I Want All the Things On My Hands!


Rules Questions


Unarmed Strike is interesting in concept but difficult in execution outside of the Monk/Brawler. That said, I need to know how much of this can be used together.

Vigilante with Fist of The Avenger, so Improved Unarmed + half-level (max 5) is the weapon of choice. Plus Lethal Grace and TWF. Lots of off-hand full damage, but I got 1d3 that's never gonna be magical/DR bypassing.

So, after much thought, I'm feeling gauntlets so that I'm not eating my neck slot for a specific (and expensive) magic amulet for fists. However, I also wanna use Dust Knuckles for non-lethal poisoning, plus the character wears Wrist Launchers (Drow, so Hand Crossbow proficiency) for ranged poison subterfuge and infiltration.

I think there's too much on her hand-wrist area. Gauntlets, knuckles, wrist launchers, potentially rings and bracers. However, RAW, half these things are slot-less for no reason.

Sczarni

I'd almost always go one Cestus, one Gauntlet, but that is just me. I can see modified versions of dust knuckles fitting over these. Wrist launchers don't seem to be an issue, but hey, why not add wrist sheaths too! Spring load one. That gets you two items into your hands in one turn for a swift and a move. Rings? Not a problem, since you the knuckle dusters are fingerless (and rings go under gauntlets just fine). Bracers? As long as they aren't magical they must not take up a magic item slot... lolz... yeh, its ridiculous. But RAW. Strap those puppies over the launchers and sheaths and go to town!

Next trick: buy only unslotted magic items and see how many you can carry at once! YAH! FUN!


Not being magical does not mean it does not fill the slot.

Cestus, Gauntlets and Dust Knuckles are all gloves. You could only wear one per hand.

Wrist Launchers pose no conflict.


Pinpoint Poisoner is a bit feat intensive, but touch attack poison that gets 1d2 + uas bonus damage. Could work for your build, especially if you can use featherweight darts as well as standard blowgun darts.


toastedamphibian wrote:
Pinpoint Poisoner is a bit feat intensive, but touch attack poison that gets 1d2 + uas bonus damage. Could work for your build, especially if you can use featherweight darts as well as standard blowgun darts.

Alas, my Poison Use is a racial ability, not a class feature. :( I don't qualify without GM approval, plus my build is tight enough with Boar Ferocity and Nightmare Fist to play strong off the Vigilante Intimidate boosts. Though that would be nasty with the Fist of the Avenger and Lethal Grace. Damage die would drop from d3 to d2 but would still deal +Vigilante level (max 15) on the attack, and it would go against that coveted touch AC.


Alternative:

2nd level: Signature Weapon (Gauntlet) talent
3rd level: Shield Gauntlet Style
4th level: Avenging Fist Talent
5th level: Shield Gauntlet Attack
6th level: Combat Trick Talent > Shield Gauntlet Master feat (or wait till 7th)

Gets you free weapon Spec at 8th, 1/2 your level to damage still, and your damage is 1d6 at 5th, 1d8 at 9th, 1d10 at 14th, and 2d6 at 19th.


Isaac Zephyr wrote:

Alas, my Poison Use is a racial ability, not a class feature. :( I don't qualify without GM approval, plus my build is tight enough with Boar Ferocity and Nightmare Fist to play strong off the Vigilante Intimidate boosts. Though that would be nasty with the Fist of the Avenger and Lethal Grace. Damage die would drop from d3 to d2 but would still deal +Vigilante level (max 15) on the attack, and it would go against that coveted touch AC.

Well, vigilante damage maxes at 10th, you could MC into ranger/UnRogue/Slayer for a couple levels? Best of luck.


toastedamphibian wrote:
Isaac Zephyr wrote:

Alas, my Poison Use is a racial ability, not a class feature. :( I don't qualify without GM approval, plus my build is tight enough with Boar Ferocity and Nightmare Fist to play strong off the Vigilante Intimidate boosts. Though that would be nasty with the Fist of the Avenger and Lethal Grace. Damage die would drop from d3 to d2 but would still deal +Vigilante level (max 15) on the attack, and it would go against that coveted touch AC.

Well, vigilante damage maxes at 10th, you could MC into ranger/UnRogue/Slayer for a couple levels? Best of luck.

Fist caps at 10, Lethal for Finesse caps at 20. Plus I've got other abilities I want pure Vigilante for. Lots of the bonuses are based on Vigilante level.

Sczarni

toastedamphibian wrote:

Not being magical does not mean it does not fill the slot.

Cestus, Gauntlets and Dust Knuckles are all gloves. You could only wear one per hand.

Wrist Launchers pose no conflict.

RAW on that? The only place slots are even mentioned is under magic items. And this is just to limit people who want to do what this guy is doing with mundane items from doing it with magic ones too. 8 fingers? Why can't I wear 8 rings? YOU CAN! BUT ONLY 2 WILL WORK AT A TIME.

That said, the obvious limit is up to the GM. Make a ref check to use the wrist bow without setting off the spring loaded wrist sheath. Dc 30.{24}<wand bounces across the floor>

Sczarni

Ps. There's an inquisitor archetype that gets 2d6 sneak attack at 2nd level, which can get another d6 with the accomplished sneak attacker feat, but you need 6 hd. 2 level dip for 3d6 more sneak attack. Yes please.

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