Pathfinder Player Companion: Martial Arts Handbook

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Pathfinder Player Companion: Martial Arts Handbook
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Remember Your Training!

Combat is a way of life on Golarion—warriors across the world are constantly in search of the next fight, powerful technique, or weapon in order to improve their skills. Pathfinder Player Companion: Martial Arts Handbook offers new archetypes, feats, and equipment for adventurers of all kinds who rely on their physical prowess in combat, whether they turn themselves into living weapons with their punches and kicks or unleash their mastery with nunchaku and swords.

Inside this book you'll find:

  • Fighting styles from across Golarion, including battle dancers, who use impressive maneuvers to dance around foes, and the black powder vaulters of Alkenstar, who use acrobatics to leap across the battlefield!
  • Dozens of new feats for all kinds of martial artists, including feats to improve combat maneuvers and improvised combat, combination feats, and style feats like the high-flying dragonfly style!
  • New abilities that draw upon the innate power of the body, including ki abilities for both qinggong monks and unchained monks, ninja tricks, and kineticist talents!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder Campaign Setting, but it can easily be incorporated into any fantasy world.

ISBN-13: 978-1-64078-092-7

Other Resources: This product is also available on the following platforms:

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Archives of Nethys

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Website ate the review so you'll never ever know why I'm giving this 5 stars.

5/5


Everyone's Kung Fu Fighting

3/5

Good solid book with some useful stuff but I am disappointed in the lack of unarmored AC options. Also the kineticist wild talents have ridiculous requirements. I could have thought of wild talents that that fit the martial art theme and didn't need to have multi-class, archetypes, feats, etc.


More than Monks

5/5

Honestly, I had low expectations for this book. I mean, with the Brawler and the Monk and a plethora of unarmed options for other classes already existent, where could they go from here?

Boy was I wrong.

This book is A+ material, not only opening up martial arts to even more classes but providing all sorts of truly inspiring character options.
Never before have I given serious thought to being a luchador...


One of the best martial player companions

5/5

This book adds a plethora of new martial options for quite a number of classes, even unusual ones. From Occultist and Medium, to the good old Monk and Brawler, 12 classes get new and interesting archetypes to choose from.

Even more exciting is the new feats that add something more important than simply +1 to hit or an increase in damage dice, they add options. Options make combat exciting and let your imagination have a field day envisioning a halfling monk grappling and slamming a dragon into the ground so hard that it scares everyone else nearby. There are new actions you can take for nearly all the core maneuvers that allow for specialists to have quite a few different tools under their belt that are more than simply succeeding at their maneuver check.

In addition, the UnMonk (monk compatible) gets its first grappling focused archetype that lets you literally throw enemies multiple feet away from you while still dealing damage. Combine this with a couple of feats and you'll make them shaken and staggered from the experience!

Want to use that fish-tank as a weapon? What about that loose brick on the ground? Disappointed that improvised weapons are sub-optimal and typically not able to be enchanted? Well this is the book for you! The occultist archetype is entirely based around picking up a frying pan and swinging it around while there are also feats and even a style chain that lets you wield any magical item as an enchanted improvised weapon while also treating them as many steps larger and giving them special weapon qualities.

Always wanted to do a Samurai skilled at the art of the blade and the fist? Pick this book up and become a true master of weaving the two together in a concert of two-weapon fighting destruction.

A new style feat chain allows you to take the simplest of weapons, a stick, and turn it into a deadly and versatile weapon, especially when fighting defensively.

New options also exist for people that just like to roll attack and damage rolls in the form of combination feats. Hitting someone with a piercing weapon? Lower their SR or resistances for each hit. Hitting someone with a blunt weapon? Lower their DR for each hit. Not quite as exciting as the options for maneuvers, but it does allow for some interesting riders on basic attacks.

When they said there were new Qinggong ki powers, they were not kidding. The number of options for Qinggong powers has essentially doubled with this book!

Anyone remember the Chakra system? Well Luis Loza does and boy did he rework the concept to be way more useful. Instead of opening your own chakras, how about you close your opponents and give them some extremely brutal penalties because of it. From removing a creatures flying speed to negating all healing for 1min, to finally making it roll 2d20 for all rolls and take the lowest.

Want your kinetic fist or elemental ascetic kineticist to go PLUS ULTRA!? Pick up Gather Might to buff all your physical ability scores instead of reducing burn cost. Take some new infusions to learn a style strike or some other various House of Perfection influenced abilities.

You might have noticed that this is, as far as I know, the first Paizo book that allows characters other than UnMonks to learn style strikes!

Finally, Unarmed characters have a new alternative to the Amulet of Mighty Fists and the Bodywrap of Mighty Strikes that we actually want. Handwraps. Let's be real, this has taken far too long, but I'm glad to finally see these. Basically, these are just brass knuckles that let you use your unarmed strikes damage dice. This is huge, monks before this item were better at using weapons than unarmed strikes because it costed half as much to enchant them even though you had the same number of attacks with either.


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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?


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Rysky wrote:
Kess, don't throw the fish tank. That's where the fishies live.

Lived.


Wow, this sounds quite nice! I'm looking forward to checking out the new styles and the Style Shifter in particular!


what does the swashbuckler archetype get?

Silver Crusade

Kess the Bull wrote:
Rysky wrote:
Kess, don't throw the fish tank. That's where the fishies live.
Lived.

Nuuuuuuuuuuuuuuuuuuuuu!!!

Silver Crusade

2 people marked this as a favorite.
Sir_Andrew wrote:
what does the swashbuckler archetype get?

They use Monk weapons, get some basic Monk Chi abilities, and count their levels as Fighter and Monk for the purposes of qualifying for Feats.


Yeah, I agree, the character stretching was both cool and hilarious.

A little disappointed with the lack of unarmored Ac bonus character options but otherwise an interesting book.

Silver Crusade

No Barbarian stuff made me a little sad.


Could anyone give details on the Fighter archetype? Do they keep Armor Training?

Silver Crusade

Human Fighter wrote:
Could anyone give details on the Fighter archetype? Do they keep Armor Training?

Nope.

They're spear users that can parry and riposte (without needing panache, they just take an increasing penalty) and are good at avoiding attacks of opportunity.


Feros wrote:
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.

Silver Crusade

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Fourshadow wrote:
Stretches? Useless.

Oh no no no...

Grand Archive

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Just got my physical copy and read through the whole thing. Two major thumbs up from a monk/grappler player Luis Loza!

Here's hoping that everything will be PFS legal. Although I have my doubts about handwraps seeing PFS play, I really want all the grappling stuff to be legal.


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What class does the Battle Dancer archetype belong to? What abilities does it replace?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Or is the battle dancer a feat chain?

Dark Archive

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Pathfinder Roleplaying Game Charter Superscriber
Lloyd-Starbuck wrote:
What class does the Battle Dancer archetype belong to? What abilities does it replace?

Brawler.

Spoiler:
Replaces Cunning, Flurry, AC Bonus, and Knockout.


So what are the chances we can get a listing of all the rules stuff on this thread? Or should I wait for Skeld to PM me it?

Silver Crusade

Pathfinder Adventure Path Subscriber
Thomas Seitz wrote:
So what are the chances we can get a listing of all the rules stuff on this thread? Or should I wait for Skeld to PM me it?

Or wait a bit until they're all at Archives of Nethys...


NewXToa wrote:


Are handwraps really as exciting as I think they are?

I thought so. Finally magical weapons for monks and Brawlers at the normal prices

Silver Crusade

JohnHawkins wrote:
NewXToa wrote:


Are handwraps really as exciting as I think they are?
I thought so. Finally magical weapons for monks and Brawlers at the normal prices

Me as well, they're kickass.

Grand Archive

Rysky wrote:
JohnHawkins wrote:
NewXToa wrote:


Are handwraps really as exciting as I think they are?
I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Me as well, they're kickass.

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?).

Grand Archive

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"?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
JohnHawkins wrote:
NewXToa wrote:


Are handwraps really as exciting as I think they are?
I thought so. Finally magical weapons for monks and Brawlers at the normal prices

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?

Dark Archive

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.

Silver Crusade

zer0darkfire wrote:
Rysky wrote:
JohnHawkins wrote:
NewXToa wrote:


Are handwraps really as exciting as I think they are?
I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Me as well, they're kickass.
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?).

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.

Silver Crusade

1 person marked this as a favorite.
David knott 242 wrote:
JohnHawkins wrote:
NewXToa wrote:


Are handwraps really as exciting as I think they are?
I thought so. Finally magical weapons for monks and Brawlers at the normal prices

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.

Grand Archive

M Morris wrote:
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.

Grand Archive

Rysky wrote:
zer0darkfire wrote:
Rysky wrote:
JohnHawkins wrote:
NewXToa wrote:


Are handwraps really as exciting as I think they are?
I thought so. Finally magical weapons for monks and Brawlers at the normal prices
Me as well, they're kickass.
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?).
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.

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.

Paizo Employee Developer

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zer0darkfire wrote:
M Morris wrote:
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.

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!


Luis Loza wrote:
zer0darkfire wrote:
M Morris wrote:
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.
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!

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.

Paizo Employee Developer

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Tectorman wrote:
Luis Loza wrote:
zer0darkfire wrote:
M Morris wrote:
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.
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!

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

Grand Archive

Luis Loza wrote:
Tectorman wrote:
Luis Loza wrote:
zer0darkfire wrote:
M Morris wrote:
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.
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!

Bolding mine.

And this revision still agrees with zer0darkfire's understanding, not the

...

Thank you Luis!


What are the occultist and magus archetypes like?
Are there interesting new options for kineticists?


Can anyone give a tl;dr on what dragonfly style does?

Grand Archive

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Cruel Illusion wrote:

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

Grand Archive

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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.


Oh that's wonderful. It really enables the aerial assaulter fighter and perhaps death from above, depending on the wording.


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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.


Pathfinder Starfinder Roleplaying Game Subscriber
zer0darkfire wrote:
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?

Grand Archive

Alchemaic wrote:
zer0darkfire wrote:
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?

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.

Grand Archive

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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.


Pathfinder Starfinder Roleplaying Game Subscriber
zer0darkfire wrote:
Alchemaic wrote:
zer0darkfire wrote:
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?

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.


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zer0darkfire wrote:
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!

Dark Archive

What's up with the Gunslinger archetype?


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Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
zer0darkfire wrote:
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!

So, would you say this this feat is to go even further beyond?

Grand Archive

Kikkawa Kaisuke wrote:
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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That kineticist and occultist stuff sounds cool as heck, sounds like I need to pick this up!


I think I read there was a medium archetype in here? If so can I get information on that?

Grand Archive

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Micheal Smith wrote:
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.

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