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Benefit: When using this feat, in addition to dealing damage normally, you force a foe damaged by your unarmed 7 Improvised Adepts The versatility of improvised weapons makes them an attractive option, especially among adventurers in urban and social settings who may face restrictions on carrying traditional armaments.

Such warriors can easily acquire or camouflage a weapon while maintaining more advantages than unarmed combat allows. Weapon Proficiency: An extemporaneous channeler is proficient with all simple weapons. Improvisational Combatant Ex : An extemporaneous channeler does not incur any penalties for using an improvised weapon.

She is considered to have the Catch Off-Guard and Throw Anything feats for the purpose of meeting prerequisites.

At any point during the day, she can shift any amount of her generic focus to any number of her implements by concentrating for 1 round while touching her implements. After every 10 minutes, her invested implements each lose 1 point of mental focus, as if it had been expended on a focus power.

If the extemporaneous channeler uses her withdraw focus ability see below to remove focus before a full minute increment has elapsed, each implement still loses 1 point of mental focus as if it had been invested for that entire increment.

This alters mental focus. Transformative Resonance Su : An extemporaneous channeler can expend 1 point of generic focus as a swift action to allow her generic focus to resonate in her improvised weapons. Withdraw Focus Su : At 4th level, an extemporaneous channeler can, as a standard action, shift any amount of focus from any number of implements back into herself as generic focus.

Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. This alters shift focus. Improvised Spell Su : At 8th level, an extemporaneous channeler learns to use her implements to improvise a spell similar to one she already knows. A spell cast as an improvised spell always has a minimum casting time of 1 round, regardless of the casting time of the spell.

At 12th level, an extemporaneous channeler can use this ability twice per day. At 17th level, she can use this ability three times per day.

This replaces magic circles, outside contact, binding circles, and fast circles. G r ab and G o C ombat You can snatch up an item to use as a weapon in the blink of an eye. Benefit: As a free action, you can pick up an unattended item as part of a movement. Picking up the item does not provoke an attack of opportunity. If you have Throw Anything, you can pick up a number of closely gathered items that could be held in one hand such as dishes from a stack of plates equal to your Dexterity modifier minimum 1.

You must have a hand free to use this feat. I mprovisational F ocus C ombat A makeshift weapon in your hands is as dangerous as any other instrument of violence. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization.

Special: Thrown splash weapons are not considered improvised weapons for the purposes of this feat. I mprovised D efenses C ombat You can deftly defend yourself with makeshift weapons.

M akeshif t M aneuvers C ombat Your skill with improvised weapons allows you to use them to hamper your opponents. Benefit: When you wield an improvised weapon, it gains the disarm and trip weapon properties.

S hikigami M imicry Combat Your unique understanding of improvised tools enables you to turn the intrinsic form of all manner of objects to your advantage in combat. Benefit: While in Shikigami Style, you can take a —2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blockingUE, brace, disarm, distractingUE, nonlethal, performanceUE, or trip.

S hikigami St yle C ombat, St yle Your skill with improvised weapons makes them more dangerous than they would otherwise be. Benefit: While in this style, you deal damage with improvised weapons as if they were one size category larger.

For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. A weapon specialist treats her weapon as an extension of herself, and moving and attacking with it becomes as natural as breathing.

This section presents options for characters who use weaponry as part of their martial arts techniques, using distinctive styles that focus on specific arms. The daredevil fighting style of the black powder vaulter has arisen simultaneously in two places—among Mana Wastes gunslingers inspired by the graceful fighting styles of Mwangi tribes, and among pirates from Tian Xia and the Shackles who encountered and inspired one another.

Deeds: A black powder vaulter gains the following deeds. Mobile Reload Ex : If a black powder vaulter has at least 1 grit point, she can reload a firearm as part of a move action to move, provided that the action to reload that firearm with that type of ammunition would normally take only a move action or swift action.

At 3rd level, she can use this deed while also using the shot on the run deed. This deed replaces the deadeye deed. Daring Vault Ex : A black powder vaulter can spend 1 grit point as a swift action to increase her land speed by 20 feet gaining the appropriate bonus on Acrobatics checks to jump until the end of her turn.

If the black powder vaulter jumps while affected by this deed, she can make a second jump while midair if she is adjacent to a wall, column, or other solid, permanent structure. The second jump counts as having a running start even if the direction is different from the first jump. Shot on the Run Ex : At 3rd level, if the black powder vaulter has at least 1 grit point, she gains the benefits of the Shot on the Run feat.

She gains this benefit only when making an attack with a firearm with which she is proficient. At 7th level, she can use the targeting deed as part of the same full-round action as using Shot on the Run.

This deed replaces the gunslinger initiative deed. Additionally, whenever she is wielding a firearm, she counts as threatening an area around her as though she were wielding a melee weapon. If an opponent provokes an attack of opportunity from her, she can use the pistol-whip deed as her attack of opportunity, spending 1 grit point as normal.

Alternatively, if her firearm is loaded, she can spend 1 grit point to fire her gun as her attack of opportunity.

This deed replaces the startling shot deed. Dual Shot on the Run Ex : At 11th level, the black powder vaulter can make two attacks with firearms while using the shot on the run deed.

This deed replaces the expert loading deed. Weapon and Armor Proficiency: Brawling blademasters are proficient with all simple and martial weapons, plus the katana and wakizashi. Brawling blademasters are proficient with light armor, but not with shields. She uses her samurai level as her monk level for determining the amount of damage she deals with an unarmed strike. This replaces mount. Furthermore, when the brawling blademaster selects a feat with the bonus feat class feature, she can ignore any Dexterity requirements for the feat if its prerequisites include the Two-Weapon Fighting feat.

This replaces weapon expertise. Harmonious Flow Ex : At 4th level, the brawling blademaster becomes skilled at combining weapon attacks and unarmed strikes into a harmonious combat style. This replaces mounted archer. Perfect Clarity Ex : At 5th level, the brawling blademaster sees all her foes with perfect clarity even when focused on one opponent. She no longer takes a penalty to her AC during a challenge. This ability replaces banner. This replaces greater banner.

This style originated among pirates of the Dragon Empires and has since spread and become popular in the Shackles. Weapon and Armor Proficiency: Okayo corsairs are proficient with simple weapons and all weapons from the monk weapon group, as well as light armor and bucklers. Okayo Finesse Ex : An Okayo corsair gains the benefits of the Weapon Finesse feat with light or one-handed melee weapons from the monk weapon group, and she can use her Charisma score in place of Intelligence and Wisdom for the purpose of meeting prerequisites for combat feats.

This ability counts as the Weapon Finesse feat for the purpose of meeting feat prerequisites. This replaces swashbuckler finesse. Okayo Panache Ex : An Okayo corsair regains panache only when she confirms a critical hit or makes a killing blow with a light or one-handed weapon from the monk weapon group. This alters panache. Deeds: An Okayo corsair gains the following deeds. This deed replaces menacing swordplay. Slow Fall Su : At 7th level, the Okayo corsair can spend 1 panache point to slow her descent as per feather fall, treating her swashbuckler level as her caster level, provided that she is adjacent to a wall.

This deed replaces superior feint. High Jump Su : At 11th level, so long as the Okayo corsair has at least 1 panache point, she adds her level as a bonus on Acrobatics checks to jump and always counts as having a running start. This deed replaces bleeding wound.

Abundant Step Su : At 15th level, an Okayo corsair can spend 2 panache points as a move action to move magically between spaces, as dimension door. Her caster level for this effect is equal to her swashbuckler level. This deed replaces dizzying defense. This alters the bonus feat class ability. One of the oldest spearfighting styles originates in Vudra, where many martial arts traditions consider the spear to be the ultimate weapon.

Armor Proficiency: A spear fighter is not proficient with heavy armor or tower shields. This bonus increases by 1 for every 4 levels he has beyond 2nd.

This replaces bravery. The spear fighter must use a weapon from the spears weapon group to perform the parry. At 7th, 11th, and 15th levels, the penalty decreases by 1.

At 19th level, a spear fighter can use spear parry without penalty. This replaces armor training 1, 2, 3, and 4, and armor mastery. Weapon Training Ex : At 5th level, a spear fighter must choose the spears weapon group for the weapon training class feature.

Weapon Mastery Ex : At 20th level, a spear fighter must choose a weapon from the spears weapon group for his weapon mastery class feature. Stick-fighting is most commonly associated with cultures that practice cow herding, but stick fighting is also common in regions where peasant classes are outlawed from carrying bladed weapons. The most famous stick fighters come from the archipelago of Minata in Tian Xia, but the Mwangi Expanse, Osirion, and Vudra have also produced many efficient stick-fighting styles.

The following feats represent martial arts that use sticks for offense and defense. Stick-F ighting C ounter C ombat Using stick-fighting techniques both defensively and offensively, you can turn your parries into counterattacks. Benefit: While you are fighting defensively, as a free action you can select an opponent you have attacked on that turn and prepare yourself to counter one of its attacks.

Once per round, when that opponent attempts a melee attack against you and the attack misses, the attacker provokes an 12 attack of opportunity from you, provided that it is within your threatened area. You must use a club, quarterstaff, dan bongUE, sap, or tonfaUE to perform the attack of opportunity.

Stick-F ighting M aneuver C ombat Your attacks with sticks have become blindingly fast, and you can throw in a combat maneuver between your attacks.

Benefit: When making a full attack using only clubs, a quarterstaff, dan bongsUE, saps, or tonfasUE, you can perform a combat maneuver as an extra attack using your full base attack bonus. W e apon Trick C ombat Choose one weapon trick option one-handed weapon, polearm, ranged, two-handed weapon, two-weapon, or weapon and shield. You can perform weapon tricks in combat when armed appropriately for that option. Special: You can gain Weapon Trick multiple times. Each time you take the feat, it applies to a new weapon trick option.

O ne -H anded W eapon Trick s You can use the following tricks only while wearing light or no armor, wielding a light or one-handed manufactured weapon in one hand, and holding nothing in your off hand. If the attempt is successful, you can immediately follow up with an attack using your light or one-handed weapon as a free action. The grapple attempt provokes attacks of opportunity as normal unless you have an ability or feat that prevents this. Switch Hands Improved Feint : As a free action, you can pass a light or one-handed weapon you are wielding to your free hand.

Block and Counter Two-Weapon Fighting : You can ready a standard action to block an attack with your shield, making an attack roll as though you were making a shield bash and using the result as your AC against that attack.

If you successfully block the attack, you can attack that opponent with the weapon in your other hand as an immediate action. P olearm Trick You can use the following trick only while wielding a weapon from the polearm weapon group. Two -H anded W eapon Trick You can use the following trick while wielding any twohanded weapon. Otherwise, you take no penalty for using the weapon one-handed. Two -W eapon Trick You can use the following trick only while wielding two weapons. Doing so takes the same type of action as drawing that weapon normally would.

As part of the action to draw the weapon, you must sheathe one of the two weapons you were wielding. Weapon and Shield Tricks You can use the following tricks only while wielding a shield and a weapon you can wield in one hand. Over time, these techniques have spread across the world.

D r agonfly F light C ombat You can fly short distances through the air. Benefit: While using Dragonfly Style, you can attempt an Acrobatics check to high jump as a move action, and then immediately glideAPG as the spell for 1 round. If you have not used your standard action after using Dragonfly Flight to make a high jump and start gliding, you can charge while gliding. This charge follows the rules for charging when you are only able to take a standard action. D r agonfly St yle C ombat, St yle You can leap off walls and objects to strike from above.

Benefit: You add your Wisdom modifier to Acrobatics checks in addition to your Dexterity modifier. D r agonfly W ings C ombat You can jump off willing allies and unwilling opponents to attack creatures from above. In addition, you can substitute a creature your size or larger in place of a vertical surface.

If you fail this check by 5 or more, you provoke an attack of opportunity from the hostile creature. Benefit: When you and an ally with this feat are using Linnorm Hunter Style and threatening the same target, you can make a single melee attack at your highest base attack bonus against that target as a full-round action.

This extra damage is not multiplied on a critical hit. Special: Animal companions with an Intelligence score of 1 or 2 can take this feat.

L innorm H unter R e tre at C ombat, Te amwork You and your animal companion have learned to cover each other in combat. Benefit: When an ally with this feat uses Linnorm Hunter Style and hits a target with a melee attack, you can move 5 feet as an immediate action without provoking an attack of opportunity from that target. L innorm H unter St yle C ombat, St yle , Te amwork You and your animal companion work together to make coordinated strikes against your enemies.

Prerequisites: Cha 13, must have or be an animal companion. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them even if the situation or an ability would normally deny you the attack of opportunity.

O c topus F ocus C ombat The more enemies that surround you, the more accurate your attacks become. In addition, when you attempt to grapple without two free hands, you take only a —2 penalty on your combat maneuver check instead of the usual —4. O c topus St yle C ombat, St yle You anticipate the attacks of more than one enemy at once. Benefit: As a move action when using this style, you can select a number of creatures you are aware of equal to your Dexterity modifier.

Prerequisites: Dex 15, Two-Weapon Fighting, Weapon Focus quarterstaff, any weapon from the polearms fighter weapon group, or any weapon from the spears fighter weapon group , proficiency with bucklers and light shields.

Benefit: When you enter this style, you attach your buckler or light shield to your quarterstaff, polearm, or spear, combining them into a weapon known as a shielded staff. While in this style, you can wield the shielded staff normally, but attacks you make with it take a —1 penalty. O c topus Thr ash C ombat Your arms flail about in a confusing pattern of strikes that trips and batters your foes. Benefit: While using Octopus Style, when you threaten two enemies who are adjacent to each other, you can attempt a trip combat maneuver check against both targets at once in place of a melee attack.

You attempt a single combat maneuver check at a —5 penalty and apply the result to both targets. S hielded Staff A mbush C ombat You can hit an enemy unexpectedly with a maneuver. Benefit: While in Shielded Staff Style, if you hit a target with a shielded staff, you can attempt either a bull rush, disarm, sunder, or trip combat maneuver check as an immediate action. You lose your shield bonus until the start of your next turn if you attempt this combat maneuver. S hielded Staff M aster C ombat Your staff and shield act as a single item.

In addition, you do not take the —1 penalty to attacks made with a shielded staff. S hielded Staff St yle C ombat, St yle You can attack and defend effectively with a shield attached to your staff or spear.

Anyone not in this style who attempts to wield the shielded staff treats it as an improvised weapon that deals bludgeoning damage. Strong -S ide B oxer B r awler A rche t ype A strong-side boxer employs a unique fighting style that incorporates a rope or cord wound around her hand.

The wrapped hand is known as the strong side. The other hand is kept free to deflect blows, and is known as the shield. The Zenj people of the Mwangi Expanse, who gather for large boxing tournaments, developed this style for their competitions. Many guests and visitors have witnessed these tournaments over the years, and as a result, the style has spread throughout Golarion.

While using her off hand in this manner, the strong-side boxer treats that hand as a buckler for the purposes of other feats and abilities though she is also considered to have a free hand. Strong-Side Fist Ex : A strong-side boxer can spend 1 minute to wrap one of her hands in rope or cord.

The strong-side boxer can carry items or wield weapons in a wrapped hand, but she takes a —2 penalty on Dexteritybased skill checks that requires the use of that hand such as Disable Device and Sleight of Hand checks.

Unwrapping a hand is a move action that provokes attacks of opportunity. At 3rd level, as a full-round action that provokes attacks of opportunity, a strong-side boxer can dip her wrapped hand in resin and then crushed glass or small metal spikes, which remain on her wrapped hand for 1 hour.

If she chooses crushed glass, she can deal slashing damage with her unarmed strikes; if she chooses spikes, she can deal piercing damage with her unarmed strikes for the duration.

Whether she chooses crushed glass or metal spikes, she deals an additional 1 point of bleed damage with her unarmed strikes. At 7th level, the bleed damage increases to 1d4. At 11th level, the bleed damage increases to 1d6.

At 15th level, the bleed damage increases to 2d4. At 19th level, the bleed damage is multiplied on a critical hit. Bleed damage from this ability does not stack with bleed damage from other sources. This replaces maneuver training. Lead Leg Ex : At 5th level, a strong-side boxer can spend 1 minute to wrap one of her legs in a chain, and can thereafter use the chain-wrapped leg both defensively and offensively.

While her leg is wrapped, she is considered to be wearing a chain shirt, gaining all the appropriate bonuses and penalties. The chain can be enchanted as armor and is treated as masterwork. This replaces close weapon mastery. These style shifters have honed their techniques and shared them with the rest of Golarion. Armor Proficiency: A style shifter is not proficient with medium armor or shields.

Natural Strikes Ex : A style shifter is considered to have Improved Unarmed Strike for the purposes of feat prerequisites and can apply the effects of feats that have Improved Unarmed Strike as a prerequisite to her shifter claws. This alters shifter claws. Style Shifting Ex : A style shifter gains access to style aspects.

A style aspect provides benefits only while the style shifter is in the style feat stance associated with the appropriate aspect such as Boar Style with Form of the Boar. The duration need not be consecutive but must be spent in 1-minute increments.

He can shift between any aspects he has during the duration without additional cost. This replaces shifter aspect, chimeric aspect, greater chimeric aspect, and final aspect. Style Mastery Ex : At 1st level, 5th level, and every 5 levels thereafter, a style shifter gains a bonus style feat. He does not need to meet the prerequisites of the feat.

Starting at 5th level, he can choose to instead gain a wildcard style slot. Each time he changes styles, he can also change these wildcard style slots. Form of the Wild Su : At 6th level, a style shifter gains the ability to turn into other creatures. This duration does not need to be consecutive, but must be spent in 1-hour increments.

For abilities that function based on uses of wild shape, each hour of form of the wild counts as a use. This alters wild shape. Style Aspects: A style shifter has access to the following style aspects. Form of the Boar: Once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal an additional 1 point of bleed damage with the attack. At 8th level, when you tear flesh, the target becomes sickened for 1 round. At 15th level, whenever you confirm a critical hit, you can attempt an Intimidate check to demoralize a target within 30 feet as an immediate action.

Form of the Crane: You reduce the penalty on attack rolls for fighting defensively by 1, to a minimum penalty of 0. At 8th level, when an attack misses you, you can move 5 feet as an immediate action without provoking attacks of opportunity.

At 15th level, when an attack misses you, you can move up to half your speed as an immediate action without provoking attacks of opportunity. At 15th level, whenever you confirm a critical hit against a shaken target, the target becomes frightened for 1 round.

You can crawl up to half your speed as a move action. At 8th level, whenever a creature provokes an attack of opportunity from you, that creature is considered flatfooted against your attack. At 8th level, this bonus increases to twice your Wisdom modifier. At 15th level, if a creature misses an attack of opportunity against you prompted by your movement through a threatened square, you can make a retaliatory unarmed strike against that creature, even if you would not normally be able to make any more retaliatory strikes this turn.

Form of the Snake: Once per round when you hit a single foe with two or more unarmed strikes and deal piercing damage on your turn, you knock that foe off-balance. The foe is flat-footed until the start of its turn. At 15th level, when you confirm a critical hit, the target is knocked off-balance and provokes attacks of opportunity from you and your allies.

This stacks with the light fortification armor special ability and similar effects. Form of the Tiger: On a successful bull rush, overrun, or trip combat maneuver, you deal slashing damage equal to your Strength bonus to the target of the maneuver.

This damage increases to twice your Strength bonus at 8th level. Whether they incorporate the cruel trickery of oni, the ageless expertise of samsarans, or the fluid form of shapeshifters, these methods represent training that would be unfamiliar to most human practitioners. Some humans and tieflings with oni blood use the power of the oni for their own ambitions.

Donning terrifying masks, these vigilantes forsake their humanity to become more like the evil beings they mimic. Yokai Heart Su : A Chu Ye enforcer seeks to transmute himself into a destructive spirit and terrorize his enemies. His vigilante identity alignment must be non-good. While in his vigilante identity, the Chu Ye enforcer gains darkvision with a range of 60 feet and low-light vision, and he counts as both a native outsider with the oni subtype and his original type for any effect related to type, whichever is worse for him.

Oni Mask Ex : A Chu Ye enforcer gains a grotesque horned mask that he must wear when assuming his vigilante identity. The mask has 10 hit points per vigilante level he has and hardness 5. A Chu Ye enforcer who loses his mask can replace it after 1 day through a specialized ritual that takes 8 hours to complete and costs gp per vigilante level he has. This alters dual identity. This replaces the social talent gained at 1st level.

Deceitful Form Sp : At 4th level, a Chu Ye enforcer gains the shapechanger subtype and the ability to change his form, as per alter self, for a number of minutes per day equal to his vigilante level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 14th level, he can instead use this ability as per giant form I. At 18th level, he can use this ability as per giant form II.

This replaces the vigilante talents gained at 4th, 14th, and 18th levels. Deadly Horns Ex : At 6th level, while in his vigilante identity, a Chu Ye enforcer gains a gore attack. This is a primary natural attack that deals 1d6 points of piercing damage. This replaces the vigilante talent gained at 6th level.

As a swift action a number of times per day equal to his vigilante level, he can launch a beam of fire from the eye as a ranged touch attack with a range of feet. On a hit, the beam deals 4d6 points of fire damage. At 18th level, the beam damage increases to 8d6 points of fire damage. This replaces the vigilante talent gained at 12th level.

The following slayer talents are available to samsarans. Eternal Opposition Ex : While most imperial dragons, undead, and other long-enduring foes can count on outlasting their mortal adversaries, the samsaran slayer has pledged to oppose their machinations across all his lifetimes. Experience Across Ages Ex : Once per day, a samsaran slayer can draw upon insights from his previous lifetimes to help identify a foe or recall a key piece of information.

As a swift action, the slayer can attempt a Knowledge check as if he had a number of ranks in the appropriate Knowledge skill equal to his slayer level. A slayer can use this talent one additional time per day for every 5 slayer levels he has. Inured to Terror Ex : With their knowledge of the cyclical nature of existence, there are few experiences that can daunt samsaran slayers for long. As an immediate action when a slayer fails a saving throw against a fear effect, he can attempt the saving throw a second time to reduce the severity of the effect from panicked to frightened, frightened to shaken, or shaken to unaffected.

Additionally, the DC of Intimidate checks to demoralize him increases by 2. Mountainside Ambush Ex : Fighting in the mountains of Zi Ha has trained samsaran slayers to strike the unwary with deadly attacks from above.

If a slayer deals sneak attack damage to a creature that is unaware of his presence while he is standing on higher ground than his target, he does not have to roll sneak attack damage; instead, the sneak attack deals maximum damage. The samsaran must be standing on solid ground to use this ability.

Mystic Veil Sp : Samsaran slayers are adept at obscuring the passes of their mountain homes from intruders. The slayer can cast silent image as a spell-like ability once per day for every 2 slayer levels he has, using his slayer level as his caster level.

The slayer must have an Intelligence score of at least 11 to select this talent. Recall Training Ex : By calling on the memories of previous incarnations, a samsaran slayer can use martial techniques that transcend his usual capabilities.

This effect lasts for 1 minute per slayer level he has. If you begin your turn with the grappled condition, you can attempt a combat maneuver check or an Escape Artist check as a move action to attempt to break the grapple. Skilled martial artists of many heritages have the ability to change their forms, and they draw on their shapeshifting potential in combat to devastating effect.

S hapeshif ter S avage C ombat You have enough control over your transformations that you can lash out at an opponent while assuming your alternate form. Benefit: While you are using Shapeshifter Style, if you use your change shape or wild shape ability as a standard action, you can also make a single melee attack with one of your natural weapons at your highest base attack bonus against one foe within your reach.

S hapeshif ter St yle C ombat, St yle You can shift your physiology without fully changing your shape, giving you an advantage in battle. Benefit: You reshape your body, gaining one of the following benefits. You choose the benefit when you enter the style, and while in the style you can change the benefit as a swift action. Brutal Attack: Choose one of your natural attacks. Steady Grip: You gain a climb speed of 10 feet. S hapeshif ter Twist C ombat Your form flexes and contorts in unexpected ways, making it difficult for enemies to move you against your will.

With the right application of ki, a warrior can shatter steel, defy gravity, or even conjure spirits through sheer force of will.

Action Before Thought Ex : A monk with this ability can spend 2 ki points as a free action as part of rolling initiative to roll twice on the initiative check and take the higher result. A monk must be at least 6th level before selecting this ki power. Bare-Hand Block Ex : A monk with this ability can spend 1 ki point as an immediate action when attacked with a manufactured weapon to attempt an unarmed sunder combat maneuver check against it.

If he successfully sunders the weapon and grants it the broken condition, the attack deals no damage. He can spend an additional 1 ki point when using this ability to activate ki sunder as a free action.

A monk must be at least 8th level and have the ki sunder ki power before selecting this ki power. Breaking-Down Koan Su : A monk with this ability can spend 1 ki point as a swift action to present a paradox, riddle, or complicated question to a creature within 30 feet.

This is a mind-affecting, language-dependent effect. A monk must be at least 8th level before selecting this ki power. Building-Up Koan Su : A monk with this ability can spend 2 ki points as a swift action to ask himself a koan, which he then tries to answer. If successful, he gains an insight bonus equal to his Wisdom modifier to AC and on attack rolls, saving throws, skill checks and until the end of the round.

If he fails, the monk is instead confused for 1 round. Ki Sunder Ex : A monk with this ability can spend 1 ki point as a free action when attempting a sunder combat maneuver check to add his monk level as a bonus to the damage roll. Master-Thought Koan Su : A monk with this ability can spend an additional 2 ki points when using either the breaking-down koan or building-up koan ki powers. When combined with master-thought koan, building-up koan can be used on an ally within 30 feet.

A monk must be at least 12th level and have either the breaking-down koan or the building-up koan ki power before selecting this ki power. Herbal Compound Ex : A ninja with this trick can consume specially prepared herbs to strengthen her mind. The ninja can spend 1 ki point and smoke, eat, or inject an herbal compound as a move action. Ki Venom Ex : A ninja with this trick knows how to make poisons from innocuous herbs or minerals.

Creating ki venom is a full-round action that costs 1 ki point. The poison lasts for 24 hours before becoming inert. The poison deals either Strength or Dexterity damage, chosen when the venom is created. The ninja can spend additional ki as part of the process of creating the ki 20 Mart ial Arts Hand book venom to improve the venom in one or more of the following ways: spend 1 ki point to increase the damage die to a d6, spend 1 ki point to change the ability damage dealt to Intelligence, Wisdom, or Charisma damage, or spend 1 ki point to increase the number of saves required to cure the poison by 1.

Effect 1d4 ability damage see above ; Cure 1 save Strangler Ex : A ninja with this trick knows how to use a scarf, usually with a coin or large knot, as a lethal garrote. Swift Poisoner Ex : A ninja with this trick can apply a dose of poison to a weapon as a swift action.

Deep Cover Ex : A ninja with this trick gains the dual identity and seamless guise class feature as a vigilante Pathfinder RPG Ultimate Intrigue 9 , except that the ninja can spend 1 ki point to change identities as a move action. Many Guises Ex : A ninja with this trick gains the vigilante social talent of the same name. The ninja must have the deep cover ninja trick before selecting this trick. Occulted Soul Su : A ninja with this trick can still her mind to bypass magical detection.

The ninja can spend 1 ki point to cast nondetection on herself as a spell-like ability, with a caster level equal to her ninja level. Greater Ki Venom Ex : A ninja with this trick can further improve her ki venom. The ninja can spend 2 ki points to increase the damage die to a d8 or spend 2 ki points to change the ability damage dealt to Constitution damage.

The ninja must have the ki venom ninja trick before selecting this trick. True masters of the arena impress their jaded fans by pioneering innovative techniques and attempting risky maneuvers. The many gladiatorial colleges of the citystate of Tymon, in the River Kingdoms, encourage their pupils to transform gladiatorial combat from a gruesome blood sport into a dazzling spectacle that audiences will remember for years. Many of the following techniques were demonstrated for the first time before a riotous crowd at the Arena of Aroden.

A rming G r ab C ombat Opponents would be foolish to underestimate you, even if you appear unarmed and helpless. You are practiced at turning the tables on armed foes and using their own weapons against them. Benefit: You take no penalty on your attack roll when attempting to disarm an opponent while you are unarmed. If you succeed at a disarm attempt without using a weapon and choose to pick up the disarmed weapon, you can attack with that weapon as though you were proficient with it until the end of your next turn.

Normal: Attempting to disarm a foe while unarmed imposes a —4 penalty on the attack. Benefit: Whenever you succeed at a combat maneuver check to disarm an opponent, you can spend a swift action to make an unarmed strike attack at your highest base attack bonus against the target you disarmed.

N umbing B low C ombat You strike the weapons of your opponents so forcefully that they are unable to quickly recover or counterattack. This is a pain effect. Benefit: Whenever you succeed at a combat maneuver check to disarm an opponent, you can attempt a second disarm at a —5 penalty against an opponent adjacent to the original target. You need not be threatening the second target. You can attempt only one additional disarm combat maneuver check per round with this feat.

W rist G r ab C ombat When an enemy overextends to attack you, you quickly catch its arm and knock its weapon loose. When the most skilled grapplers gain control of an opponent, they use the techniques below to create a spectacular display of pain.

D r amatic S l am C ombat Your brutal maneuvers shock any who would dare to stand against you. Benefit: While you are using Savage Slam, if you succeed at your grapple combat maneuver check to knock the opponent prone, you can spend a swift action to attempt an Intimidate check to demoralize foes within 30 feet who could see your attack. O verhe ad F lip C ombat You hoist your opponent above your head before slamming him to the ground, temporarily staggering the foe.

Oozes, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect. S avage L e ap C ombat You leap into the air while holding your opponent and slam him to the ground. Benefit: When you use Savage Slam, you can move yourself and your target up to half your speed before releasing the grapple. You provoke attacks of opportunity from this movement, but your target does not. If your target takes damage from Savage Slam, the target is shaken for 1 round.

You become flat-footed until the start of your next turn if you move before using Savage Slam in this way. At the end of the spin, you can place the opponent in any square adjacent to you. The opponent is sickened for a number of rounds equal to your Strength or Dexterity modifier, whichever is higher. When facing a master of the lifting hand, an enemy is likely to find itself sailing through the air or locked in a tortuous compliance hold.

Benefit: When you begin your turn grappling an opponent, instead of attempting a combat maneuver check to maintain the grapple, you can try to viciously slam your opponent down. As a standard action, you can attempt a grapple combat maneuver check against the opponent.

If you succeed, you release your grapple and the opponent falls prone in an unoccupied square of your choice adjacent to you. W hirling H old C ombat You lift your grappled foe from the ground and violently spin and disorient him.

This replaces stunning fist. The target becomes sickened as long as the lifting hand maintains the grapple. This replaces the bonus feat gained at 10th level. Counter-Throw Sp : At 12th level, a lifting hand can ready an action to trigger if a creature tries to attack her.

If she succeeds, she grapples the creature and negates the triggering attack, and she can spend an immediate action to use the Savage Slam feat. This replaces abundant step. Dungeoneer's Handbook presents player-focused, in-depth discussion of dungeons, their dangers, and ways to survive your exploration—whether it's your first time or your twentieth. Inside this book, you'll find:.

Ross Works by Jerome Virnich. Hidden categories: Articles with first-edition content Uses Book template. Ross , and Jerome Virnich. Paizo Publishing, LLC. ISBN Pathfinder Player Companion. Artwork from Dungeoneer's Handbook. Brave the Depths!



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