'll expose them. I think I'll let each of them describe how she reveals their secret so I can get them putting in details into their characters at the very beginning.


I have a large gaming group, when everyone shows we've got 8 bodies crowded around my table. I've always thought I did a good job keeping the game moving with so many players and giving people time to let their character's shine.

We're about to wrap up the Skull and Shackles adventure path, and I've been looking for inspiration to do something new. I've settled on an urban game revolving around the underworld in Council of Thieves. I've pitched the game to my players and I've got enough who have bought in that I'm starting the planning stages of what I hope to be a very sandbox/open world game.

Here's where the problem comes in, when I asked what classes my players would like to play I got a bunch of varied choices which was great and then I had one player say, "I want to play a main character this time and not one of the Amazing Friends." I asked him to explain what he meant by this and he provided a few examples of how in previous games different characters seemed to take the spotlight for long stretches of the game. This player enjoys playing mostly martial characters, he's played an assassin, a fighter and a fighter/witch in the last 3 games, none of which are overly social or have much in the way of a character voice.

I'm the type of GM who always wants to improve his game, and make sure everyone at the table is having a good time. However, this has thrown a wrench into my creative gears because the guy had some good points. I try not to let one player dominate the table time, and give everyone a chance to voice their opinion on options, but I'm also very likely to let someone run with an idea if they come up with something great.

How do I make someone who's felt relegated to a supporting character feel more included in a new game?