Kirin Path feat: How do I use it?


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Kirin Path (Combat)

Benefit: Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.

I was thinking of taking this feat for my Magus to round off his marital arts chain (Kirin style). However I cannot see how it's meant to be used.

I spend an AoO to move and end up basically where I started? How does this help anything? What use is it?

Can anyone think of how this is meant to help in combat?

The Exchange

Simple flanking and repositioning is all i can see from it, that and maybe getting out of precarious positions. Doesn't seem too great, but I can see uses for it for a Magus.


I suppose its the idea of knowing how the creature thinks, how it will move and attack in such a way to reposition yourself into an advantageous position for flanking and the like. In theory in a battlefield where the creature dominates a corridor and you cant get around it without provoking, the magus can run around to its back and thus allow less agile teammates to flank without provoking AoO


So fairly situational then?

Good for setting up my rogue companion etc?

Would using it to get behind a creature allow me to deny it its Dex bonus to AC? If it does that would make this quite strong for rogues and ninjas I would think.

Thanks for the replies


It's useful against intelligent bad guys, they realize you are a melee combatant, so they go after your healers, and you can chase them around with this. Situational? Yes.


Enlarge + reach, at least 15 ft threatened area... if it is anywhere near you you could reposition and in the process drop that long stick you were holding while pulling out your greatsword and getting into a good position to hit the thing, maybe bull rush off a ledge, etc. Meh to the feat.


It's better against larger creatures with long reach. It allows you to move around them or escape them much easier. As well, if you can get a very big threatened area (couple ways to do this) it allows you some useful options for movement without wasting actions so you can get a full attack.

The most obvious ways I can think of to get a bigger threatened area are to be larger, use a Scorpion Whip, Combat Patrol (APG), and the Snap Shot line (UC).

Edit: When I say "get a full attack", I mean on creatures that are near it that would otherwise be out of your reach. Basically, you can use the creature as a way to reach other creatures or objects, etc. And if you have enough AoOs, you can slingshot yourself around multiple creatures to this end.


To me the big draw is the ability to take 10 on knowledge checks. Kirin Style ID check DCs are based solely on CR, not CR and rarity like normal knowledge checks and by the book CR should never exceed APL+4. If CR>APL+4 there are probably multiple opponents or disadvantageous environments involved reducing the DC of the require check. If you can get the appropriate knowledges as class skills and have enough int you can make all such checks automatically.

Kirin Style DC for a single CR=APL+4 monster is level+9. Take 10 with Kirin Strike, Kirin Path, class skill, and 18 int is level+9. If you're able to take Breadth of Experience you can pass that DC on a take 10 with 14 int.

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