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Scarab Sages

Howdy Pathfinder folks! I'm looking for some advice on a rogue build.

I'm running a Pathfinder game right now and I've got a new player; he's still pretty new to the rules as we've only been playing since October. He's got an unchained rogue that's focused on finding and disarming traps. In the future he wants to be good at fighting spellcasters—disrupting their spells, optimizing his sneak attack to drop them quickly, picking up rogue talents that'll help him against spellcasters, things like that.

I don't really know what to tell him. Have you seen a particular rogue build that's good against casters? Any advice on how to pull it off? I'm willing to let him retrain to take an archetype if there's a good one for this build.

Scarab Sages

Howdy! I'm new to Marietta and looking for a group.

I'm ideally interested in Pathfinder, but I'll consider various editions of D&D. I might also be interested in a game set in the classic World of Darkness (Wraith, Vampire, or Mage), but the group really has to be right for those games.

I'd prefer a game on a weeknight but I'm also open on Saturdays. Sunday afternoon (after about 2:00 P.M. or so) could also work.

Thanks!

Scarab Sages

Here's my up-to date ranger, with bbc code and proper formatting and such:

FERROK

Male human (Kellid) ranger (guide) 1 Favored Class ranger (+1 skill rank)

LN Medium humanoid (human) Init +2; Senses Perception +6

-=DEFENSE=-

AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)

hp 11 (1d10+1); Current 11; Nonlethal 0

Fort +3, Ref +4, Will +1

-=OFFENSE=-

Speed 30ft.

Melee battleaxe +4 (1d8+3/x3/S) or morningstar +4 (1d8+3/x2/B and P) or dagger +4 (1d4+3/19-20/P or S)

Breakdown +1 BAB, +3 Str

Ranged longbow +3 (1d8/x3/120 ft./P) or dagger +3 (1d4+3/19-20 x2/10 ft./P or S)

Breakdown +1 BAB, +2 Dex

-=STATISTICS=-

Str 17, Dex 14, Con 12, Int 12,Wis 12, Cha 12

BAB +1; CMB +4; CMD 16

Hero Points 1

-=FEATS=-

Point-Blank Shot:
You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot:
You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

-=SKILLS=- 9 = 6 Class, +1 favored class, +1 Int, +1 racial

*Class Skill

Acrobatics DEX +2

Appraise INT +1

Bluff CHA +1

Climb *STR +7 1 rank

Craft *(untrained) INT +1

Diplomacy CHA +1

Disguise CHA +1

Escape Artist DEX +2

Fly DEX +2

Handle Animal *CHA +5 1 rank

Heal *WIS +1

Intimidate *CHA +1

Knowledge *(geography) INT +51 rank

Knowledge (nature) *INT +5 1 rank

Perception *WIS +6 1 rank

Perform (untrained) CHA +1

Ride *DEX +6 1 rank

Sense Motive WIS +1

Stealth *DEX +6 1 rank

Survival *WIS +5 (+6 if tracking) 1 rank

Swim *STR +7 1 rank

Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Traits:
Armor Expert (Combat Trait): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Pioneer (Kingmaker Campaign Trait): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill (Perception).

Class Features:

Ranger’s Focus (Ex): Once per day, Ferrok can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until Ferrok designates a new focus, whichever occurs first. Ferrok gains a +2 bonus on attack and damage rolls against the target of his focus. This ability replaces favored enemy.

Track (Ex): Ferrok adds half his ranger level (minimum 1) to Survival checks made to follow or identify tracks.

Wild Empathy (Ex): Ferrok can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Ferrok rolls 1d20+2 to determine the wild empathy check result. To use wild empathy, Ferrok and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minutes, but as with influencing people, it might take more or less time. Ferrok can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty to the check.

Equipment:
Wealth

CP 0 SP 0 GP 4 PP 0

-=WORN=-

Studded Leather 20 lb.

Heavy Wooden Shield 10 lb.

Longbow 3 lb.

Arrows (40) 6 lb.

Battleaxe 6 lb.

Dagger 1 lb.

Backpack 2 lb. (18 lb. with gear)

-=BACKPACK=-

Flint and Steel 0 lb.

Hempen Rope (50 ft.) 10 lb.

Morningstar 6 lb.

-=LIGHT WARHORSE=-

Military Saddle 40 lb.

Saddlebags 8 lb.

Carried Weight: 64 lb. Worn:46 lb., Backpack: 18 lb.

Light: 86 lb. Medium: 173 lb. Heavy: 260 lb.

Description:

This broad-shouldered Kellid stands over six feet in height, dressed in leathers and thick wools tight across his chest and shoulders. Thin scars crisscross his arm and a few nicks mar his face and neck. His hair is stringy and he sports a short beard. When he turns his attention to someone, he leans back in a relaxed stance and crosses his arms.

Background:

Ferrok was born in a village near the Numerian border. He never really knew his family, who were killed during an attack by a band of hill giants when he was four. His father put him on their horse and sent it toward civilization, and fortunately, the horse knew its way. Unfortunately, the young Ferrok knew

nothing of his family. The band of mercenaries known as the Grey Company took the horse from the young boy, and after guilt set in, they took Ferrok on as a camp follower. Ferrok spent his youth repairing gear and tending horses and other war animals for the Grey Company. When he was old enough to pick up a bow, he began hunting to supplement the Company’s larders. With a combination of aptitude and circumstance, he became and able combatant. His eventual transition into an active duty position was inevitable.

Ferrok was never wealthy, but he understood the value of honest pay for an honest day’s work. He served with the Company for six years and eventually took charge of the archers, although he more often served as a scout. At that point, the Grey Company took a commission from a nobleman in southern Brevoy—there was some dispute as to the legitimacy of his title, and he couldn’t rely on his own troops to defend him against a popular uprising. The Grey

Company fought in a dozen engagements against various peasant and insurgent groups before finally putting down all serious challengers. Unfortunately, the noble had exhausted his fortune during the fighting and could not meet the Company’s pay.

The Grey Company pillaged the estate themselves, carrying off anything of value. Ferrok disapproved of what he considered brazen theft, but also despised the worthless noble that mismanaged his own estate. He grudgingly took his cut of the loot and was silently pleased when the Company officially disbanded—the officers agreed that no one rich enough to afford their services would hire them now that they had “betrayed” their employer. He rode away to make his own fortune in the world, and so the tale begins. . .

Personality:

Ferrok values his word, although he’s learned that not everyone shares his sense of honor. He’s pragmatic, caring little for methods. His concerns are results. He will gladly kill people in their sleep or use other brutal tactics if they minimize risk and maximize effectiveness for his companions. He feels at home in a well-run unit, but has chosen to remain independent because he hasn’t found a leader that he can respect yet. Although he’s not motivated by a desire to particularly harm or help others, he’s true to his word. He cares deeply for duty and will honor an agreement to both the letter and spirit. He’s no fool, however. If circumstances change, he feels justified to immediately renegotiate any arrangements.

Current Disposition:

At present, he serves as a guide for travelers along the borderlands of Brevoy and the River Kingdoms.

The work is lucrative, if not steady. He’s primarily motivated by wealth at the moment; he wants to live in comfort now that he’s on his own. Recently, he has heard rumors that former elements of the

Grey Company have become brigands. Whether he will join or fight against his old comrades remains to be seen… But he hopes that the situation won’t come up.

Scarab Sages

Howdy! Here's my ranger submission.

FERROK
This broad-shouldered Kellid stands over six feet in height, dressed in leathers and thick wools tight across his chest and shoulders. Thin scars crisscross his arm and a few nicks mar his face and neck. His hair is stringy and he sports a short beard. When he turns his attention to someone, he leans back in a relaxed stance and crosses his arms.

Background: Ferrok was born in a village near the Numerian border. He never really knew his family, who were killed during an attack by a band of hill giants when he was four. His father put him on their horse and sent it toward civilization, and fortunately, the horse knew its way. Unfortunately, the young Ferrok knew nothing of his family. The band of mercenaries known as the Grey Company took the horse from the young boy, and after guilt set in, they took Ferrok on as a camp follower. Ferrok spent his youth repairing gear and tending horses and other war animals for the Grey Company. When he was old enough to pick up a bow, he began hunting to supplement the Company’s larders. With a combination of aptitude and circumstance, he became and able combatant. His eventual transition into an active duty position was inevitable.
Ferrok was never wealthy, but he understood the value of honest pay for an honest day’s work. He served with the Company for six years and eventually took charge of the archers, although he more often served as a scout. At that point, the Grey Company took a commission from a nobleman in southern Brevoy—there was some dispute as to the legitimacy of his title, and he couldn’t rely on his own troops to defend him against a popular uprising. The Grey Company fought in a dozen engagements against various peasant and insurgent groups before finally putting down all serious challengers. Unfortunately, the noble had exhausted his fortune during the fighting and could not meet the Company’s pay.
The Grey Company pillaged the estate themselves, carrying off anything of value. Ferrok disapproved of what he considered brazen theft, but also despised the worthless noble that mismanaged his own estate. He grudgingly took his cut of the loot and was silently pleased when the Company officially disbanded—the officers agreed that no one rich enough to afford their services would hire them now that they had “betrayed” their employer.
He rode away to make his own fortune in the world, and so the tale begins…

Personality: Ferrok values his word, although he’s learned that not everyone shares his sense of honor. He’s pragmatic, caring little for methods. His concerns are results. He will gladly kill people in their sleep or use other brutal tactics if they minimize risk and maximize effectiveness for his companions. He feels at home in a well-run unit, but has chosen to remain independent because he hasn’t found a leader that he can respect yet. Although he’s not motivated by a desire to particularly harm or help others, he’s true to his word. He cares deeply for duty and will honor an agreement to both the letter and spirit. He’s no fool, however. If circumstances change, he feels justified to immediately renegotiate any arrangements.

Current Disposition: At present, he serves as a guide for travelers along the borderlands of Brevoy and the River Kingdoms. The work is lucrative, if not steady. He’s primarily motivated by wealth at the moment; he wants to live in comfort now that he’s on his own. Recently, he has heard rumors that former elements of the Grey Company have become brigands. Whether he will join or fight against his old comrades remains to be seen… But he hopes that the situation won’t come up.

FERROK
Male human (Kellid) guide ranger 1
Lawful neutral medium humanoid (human)
Init +2; Senses Perception +6
Languages Common, Giant

DEFENSE
AC
15 (17 with shield), touch 12, flat-footed 13 (15 with shield)
h.p. 11 (1d10+1)
Fort +3, Ref +4, Will +1CMD 16

OFFENSE
Speed
30 feet (6 squares)
Melee battleaxe +4 (1d8+3/x3 slashing) or
morningstar +4 (1d8+3 bludgeoning and piercing) or
dagger +4 (1d4+3/19-20 piercing)
Ranged longbow +3 (1d8/x3 piercing), 120 ft. (x10) or
dagger +3 (1d4+3/19-20 piercing, 10 ft. (x5)
Special Attacks ranger’s focus 1/day
Base Attack +1, CMB +4

STATISTICS
Abilities
Str 17, Dex 14, Con 12, Int 12, Wis 12, Cha 12
Feats Point Blank Shot, Precise Shot
Skills Climb +7, Knowledge (nature) +5, Perception +6, Ride +5, Stealth +6, Survival +5 (+6 to track), Swim +7
Traits Armor Expert (reduce armor check penalties by 1), Pioneer (begin play with a horse, +1 to Perception)
SQ Track +1, wild empathy +2 (-2 magical beasts)
Possessions studded leather armor, heavy wooden shield, longbow, 40 arrows, battleaxe, morningstar, backpack, flint and steel, hempen rope (50 ft.), dagger, light warhorse, 4 gp
Encumbrance 59 lbs (light load)

SPECIAL ABILITIES

Ranger’s Focus (Ex): Once per day, Ferrok can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until Ferrok designates a new focus, whichever occurs first. Ferrok gains a +2 bonus on attack and damage rolls against the target of his focus. This ability replaces favored enemy.

Track (Ex): Ferrok adds half his ranger level (minimum 1) to Survival checks made to follow or identify tracks.

Wild Empathy (Ex): Ferrok can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Ferrok rolls 1d20+2 to determine the wild empathy check result. To use wild empathy, Ferrok and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minutes, but as with influencing people, it might take more or less time. Ferrok can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty to the check.

Scarab Sages

Keep in mind that Starfleet declined involvement in the Klingon civil war (Redemption, parts one and two), using the prime directive as justification to remain neutral--unless, of course, another foreign government were involved. It's clear that technology and social advancement are not the only criteria by which the prime directive is applied.

The Federation also declined involvement in the Cardassian occupation of Bajor, again citing the prime directive.

Perhaps most importantly... I think that it's key to remember that the prime directive is a narrative device used to achieve dramatic tension. It's been ignored when convenient for the writers to do so, and it's most often used to add a sort of moral gravitas to the Federation's alleged "advancement." I don't honestly think that it's worth sweating about, unless you're running a Star Trek RPG and want a session to deal with the Federation's ethics and the like.

Scarab Sages

I'm in Raleigh and looking for more players for my Pathfinder game. It's set in Greyhawk and we play on Sunday afternoons. Feel free to message me if interested.

Scarab Sages

Starting a game in Hillsborough and Chapel Hill on Sundays, mostly old-school types. For now, I'm starting a game in my homebrew setting, but we're going to rotate the GM duties and play other Pathfinder and non-Pathfinder games as well.

Scarab Sages

Horn of the Styx
Aura faint abjuration and necromancy; CL 3rd
Slot —; Price 9,750 gp; Weight 3 lbs.
Description
This stained ram’s horn is always cool and damp to the touch. When held in hand, the bearer and all allies within 30 feet are completely undetectable to the senses of undead without an Intelligence score. Undead creatures that have an Intelligence score receive a Will save (DC 12) to negate this effect and sense the bearer and their allies normally. This effect immediately ends and is suppressed for one hour if the bearer or their allies attempt to channel energy, turn or command undead, touch an undead creature, attack any creature, or cast a spell. The effect also ends if you do not hold the horn in at least one hand—you must maintain a firm grip on the horn, you cannot use that hand to wield a weapon or bear a shield, for example. You may pass the horn to another free hand or to another willing creature (in which case, that creature becomes the bearer), but the effect immediately ends if it leaves a living creature’s hand.
The bearer may sound the horn once per day to emit an eerie, piercing wail. Any dying or stable creature within 30 feet of the bearer (including allies) takes 2d6 damage (Fort DC 12 for half). If this damage is enough to kill at least one creature, the bearer and their allies within 30 feet gain 1 temporary hit point per hit die of the killed creature and a +1 morale bonus to attack rolls for 1 minute.
Construction
Requirements Craft Wondrous Item, death knell, hide from undead, must be able to channel negative energy; Cost 4,875 gp