
MajikNinja81 |

I've seen some forum posts on this and this is my opinion to fixing it till something official comes out
To use this weapon correctly u would need 3 feats improved trip, grapple, and disarm. to avoid AoO from foes depending on HOW you want to use it..
there are several ways to use it (remember you have 20 feet of rope)
as a DM i would change a few things as far as how the mechanics work with the weapon.
every grapple, trip,uses 5 feet of rope grapples would stack 3x using up 15 feet of rope and causing a standing hog tie completed in a coup de grace
full grapple:
round 1:
you:
grapple 20' (roll to hit then roll cmb)if successful call out (l/r)arms, neck, or (l/r)legs for your intended target
5 foot step "your considered to be keeping the rope tight"
opponent:
can attempt to break the grapple as a full action or move forward
(rope grapple would be considered loose if opponent move towards you)
"snake fang helps out here with a free unarmed AoO (grappling weapons are considered unarmed for grappling purposes) and another if the first connects" if this happens complete steps 2-3 as your AoO.
round 2:
you:
grapple 15' (roll cmb you have already attached the rope to him) call out 1 of the other 2 choices you did not choose (if you said arm for round 1 call out neck or an opposing opendage)
5 foot step
opponent:
can attempt to break out of 1 of the grapples (last grapple effect caused) or attack with a non grappled opendage
round 3:
you:
grapple 10' (roll cmb) x3 grapples in effect
5 footstep
opponent:
break 1 of 3 grapples no attack option
Round 4:
you:
x3 grapples + 5 foot step "considered a hog tie, but must be maintained if you wish to secure all 3 grapples" trip = coup de grace " the dagger end is at his throat when tripped CMD in place of hit because you are grappling and the coup de grace effect is a simple drag across the throat"
any of the maneuvers can be replaced with a disarm or a trip but always get the x3 grapples if you wish to coup de grace causes a standing hog tie (situational depending on limbs grappled,(no grappled leg?)he can move and if cmd beats yours he drags you.
hog tie at start of 4th round for the player, opponent is given more than ample opportunity to break out of the grapples
this only my opinion on how i believe it should work "watched hours of video on ninjutsu kyoketsu shoge"
a ninja will grapple 3x with the kyoketsu and strike in deadly areas "groin, jugular vein, arm pit, heart, base of neck, or just suffocate the target" extremly dangerous weapon for sure
if anything posted here seems far fetched let me know, because this is the mechanics i will be using for my level 8 hungry ghost monk level 12 ninja unarmed weapon finesse build.

MajikNinja81 |

I would also allow Kyoketsu Shoge to make FoB AoE attacks.
Reasons:
1:
the weapon uses cylindrical force
2:
It's a measly 1d4+str dmg (SA only hits the first target if applicable)
3:
Adds a unique quality to a "monk" weapon that should have been there to begin with. call it "FoAoE" (flurry of area of affect :D)and add it to weapon special qualities
I passed these homebrew kyoketsu shoge rules onto my DM. He agrees with them, but expect some revamps to this thread as we test the weapon and its abilities on the journey to level 20.
hope this helps some of those would be ninja's or monk's

MajikNinja81 |

Kazaan wrote:One thing to note is that, at least according to the PRD, the Kyoketsu Shoge does not possess the Double property.That should also be added to the weapon properties considering it IS a double weapon.(spear tip and metal ring) and thank you for bring that to my attention
correction on Double Weapon property, it cannot be a double weapon, the ring end is intended for grappling/tripping only (CMB full round action). you cannot use both ends at the same time. so thats a big N.O. on double weapon