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I know I'm not necessarily going to be powerful or that great of a character as this build, it was more for the sense of playing a drunken prophet and the drinking actually being utilized by the build. The Drunken Rager archetype does seem better than the Drunken Brute, I think we may be limited to CRB, APG, UM, UC, ARG, UE, and ACG. Not sure if we are, but that is traditionally what my group runs with. DM may allow the Drunken Rager though.
So I'm about to start playing in a home-brewed all Orc campaign and my character concept is a drunken prophet. So naturally my idea is a Drunken Brute Barbarian/Oracle/Rage Prophet. I have a few things figured out, but I'm looking for some help. So the first thing is that instead of normal Orc stats he's doing it based on your tribe (which is nice because a penalty to all my mental ability scores wouldn't be amazing). Anyway these are the tribe ability score bonuses (there will be other benefits, but they haven't been included yet).
Black-Claw: +4 str, -2 dex, -2 int, +2 cha
Anyway, game is a 25 point buy and we're starting at 7th level so my current plan is Drunken Brute 4/Oracle 2/Rage Prophet 1 from the Blood-Song tribe.
As my curse I'm thinking tongues (so I can pass off speaking in a crazy language during battle as drunken slurs). I suppose my main issue is that I really only have the role play side down. Advice on feats, skills, mystery/revelations, and knowing whether or not my ability scores are ok enough is what I'm really after? Any advice is welcome. Thanks in advanced.
What I would do is get rid of trap sense, uncanny dodge/improved uncanny dodge, and the standard DR. Have them gain natural attacks when they shift and make all the natural attacks primary. As for losing the ability to use weapons, just make them only proficient with simple weapons and natural attacks or possibly a very limited list of weapons such as the druids list or the wizards. As they level make the natural attacks deal more damage, count as magical at a certain level (like a Monks unarmed strike), etc.
If you want to make their natural attacks even more appealing make the equivalent of rage powers and let the natural attacks take on properties similar to weapons such as corrosive or icy. Maybe even make the shift a little more like an eidolon so that no one is the same when they shift. Give them a pool of evolution points to spend in various things. And then let them shift into a four armed beast of some kind with a bunch of claws. Or perhaps a snapping turtle man with a bite and a swallow whole ability.
So I've been considering making this for quite some time as I don't see Cavaliers in campaigns get to utilize their mounts very often unless they are playing a small cavalier (because they can ride them into dungeons). Anyway, this is essentially just a combination of the Standard Bearer and the Strategist right now, with a minor difference, but I was wondering if it looked alright as player character.
Banner (Ex): At 1st level, a commander gains the banner ability. This ability is identical to the standard cavalier's banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier's mount ability.
Tactician (Ex): As the cavalier class feature, except that a commander can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).
Drill Instructor (Ex): At 4th level, a commander learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of his challenge ability, the commander can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the cavalier possesses, as long as the cavalier is visible and can be heard by his allies. If the cavalier falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied. This ability replaces expert trainer.
Banner of Solace (Ex): At 11th level, a commander's banner becomes an even more potent symbol of protection and inspiration to those around him. Once per day, while his banner is displayed, the commander can wave it through the air as a full-round action, granting all allies within 60 feet temporary hit points equal to 1/2 his cavalier level, and a +2 morale bonus on their next damage rolls. At 15th level, and every four levels thereafter, this bonus increases by +1 (to a maximum of +3 at 19th level). The temporary hit points last for 10 minutes or until depleted, whichever occurs first. This ability replaces mighty charge.
Tactical Advantage (Ex): At 12th level, whenever a commander uses his tactician ability to grant the use of a teamwork feat to his allies, he can move up to his speed as a free action either before or after granting the feat. This movement provokes attacks of opportunity as normally. This ability replaces the cavalier's 12th-level bonus feat.
Strategic Supremacy (Ex): At 18th level, a commander gains the ability not only to improve his allies' abilities, but also to disrupt the teamwork of his enemies. Whenever the commander uses the tactician ability, he can choose to cancel out the effects of one teamwork feat employed by any of his opponents within 30 feet instead of granting the use of a teamwork feat to his allies. This ability replaces the cavalier's 18th-level bonus feat.
Awesome Pennon (Ex): At 20th level, a commander's banner has become a powerful rallying point to his allies, and a bane to his foes. Whenever his banner is visible, allies of the commander within 60 feet gain a +1 morale bonus on attack rolls, immunity to fear effects, and a +3 morale bonus on saving throws against mind-affecting effects. This ability replaces supreme charge.
Fair enough, it was more of a curiosity thing than anything else because I had never heard of it before and was interested in whether or not some sort of system existed. I may use this in a campaign in the future in which the souls of those that become zombies go to a place in hell and are tortured by the god of undeath. Then I could use some sort of system like the one I mentioned as a way for priests and priestesses to "save" those that were turned into zombies. I'm still unsure about how vampires and things of that nature would work in a system like that, but that's beside the point.
Thanks for the info. As I said, I was mostly curious. I didn't even think about what Bizbag had mentioned about undead being immune to disease. Which pretty much means what I had said initially is impossible because their disease would have been removed. And then vampires are just created another way entirely.
I mean, zombie rot is a disease, however, once the person becomes a zombie it doesn't explain if it can be removed or not. I'm considering making it the same spell only requiring a caster level check based on the targets CR and such. Perhaps 10+ 1/2 targets CR+ the targets Charisma mod. or something along those lines.
So I've recently invented a magical weapon for a Chirurgeon for comical purposes more than anything called the Scalpel of Invasive Surgery with a 1/day ability to remove an affliction, curse, disease, or poison affecting the target of it's attack, it also has a 3/day cure light wounds on the target of the attack ability. Anyway, it got me thinking, what happens if you remove zombie rot from a zombie? Or if you remove vampirism from a vampire? Or something similar to any of these things. I know the curse version of lycanthropy can be removed. I'm just kind of curious as I can't really find any information on this. Is it a DM decision?
Dreaming Psion wrote:
I actually really like this idea. It gives the game a more cyberpunk feel without some weird Matrix like aspect and still keeps it in the realm of sci-fi. I also liked the "out of phase" idea, however, I think I'm likely going to go with this "Ethernet" idea. I may not break the planes down a whole lot (mainly because right now the most magical person in the party is an Alchemist and I was kind of set on the whole planes converted to planets thing for the sake of checks similar to an Astrogate check from the Star Wars RPG), but this does seem like something that can lead to a larger BBEG controlling the Xill or something along those lines rather than them just giving them class levels to make them harder to fight and things of that nature.
On Sloth, I once made the seven deadly sins and I actually made Sloth as a Psion/Thrallherd. Now, I don't believe you can achieve lichdom this way, but it does give him loads and loads of followers and if he's managed to obtain all his Thrallherd levels he doesn't have just one, but two thralls (essentially cohorts). This does make him a little more akin to an Enchanter, but it makes for one hell of a massive/time intensive encounter.
I'm about to start running a campaign in a cyberpunk/space setting using the Pathfinder rules modified slightly with d20 modern and star wars firearms/blasters. Anyway, the idea was that after the characters go through some ordeals in which they will discover the baddies are working for the Xill, who are planning a massive onslaught on the galactic empire to expand their race. My main problem at the moment is that I planned on forgoing alternate planes of existence for the most part and treating anything related to them as a different planet, i.e. Knowledge (planes) would be knowledge of various planets and help with space travel, plane shift would bring the caster to a different planet rather than a different plane, etc.
So what I'm wondering is, should I replace the Xill's ability to plane walk between the ethereal plane and the material plane to an ability that just brings them to their home planet, should I get rid of it completely, should I change it to something else, or should I leave it be to keep the game interesting? I'm mostly concerned because I didn't really feel like delving too deeply into alternate planes of existence in a cyberpunk setting (though I know some do).
So I'm about to start a campaign and I have a character that is interested in playing a Halfling Summoner that rides his Eidolon and he plans on taking Mounted Combat, Ride-By Attack, and Spirited Charge. Anyway, I had a few questions regarding mounted combat.
1: Can both the rider and the mount attack on during a charge?
2: If the mount has the pounce special feature can it full attack and then continue moving after charging?
3: If the eidolon gets wings does it need to take Fly-By Attack in order to continue moving after it makes an attack or does Ride-By Attack cover both situations?
So through a rather inventive set of circumstances my Chaotic Neutral 8th level Bard has the ability to come back from the dead once and will be receiving a map of where you go if one were to commit suicide (whether it be the Abyss or Hell or some other plane). Now, my character is extremely afraid of death (think Jack Sparrow or the Marquis de Carabas) and is essentially looking for something to ransom or some sort of knowledge that would be useful to him. Any ideas? I've not delved into the planes much while playing Pathfinder so I'm honestly not sure what I could get or where I'd end up if I killed myself.
The thing about Aristocrats is their lack of class abilities. The main reason I've created this is that I want a core class to use for NPC's in a game that are able to manipulate people through their words and actions without receiving a class ability they don't have a use for (sneak attack). For instance, I have an old aged NPC Queen sitting around with a 7 strength, 10 dexterity, and 9 constitution, however, she has a 16 intelligence, 14 wisdom, and 24 charisma (before any magic items). So she's not going to be stabbing people in the liver very often but will likely be pulling the strings in the city.
I realize it's not a very hack and slash kind of class but that's why I was looking for suggestions or insight. An idea I had to give it better offensive abilities was removing some abilities and replacing them with something like +1 on attack and damage rolls with poisoned weapons or against enemies that have been successfully feinted against and then have it stack with their levels. It seems Rogue-esque but the class is meant to be more of a talker than anything else.
Forgive me if this has already been addressed elsewhere but, I was wondering what sort of action an Oracle with an armor revelation had to take to gain the benefits of said armor. For instance, what kind of action would an Oracle with the Bones mystery have to take to gain the benefits of the Bone Armor revelation? I ask because right now I only have access to the SRD and it doesn't seem to say if it's a standard, move, swift, free, or full-round action anywhere. I can't imagine it's more than a standard action but I thought I'd ask and see if anyone could give me any insight.
The Undercity- guarded from the devastation on the surface, the Undercity stretches forth in a series of expertly carved tunnels deep underground. The work of Dwarven craftsmanship, it hasn't been touched by their mithril picks and hammers since the End. Now it is a refuge for Ratfolk who have filled it with billions of skittering paws. The Ratfolk warrens rest in what now remains of these once great halls.
This reminds me of a one shot game I have planned that takes place in a heavily Neverwhere/Underdark inspired game. If it helps at all here's two home-brewed races that came out of it.
I took this concept straight from Neverwhere by Neil Gaiman but it seemed to fit the idea. Rat-Speakers are an odd species of Human that evolved in the Undercity due to their negotiations with the mother rat/rat goddess.
+2 to any one ability score:Rat-Speaker characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Rat-Speakers are humanoids with the human subtype.
Medium: Rat-Speakers are Medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Rat-Speakers have a base speed of 30 feet.
Low-Light Vision: Due to years in the Undercity have adapted to dark regions and can thus see twice as far as humans in conditions of dim light.
Scent: This special quality allows Rat-Speakers to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Rat-Speakers can identify familiar odors just as humans do familiar sights. Rat-Speakers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted previously. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a Rat-Speaker detects a scent, the exact location of the source is not revealed, only its presence somewhere within range. The Rat-Speaker can take a move action to note the direction of the scent. When the Rat-Speaker is within 5 feet of the source, it pinpoints the source's location. Rat-Speakers can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the Survival skill. Rat-Speakers tracking by scent ignore the effects of surface conditions and poor visibility.
Rat Speech: Due to years of worshipping and revering rats, Rat-Speakers can communicate with rats as if they were under the effects of a speak with animals spell.
Rodent Empathy: Rat-Speakers gain a +4 racial bonus on Diplomacy and Handle Animal checks made to influence rodents.
Languages: Rat-Speakers begin play speaking Common. Rat-Speakers with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
Descendants of true Minotaur brought below ground to guard the keeps of the Undercity, Subsurface Minotaur guard a variety of things in the depths, be they mortal, immortal, inanimate, or something else altogether.
+2 Stength, -2 Dexterity, +2 Wisdom: Subsurface Minotaurs are strong and contemplative, but slow to react.
Type: Subsurface Minotaurs are Monstrous Humanoids.
Medium: Subsurface Minotaurs are Medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Subsurface Minotaurs have a base speed of 30 feet.
Darkvision: Subsurface Minotaurs can see perfectly in the dark up to 60 feet.
Inherited Cunning: Subsurface Minotaurs possess the innate cunning of their ancestors. This gives them immunity to maze spells and prevents them from ever becoming lost.
Masters of the Subsurface: Subsurface Minotaurs receive a +1 racial bonus on Knowledge (dungeoneering) and Survival checks.
Natural Attack: Subsurface Minotaurs possess a natural gore attack that deals 1d6 points of damage plus strength modifier on a successful hit.
Powerful Charge: When making a gore attack during a charge, a Subsurface Minotaur deals double damage plus strength modifier and a half with it's gore attack in addition to the benefits gained from charging.
Relentless: Subsurface Minotaurs gain a +2 racial bonus on their Combat Maneuver Bonus when making a bull rush or overrun attempt while both the Subsurface Minotaur and its target are standing on the ground.
Languages: Subsurface Minotaurs begin play speaking Giant. Subsurface Minotaurs with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Orc, and Undercommon.
Tark of the Shoanti wrote:
For Ranger and Paladin spells you could go with something similar to what Complete Divine (I think that was the book) and give them bonus feats each level they'd gain a new level of spells. You could restrict it to combat feats or feats that have to do with the Rangers combat style.
So as some of you may already know, I'm working on a Courtier base class but I've come up with a Rogue archetype I may use in the meantime and was wondering what the community thought.
Skills: A courtier adds Knowledge (history) and Knowledge (nobility) to her list of class skills and removes Knowledge (dungeoneering) from her list of class skills.
Power of Persuasion: A courtier is able to influence those around her in ways others cannot. When she uses the Diplomacy skill to shift a creature's attitude, the targets attitude may shift up to three steps higher rather than just two. In addition, a courtier may use the Diplomacy skill to change a NPC's attitude about a character other than herself; when doing so, the DC of the check is increased by 5. This ability replaces Trapfinding.
Poison Use At 3rd level, a courtier is trained in the use of poison and can never accidentally poison herself. This ability replaces Trap Sense.
Cult of Personality: At 4th level, 1/day, if a courtier is in an area with creature's of her alignment she may make a Diplomacy check with a DC of 10 + 1/2 the creature's hit dice + the creature's Charisma modifier. If successful, she gains a cohort, as per the leadership feat, for a number of hours equal to her Rogue level or until the cohort is dismissed, whichever is less. This ability replaces Uncanny Dodge.
Great Leader: At 8th level, a couriter gains the leadership feat. If she already possesses the leadership feat she receives a +2 bonus to her leadership score and her cohort may be up to 1 experience level behind her (instead of 2). Regardless of whether the courtier has the leadership feat, cohorts gained through the Cult of Personality ability may only be up to 2 experience levels behind the couriter. This ability replaces Improved Uncanny Dodge.
I was going to suggest making them something similar to traits but based on comments I realized you're looking for something a little more powerful. They all look interesting so far and pretty well balanced among each other. The only thing I could think to possibly change would be for the speed bonus from the steed to increase by +5 every four levels instead of +10. Also, though I'm pretty sure it's implied, I would only allow the steeds bonus to apply to land speed if I were you.
Ok, based on the pool idea I've got some basic special ability ideas:
Influence Pool: At 1st level, a courtier gains a pool of points representing her influence. The number of points in a courtier's influence pool is equal to 1/2 her courtier level + her Charisma modifier. As long as she has at least 1 point in her influence pool, when she uses the Diplomacy skill to shift a creature's attitude, the targets attitude may shift up to three steps higher rather than just two.
By spending 1 point from her influence pool, as a swift action, a courtier can give herself a +2 insight bonus on Bluff, Diplomacy, or Intimidate checks for 1 round. In addition, as an immediate action, she can spend 1 point from her influence pool to give herself a +2 bonus on a save against a spell or effect that would detect her lies or force her to speak the truth.
The influence pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.
Great Leader: At 3rd (or maybe 5th) level a courtier is able to use her influence to rally like minded individuals to her cause. If the courtier is in an area with individuals of the same alignment as hers, she may spend a point from her influence pool to gain a cohort, as per the leadership feat, for one hour. She may spend additional influence points to add an hour of service to this duration, but the duration may not be longer than a number of hours equal to her courtier level. A courtier may only gain one cohort in this way.
If the courtier ever gains the leadership feat, she receives a +2 bonus to her leadership score and her cohort may be one experience level behind her instead of two. Regardless of whether or not the courtier has the leadership feat, cohorts gained by spending influence points can only be up to 2 levels behind the courtier.
I like this idea, I'll probably tweak it some and just make it one pool of points (similar to a Magus or Monk) that the Courtier can use to do different things like add a bonus to certain skill checks, aquire a cohort for a short amount of time, and various other things.
OmNomNid: I looked over the Voyageur, it's interesting but I've still got my work cut out for me.
Mysterious Stranger wrote:
A character class should be more than just a profession. I think the current rules have enough classes that you don't need to invent one for a very narrow focus. Making a character class for a specific campaign is usually a bad idea because it gives all the advantages to the new class. If that is the case why would anyone want to play anything else? You will probably end up with a whole party of this class which means all the characters are going to be the same.
Though I understand what you mean Mysterious Stranger, the campaign wouldn't be solely based on the politics of court so a courtier wouldn't have any more advantage than another class. As OmNomNib said, a lot of players stick to the things they see in books. I also know that only certain people like to play social based classes and most players are more concerned about what they can do in combat.
I'd also, more than likely use the class in other campaigns, especially for aristocracy type NPC's that I wanted to have actual class levels but not cast spells or have the ability to sneak attack. Essentially what I'm going for is a social Rogue type class and believe me, I'd make a homebrewed archetype but, the issue is, if you get rid of Sneak Attack, Trap Finding, Trap Sense, Evasion, and Uncanny Dodge, you don't really have a Rogue anymore.
What I'm trying to build is a social type class that could also help out some in combat if the PC wanted it to be able to. There was a Courtier base class in the Oriental Adventures version of 3.0 that got things but unfortunately I don't own the book and the only thing that I know it gets is leadership for free at some point.
Due to some books I've been reading, my love of L5R, some of recent characters I've played (a Dhampir Rogue (Charlatan), a Gnome Enchanter, and a Half-Elf Bard), and a very social/city based game I plan on running at some point, I've been considering making a homebrewed Courtier base class. Essentially the idea would be something along the lines of the Aristocrat NPC class made into something a PC could play. I realize this can essentially be done with a variety of other classes (see my previous statement about characters I've recently played) but I'm looking to make something different. I don't want this to be a spellcaster and though sneak attack is fitting for certain notable courtiers I'm looking for something else.
Now the basic idea I have so far is a class with a 3/4ths BAB progression, a d8 hit die, poor fort. and ref. saves and a good will save. As for class skills, I was thinking Appraise, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (either all of them or just Local and Nobility), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, and Use Magic Device. Those are debateable but with a quick run through of all the skills (and looking over the Aristocrat) that's what I came up with. Lastly, they would likely have either 6 + Int mod. or 8 + Int mod. skill ranks per level.
EDIT: I should probably also mention I was thinking they could be of any alignment and would likely have the same proficiencies as a Bard, though that is also debateable.
Then as far as abilities go they'd likely get various things to help with social skills (such as the ability to increase the attitude of someone by 3 steps with a diplomacy check instead of 2 steps, free leadership at 7th level, etc.). Maybe something akin to Rogue Talents/Ninja Tricks/Alchemist Discoveries every even level.
My main issue is coming up with a notable ability such as Bardic Music, Sneak Attack, Smite Evil, Challenge, Judgement, Bombs, etc. as all of the abilities I can come up with could easily just be made into Rogue Talents. If anyone has any ideas I'd greatly appreciate it.
So I believe I've seen the answer to this in the CRB before but I can't seem to find it. Anyway, I'm about to play in a game and my character has Combat Expertise, Improved Trip, and Improved Disarm and I was wondering if feats that affect your attack roll (such as Combat Experise) affect your CMB when you use them.
For instance, if I use Combat Expertise and I'm taking a -1 on attack rolls for a +1 to my AC, do I also take a -1 to my CMB?
So I'm about to start running an "evil" Pathfinder Campaign in a homebrewed setting in which the PC's are going to start in prison. All of them have been sentenced to death and are essentially on death row in an Alcatraz styled prison. After a short introduction and maybe some roleplay the PC's are going to be brought before some high ranking official in the government of the country they were imprisoned by. Now, not to give too much away (in case one of my PC's stumble across this randomly), but the "government official" is going to be a Phistophilus (aka Contract Devil) however, I'm making a few minor changes for aesthetic purposes and "flavor." The first is that the devil's infernal contract ability will be made with a handshake that will leave a mark similar to greater brand rather than a written contract, other than that, the ability is essentially unchanged.
The change I wanted some assistance on though is that I want the devil to be able to use alter self (without modifying it's ability scores) to take the form of a humanoid at will. It would be similar to what the Kitsune have only it wouldn't have to be the same form each time. What I'm wondering is, should I get rid of one or more of it's other spell like abilities to compensate? If so, which one(s)? If not, should I raise the devil's CR?
EDIT: I should probably also mentioln that this devil won't be used as an encounter in the first session but will likely be in an encounter at some point.
I was really wondering about the time limit's on it. It says you make a Bluff check and then it takes a week to propagate throughout the town so I wasn't sure if that meant that only the Bluff check would take 20 times as long or the whole ordeal would. My has already said you could just make a Diplomacy check and if they became friendly to just use this ability so I could possibly use it on a whole town. However, I think I might just go with a Fetchling as I already have the character built and the Natural Charmer feat would only help me in certain situations and I imagine I'll be using Bluff on people with at least indifferent attitudes towards me a lot more than people with friendly attitudes (although Diplomacy could still fix that).
So, I'm about to start playing in a game as a Rogue (Charlatan) and I was originally going to play a Fetchling but after seeing some things in the ARG I'm considering changing to a Dhampir because of the Natural Charmer feat and the ability to get rid of Light Sensitivity. My character is more social oriented than anything else as I will be a character that comes and goes in the campaign and I'm a Courtier of a Major House in the country. Anyway, what I'm wondering is, can Natural Charmer be used when I use the Rumormonger Rogue Talent? If so, does this make the Bluff check take twenty times as long does it take 20 times as long to spread the rumor?
I am finesse-ing but I don't really feel like I need to full round sneak attack each round. I can move into flanking for things like that, I really just took Improved Feint because my character is literally based around Bluff and I figured it would save me from having to sneak up on people or move into flanking for sneak attack otherwise. I've only got one attack right now as it is, I was just looking into feats for the future. I'll probably be taking Extra Rogue Talent a lot.
So, I'm about to start playing a Charlatan Rogue and plan on taking Improved Feint to sneak attack more often in combat and my brother suggested that I take Greater Feint when I get the chance so I can deal sneak attack damage when I full attack. Well, I read Greater Feint and was wondering if there was an errata to it or if my brother misread it. Greater Feint says "Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack."
From that I gather that it helps you sneak attack with attacks of opportunity from that enemy (at least I think so) and that the enemy loses his Dexterity bonus against your allies? I think my brother assumed that the enemy lost their Dexterity bonus until the end of your next turn, so you could feint, deal sneak attack with one attack, wait for your turn, then full attack and deal sneak attack damage. However, with the way it's worded, I assume you cannot do that.
This is also what I have as sort of the "droid" or robot race, I haven't come up with a name yet though so I'm going to use Robot for my description.
Construct (Living Construct)
+2 to any one ability score: Robots gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Small, Medium, or Large: Unlike most races, Robots are created by talented craftsmen and must therefore choose a size category at character creation. A small Robot gains a -2 Strength and +2 Dexterity (in addition to it's +2 to any one ability score) as well as a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on Stealth checks. A Medium Robot has no bonuses or penalties due to it's size. A large Robot gains a +2 Strength and -2 Dexterity (in addition to it's +2 to any one ability score) as well as a -1 penalty to their AC, a -1 penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 penalty on Stealth checks. Finally, a Robot may not have more than a +2 bonus to any one ability score but may use their +2 to any one ability score to cancel out a penalty gained through their size.
Slow and Steady: Robots have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Composite Plating: Robots come with a composite plating that functions as a chain shirt in all ways. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a robot cannot wear armor or magic robes. However, a Robot can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. A Robot may improve it's composite plating by going to a craftsmen and paying the cost of a different type of armor to have plating that functions as that armor applied. This takes an hour per 100gp in the price during which the Robot must be present.
Light Fortification: Robots receive a +4 to their AC against critical hit confirmation rolls.
Living Construct: If you haven't figured it out yet I've pretty much just modified Warforged sleightly, this functions the same way a Warforged does from 3.5.
Natural Attack: Robots possess a natural slam attack that deals 1d3 points of damage plus strength modifier on a successful hit if small, 1d4 plus strength modifier on a successful hit if medium, and 1d6 plus strength modifier on a successful hit if large.
So I'm about to start running a Pathfinder-ized version of the Star Wars RPG but came up with an entirely different setting in the process (that will likely be used in future campaigns). The idea is a Sci-Fi game run with the Pathfinder classes. What I have so far is that Advanced Firearms would be readily available, Knowledge (planes) would function as knowledge of outer space and things in relations to planets that the other knowledges could not cover as well as it's identification of outsiders, and outsiders would mostly live in outer space (likely in some supernatural occuring area associated with their alignment) and gain the ability to survive in vacuum.
What I'm wondering is if anyone has expanded on the advanced firearms for more modern weapons? I'm assuming all I'd really need to change is the amount of ammunition the weapon can carry and perhaps give some of the automatic weapons the ability to fire multiple rounds with a -2 penalty (in addition to rapid shot). I was also thinking about making a feat that allowed a Disable Device check to be made against a construct in order to cause damage or a malfunction. If anyone could give some insight on those I'd appreciate it. Thanks.
I was thinking the same thing actually. I'll probably end up just asking the DM for the game as it's not PFS and he has the final say anyway.
So I'm about to start playing in a game as a Rogue (Charlatan) and I'm planning on taking Improved Feint in order to sneak attack more often. The real reason I'm playing the Charlatan was for it's 3rd level ability (which is the Rumormonger Advanced Rogue Talent) but my question is about their first level ability: Natural Born Liar. The ability states "At first level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a -2 penalty on the charlatan's Bluff checks for the next 24 hours." I'm assuming the -2 penalty on the charlatan's Bluff checks means that they take a -2 on their Sense Motive checks to know if I'm Bluffing. The question I had however was, when I successfully Feint in combat, do they take a -2 on my other Bluff checks (including additional Feints) for 24 hours?
Dennis Baker wrote:
It does it for bombs, which as you stated earlier, were just as powerful. Why wouldn't it be sensible to do it for sneak attack?
That clears things up a little more. I didn't think I'd be getting a +8 to a skill from one level in a prestige class (let alone a +8 to three skills) but I thought I'd ask because of the large difference in +8 and +1.
In your example, your class level for Master Spy abilities would be 1. Your character level is 8.
I was thinking it needed to say "master spy levels" for that to be the case. After looking at other things on the SRD though I'm not sure. The Bard's "Bardic Knowledge" says "class level," the Inquisitor's "Stern Gaze" says "inquisitor levels", the Ranger and Inquisitor's "Track" says "class levels," and the Assassin's "Hidden Weapons" says "assassin levels."