Reflective ripple stance


Rules Discussion


Reflective ripple (monk stance) has the Water trait, and it enables a Flowing Wave attack which also has the water trait. The Water trait states that effects with the water trait “manipulate or conjure water” and that those which manipulate water have no effect in an area without water.

Does this mean any of the below
a) the stance can only be entered in water?
b) the flowing wave attack can only be used in water?
c) stances and attacks are not effects, so just ignore it?
d) something else?

My initial reading is (c), “it’s a stance not an effect” but the “conjure or manipulate” language has me second guessing… maybe this is something designed for aquatic campaigns?


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d) something else

The manipulate water part is meant for effects like Control Water.

You can conjure water with no issue, and the stance appears to conjure water.

Reflective Ripple Stance wrote:
You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal 1d6 bludgeoning damage.

So when you're making a flowing wave attack you're creating water you're attacking with as well.


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d) something else

The answer is "just ignore it", but for a different reason than c)

The reason is that the water trait only says effects that "manipulate" water require water to be there. Those that conjure water do not require there to be water in the area.

Basically it's just saying if you're trying to move existing water and do X with it, then there kind of needs to be water or you can't do X. Which I mean, fair enough, that should probably be obvious, but I guess they just wanted to be extra clear.

Also, as a side note, I wouldn't read too much into the parts of traits where they say "effects with this trait...", "creatures with this trait..." and "planes with this trait...", as those are typically examples of what causes something to have the trait rather than rules for the trait to give people an idea of what the trait is/means. Pretty much the only actual rules text I see in the water trait is "Those that manipulate water have no effect in an area without water"


Aw3som3-117 wrote:
Also, as a side note, I wouldn't read too much into the parts of traits where they say "effects with this trait...", "creatures with this trait..." and "planes with this trait...", as those are typically examples of what causes something to have the trait

Yeah, that is how I interpret those types of statements in various trait descriptions - as examples of why this trait would be applied to a particular creature/effect/plane...

The other mechanical effect that the trait causes is interactions with other rules. Like causing the damage from this stance to interact with Elemental Betrayal (though not Elemental Zone because it specifies that only spells interact).


Thank you both for the clarification; that helps.

So, since, I have not run a monk yet (from either side of the table) let me pose a follow-up on how to use the stance, mostly the interaction of the extra traits.

The included traits for Flowing Wave (1d6 B) are agile, disarm, finesse, nonlethal, trip, unarmed, and water. Also the Stance allows other attacks (you "can make" flowing wave attacks, as opposed to "you can *only* make").

Ignoring the water trait (resolved above); I read this as giving the following options for attacks while in the stance:

1) FW strike - 1d6 B, agile for MAP purposes, and can use Dex or Strength to hit (finesse). ++ this strike would trigger any water weakness/ resistance the target may have.

2) FW disarm - athletics check, can use Str or Dex to hit since the attack is a finesse weapon with disarm trait (?), can apply any + to hit from handwraps, and gain +1 from the stance..

3) FW trip - same as FW disarm, except it's a trip. On a crit success, the trip damage would trigger any water weakness/ resistance the target may have.

4) Flurry of Blows with Fist (normal unarmed strike) - does not break the stance due to the "can make" vs "can only make"

5) Flurry of Blows with the FW unarmed attack - true? or no, since flowing wave is listed as an Attack but not a Strike?

6) NO Flurry of Blows with FW disarm or trip, since these are maneuvers, not Strikes

7) Normal weapon strike - allowed (does not break the stance) due to the "can make" vs "can only make" language

8) Strike with Monastic Weapons (with the feat) - allowed, but no other interaction, right? or can the Monk use a weapon for the FW attack and gain the disarm, trip, and water traits for that attack?

Sorry for the long list... just not 100% clear on how these interact


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

1, sure.

2-3 are incorrect. This does not allow using DEX to disarm or trip. That was debated for a fairly long time, but core rulebook errata shut the door on it.

4 is correct.

For #5, those are definitely supposed to be Strikes, and someone messed up.

6 is correct, but the Flurry if Maneuvers feat can change that.

7 is correct.

For #8, there's no interaction at all between the strike the stance gives you and your strike with a monastic weapon.


HammerJack wrote:
2-3 are incorrect. This does not allow using DEX to disarm or trip. That was debated for a fairly long time, but core rulebook errata shut the door on it.

Yes. To summarize: The errata clarified that trip, grapple, and other skill-based attack options are still skill checks, not attack rolls. So things that apply to attack rolls do not apply to the skill checks even when those skill checks are done as part of an attack.

It makes putting Trip and Disarm and such on a hand-based unarmed attack somewhat silly since the trait effectively does nothing. On a weapon (or non-hand unarmed attack like a bite attack), the trait means that you can use those attacks with the weapon and don't need to have another hand free. But for an unarmed attack, that hand is still considered free, so...


Ok, thanks guys. Questions resolved.

RE the disarm, trip, traits on unarmed attacks doing nothing: that's one of the things that caused confusion...couldn't figure out why they bothered to add them if they would have no impact; was searching for a possible interaction. Appreciate the clarity.


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

The traits DO allow the bonus from handwraps. They just don't allow you to use dex for maneuvers.


HammerJack wrote:
The traits DO allow the bonus from handwraps. They just don't allow you to use dex for maneuvers.

Hmm... Not sure how you are coming to that conclusion.

The errata in question is

Quote:


Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear, add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."

To clarify the different rules elements involved:

An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.

An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.

Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.

The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.

Handwraps and the Weapon Potency runes that they emulate only apply their item bonus to Attack Rolls. Which a trip or grapple check is not.

------

Though in thinking of things for an hour or so, I did realize that the maneuver traits do actually do something. Because all unarmed attacks that don't specify a particular part of the body don't take up a hand. So you could use your feet or a headbutt do to a Flowing Wave Strike even with your hands full and still be able to do trip or disarm actions with it.


breithauptclan wrote:
HammerJack wrote:
The traits DO allow the bonus from handwraps. They just don't allow you to use dex for maneuvers.

Hmm... Not sure how you are coming to that conclusion.

Hah. I found it. Buried in the Disarm (and I am assuming the other maneuver) weapon traits. It says that it grabs the item bonus from the weapon used as an item bonus to the skill check.


I wouldn't exactly call that buried. Without the rules in the weapon trait the trait is meaningless. You kind of have to go to the trait to figure out how it works.


Aw3som3-117 wrote:
I wouldn't exactly call that buried. Without the rules in the weapon trait the trait is meaningless. You kind of have to go to the trait to figure out how it works.

That's fair. Mostly it took me a while to find it because I am multitasking at the moment. Also it isn't something that I or other players I play with are currently using, so I don't have all of the rule details in memory.

Horizon Hunters

You only get the Handwrap bonus if the attack has the specified Trait. Since Flowing wave has the Trip trait they can use the handwrap item bonus on Trip attempts. This would not stack with item bonuses to Athletics.

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