Nameless Assassin

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With the Double slice feat "You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.

If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty."

Does the bolded part mean that I can choose which of my two attacks inflicts precision damage after I know the results of both of them, or that I must state beforehand which will apply the precision damage?


With the Double slice feat you can make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty.

If both attacks hit, you combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice.

From a purely mathematical pov, for a rogue with 2d6 sneak attack damage, would it be more beneficial to strike with his first attack with no map, and follow with Double slice, or to start with Double slice and follow with a -8 third attack (assuming an agile weapon)?


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Even after the APG, despite appearing to me as a very strong class, the fighter has only five 16 level feats, and two of them are for a single build.

Graceful Poise is a stance for two weapon fighting, that, despite being good for this specific style of combat, comes online very late.

Improved Reflexive Shield is for sword and board fighters, but only if they are eager to spend a precious feat to protect their allies, a "tankish" style that not everyone likes, not even among SaB players.

Multishot stance is for ranged fighters, and can be considered not miles away from Triple Shot, a 6th level feat.

Overwhelming Blow is a three action strike that automatically crits, and appears not very appealing to me.

Last, Twinned Defense is, again, a feat for two weapon fighters, and not a great one at that.

There are no feats for the einhander and the two-handed weapon builds, and even some feats specific for other "styles" seems subpar if compared even to lower level feats.

So, is it just me, or the 16th level is not great for fighters?


The DD dedication requires you are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.

So, what's the point for a dragon instinct barbarian?

She can't use the focus spells granted by the archetype while raging, and the best of those focus spells are mirrored by better barbarian feats, like dragon's rage wings and dragon transformation, which don't have the normal focus spells limits and can be activated while raging.

So, what I am missing?


With the Jabbing dancer feat "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 also have Hide in plain sight, can you hide between each attack?
If so, would you gain any benefit from attacking while hidden?


A seven-branched sword can be used to snag opponents’ clothing or armor.
To snag armor or clothing, the attacker makes a trip attempt.
If successful, the victim doesn’t fall prone, but instead is snagged and stumbles forward, leaving the victim flat-footed for the remainder of the round.

The question is: can you use a seven-branched sword in this way against opponents that cannot be tripped, like a flying foe, or a creature with no legs, etc.?


Just found the answer from Mark Seifter.
The base form attacks are replaced by the subtype's evolutions.

https://paizo.com/products/btpy9c25/discuss&page=49?Pathfinder-Roleplay ing-Game-Pathfinder-Unchained#2407


Coolwasabi wrote:


Another way to look at it is that it mentions arms and legs in addition to the slam. So if you still retained claws, that means you would also have 4 arms and 4 legs.

The base form doesn't list any limbs evolution.

The only evolution listed is "claws".
So you wouldn't have 4 arms and 4 legs.
In fact, this appears as an argument against your interpretation.


The Unchained Eidolon's bipedal base form lists these starting statistics:

Size Medium; Speed: 30 ft.; AC: +2 natural armor;
Saves: Fort (good), Ref (poor), Will (good);
Attack: 2 claws (1d4)

However, the subtypes list additional evolutions for the bipedal form, like the Elemental:
Biped (limbs [arms], limbs [legs], slam).

The question is: an elemental biped eidolon would have both the claws and slam evolutions, or just the slam?


avr wrote:
enchanting multiple daggers gets prohibitively expensive.

Ricochet toss should make up for that.


I'm trying to figure out the impact of a reduced threat range with more attacks in respect of a larger one but with less attacks, but I'm
horribly bad at math.

Case 1: rapier with a 15-20 threat range and two iterative attacks.

Case 2: thrown dagger with a 17-20 threat range and three attacks, with a -2 penalty, via Rapid shot.

What are the odds of critting in these cases?


If you had to choose between getting permanent flight or lifesense for a swashbuckler (via Imp. Eldritch heritage and the Phoenix and Possessed bloodlines, respectively), what would you choose, and why?


Many classes have stronger builds than others.
From what I can see, the Magus seems to have only one suggested build, circling around the Intensified spell feat, the Magical lineage trait (or a comparable one), and Shocking grasp.

The question is: is a magus feasible without the aforementioned "shenanigans"?
How much does he/she really lose without those staple choices?


blahpers wrote:
Having every close combat feat you can qualify for seems pretty flexible to me.

I agree. But that's a different kind of flexibility.

In fact, it derives from a class feature that doesn't effectively improve after level 10, until the 20th level capstone, while being the class main shtick.

Don't get me wrong: I'm not questioning the Martial Flexibility feature per se; it's the lack of player choice, especially in the levels I have highlighted, that leaves me puzzled.


Setting aside the "casters vs martials" topic, I noticed that the Brawler doesn't look to follow the PF tacit "Give the player a choice every level" rule, especially for full bab classes.

Call them rage powers, bonus feats, slayer talents, spells, ki powers: every even level classe like barbarian, fighter, slayer, etc., let the player make a choice, while every odd level he/she can choose a feat.

Enters the Brawler, supposedly the best in the "let the player make a choice" camp.
However, at levels 4, 12, 16 and 18, there is no choice for the player, but only new class features, the same for every Brawler.
Not to mention that at levels 6 and 10 the class doesn't really offer new choices, because the improvement in Martial Flexibility enhances one of its class features, but it doesn't let the player choose anything in terms of class features.

I know that there are worst offenders, like the Gunslinger and its hybrid class, the Swashbuckler, but I feel this "inflexibility" is more astonishing on the Brawler.

Do you agree?

If so, what would you recommend to fix it?


Well, the title is partly misleading, since my second group is starting the Hell's Vengeance AP, with this formation:

1) Phoenix Bloodline Sorcerer (actually pondering among other options as an "arcane healer")
2) Psion (Nomad or Seer)
3) Alchemist Vivisectionist
4) Brawler.

Aside from the brawler, one of their goal is to ditribute the "healing" role among themselves, thank to the Phoenix bloodline, the cure e removal infusions of the alchemist, and the self healing powers of the Psion (plus his psionic version of Breath of life).

If the first player sticks with the Sorcerer, do you think the party will be too unbalanced, since there is a second "arcane" full caster, the Psion (hence, the misleading thread title)?

I know that knowledgeable people here think that Pathfinder is not meant to support the old idea of a "balanced party" with structured roles; what I'm pondering, from a strictly DM PoV, is if they will have too much magical firepower on their hands.


I'll admit, I didn't realize there was such an "arcane healer fest".
Color me impressed.

My player is now pondering among the different options you helped me put on the table.


Which of these three do you think can be the best arcane "healer" (i.e., a substitute for a divine spellcaster)?
1) Hedge Witch
2) Phoenix Bloodline Sorcerer
3) Unicorn Bloodline Sorcerer.

From my point of view, their respective pros are:
- the Hedge Witch has access to the Raise dead and Resurrection spells;
- the sorcerer has access to the greatest arcane repertoire.


The absence of a divine caster is not going to be an issue?


We are about to start the Strange Aeons AP.

The four PCs are going to be an Hedge Witch, a Vivisectionist Alchemist, an Unchain Summoner, and an Unchained Monk.

Do you think the party is well balanced, and should I, as the DM, expect issues with this formation for the Strange Aeons AP?

Thanks in advance.


I fell in love with the Agnoia Aeon, found in Concordance of Rivals, but I'll admit I can't realize how to use it effectively in my campaign.

Its main ability is “Forgotten one".

Victims of this attack have their intellects reduced, and their effect upon the cosmic network of knowledge is dulled—people once familiar with a victim find their recollections clouding over, and any intellectual influence a victim may have had (such as authored works, public lectures, or tales of daring exploits) is removed. This effect even extends to printed works; a shelf of books authored by a victim transforms into paper covered with incomprehensible marks, unable to convey meaning or knowledge.

Although this power is permanent, it is reversible, unfortunately for the agnoias. If a victim’s intellect is restored, so too are her works and the memories of her.

A creature under the effects of an agnoia’s feeblemind cannot be the target of divination spells, including discern location or legend lore.
In addition, memory of the target is dulled in all creatures other than aeons; the target cannot be considered an ally of any creature. Most creatures forget about the target once it is out of sight, although friends and family members might retain memories for longer based on the strength of their feelings for the target.

So, how would you handle these three situation?

1) a npc friend/family member of the pcs is affected by forgotten one (this should be the easiest one);

2) a npc non friend/family member of the pcs is affected by forgotten one (this starts to be tricky);

3) the pcs are tailing a non friend/family member npc, affected by forgotten one, inside a city.
The npc is on a wheelchair, and is treated as a brain injured person, raising no suspicion about her real condition.
The npc turns around a building, and the pcs lose sight of her for a few seconds.
Since “most creatures forget about the target once it is out of sight”, what would you say to your pcs?

Thanks in advance.


The Quick Jump feat allows you to make a long jump spending only a single action.

Movement you make while you are jumping ignores the terrain you’re jumping over.

So, does this mean that with Quick jump and a good enough Athletics modifier you can effectively ignore difficult and greater difficult terrain?

I'm asking because this looks better even than the general feat Feather Step and the Rogue feat Light Step.