[Unchained Rogue] Debilitating Injury: Bewildered - Mostly useless?


Rules Questions


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I'm a bit baffled by the duration of Debilitating Injury. It lasts one round, which means it ends at the beginning of the rogues next turn, correct?

So... the rogue will never get any use out of it himself unless he manages sneak attack the same for twice in one round? That's not gonna happen before level 8 unless you dual-wield. Even then it's not that easy to set up a full-attack with sneak attack AND happen to hit with both attacks, especially since you'll suffer dual-wield or iterative attack penalties (though the second attack would benefit from Bewildered if the first is a hit).

That seems unneccessary limiting, considering the ability was meant to fix the rogue's "to hit"-problem. Shouldn't the duration be "until the end of the rogue's next turn" or something like that?


I believe 1 round is from your turn, to the end of your next turn


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combat rules

Effects that last a certain number of rounds end just before the same initiative count that they began on.


It is more useful for a two or higher level rogue (or both), but I wouldn't call it useless otherwise. Imposing a -2 ac penalty is still helpful for the rest of the party.

And,as for helping accuracy, the higher level penalties are pretty high. Couple that with flanking (and possibly outflank) and the rogues later attacks are much more likely to hit. And, again, as debilitating strikes debuff the enemy for everyone, the party has a greater incentive to help set up sneak attacks.


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Odd, and here I was thinking it was amazingly powerful, as the unchained rogue already forces you down the high dex TWF route, and this ability basically removes the whole "at lower to-hits" portion of TWF's "lots of attacks at lower to-hits." The first attack is likely to hit, and then the rogue activates blender mode.


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You only need to hit twice one time. Every round after that, you just need to hit once to extend it. Rogue is rewarded for TWF with something that offsets its penalties, and there are talents that help.

Don't like that route? No problem! Lower you enemy's attack instead. That's a great option any time you can't set up a two-hit combo, since it gives him a reason to not hit the d8 martial that sneak attacked him. Need to set up a combo? Hamper movement instead. So yeah, bewildering has limited usefulness (it also doesn't help you with single attacks against anything with fast healing), but it shines in its area. When it doesn't, you have good options that do work (except against fast healing; then you just drop below it in initiative and bewilder to help your party.)


Cheapy wrote:
the unchained rogue already forces you down the high dex TWF route

Can you explain, please? I don't really see anything other than this very ability that forces you to go TWF.

I still think it's too limiting. Makes a whole lot of builds not work with this ability or at least not very good. No debuffing with acid splash SLA in the surprise round so you can hit easier in the first round of combat. No sniping (usually only one attack power round). No chill touch spamming (also just one attack per round). And worst of all: No single weapon swashbuckling (not before level 8 anyway).

And again, I think sneaking is not easy enough to pull off with any consistency to warrant such a limiting duration.


I wouldn't say it forces you into TWF... But free weapon finesse, Full Dex modifier to damage with both hands, and sneak attack? Yeah, TWF is going to look real tempting to most Unchained Rogues


Has it been confirmed that it's full Dex to offhand damage? I couldn't find anything but discussions without a real concussion if this topic so far.

Silver Crusade Contributor

Blave wrote:
Has it been confirmed that it's full Dex to offhand damage? I couldn't find anything but discussions without a real concussion if this topic so far.

Maybe that's because the rogues with Sap Master are still working on their rebuilds. :)

Liberty's Edge

I don't believe there's ever been an official ruling on that.

That said, TWF Rogues aren't actually that Feat starved (you need the basic TFW line, which you grab at 1st, 9th, and 15th, plus Twist Away, and Iron Will, possibly Combat Expertise and Two-Weapon Feint at some point, and that's basically it...and you can grab extra Feats with Rogue Talents), so you can afford Double Slice if it's ruled you need it (and you choose to so invest).


I believe the penalty of Debilitating Injury should also apply if the creature provokes an attack of opportunity from the rogue?


Blave wrote:
Has it been confirmed that it's full Dex to offhand damage? I couldn't find anything but discussions without a real concussion if this topic so far.

Why would it? The rogue uses Dexterity in place of Strength, and anything that makes you lose your Strength bonus to damage also makes you lose your Dex bonus to damage.

The way I read it, just substitute the word "Dexterity" anywhere you see "Strength", so half on off hand attacks (unless you get Double Slice), 1.5x on two handed attacks (elven curved blade, Aldori dueling sword), etc.


That seems to be the major point of contention.

Does it just do full Dex? If so then off hand or two handed both get the same bonus. (And a further tick in the forces you down the twf build)

Or does it act like a strength replacement completely? If so it wasn't really clear but at least opens up more styles without being punished or rewarded.

I'm in the second party since there's feats to offset that offhand penalty and also allows more character ideas without feeling restricted. But I can see it both ways. I just know which one I'll be running.

As far as I am concerned that book was made to replace rogues and the rest I'm still deciding on.


Thing is, if the penalty stayed during the rogue's next turn, that's a 20% higher chance to hit on every attack against that enemy.

Now, the rogue do still get to use this: any kind of iterativ attack after the first SA and any AoO. This even stacks it up, as long as it's SA: Flank, get first SA. AoO (with a 20% higher chance to hit) when enemy tries to get out of flanked and there we have two rounds of Bewildered.

If anything, Hampered is the worst of them, since when they're already standing beside you they'll just wale you down with full attacks and not moving.

Blave wrote:
Has it been confirmed that it's full Dex to offhand damage?

I see no reason why it would be full Dex to offhand.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Sometimes you'll get a sneak attack via an AoO -- then the AC penalty will last until the enemy's next turn.

Rub-Eta wrote:
If anything, Hampered is the worst of them, since when they're already standing beside you they'll just wale you down with full attacks and not moving.

Unless you're sniping. Then it keeps them from closing in on you (or getting away)

Designer

pH unbalanced wrote:
Unless you're sniping. Then it keeps them from closing in on you (or getting away)

Also works for a high-defense build (either pure Rogue or multiclass something else even tankier after getting DI) where you go up and hamper them and then they either have to stay there and attack the gal who built high defense or give up a full attack and provoke to even move 5 feet.


Makes me wonder, if I used Hampered to half their movement speed, then they try to move away and provoke and I can sneak attack and choose to apply Disoriented with the AoO. How much movement do they have left?

Say, they had a speed of 30'. That would mean 15' with Hampered. Will they have 15' left since they already started the move or 30' since they no longer have a reduced speed?


Blave wrote:

I'm a bit baffled by the duration of Debilitating Injury. It lasts one round, which means it ends at the beginning of the rogues next turn, correct?

So... the rogue will never get any use out of it himself unless he manages sneak attack the same for twice in one round? That's not gonna happen before level 8 unless you dual-wield. Even then it's not that easy to set up a full-attack with sneak attack AND happen to hit with both attacks, especially since you'll suffer dual-wield or iterative attack penalties (though the second attack would benefit from Bewildered if the first is a hit).

That seems unneccessary limiting, considering the ability was meant to fix the rogue's "to hit"-problem. Shouldn't the duration be "until the end of the rogue's next turn" or something like that?

It lasts 1 round plus 1 round for each additional sneak attack you land. Seems to me it assumes a 4th level rogue will be dual wielding.

But really the rogue never had problems hitting at levels 4-8. This addresses the rogue's problem at hitting the higher levels when they do have multiple attacks. At 4th level you can multiple attacks with TWF and then the situation AOO. And really if you land a sneak attack against a CR appropriate creature the creature will probably be dead before your next round anyways with the bonus the flanking partner gets.


I also wouldn't say hampered is useless, given the amount of AoO they can get a round, stopping 5 foot steps is great.

All three are decent.


Pathfinder Lost Omens Subscriber

Can undead or constructs be bewildered? Is it considered 'mind affecting'? I didn't see it typed as such in the description but something about the sound of bewildered seems 'mind affect-ish'...

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