Claxon wrote:
Aye, but it gets me proficiency with all X-bows (allowing me to use that repeating heavy). Not sure what class dip I could take that would give more and still allow me to get ranged study at 5th (4th Investigator). Suppose I could take standard gunslinger and use pistols instead (gotta be within 30 ft for Ranged Study anyways), but really Pathfinder firearms aren't great unless you're going full gunslinger IMO.
So, I'm going to be playing in my first in person campaign come the new year (woot). The game is going to be a lot more RP focused than anything else I've played (I usually go for something that is badass in combat, but doesn't have a lick of out of combat ability). I'm thinking I'd like to play an investigator (assuming it meshes well with the rest of the party), particularly an empiricist. So, character concept wise, I'm thinking that this character is extremely good at ferreting out lies and deception, but isn't actually great as a conventional Face (think Cal Lightman from Lie to Me), and is only good at bluffing due to his intelligence rather than Charisma. He's not particularly strong, but is dextrous and quick. I think I'd like to go with ranged as his combat style, but (and I'm sure it's not optimal) I'd really like to find a way to go thrown weapons and still be a contributing party member. So, the build I've got right now for a ranged weapon investigator(which I'm sure will be nearly completely ripped apart by the time we're done): Character Creation
CN/NG Tiefling Bolt Ace Gunslinger 1 / Empiricist Investigator
Level Progression:
Thanks for any help in advance, -K EDIT: Realized I forgot to mention the character creation guidelines, that has now been added. EDIT2: Thank you for pointing out I forgot Ranged Study (which was the whole reason for taking Bolt Ace).
Crustypeanut wrote:
Heh, I added a little extra surprise to Gunshy. He was actually pretty easy for my party to defeat since half of them had firearms of one sort or another. But I fluffed Gunshy so that he had been experimented on by Marrow and was host to a swarm of nanites that gave him a bonus of electrical damage to his attacks (alas the party scared the hell out of him before he got a hit in). When he died, the nanites (whose programming Marrow had hacked the hell out of) rose from his dead body and sought out the nearest host (in this case the paladin of Brigh that slew him) and attempted to colonize. My characters could see what was going on, but none of them had high enough knowledge(eng) to realize that it was nanites (ooc of course they knew exactly from the descriptions). The nanites didn't seem to do anything to the paladin Jonos at first, but when the android cleric used channel energy to help the party heal up from the massive Smilers battle Jonos had an unanticipated reaction to the healing energy, it caused him to receive 4 points of Con damage, instead of healing him. He felt sick and walked away from the repeated healings the cleric was doing. The party slept the night in Marrow's quarters and Jonos woke to find that he felt himself to be extremely strong (+6 Strength). The party reasoned that his odd reaction to the healing and his increased strength were both from the nanites, but they don't actually know what is going on. Under the hood this is what is happening:
Hmmm, I think that's an interesting take on it, but I'd like for it to be a little more focused on using and improving the robot. Maybe something like this adjustment of the original Hunter based class?
Isabelle Lee wrote:
Isabelle, were you talking about something in my class write up or something mentioned in another post, because I'd love to see what someone more experienced in pathfinder material creation did.
Mathmuse wrote:
Yeah, I need to be more clear on that too. Yes it would become a robot in all ways including construct traits, robot traits, losing con score. It would retain any attacks the base animal has and the form and size.
ah, true Gilfalas, since the PRD says: "Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent." Doesn't mention per movement action, which I think is what each 5 ft step would be, but restricts it to per round. Based on this, if you somehow were able to move during someone else's turn and had already triggered an AOO from someone by moving out of a threatened square, that person still wouldn't be able to AOO you.
Mathmuse wrote:
Hmm, I'll have to rework that section so it's clearer. I'm basing the reality hacking and scripts off of Words of Power; scripts are essentially words, reality hacks are the assembled spell (target script + effect script(s) + boost script(s) if any). As part of this, I'm also working on updating and adding to the words of power so that there's more utility and fun options using the words of power system. I'm actually planning on making these guys a secret criminal cabal within the Technic League, but not quite connected to the league as their ability to screw with the League's technology is viewed as too dangerous. They're going to be sort of the first technic league encounter that the Party has and help to hammer home the fact that atm the PC's don't want to mess with the league directly.
Luther wrote:
Ok, that's awesome. My party just entered Scrapwall, via the smiler's backdoor thanks to our swashbuckler getting chummy with the only smiler to survive Aldronard's. I've been working on making Scrapwall feel like more than just a classic massive open air dungeon with a few bits of tech sprinkled about by planning it out more along the lines of the heist rules from Ultimate Intrigue, with the ultimate goal being to find Hellion and find out what he is. This ought to throw a nice wrench in whatever plan my PCs will come up with. I've also added a Claw statue (like the one from FoC) to the middle of the arena enchanted with sift thoughts by Nalakai and Meyanda that senses thoughts of destroying Hellion, servitude to Unity, or seeking to defeat the Lords of Rust. This enchantment is linked to a bunch of pit traps I scattered around the arena that will trigger when someone that the statue has detected thinking any of these thoughts steps over them, but will not trigger otherwise. Should make the fight feel suitably frantic, especially with a souped up fantasy derby car roaring around them.
I feel like a campaign such as Iron Gods needs more tech than what the AP has. I'd like to partially address this by adding a new class for NPC's and potentially later on as an option for new PC's. Towards this goal, I present the the Hacker, an alternate class for the Hunter. I need some feedback on it for balance and flavor.
Updated the class to be a bit more reasonably powered. Decreased the spell casting ability and removed the bonus feats that were added. Adjusted the class features to the following: Hacker Class Features: Class Skills
Weapon and Armor Proficiency
Mobile Computer
Reality Hacking
The hacker uses a series of reality scripts to create a desired effect in the world. These scripts are drawn from the Sorcerer/Wizard words of power list plus the healing words from the Druid’s word list. These healing words do not affect living creatures, they instead affect constructs. Each individual script must be slightly modified to work with each other and debugged, but once this is done they do not need to be maintained each day. If the hacker wishes to change what scripts she has debugged she must debug and modify all of her scripts again. Debugging and modifying her scripts takes a full rest; she spends the entire rest debugging her scripts. She does not otherwise benefit from the full rest when resting in this manner, except to replenish her programs per day, and is affected by the penalties for not resting each day. Once prepared, scripts can be combined together as needed to create a wide variety of effects. Only scripts of 6th level or lower are potentially comprehensible to the hacker. If a script appears on multiple lists use it at its lowest level. To learn a script a hacker must have an intelligence score of 10 + the spell’s level. The DC for a saving throw against a program is 10 + the assembled script’s level + the hacker’s intelligence modifier. Assembled scripts are highly unstable and glitch as if timeworn technology under the following conditions: a natural 1 is rolled on the spell attack (or the target makes a natural 20 on the save), the program is the last program of that level for the day, or the program is the first program of that level since debugging. Programs per day of the spells level is used in place of charges for resolving glitch results. Unlike most other casters, a hacker's daily spellcasting ability is extremely limited in some ways, but highly flexible in others. She can prepare only a certain number of scripts of each level per day (as given on the scripts per day table) and does not gain bonus scipts per day from a high intelligence score. She can activate a number of programs each day (as given on the programs per day table) plus a bonus based on her intelligence score. While the hacker’s daily spell allotment is restricted; she has an extremely diverse array of knowledge about magical effects, methods, and theory. A hacker begins play knowing all 0-level scripts (Drawn from the Druid's word list) and a number of 1st-level scripts equal to 3 + her intelligence modifier. If a level gives her access to a new level of scripts the hacker gains 2 new scripts of that level, otherwise the hacker does not learn new scripts at each level. Instead she must learn from the world around her. In order to develop a new script she spends a number of hours equal to the script’s level studying the effect (whether by observation or research) and makes an appropriate skill check (DC = 20 + spell level) to design an appropriate script. She can also learn scripts from a willing hacker by spending a number of hours equal to half the spell level in consultation with the other hacker while they both make the appropriate skill check (Average of the check results is used for determining success). The hacker must be trained in these skills when studying the world by herself, but she can make the skill check untrained when learning from another hacker but does not gain any bonuses; this does not allow her to make all skill checks untrained. A hacker cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of spells of 7th level or higher, and she must spend at least one hour/spell level familiarizing herself with the item before she can use it. " Applications
Robot Companion (Ex)
If a hacker releases her companion from service or her robot companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of access to a willing or helpless robot or the parts to construct a robot. While the hacker's robot companion is dead, any robot she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hacker cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends." Robot Focus (Su)
The hacker can also modify her robot companion. Unlike with the hacker herself, there is no duration on the robot aspect applied to her robot companion and she can modify any part of the robot to emulate a specific robotic aspect. An aspect applied in this way does not count against the hacker's minutes of duration per day—it remains in effect until the hacker changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hacker can select or change the robot foci on both herself and her robot companion as part of the same 1 minute action. This emuation glitches as if timeworn counting a change in the modification as a depletion of charges.
Tech Training (Ex)
Hack (Ex)
" Skilled Hacker
Precise Companion (Ex)
Crack-Coder (Ex)
Hacker Tactics (Ex)
Teamwork Feat
As a standard action, the hacker can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hacker loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hacker can change her most recent teamwork feat a number of times per day equal to her Intelligence modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent." Improved Communications Link (Su)
Hacker's Stride (Ex)
Bonus Tricks (Ex)
Second Robot Focus
If the hacker's robot companion is dead and the hacker has applied the companion's robot aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hacker can still apply only one of her dead companion's aspects to herself, not both." Multi-tasking
Raise Robot Companion
Speak with Master (Ex)
Perfected Communications Link (Ex)
Ghost in the Shell (Ex)
Master Hacker
Each day when the hacker regains her spell slots, she chooses one robot emulation to be active on herself for the entire day. This focus is in addition to using her robot focus class ability (including the additional focus ability she is able to use on herself if her robot companion is dead) but must be emulated on a separate cybernetic modification."
I'm running an Iron Gods game and one thing that I'd like to change is that there's plenty of classes that use magic to augment or change how they interact with technology, but there seems to be a dearth of classes or characters that have gone the other way. I'd like there to be some characters that reverse this trend, especially in the technic league. I've designed an alternate class/archetype for the hunter caled the Hacker. Basic idea is that instead of interacting with nature and animals, the hacker interacts with technology and robots. I've got a rough first-draft of it here if anyone would be willing to give me some feedback on it. I'm reasonably sure that I've OP'd it, and probably over-complicated it, but let's see what you think.
Sarkile wrote:
I was thinking that she had been with Unity since the Divinity crashed and then sided with Hellion (or was made to by him) when he rebelled. The way he becomes part of the party is that while assisting Meyanda with clearing the ship under Torch he was affected by nanites or a program in the ship that reset his software and erased the hateful programming of Unity and Hellion (or at least most of it) leaving him to be the android he would have been in the absence of their influence. I think I'm going to go with basing the Save DC of of Hellion's and Unity's Spell DC's and off of 1/2 the Item's Craft DC + 10 if it is from interacting with a piece of tech related to Hellion.
Thank you for the input Dragonchess. I like both of those, but I was going more for something to recreate the called weapon enchantment rather than something that would be used against others' weapons. I should have specified that in the original post. Although, you have given me some ideas for another fun item or two that I may have to equip an enemy with.
Hi everyone, I'm GM'ing an Iron Gods game for some friends and I've got one player that wants to find a tech item (probably a gauntlet/glove) that he could call a weapon to him with. Because I don't want tech to feel just like another source of magic that needs power to run I was thinking of something like this: Gravity Gauntlet:
Cost: 1,200 GP? for one gauntlet and one stud, 800-1000? for each additional stud. Must be bought as a set. Slot: Hands (Gauntlet/Glove) free action to activate
Aspects I know I'm not sure about are italicized. I based the pricing off the blinkback belt, but reduced it since I figured the fact that you can't easily switch what is affected and the lower number of returnable things (at the cheapest level) should make it not quite as expensive. Any other suggestions or comments? Thanks, K
OldSkoolRPG wrote:
Thanks OldSkool. Yes I momentarily forgot that about shuriken. and that does make sense.
The rules on drawing or sheathing a weapon on the PRD state that drawing ammunition is a free action. Draw or Sheathe a Weapon:
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item. If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action. This would seem to indicate that you can already throw weapons at your full BAB. Why does quick draw say that it gives you the ability to do that then? Quick Draw (Combat): You can draw weapons faster than most. Prerequisite: Base attack bonus +1.
Hi everyone, The group I'm running through Iron Gods has an android whose player wants to have him have been a worshipper of Hellion, but doesn't remember doing so. She wants the character to have to struggle to overcome this aspect of himself when dealing with certain aspects of hellion (and I'd like to expand this to make him connected to Unity as a surprise). I'm thinking that a will save would be the appropriate way to deal with this, but I'm wondering what some appropriate DC's might be.
Ascetic style is not making the weapon an unarmed strike in all respects, you are simply applying any effects that you have that augment unarmed strikes as if attacks with the weapon were unarmed attacks. What this means (in my opinion and what I believe Chess Pwn and Bad Bird are saying as well) is the following: Let's take Piranha Strike as an example.
From the PRD:
Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following: Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe. An unarmed character can't take attacks of opportunity (but see “Armed” Unarmed Attacks, below). “Armed” Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks). Note that being armed counts for both offense and defense (the character can make attacks of opportunity). Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on). Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a –4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll. What this does not mean:
Hayato Ken wrote:
I'd be very interested in this as well as we've come to an impasse in a discussion about it over in the Rules messageboards. The basic question in that thread is do effects that affect unarmed strike because of some other property of unarmed strikes, like the fact that they are light weapons, also transfer with ascetic style or is it only effects that specifically affect unarmed strikes. So basically do both "+2 to unarmed strike damage" and "+2 to light weapon damage" get applied to the chosen weapon, or is it just the "+2 to unarmed strikes" that can be applied?
Onyx Tanuki wrote:
And Bladelock wrote:
Oh for...! What both of you are forgetting, is that ascetic style says you can apply effects as if attacks with the chosen weapon are unarmed strikes. No where does it say they become unarmed strikes for the purpose of all rules. What chess pawn and I are saying is that this wording is similar to the wording in slashing grace that treats the selected weapon as a one handed piercing weapon for any feat or class ability that requires such. Slashing grace does not actually change the dmg type of your weapon. Similarly ascetic style doesn't change your sword into a fist, it just allows you to use the sword with the ease and training of your unarmed strikes.
Gwen Smith wrote:
First of all, "feats" is not a preposition. A preposition indicates location (e.g. on, in, beside). Feats have nothing to do with location and the word is a plural noun. So, according to your reading, effects is automatically restricted from being from feats. What then is an effect source that is automatically allowed to be used because it doesn't have any restrictions or allowances specified. I think a more logical way to look at this is what was mentioned earlier (I believe by BadBird). The bolded section below (the one mentioning feats) specifically mentions feats so that you can apply things like panther style and use the selected weapon for the retaliatory strike. Effects that augment unarmed strike can be applied to the weapon as well; the possible sources of these effects is not specified. Ascetic Style wrote:
Onyx Tanuki wrote:
So, I know that fluff does not equal rules, but let's take a look at the wording in the description of ascetic style as it may give us some insight into the writer's intent: Ascetic Style fluff:
You blend arms and martial arts, using weapons with the same ease as unarmed strikes. This would seem to indicate that if anything, the intent was actually the opposite, that it was supposed to apply effects that affect how you use unarmed strikes rather than ones that affect the strikes themselves. This is of course just fluff and so not rules. But it is also supported by a post from Alexander Augunas, who apparently wrote the feat, in the product discussion. GM Aram Zey wrote:
In response to this Alexander Augunas wrote:
These posts start here.
Chess Pwn wrote:
Yep, or the jabbing style in my build, which is only usable with US
Gwen Smith wrote:
It does not say: "You can apply the effects of feats that have Improved Unarmed Strike as a prerequisite.[You can also apply feats and] effects that augment an unarmed strike." Nor does it say:
Based on this, I'm revising my ruling to say "Only those feats that have Improved Unarmed Strike as a prerequisite apply. Other 'effects that augment an Unarmed Strike' can't be feats." It called out "effects of feats" in the main portion, then it added other "effects" (without the "feats") in the afterthought. YMMV/Expect table variation/Not valid in some states/etc. That would be an incorrect reading of it I believe. You don't need ASCII or programming knowledge for this; you need grammar. The commas in that sentence are separating out a nonrestrictive appositive. They are clarifying the "you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite" part of the feat description by adding an additional type of effect that you can add to the weapon. It is the same as saying, "I can create amazing characters and adventures in Pathfinder, as well as other RPGs, to explore with my friends." According to your reading of the sentence structure in ascetic style, the sentence I made would mean that in Pathfinder I can explore with my friends, but in other RPGs I can't. As for your examples of erroneous readings, I would agree for the most part that they are erroneous, but because you insist on adding the word 'feat' in the "effects that augment" part rather than just leaving it at effects, not because the grammar doesn't say these things.
Gisher wrote:
No, I had realized that a day or so after posting this, and will be doing it with a nine-ring broadsword (half-elven ancestral arms to gain the proficiency) instead. Imbicatus wrote:
So it augments unarmed strike. How is that not usable with Ascetic style's wording of "effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks"?
Kazaan wrote:
I think you may have the logical fallacy. Unarmed strikes are a type of light weapon and are therefore augmented by effects that affect light weapons. The feat does not say that the effects have to say that they augment unarmed strike, only that they do augment unarmed strikes. Saying that effects that augment light weapons do not augment unarmed strikes is like me saying, "All fruit is good for you", but then saying "oranges are terrible for you".
In regards to Ascetic Style allowing magical items to affect weapons Alexander Augunas wrote:
I bring this up because this would seem to indicate that only effects from feats were intended to be applied. Would this include things like weapon finesse that have an effect on attacks with unarmed strikes, but do not actually call out unarmed strikes as what they have an effect on? Would this allow a monk to apply their increased unarmed damage die to a weapon without any further feats in the chain?
First of all, I want to thank everyone for their input here. I would just like to understand the logic behind Gwen's and Kazaan's (and what I am coming to believe is the designer's) interpretation of this issue. Ok, so, ascetic style says that you can "apply ... effects that augment an unarmed strike, as if attacks with the (chosen) weapon were unarmed attacks". Now weapon finesse applies to light weapons along with specific weapons called out in the feat description. Unarmed strikes are light weapons. These are all the facts that we agree on. What I'm not understanding is this; where in ascetic style does it say that the effect has to specifically call out that it affects unarmed strikes and/or can't come from a feat not covered by the first part of the wording? By virtue of the fact that unarmed attacks are light weapons, anything that augments light weapons by definition augments unarmed strikes. The wording, "...as if the weapon attacks are unarmed attacks....", to me means that you count them in all regards as unarmed attacks, otherwise there should be a call-out to the specific aspects/attributes of unarmed strikes that the attacks take on. Also two things:
And what I have just realized is that the entire ascetic style chain does not make any sense as the wording of ascetic style seems to make the other two feats in the chain irrelevant (and worse than what ascetic style's wording should give). Ascetic form allows class abilities to be used and ascetic strike allows level-4 equivalent monk unarmed strike damage to be applied, which again ascetic style would seem to already cover (at least if you are a monk) as these are clearly effects that augment unarmed strike to begin with. I think I foresee an errata to change this feat chains wording so that the feats actually flow from one another. The existence of the other two feats does seem to indicate that Gwen and Kazaan are correct (unfortunately for my build)
I have a few questions about jabbing dancer.
Jabbing Dancer:
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. Could I choose to provoke an attack of opportunity on the movement rather than making the move without provoking? Is moving the 5-ft considered an action to move? If I make multiple attacks using Flurry of Blows or TWF (say a +10/+10, +5/+5 set of TWF and iterative attacks) do I take the movement after each attack (4 total, once after each attack) or just after each iterative attack (2 total, once after both +10's resolved and once after both +5's)? I think that's it for the questions. Thanks
If it has to augment the actual weapon, then technically, no feat would be eligible since they are all on you and how you use the weapon. In this case, ascetic style would be changing what enchantments/modifications you could put on a weapon? maybe? Maybe it's greatest use would be to allow you to use an amulet of mighty fists instead of enchanting your actual weapon (not sure why this would be preferable unless there's lots of disarming going on in the campaign)?
So, I'm trying to make a monk/brawler character to embody the ideal of a quick swordfighter that ducks hits and ducks away before his next attack. The barebones of my original plan was to use a temple sword and utilize 2 levels of MoMs to acquire jabbing style and ascetic style (temple sword) (and the ability to fuse them). Obviously ascetic style would allow jabbing dancer to apply to my temple sword, but would it also allow me to apply weapon finesse to the temple sword because weapon finesse is "an effect that augments an unarmed strike"? Ascetic Style:
Prerequisite(s): Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st.
Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon. Weapon Finesse:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons. Unarmed Strike: An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat). The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
Damage A Medium character deals 1d3 points of nonlethal damage with an unarmed strike.
Imbicatus wrote: No, Rondelero Flexibility is used as it's own special Full Attack action, and to use Two Weapon Fighting, you have to use a normal Full Attack action. You can't combine the two. The two-weapon fighting section of the PRD actually doesn't mention full-attack anywhere in the description. It just says you can get one extra attack per round with your off-hand weapon. I agree that even though it doesn't mention a full-attack action, TWF requires you to do a full-attack, but I don't agree that rondelero flexibility prevents you from utilizing TWF in a full-attack. From the PRD:
Full Attack:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones. The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks. If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first. So TWF is included in the basic full attack description in the rules. Rondelero Flexibility shouldn't negate part of this rule and leave the rest intact. Assuming that that is true, then either the attacks in TWF must be fair game for the Rondelero Flexibility's alternating use of Falcata/Buckler or Rondelero Flexibility must have a different definition of a full attack action, an attack, or both. This is of course just my opinion based on the language in the applicable feats, class features, and rules.
Owen K. C. Stephens wrote:
Based on the wording of Rondelero Flexibility Rondelero Flexibility (EX):
At 6th level, as a full-attack
action, a rondelero swashbuckler wielding a falcata in one
hand and a buckler in the other can alternate between using his falcata and his buckler for each attack. This does not grant additional attacks or incur penalties as two weapon fighting does, and does not cause her to lose his Armor Class bonus from her buckler. and the wording of Two-Weapon Fighting Two-Weapon Fighting:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Could you take two weapon fighting with the Rondelero Swashbuckler archetype (or the Rondelero Duelist Archetype since the wordings are the same) and simply make every attack with the falcata (or the buckler if need be)? Flexibility (and Strong Swing) both simply say that you can alternate between using the falcata or the buckler for each attack and TWF grants you an extra attack that normally needs to be with the off-hand, but is still just an attack. I would assume that if this were the case, then you would take TWF penalties as if each of your weapons was one-handed instead of using the light weapon penalties as if you were actually using the buckler.
So, with the Heroes of the Streets player companion a bit ago, we now have the Eldritch Archer magus archetype which gives us ranged spellstrike as a 2nd level class ability. The ability spells out pretty clearly, that just like with standard spellstrike, you can only deliver one charge of a spell with each attack. What about firearms though? Specifically firearms like the Dragon Pistol. Dragon Pistol:
Like a miniature blunderbuss, the dragon pistol fires pellets or a bullet from its flared barrel. The dragon pistol fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. For ammunition, a dragon pistol uses a bullet or group of pellets and a single dose of black powder, or else a single alchemical cartridge (with either bullets or pellets) as ammunition. If I somehow have a dragon pistol as my arcane bond weapon and the reach spellstrike arcana, can I spellstrike through it using pellets and hit everything in the cone with shocking grasp?
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