
NewXToa |
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Just got my pdf, and as someone who usually plays unarmed characters I think this is my favorite players companion ever.
Everything in the first half of the book looked like something I would consider using (on an appropriate character), and while the next 1/4th didn't appeal much to me personally, the last 1/4th jumped back up there.
Are handwraps really as exciting as I think they are?

Fourshadow |

The pictures of the iconics stretching before martial arts training is both cool and hilarious (cat pose, brilliant!) :)
I was hoping for something a bit more useful in that spot...like poses from actual combat styles. Stretches? Useless. An attempt to be comical, I guess.
Tools of the Martial Arts are currently my fave part of the book. The weapons and training equipment are interesting.
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JohnHawkins wrote:Me as well, they're kickass.NewXToa wrote:I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Are handwraps really as exciting as I think they are?
I've honestly wanted these handwraps as an item for a very long time, but I know a lot of other players have some pretty strong views on this type of item not existing (remember the old brass knuckles?).

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There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?

David knott 242 |

NewXToa wrote:I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Are handwraps really as exciting as I think they are?
So -- their enchantments cost the same as weapon enchantments, and they take up the hands slot rather than the more valuable neck or body slot? Excellent!
Edit: And no limit on number of attacks either?

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There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?
Your second reading is correct (just different ways of parsing the text).
CMD + 5 = 10 ft.CMD + 10 = 15 ft.
CMD + 15 = 20 ft.

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Rysky wrote:I've honestly wanted these handwraps as an item for a very long time, but I know a lot of other players have some pretty strong views on this type of item not existing (remember the old brass knuckles?).JohnHawkins wrote:Me as well, they're kickass.NewXToa wrote:I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Are handwraps really as exciting as I think they are?
The problem with brass knuckles is that they're an actual specific weapon that doesn't mesh with a lot of character aesthetics, whereas handwraps go with pretty much anything.

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JohnHawkins wrote:NewXToa wrote:I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Are handwraps really as exciting as I think they are?So -- their enchantments cost the same as weapon enchantments, and they take up the hands slot rather than the more valuable neck or body slot? Excellent!
Edit: And no limit on number of attacks either?
Don't see why not.

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zer0darkfire wrote:There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?
Your second reading is correct (just different ways of parsing the text).
CMD + 5 = 10 ft.
CMD + 10 = 15 ft.
CMD + 15 = 20 ft.
The problem is that it isn't parsing the text, it isn't written correctly to use those numbers. It literally says "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent's CMD." This means that all those numbers should be 5 feet higher, but the ability only triggers once you get at least 5 higher than the opponents CMD.

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zer0darkfire wrote:The problem with brass knuckles is that they're an actual specific weapon that doesn't mesh with a lot of character aesthetics, whereas handwraps go with pretty much anything.Rysky wrote:I've honestly wanted these handwraps as an item for a very long time, but I know a lot of other players have some pretty strong views on this type of item not existing (remember the old brass knuckles?).JohnHawkins wrote:Me as well, they're kickass.NewXToa wrote:I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Are handwraps really as exciting as I think they are?
The problem is usually that monks basically get TWF for free and a lot of people are not fans of someone TWF while only paying for a single weapon enhancement. It's basically half price to fight with two weapons when you use unarmed strikes instead of two short swords.
Now, I'm personally fine with this as a monk can already functionally TWF with a single weapon better than they can with unarmed strikes, so it really shouldn't be an issue that we now let them use their fists for the same price.

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M Morris wrote:The problem is that it isn't parsing the text, it isn't written correctly to use those numbers. It literally says "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent's CMD." This means that all those numbers should be 5 feet higher, but the ability only triggers once you get at least 5 higher than the opponents CMD.zer0darkfire wrote:There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?
Your second reading is correct (just different ways of parsing the text).
CMD + 5 = 10 ft.
CMD + 10 = 15 ft.
CMD + 15 = 20 ft.
I see what you're talking about here. The intent is definitely the second of your options, which is the one that lines up with the example text. It probably should read "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every additional 5 by which her grapple check exceeds the opponent’s CMD," to properly match the example. I think what happened is that the example lined up with my reading of the text, so I didn't fully take the time to triple check and make sure it all lined up properly. Apologies!

Tectorman |

zer0darkfire wrote:I see what you're talking about here. The intent is definitely the second of your options, which is the one that lines up with the example text. It probably should read "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every additional 5 by which her grapple check exceeds the opponent’s CMD," to properly match the example. I think what happened is that the example lined up with my reading of the text, so I didn't fully take the time to triple check and make sure it all lined up properly. Apologies!M Morris wrote:The problem is that it isn't parsing the text, it isn't written correctly to use those numbers. It literally says "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent's CMD." This means that all those numbers should be 5 feet higher, but the ability only triggers once you get at least 5 higher than the opponents CMD.zer0darkfire wrote:There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?
Your second reading is correct (just different ways of parsing the text).
CMD + 5 = 10 ft.
CMD + 10 = 15 ft.
CMD + 15 = 20 ft.
Bolding mine.
And this revision still agrees with zer0darkfire's understanding, not the example in the book.
According to the revision, if I beat the opponent's CMD, but with no additional 5, then I'm throwing them 10 feet. If I beat the CMD with at least one additional 5, then I'm throwing them 15 feet. If it's two additional 5s, then I'm at 20 feet, and three additional 5s is 25 feet, not 20 feet. This is still zer0darkfire's first reading, not the second.
Now, if the ability were "5 feet plus an additional 5 feet per additional 5 above the opponent's CMD", then the example would line up.

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Luis Loza wrote:zer0darkfire wrote:I see what you're talking about here. The intent is definitely the second of your options, which is the one that lines up with the example text. It probably should read "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every additional 5 by which her grapple check exceeds the opponent’s CMD," to properly match the example. I think what happened is that the example lined up with my reading of the text, so I didn't fully take the time to triple check and make sure it all lined up properly. Apologies!M Morris wrote:The problem is that it isn't parsing the text, it isn't written correctly to use those numbers. It literally says "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent's CMD." This means that all those numbers should be 5 feet higher, but the ability only triggers once you get at least 5 higher than the opponents CMD.zer0darkfire wrote:There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?
Your second reading is correct (just different ways of parsing the text).
CMD + 5 = 10 ft.
CMD + 10 = 15 ft.
CMD + 15 = 20 ft.Bolding mine.
And this revision still agrees with zer0darkfire's understanding, not the example in the book....
I feel like the previous sentence's mention of exceeding CMD by 5 covers the initial "CMD + 5 = 10 feet" and my adding of additional here covers "CMD + 10 = 15 feet" and so on. Regardless, the intent of the ability is to match up with the example. CMD + 5 = 10 feet, CMD +10 = 15 feet, CMD + 15 = 20 feet

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Tectorman wrote:...Luis Loza wrote:zer0darkfire wrote:I see what you're talking about here. The intent is definitely the second of your options, which is the one that lines up with the example text. It probably should read "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every additional 5 by which her grapple check exceeds the opponent’s CMD," to properly match the example. I think what happened is that the example lined up with my reading of the text, so I didn't fully take the time to triple check and make sure it all lined up properly. Apologies!M Morris wrote:The problem is that it isn't parsing the text, it isn't written correctly to use those numbers. It literally says "The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent's CMD." This means that all those numbers should be 5 feet higher, but the ability only triggers once you get at least 5 higher than the opponents CMD.zer0darkfire wrote:There is one section that is written a little strangely on pages 23-24 that I hope Luis Loza could clear up for me. For the Lifting Hand monk archetype, it states that if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD. "For instance, if the lifting monk exceeds the targets CMD by 15, she can throw the target into a sqaure 20 feet away".
Shouldn't this be 25ft? 10ft + 3 intervals = 25? Or is the 10ft for the first interval of 5, in which case the ability should read "if you exceed the targets CMD by at least 5 you can throw them 10ft plus 5ft for every 5 by which her grapple check exceeds the opponents CMD +5"?
Your second reading is correct (just different ways of parsing the text).
CMD + 5 = 10 ft.
CMD + 10 = 15 ft.
CMD + 15 = 20 ft.Bolding mine.
And this revision still agrees with zer0darkfire's understanding, not the
Thank you Luis!

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What are the occultist and magus archetypes like?
Are there interesting new options for kineticists?
Magus has diminished spellcasting, monk unarmed damage, unarmed spellstrike, maneuvers for bonus feats, a weird, but effective ability that allows them to sacrifice a spell to increase their effective size for STR/CMB and what creatures they can affect, but they don't actually change size, an ability that lets them spellstrike as part of a maneuver, and finally they replace counterstrike with an immediate action counter-maneuver where you spellstrike someone attempting a maneuver against you.
I've never researched the occultist class, the only one I haven't honestly, but this archetype looks like it lets you make improvised weapons your implements and then easily move focus points around and back into yourself. They also get an ability to cast a spell they don't have prepared/known? from an implement school they have, but it costs generic focus. I have no idea what most of that means

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Can anyone give a tl;dr on what dragonfly style does?
Basically its a style that gives you high ground against whatever you're fighting as long as you are next to a wall, the second style feat lets you use any creature as a wall for this (your size or larger), the last feat lets you high jump + glide to charge someone.

QuidEst |
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The Occultist archetype is really cool. You use improvised weapons really well (getting something like a swift action version of the transmutation implement power), and you invest focus on the fly (it drains out slowly, although you get a bit extra to make up for this). You even get some flexible spellcasting later, but you're trading out the full circles set of abilities and it can burn through your focus.

Alchemaic |

Raviiiii wrote:Can anyone give a tl;dr on what dragonfly style does?Basically its a style that gives you high ground against whatever you're fighting as long as you are next to a wall, the second style feat lets you use any creature as a wall for this (your size or larger), the last feat lets you high jump + glide to charge someone.
So it's a jump and a glide as opposed to a jump during a charge. Interesting. Does it have something built in that lets you jump higher than normal?

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zer0darkfire wrote:So it's a jump and a glide as opposed to a jump during a charge. Interesting. Does it have something built in that lets you jump higher than normal?Raviiiii wrote:Can anyone give a tl;dr on what dragonfly style does?Basically its a style that gives you high ground against whatever you're fighting as long as you are next to a wall, the second style feat lets you use any creature as a wall for this (your size or larger), the last feat lets you high jump + glide to charge someone.
Just in case there is a misunderstanding, the final ability lets you high jump and then glide from your max height, as part of the same action you can then charge a target creature (as long as you haven't use your standard action yet).
Nothing in it lets you jump higher technically, but it does let you add your wisdom modifier to acrobatics, so that should be a small increase in height.

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Are there interesting new options for kineticists?
Sorry, I forgot to answer this one before. Yes, there are some new options, but just some feats and infusions.
There is a feat that lets you use burn as a ki pool, a feat that changes gather power to instead buff all your physical attributes (to a max of +10!), an kinetic fist type infusion that lets you do some weird debuffs by blocking an enemies chakras (Basically the opposite of opening them), an infusion that gives you an unchained monk style strike, a fire infusion that causes everyone to see the target with true seeing for 1 round, a water kinetic fist infusion that lets you make a free trip or reposition maneuver against damaged targets, an air kinetic fist infusion that lets you 5ft step after each punch, and an earth kinetic fist infusion that increases your DR by 1 for each hit.

Alchemaic |

Alchemaic wrote:zer0darkfire wrote:So it's a jump and a glide as opposed to a jump during a charge. Interesting. Does it have something built in that lets you jump higher than normal?Raviiiii wrote:Can anyone give a tl;dr on what dragonfly style does?Basically its a style that gives you high ground against whatever you're fighting as long as you are next to a wall, the second style feat lets you use any creature as a wall for this (your size or larger), the last feat lets you high jump + glide to charge someone.Just in case there is a misunderstanding, the final ability lets you high jump and then glide from your max height, as part of the same action you can then charge a target creature (as long as you haven't use your standard action yet).
Nothing in it lets you jump higher technically, but it does let you add your wisdom modifier to acrobatics, so that should be a small increase in height.
A little I guess? Still doesn't do much to improve on the 4x DC for high jumping, which means only specific classes are going to be able to use it effectively without standing on a high spot to begin with.

QuidEst |
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Cruel Illusion wrote:
Are there interesting new options for kineticists?
Sorry, I forgot to answer this one before. Yes, there are some new options, but just some feats and infusions.
There is a feat that lets you use burn as a ki pool, a feat that changes gather power to instead buff all your physical attributes (to a max of +10!), an kinetic fist type infusion that lets you do some weird debuffs by blocking an enemies chakras (Basically the opposite of opening them), an infusion that gives you an unchained monk style strike, a fire infusion that causes everyone to see the target with true seeing for 1 round, a water kinetic fist infusion that lets you make a free trip or reposition maneuver against damaged targets, an air kinetic fist infusion that lets you 5ft step after each punch, and an earth kinetic fist infusion that increases your DR by 1 for each hit.
I gotta chime in to say that while most of these are focused towards the Monk/Kineticist overlap, the one that buffs your physical attributes for a round is awesome and great for all kinds of Kineticists. It lets you pump up the DCs of your offensive utility talents, or just boost your accuracy (and damage) a little. Very versatile!

Alchemaic |
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zer0darkfire wrote:I gotta chime in to say that while most of these are focused towards the Monk/Kineticist overlap, the one that buffs your physical attributes for a round is awesome and great for all kinds of Kineticists. It lets you pump up the DCs of your offensive utility talents, or just boost your accuracy (and damage) a little. Very versatile!Cruel Illusion wrote:
Are there interesting new options for kineticists?
Sorry, I forgot to answer this one before. Yes, there are some new options, but just some feats and infusions.
There is a feat that lets you use burn as a ki pool, a feat that changes gather power to instead buff all your physical attributes (to a max of +10!), an kinetic fist type infusion that lets you do some weird debuffs by blocking an enemies chakras (Basically the opposite of opening them), an infusion that gives you an unchained monk style strike, a fire infusion that causes everyone to see the target with true seeing for 1 round, a water kinetic fist infusion that lets you make a free trip or reposition maneuver against damaged targets, an air kinetic fist infusion that lets you 5ft step after each punch, and an earth kinetic fist infusion that increases your DR by 1 for each hit.
So, would you say this this feat is to go even further beyond?

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What's up with the Gunslinger archetype?
The Black Powder Vaulter changes up a couple gunslinger deeds. First one replaces deadeye and lets you reload as part of movement, gunslinger's dodge is replaced by a 1 grit point 20ft speed increase and lets you make a double jump as long as your next to a solid surface to jump off of, gunslinger's initiative is replaced by Shot on the Run as long as you have 1 grit left, startling shot is replaced by functionally point-blank master (you don't provoke while reloading or firing your gun) as well as snapshot if you spend 1 grit, finally expert loading is replaced by a buff to shot on the run that lets you make 2 attacks instead of 1.

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I think I read there was a medium archetype in here? If so can I get information on that?
You got it! I love medium and the flavor behind this archetype is great!
You receive IUS for free all the time, but you can only channel the champion. Because you're dedicated to a single spirit, you can surge twice per day without incurring influence, stacking with taboo, in addition all your spirit surge dice are one step bigger (1d8 at first level). You have an ability to call the champion spirit as a standard action without preforming a seance for 1 influence, but it only lasts for minutes a level. Your lesser power is that your unarmed strikes deal damage as a monk of equal level. Shared Seance is replaced by an AC bonus equal to your spirit bonus. Your immediate power also grants a style strike that you can use whenever you use sudden attack, you can change the style strike each time you channel the champion. Trance of Three is replaced by a ki pool and ki power that is temporary for 1 influence point, multiple uses of the ability stack. Your supreme power is a bonus style feat and both feats for that style without meeting the prerequisites.