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Genie

Kain Darkwind's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 1,496 posts. 3 reviews. No lists. 1 wishlist.


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It's not clear because there are certain conditions that should supersede even a wish. For instance, a deity's ability to control planar links or their realm. Or, in PF, 'do whatever the hell they want'.

Then there are conditions that logically should prevent a wish. An antimagic plane for instance.

Then there are effects that adjust teleporting effects, sometimes to the point of preventing the teleport or changing its destination. Do these still function? What about effects that do not prevent teleports, but react to them?

Because wish is fairly loosely written without examples, in order to provide maximum flexibility for a DM, the specific intent is going to be less than clear to some people.


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Hagor wrote:
Thomas Austin wrote:
Chris P wrote:
My players hate him as well. <snip> Although they still refer to him as Magnum PI.
He looks more like Freddy Mercury to me. Which has soooo many obvious subplot opportunities....

For a picture of Avner that I showed my players:

google "Chris Dane Owens" in Google images...

This immediately put my players in the right mind about our favorite npc.

Hagor

That is hilarious, because I also came up with that.

Avner Theme Song

Avner Campaign Victory


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Auren "Rin" Cloudstrider wrote:
BBEG is either required to be a full caster or required to have the help of a full caster.

No, they aren't. Quite frankly, these sort of comments help drive the impression that the imbalance is just in the minds of a select vocal few.

The caster/martial thing has a few subsets.

1. Fix the fighter. This one actually has little to do with casters. The fighter needs some better options, even in comparison with his fellow martials.

2. Make martials mighty. Mythical (not the rule system) martial heroes constantly show up across legends, and few of them are able to be emulated via the PF martials. Meanwhile, on hand, easily accessible magic is often even more powerful in PF/DnD than it is in myth or legend.

3. Spells are free, feats are paid for through the nose. Every book that prints more spells essentially empowers the casters with those options. Meanwhile, martials already are feat taxed and prereqed to Hell, for even the most basic and simple options, like gaining a +2 attack bonus on your next melee attack against someone whose space you tumbled through. It seems like a martial has to jump through three hoops in order to get a foe to be knocked backwards or down, but casters will get the ability to do exactly the same to multiple foes at once, easier, earlier and at a lower expense.

4. Weaken witches and wizards. One of the smaller arguments, a lot of people point to what was mentioned at the end of point 2...PF wizards have beaucoup options, even in excess of what magic users employ across the fantasy and sci-fi genres. Would limits on spell access make the game more fun?

5. Stop having spell solutions for skill challenges. When one spell fixes a problem, or provides 100% of a solution for the party, it can feel superfluous to invest in the much lower payouts granted by skills. Keep skills relevant.


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Wow, that was awesome. I know that the berdache and two spirit people were thought to have divine connections due to them walking in two worlds. Not only is it great to see a trans iconic just for representational purposes, but you tied this one into existing mythology/history! That's really impressive. You guys are so cutting edge you're vorpal.


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Justin Sane wrote:

*sigh* Okay. Okay. I'm just gonna add two things, then can we get over the comic book contests, please?

1st -- If Batman, without his gear, was dropped from orbit, would he die from the impact? If yes, he's not level 20.

2nd -- Supes goes off-planet for a bit, finds a convenient meteorite, proceeds to fling it at the Batcave, with Batman inside (which Superman can indeed check from space). There, dead bat.

Now can we please drop this tangent? Please?

What evidence do you have to prove that level 20 characters do not die when dropped from orbit? (aka when they hit the ground at terminal velocity)

Falling damage ranges from 20-120 dmg at that range, and being dropped from orbit (rather than just 200+ feet) possibly inflicts fire damage as well from reentry.

Hit points of 20th level human characters (without ability boosting gear or magic) ranges from 20-348.

Ergo, many 20th level characters might in fact, die from terminal velocity hits. In the real world, we have examples of people (rarely) surviving those falls as well.

The entire nonsense of the Alexandrian article is based around the fallacious claim that high level characters are always capable of surviving massive amounts of damage. A 20th level Albert Einstein could very well possess 20 hit points.

All this before we even get to the fact that there is no one on our planet, even a combination of peaks, for agility, strength, fighting prowess, etc, that can match what Batman has been displayed doing on a regular and constant basis. It has no more connection to our 'real world' than Lucy and her 'unlock 100% of the brain's potential' power has to our real world.


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Evidence offered to support Batman as a 6th level rogue: none.

Evidence offered to support Thanos as a 20th level caster's speed bump: none.

Evidence offered to support Zeus as a 13th level druid: none.

Every time something comes up where the character in question displays power far beyond what is doable with Anzyr's suggested build, it's author fiat, or using different mechanics, or some other such. It's never the real answer, which is that Anzyr is bad at doing stats. Possibly due to a failure to read the rules in a logical manner, evidenced elsewhere. Possibly due to a distaste for the genre of myth.

Comic book heroes, much like old mythological heroes, have faced off against a myriad of threats, often far beyond what a sub CR 30 offers in Pathfinder. Case in point? Baba Yaga creates demon lords and subjugates a country. Anti-Monitor wiped out multiple universes. Darkseid drives a planet around the galaxy. Joker once turned the entire planet into monkeys. Or jokers, or something like that, I'm not entirely sure. But for you, that's what, a 10th level monk?

Yz, their version of a genie, has demonstrated power beyond wish, usable at will. As has Mxyzptlk. No doubt 7th level caster stuff.

Lex Luthor, ordinary human, has played twelve chess games concurrently while thinking up non-magical solutions to defeating Superman, cancer, cloning, etc. Probably a DC 15 check based on your insistence that DC 10 will name every city in the world, ever.

Green Arrow has done more crazy stuff with his arrows than any 20th level archer built off PF rules can manage.

And that's just the beginning, but no doubt just more author fiat (also known as storytelling) and not suggestive that your entire premise, that the DCU fits mostly under 10th level, is the typical poorly supported assertions and insistences we've come to expect from you.


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Anzyr wrote:
No, no. This is a Solar v. Level 6 Rogue with 20th level WBL. The Rogue is still not going to win. Batman is a vanilla mortal. He *wishes* he had the kind of HP of a level 15 Wizard. Not to mention the reality warping power he sorely sorely lacks. And I'm not really trying to "spin" it. In D&D terms, that's pretty much what the fight *is*.

So because Anzyr says Superman can beat Batman, Superman must be a higher level/CR.

And all evidence to the contrary, like actual stories in which Batman defeats Superman, is author fiat, and the only fiat we should accept is Anzyr fiat.

Thus Batman is 6th level and has a lot of wealth.

As such, Pathfinder cannot properly model the interaction we've seen between Superman and Batman.

Nicely done, that logic almost makes a perfect circle. Works almost as well as your tinfoil hat Thanos vs 20th level wizard claim.


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DrDeth wrote:
Coriat wrote:
DrDeth wrote:
But great Heroes in myth and legend didn't Fly. Not even Demi-gods like Heracles. Not Roland, not Lancelot, not Odysseus, not Jason, not Beowulf, not Samson. And those guys are Mythic.

Great heroes in myth and legend had nearly exactly same access to flight as mighty sorcerers did.

Mythologically speaking, self-powered perfect flight along the lines of Pathfinder fly or overland flight is usually the province of gods and angels and similar beings, if it even exists at all within the mythology. Magicians can't do it any more than warriors can.

But there were means of flight available to non-gods, and such were mostly equally available to all, without any special favor to wizards and their ilk. Alexander the great warrior fastens his chariot to a Roc. Solomon the mighty magician puts his throne on the back of a giant eagle. Daedalus the clever skill monkey designs working nonmagical wings by artifice, using only what he can get his hands on from inside a prison cell.

Not like Pathfinder, where wizards get not only to summon the giant eagles, but also are given the literally godly mode of flight, while skill monkeys aren't even provided the mechanical mortal substitute.

Atlantes could fly. So could Farmer Weathersky, Gwydion, Lleu, Merlin, Morgan le Fey, Iucounu the Laughing Magician and most of the powerful wizards from Dying Earth- from which D&D gets it's Wizards.

Now sure, not all of them do it by a "Fly" spell. Some shapechange, some summon creatures that carry them, some grow wings, etc.

So exactly this point. Glad you agree with him. Now to acknowledge the fact that mythology provides skill monkeys and martials with that same sort of flight, and Pathfinder tends not to, or to price it far out of reach compared to the cost of a 3rd level spell.


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Barring any DM imposed limits on the amount of capital you can purchase, it is always going to be more effective to just buy the capital than to convert it from a working source.


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Lemmy wrote:

I dunno... The gods feared the Kraken. It might have obeyed Poseidon like a tamed bear obeys the man who raised it.

Anyway, there will never be a perfect a match for game rules and fiction/mythology, but it seems a 13th-ish level druid comes pretty close to matching Zeus' deeds.

Let me know when 13th level druids can throw mountains at their foes.


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Coriat wrote:
chaoseffect wrote:
Scavion wrote:
I hate the "But my abilities work all day" argument..
I don't know what kind of pansy games you play in, but Fighters call the shots in real games and if you ran of spells that's too bad cupcake because I didn't run out of sword, so keep up and pull out that 1d4 dagger. Don't need no spells, especially heals.
Man, lucky. My fighter sometimes totally runs out of sword. Hell, once I ran out of sword with like twenty encounters still to go in the day.

Heh. Man, good times, good times.


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Tangent101 wrote:

Okay. Here is an example....

In all likelihood I will never run WotR. Not because I don't want to, but because I don't have the time. While I might eventually run Mummy's Mask and Iron Gods (due to the subject matter which may be of interest to other players), by the time we get around to ending the existing games I'd be willing to bet it'll be 2016 or later. Other APs may have arrived that will interest my group more.

Yet I don't consider buying the APs in the meantime (or the purchase of old APs during the Golem Sale) to be a waste of money. ...

Similarly, I can take elements from other APs and cut-and-paste them into other adventures. None of these APs will go to waste.

...Have fun with whatever aspects you enjoy. That way it won't go to waste even if you don't run the entire thing.

Tanget, we clearly lead similar RPG lives, I have three games online, two I run, one I play. All of them are running APs, more or less. Savage Tide, Fall of Ashardalon, and Way of the Wicked. Savage Tide has been running the longest, and frequently borrows maps, storylines, characters and even entire adventures from the Pathfinder AP line.

The issue at heart here is not the wasting of my money on APs. I have every single one, since Rise of the Runelords. There have been some I didn't care for (Council of Thieves) and many many more that I loved (Rise of the Runelords, Kingmaker, Serpent's Skull, Skull and Shackles, Reign of Winter, Wrath of the Righteous, as well as those in between that I enjoyed a lot. I know what to do with those adventures, and whether I cut material from them for use in my own games, or use their artwork, or even just read them for inspiration in similar scenarios, I know that APs provide a ton of material, even to DMs not running them.

The issue here is the lack of narrative cohesion throughout the adventure for me. The narrative doesn't really follow as well as I thought it could have, and I don't feel grabbed like I have before when picking up a Paizo AP. Scattered through the thread are my issues, either posted by myself, or Peter Stewart, or Jon Snow...they pretty much sum of my concerns here.

That can't be changed with providing me alternate uses for the material (though I like the way you think on that accord, lots of great ideas.), and certainly not through the use of comments like "It's called DM prep people", which is so far off base that it would be laughable if it wasn't so damn rude. (I realize that's not yours.)

Narrative cohesion is a particular quality that I've come to expect from APs, and it is itself, a desirable trait to me. A presence of other desirable traits (interesting big-bad, awesome setting, lots of useful material, great god articles, etc) doesn't diminish my hunger for that cohesion.

In the end, I think Paizo could have given me a bit more of what I wanted from this AP without taking anything away from those who are really enjoying it.


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Tangent101 wrote:
If you don't like the AP, then don't run it. Half of what makes an AP successful is the GM wanting to run it and enjoying it. It's clear you dislike the AP so you don't need to run it. You can also have someone else run it instead so it's not "wasted money" or even take parts of it and use it elsewhere. (I've considered taking the last couple of parts for WotR and having my by-then 17th level Runelords crew go through that afterward to save the world. Just because the AP is six parts doesn't mean you have to use all of them. Use the bits you want to.w)

That's all fine, but expressing dissatisfaction with the narrative cohesion communicates to Paizo that something didn't work here, something that had been working in previous stories.

No one thinks an AP is a novel, but if I as a DM read through it and don't see the connections or motivations, I'm likely to pick another. And since at this point in my life, I have more APs than I will probably ever have time to run in my life, an AP does need to be more competitive for my money than simply 'play it, don't read it, it'll be great'. At the very least, I need to enjoy them to keep buying them, and I want Paizo to hear what has and has not been working for me.


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Stark_ wrote:
Peter Stewart wrote:
Stark_ wrote:

At this point, I don't have any further interest in discussing this with you.

You have no interest because the argument that it is inexpensive to maintain such a spellbook, regardless of availability of feats, crafting variance, and so forth, is pretty easily debunked?

Frankly, I don't like being accused of making trite strawman arguments, when the numbers speak for themselves.

Then you should perhaps take it up with the people who accused your argument of being a strawman.

He was responding to your fallacious claim when he was accused of making a strawman argument, and you added said attack to your favorites.

Perhaps you should consider what you say, if you don't like hearing that it is wrong. Or at least where you say it. Paizo messageboards are hardly a pure echochamber.

Personally, I think the arcanist looks great. I hope they have better staying power than I saw them demonstrate in the playtest, but they look to be a fun change of pace for the standard wizards and sorcs.


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Overland flight is personal, so casters do not give it to everyone. Which is fine, because not all superheroes fly either.

The issue is not even that you can switch spells out the next day if your climbing spells are pointless. The issue is that if you invest a rogue talent or feat or whatever into Climbing, you still never get to compare, not even at level 20, with what that 2nd level spell provides.

Why doesn't a rogue's wall climbing allow eventual climbing on ceilings, or the ability to move across 3-D solid terrain like an anime ninja at the higher levels?

It's like it caps out at a fat kid struggling to climb a rope in gym class.


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Generally, you torture someone to make an example out of them to the others who aren't being tortured to death, whether they are in the cellblock with him or the citizens out in your collective who do not want to be taken away.

It is the reputation for torture and willingness to engage in it that creates the atmosphere which is conducive to interrogation.


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Using magic items or spells vs martial abilities or skills is sort of the point. It doesn't really matter that it was four spellcasters climbing down a rope anymore than it would if it was a high level fighter with a permanent spider climb effect on himself or flying carpet.

The real issue is that a low level spell lets you move at full speed and the absolute best skills can let you do is move at half speed, no matter if you are the Michael Phelps of climbing or not.


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My players are taking a break from their 15th level characters in Savage Tide and playing 1st level characters in a different adventure. Despite them all being some sort of spellcaster (magus, witch, summoner, alchemist), none of them had spider climb or feather fall available. We got to climb down an 80 ft. rope. The first one down the rope ended up in combat, and none of them could get down there to help because even with double move, it required six rounds.

The best thing was, I pointed out, that their 15th level martial characters, without speed increasing gear, would take just as long to climb down that rope. (Ignoring the fact that they'd just jump down there and eat the 8d6 damage)

That's the best part about the martial vs magic game. It isn't that a 1st level spell lets you beat a 1st level fighter at their skill game. It's that it lets you beat a 20th level thief acrobat with Skill Focus (climb) at their skill game.


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I'm almost certainly going to obtain an electronic copy of the core books. Hopefully WotC can reverse their terrible 'no pdf' policy that pretty much forced people who wanted pdfs of the books down an illegal path, by closing legal outlets to purchase.

I want the new art that comes with new editions. It is the one thing I'm looking forward to the most. However, I doubt my players are interested in trying new things (it's hard enough to get them to try new things IN Pathfinder, let alone out of it.) and I'm not really that interested in ditching my PF investment to make it happen.

If campaign setting books come out, particularly rules lite to moderate ones, I'll be happy to pick them up too.


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A strict RAW reading of Scar and Coven does not allow the aid another to be used at a distance of a mile.

Helpful (halfling) does not appear to work either, as the aid bonus is not +2.

Using the ring and Fools for Friends does create a bonus of +3 per witch.

There is what, roughly 765 full five foot cubes in a full 30 ft. radius? A little over half that if you have the main witch grounded.

625 diminutive witches per 5 ft. cube.

Caster level +1,434,372 from +3 aid anothers, for a total caster level of 1,434,399, assuming a 20th level witch and an orange ioun stone, karma bead and moon circlet. An even 400 if she murders someone with death knell first.

If by some nutty reason you manage to get MT 10 pals for this scheme, you can push that up to +6,215,625.

(coincidentally, this increases the damage dealt by a fireball targeting the sphere to 1,418,750d6 (reflex half))


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Orthos wrote:
Kelsey MacAilbert wrote:
Kain Darkwind wrote:
Men can't be witches, just like women can't be wizards.
Actually, if we want to look at IRL writing, wizard is also a term that was originally gender neutral.
I'm presuming this is a Discworld reference, where with a single exception, the magic of that world does divide itself that way >_>

I was actually just stirring the pot. I don't personally divide classes by gender roles, but it might be interesting to have a world where that was the case. And not just with witches and wizards, but all the classes.


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Kirth Gersen wrote:
You want to hear something really weird? I haven't run into the "CN is just an excuse to be evil without writing 'evil' on the sheet" since I was maybe 10 years old. I've seen a lot of CN as "doesn't worry too much about the future" and "isn't a really bad person, but puts too much effort into satisfying whims and thereby sometimes comes to grief" and so on.

There are a lot of tropes that I've never seen actually play out. For instance, I've never met an honest 'katana fanboy' that suggested they could cut through tanks, or even were superior to longswords. I've never seen Lawful Stupid in a real game either.


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Michael Carpenter, of the Dresden Files, is one of the best examples of LG Paladin I've seen in literature. He's certainly better at it than the concept's archetype, ie Lancelot.

Yet he frequently works with Harry Dresden, who is a CG type, who consistently places lives above ethical and moral questions.

I assume that MagusJanus means "Pretend Time" when he says "real life". The issue there is that you have two egos that need to work together, whereas in literature/movies/etc, you typically have one ego determining what both characters do to remain true to their characters and still navigate the conflict.


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Dragon78 wrote:
Since the word witch means "intelligent woman", I would call male witches, warlocks. I have always thought of warlocks as male witches and nothing is going change that even if Paizo themselves make a new class and called it a warlock.

Is this 'intelligent woman' bit something specific to your campaign? I don't see it mentioned here at all.


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Men can't be witches, just like women can't be wizards.


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Kirth Gersen wrote:
Kain Darkwind wrote:
there is no reasonable way to measure the differences between a barbarian 1/monk 1/paladin 3/sorcerer 5 and a 10th level cleric.
I almost want to use the conceot of non-associated class levels for monsters, so that a Bbn 1/Monk 1/Pal 3/Sor 5 would be treated as a 7th level character.

I have a feat in my home game, 'multiclass' which allows you to count as 1/2 your other class, and a magic rating system. It somewhat smooths out the progression for reasonable multiclass concepts, but it isn't going to help Morgan Ironwolf or anyone that multiclasses similarly.


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Deadmanwalking wrote:
shallowsoul wrote:
The default way Pathfinder is set up shows a casual game. There is no recommended section on top builds. There is no section telling you what to stay from and what to take.
That's true to some degree...but if they really didn't want optimization to be a thing at all, the entire game design philosophy would be different.

Not wanting something is not the same as not caring about something. I suspect highly optimized games are 'as far divorced from the basic PF premise' as no magic games are.

That said, I agree with Kirth. Older editions used different XP thresholds to differentiate between the differences in class power. With 3e multiclassing, that's not feasible, as there is no reasonable way to measure the differences between a barbarian 1/monk 1/paladin 3/sorcerer 5 and a 10th level cleric. (and all the other combinations in between.)


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Peter Stewart wrote:
cthulhu_waits wrote:

Getting back to Savage Tide after a looooong break, and very happy to be running it again!

My PC's are currently assaulting the Crimson Fleet base, and I'm wondering how other DMs might have handled (or are planning to handle) the absolutely huge amount of wealth offered in this adventure. Do the later adventures scale it back a bit? I can go through and calculate them, but I thought I'd ask first.

It looks to me like, as written, the PC's (5 person party + a cohort) are going to get around 160,000 from the Crimson Fleet base alone.

Thanks!

160,000 total, or each?

Get your grubby eyes out of here. It has no bearing on ours, and I don't want you comparing it against this eight years from now when we finally get to this point in the AP.

OP, I wouldn't worry about how much wealth they get here in the slightest. The final arc of the campaign can be pretty rough, and a lot of encounters don't have treasure, because they need to be dealt with through other means. A pirate haul is fine.

Unless they poke around future adventure threads. Then give them nothing.


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Coriat wrote:
Ssalarn wrote:
Has anyone else tried this? Did you have positive results? Or do you prefer using the experience point system, and if so, why?
I have tried it, and did have positive results. Unfortunately I haven't convinced my main weekly group, so I play mostly with xp.

Uh, your DM wouldn't need much in the way of convincing...


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Jim Groves wrote:

I do appreciate the feedback about the first chapter, and I don't want anyone think that it falls on deaf ears.

I do wonder what the take-away is from this?

We can't expect players to be self-motivated? We can't tell the GM, "Players should make characters that are interested in exploration and the recovery of valuable treasures" and expect them to communicate that to the players and have them work with an established premise? Are some of you saying, "Yes, please, milk the guilt, responsibility, or fear angle, because otherwise its not really roleplaying."

That's...not really my complaint at all. I frequently tell the players to produce a pre-game motivation and that they are obligated to bite on the first hook I provide (while using that adventure to better understand the characters, so that later adventures can have more appropriate hooks), or they get left behind.

And honestly, I'm not quite sure why the adventure (as a whole, not just singularly) has been hard for me to appreciate. By the numbers, this ought to be my favorite, but it's not.

I don't feel like I'm Rick O'Connell chasing down a menace that I (or some other less scrupulous explorer) let free. I don't feel like I'm Indiana Jones, scouring the tombs for lost relics of the past. And why not, when I'm literally forming a party to go raid tombs? Is it because the fire and forget Pathfinder trap rules are boring compared to the tense movie nature of the same? Is it because there's little reason to know/care about the main bad guy?

I'm not complaining just to complain. I actually want to know why I'm not liking this adventure, because it doesn't make sense to me. I'm also really happy that there seem to be a ton of posters on the thread who are having a blast with the AP...I just want to know why, so that I can go back and feed on that joy like a sweet...er, reread the adventures again and gain a new appreciation of them.


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TriOmegaZero wrote:

The only artwork he got was the picture of him on the Pride as the cannons fire during the naval battle. I do not recall the page number off the top of my head.

If your players don't play PFS, I find Major Coulson Maldris' portrait works pretty well.

They don't, and that is a nice suggestion. Pretty much how I pictured him. Thanks!


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So, maybe I just haven't looked through my book hard enough (I've only read it several times through), but I can't seem to find artwork for Gregory Bonnaduce.

Am I skipping it? Was it left out for a reason? He's practically the main badguy.

I intend to utilize Razor Coast as supplemental to my STAP campaign, in the Pirate Isles, which my players probably won't reach for like six more years, but I'm still looking forward to it.

If the bastard just didn't get art, that's fine, but it's driving me crazy at the moment.


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Yeah, I guess I'm trying to get at more specific things than 'the whole first adventure'. I like pulp, and I love Egypt, but I'm just not really feeling like a tomb raider, or someone chasing down that thing in your spoiler, or like Rick O'Connell, at all. So if I like this genre, and you like this genre, what am I missing that you are getting from this? That's what I'd like to hear. Something that gets me to go back and reread with new eyes on the material.


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Malwing wrote:

Looking at what you're doing I'd save effort and just get the third party product. Essentially the fighter gets 'talents' instead of class features which consists of repurposed archetype class features, fighter bonus feats and freshly made talents. The rogue is the same only it gets a few more powerful 'edges' that amount to the same thing only more scaling. Both can be repurposed as fighter only feats or rogue talents.

The Talented series is pretty well loved and Monk and Cavalier and Barbarian get similar treatments. If you want to add new homebrew talents that's fine but you can save a lot of work just buying the Rogue Genius products, and the end result does exactly what you're trying to do; Talented martial classes are way better at doing what you want them to do and come off as more synergistic and powerful.

Than what? Than my version? Than the base martial classes? Than Kirthfinder?

It sounds like they went towards the same goal from the opposite approach, if they sacked class features instead of bonus feats. My goal was to make a class that could functionally replace the fighter and not require any adjustment for published fighter stats, unless one wanted to.

Feel free to critique my efforts more specifically from your 3pp's perspective. Balance is balance, in my mind, whether it is measured against the Core rules or something else.

kyrt-ryder wrote:
Kain Darkwind wrote:
Glad to hear a 3pp has dedicated fans though.
I know several people (myself included) who are more interested in certain 3pp than Paizo. (* Genius Games [there's a Rogue Genius Games now comprised of part of the staff of Super Genius Games, not sure if both are functioning entities or if SGG bit the dust], mentioned in this thread, is one of them. Dreamscarred Press is another.)

Yeah, don't take that as me coming down on 3pp, it is 100% sincere. I love Green Ronin and Frog God, and back in the heyday of 3.0, collected Mongoose Publishing, AEG and Malhavok Press's stuff too. Never heard of Rogue Genius before, but I guess I'll have to check their stuff out once I've got some extra cash.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm actually not familiar with the other product in any capacity. I chose the term talent to separate it out from fighter feats.

I'm not really sure that my homebrew needs a name change to avoid confusion with a third party product, certainly less so than paizo's swashbuckler class needs a name change to avoid confusion with the swashbuckler archetype.

Glad to hear a 3pp has dedicated fans though.


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shallowsoul wrote:
Coriat wrote:
shallowsoul wrote:
I'm not convinced the healing part is that much of a benefit. Anyone can get UMD and use a wand, but trying this in melee is not a good idea because you draw AoO's and drawing a wand and using it takes up two actions that draw AoO's.
Casting a spell from a wand doesn't provoke an AoO.
Forgot that was changed from 3.5. I still wouldn't be drawing one in combat.

No change.

Spell Trigger, Command Word, or Use-Activated Items
Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity.


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Actually, Cap, would you mind going over a few of them? I agree with Pete here, Mummy has been pretty disappointing to me.

Moreover, it is not due to the 'traditional' nature of the AP in the slightest. I'm not sure which APs are considered 'traditional', but if Rise of the Runelords and Shattered Star are among them, they are some of my favorites. With the exception of Chapter 3, which featured a hot fat chick, research done mechanically, incorporated exploration, and generally featured some interesting NPCs, this AP so far has left me feeling a little underwhelmed.

I'm a huge fan of the Mummy movies. I love Egyptian mythos. This AP should by all rights be one of my favorites, and it really isn't doing it for me.

So I would very much like to hear what the happy folk are seeing that I'm not. I want to like this one, but so far I'm not. Even the Bestiaries aren't as interesting as those in recent installments.


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This is what happened to slings, at least in my game.

Spoiler:
-Slings are not the useless crippled weapons that the standard books portray them as. The sling is an exotic weapon that can be reloaded as a free action, and deals 1d6 damage with a range increment of 80 feet. Slinging stones rather than bullets still reduces attack rolls, and also decreases the range increment back to 50 ft.


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Here are two NPCs in my game rebuilt with these rules.

Tolin Kientai:
Tolin Kientai (CR 11)
Male human ranger 3/fighter (talented) 10
LN Medium Humanoid (human)
Init +6; Senses Perception +18
Languages Common
_____________________________________________________________

AC 27, touch 13, flat-footed 25, combat 32; risk taker (+6)
(+8 armor, +1 deflection, +2 Dex, +1 natural, +5 shield)
hp 191 (13d10 + 78 + 10)
Resist acid 10
Fort +13, Ref +11, Will +9 (+12 vs fear)
_____________________________________________________________

Speed 30 ft.
Melee bastard sword +22/+17/+12 (1d10 + 12 /19-20) and
dragon shield +20/+15/+10 (1d8 + 9 plus 1d6 acid /x2)
Ranged composite longbow +15 (1d8 + 6 /x3)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Combat +19
Atk Options Dazing assault (-5, DC 23), favored enemy +2 (magical beasts), power attack (-4, +8), skilled combat (+13), two weapon rend (1d10 + 9)
Special Actions relentless (5/day)
Combat Gear potion of cure serious wounds, potion of haste
_____________________________________________________________
SQ Armor training 2, bravery +3, favored terrain +2 (urban), weapon training 2 (heavy blades, close), wild empathy +4
Abilities Str 22, Dex 15, Con 17, Int 10, Wis 14, Cha 13
Feats Dazing Assault, Double Slice, Endurance*, Exotic Weapon Prof (bastard sword)*, Improved Initiative, Improved Shield Bash, Power Attack, Toughness, Two Weapon Rend, Weapon Focus (heavy blades), Weapon Specialization (heavy blades)
Talents Hardy, Relentless, Risk Taker, Skilled Combat, Talented Explorer (dungeoneering/survival), Two Weapon Fighting
Skills Acrobatics +18, Handle Animal +7, Knowledge (nature) +10, Knowledge (dungeoneering) +16, Perception +18, Ride +8, Survival +22 (+23 tracking)
Possessions +2 adamantine bastard sword, +2 dragon shield, +1 composite longbow, 40 arrows, +2 breastplate, cloak of resistance +2, amulet of natural armor +1, ring of protection +1, boots of the rainforest, 56 gp

Zani Oldavin:
Zani Oldavin (CR 11)
Female elven rogue 13
N Medium Humanoid (elf)
Init +9; Senses Low-light, Perception +17
Languages Common, Elven, Orc
_____________________________________________________________

AC 20, touch 15, flat-footed 20, combat 25 (29 disarm); risk taker +6
(+5 armor, +5 Dex)
hp 135 (13d8 + 39 + 13)
Immune sleep
Defenses blade sense +4
Fort +9, Ref +15, Will +7 (+9 vs enchantment); evasion
_____________________________________________________________

Speed 40 ft.
Melee 2 elven daggers +16/+11 (1d4 + 7 /15-20)
Ranged Throwing dagger +17/+12 (1d4 + 3 /15-20) or
shortbow +15/+10 (1d6 + 1 /x3)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +14
Atk Options Sneak attack +7d8 (7 bleeding)
Special Actions scout's charge, skirmish
Combat Gear daredevil boots, quick runner's shirt
_____________________________________________________________
Rogue Talents
Constant – bleeding attack, dexterous, risk taker, rogue weapon training 2, sneak attack of opportunity, stealthy, two weapon fighting
4/day - crafty maneuver (+6), defensive roll
_____________________________________________________________

Abilities Str 12, Dex 21, Con 16, Int 14, Wis 12, Cha 14
SQ hidden blade +6, silent hunter
Feats Combat Reflexes, Extra Rogue Talent x3, Improved Critical (dagger), Improved Initiative, Skill Focus (Stealth)
Skills Acrobatics +31, Bluff +18, Diplomacy +16, Disable Device +18, Escape Artist +21, (Knowledge (nobility) +11, Perception +17, Perform (sing) +14, Sleight of Hand +21 (+27 concealing), Stealth +44 (+34 vs special), Use Magic Device +18
Possessions 2 +2 elven daggers, 10 masterwork elven throwing daggers, masterwork shortbow, 30 arrows, +2 studded leather, 2 masterwork bandoleers, Alcindar's agile attire (daredevil boots of elvenkind, greater cloak of elvenkind +2, quick runner's shirt), backpack, sleeping roll, 75 gp

House Rules that might come under question:
Elven dagger is an 18-20/x2 dagger, exotic or racial weapon prof required, otherwise its just a dagger.
greater cloak/boots of elvenkind = +10 bonus.
+2 cloak of elvenkind means a resistance bonus is also on said cloak
CR = level - 1 per 5 levels.
Dragon shield = +3 base shield bonus, provides energy resistance, damage, and adds enhancement bonus to attack and damage.
Humans get two favored class bonuses
Humans get either 1 martial weapon prof or treat 1 exotic weapon as martial.


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Ssalarn wrote:

Round two of my "proposed feats for fixing up the Fighter without invalidating existing material, creating undue power creep for other classes, or actually making any changes to the core material". I created a new line of Bravery feats that all proc off of the Bravery class feature and do things like giving the Fighter a better return on value for feats used to improve his skill capability or perform combat maneuvers. This includes the feats I'd proposed earlier cleaned up and integrated into a cohesive system.

** spoiler omitted **...

Here is my go at it. I replaced a fighter's bonus feats with 'talents', a set of options to choose from that can round a fighter out a bit better than the current set of abilities does. One of the choices for talent is 'combat feat', so technically all existing and statted fighters could be talented fighters who just chose combat feats for all of their talents.

It seems similar to your bravery feats, except perhaps slightly wider sweeping.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
kyrt-ryder wrote:
I would like to see Dextrous' x1.5 also apply to two-handed finesse weapons (such as the Elven Curveblade for example)

Good thought. I'll likely add a clause that a DM can allow it to apply to any appropriate (determined by them) style of fighting.

Quote:
EDIT: also, 1 acre per class level is way too low, especially in a history-inspired fantasy setting. I'd probably go for 5 acres/2 hectares per class level minimum. (10/4 might be better)

You did see that it expands as you level up? Also, totally not the talent I'd expect people to notice. :)


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The talented fighter is designed to fit seamlessly into the existing fighter framework, by allowing any existing fighter to make use of the abilities via bonus feats, or allowing them to remain the same (due to the assumed use of the talent Feat). It addresses many common complaints with fighters specifically and martial combat in general.

The talented rogue is designed to overhaul weak talents and add a lot of rogue talents to the pool, in order to provide them with a solid skill monkey set of tools.

The working threads are on Dicefreaks, and can be found here.

Both are works in progress, but have grown large enough to merit sharing with the Paizo community. Both were designed with massive input from Coriat, and were inspired by Kirth Gersen. Much thanks to both of them.

Talented Fighter:
Talent (Ex): At first level and every even level after, (1st, 2nd, 4th, etc), the talented fighter can select a talent to improve his prowess. This replaces all of the fighter's bonus combat feats.

A talented fighter can alter a number of combat feats equal to 1+1/2 fighter level every day with 1 hour of weapon practice.

Armor Training, Improved A fighter with this talent gains DR x/- equal to his armor training bonus. This stacks with any other DR x/- the fighter may gain from other sources. A fighter must be 7th level and possess the armor training feature to take this talent.

Brutal Maneuver: Once per round, a fighter who selects this talent can apply the effects of a combat maneuver to a successful melee attack roll if the result of the attack roll also exceeds his opponent's CMD+5. He must have the Improved [maneuver] feat for the maneuver in question. A fighter must be 8th level to select this talent

Combat Assessment The fighter can make a level check modified by Intelligence in place of a Spellcraft check to identify magic arms and armor. This requires one minute of handling the weapon or armor. Because it is non-magical detection, effects such as magic aura do not interfere with the result.

The fighter can make a Sense Motive check as a full round action to determine the base attack bonus and preferred method of combat (melee, ranged, spells, etc) of one creature. If observing the creature in combat, this check can be made as a free action. (Note, in my game, the BaB would be replaced with a descriptor of apprentice, journeyman, master, etc, reflecting their BaB instead of level.)

Courage: A fighter who selects this talent treats any fear effect he suffers as if it were one step less severe (panicked->frightened, frightened->shaken, shaken->none), and adds his Fighter level to the DC to Intimidate him. At 12th level, he treats any fear effect as if it were two steps less severe. At 18th level, he becomes immune to any fear-based effect (including Intimidate). A fighter must possess the Bravery class feature in order to select this talent.

Dextrous A fighter with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Disrupt Spell A fighter with this talent can ready an action to counterspell, just as a spellcaster. However, he can only disrupt spells that are targeted on him or include him in an area of effect. The fighter makes an attack roll at -20 instead of rolling a dispel check. Making a Spellcraft check to identify the spell (as per counterspell) reduces this to a -10 penalty. Disrupting a spell in this fashion is damaging to a weapon, and if successful, the weapon takes 1d6 points of damage per spell level plus 1 per caster level. A fighter must be 8th level to take this talent.

Feat A talented fighter can take a combat feat for which they qualify in place of a talent. This can be selected more than once.

Fearsome Prowess: Intelligent combatants who have seen you fight for more than two rounds must make a Will save. (DC 10 + 1/2 fighter level + Charisma modifier) Those who fail and possess a CR of your level -3 or less refuse to engage you in melee unless magically compelled. Those who fail and have a CR equal to half of your fighter level or less throw down their arms and join your service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect. You must be a 10th level fighter to take this talent.

Fief A fighter with this talent gains a small tower (barracks) and the nearby land. (1 acre per class level) While on this land, or fighting in defense of the land within 1 mile per level, he gains the constant benefit of heroism.

At 10th level, a fighter with this talent upgrades his tower to a keep (fort), and the nearby land expands. (10 acres per class level.) While on this land, or fighting in defense of the land within 2 miles per level, he gains the constant benefits of heroism and haste.

At 14th level, a fighter with this talent upgrades his keep to a castle, and the nearby land expands. (50 acres per class level.) While on this land, or fighting in defense of the land within 3 miles per level, he gains the constant benefits of greater heroism and haste.

At 18th level, a fighter with this talent upgrades his castle to a huge castle, and the nearby land expands. (100 acres per class level.) While on this land, or fighting in defense of the land within 5 miles per level, he gains the constant benefits of greater heroism, haste and divine power. The caster level of these effects is equal to the fighter's level. A fighter must be 6th level to select this talent. *This talent may not be suitable for many campaigns, or may contain implicit obligations. Check with your DM first.

Friendship Forged in Fire The talented fighter can make an attack roll in place of a Diplomacy check on any creature that the fighter has defeated (but not slain) in combat. For the purpose of this talent, defeated refers to any reduction in hit points that renders a foe unconscious or causes him to surrender. The creature must have been willing to fight the talented fighter prior to his defeat.

Hardy A fighter who selects this talent gains a bonus equal to his Con modifier to Reflex and Will saves. A fighter must be 4th level to select this talent.

Indomitable: A fighter who selects this talent may reroll a failed Will save every round to break free of an ongoing effect. A fighter can do this a total number of rounds equal to his class level per effect.

Indomitable, Greater: A fighter who selects this talent may ignore a failed Will save after the result is revealed. He may use this ability once per day, and one additional time for every four levels above 12th. He is dazed for one round every time he uses this ability. A fighter must be 12th level to select this talent.

Insightful A fighter with this talent uses his Wisdom modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. His damage is not increased from this talent by wielding a weapon with two hands.

Legendary Commander: A fighter who selects this talent adds +1 to the OV, DV, and Morale bonus of any army under his direct command, adds his fighter level to the army’s hit points, and may select any tactic during the tactics phase in battle (other than those requiring specific resources) even if his army is not trained in that tactic. In addition, he learns one additional boon selected from the standard list.

At 5th level and every 5 levels after, the bonus to OV, DV and Morale increases by +1, and the fighter learns an additional boon.

Man-at-Arms A fighter with this talent takes no attack penalties for non-proficiency with manufactured weapons. (Including firearms at DM discretion) In addition, each time he would be able to add a weapon group with weapon training, he adds two weapon groups. (So a 5th level fighter would have two weapon groups at weapon training 1, a 20th level fighter would have eight weapon groups, two at 4, two at 3, and so on.)

Maneuver Master: A fighter who selects this talent does not provoke an attack of opportunity for attempting any combat maneuver.

Mettle A fighter who selects this talent does not suffer any partial effect on a successful Fortitude or Will save.

Panache A fighter with this talent uses his Charisma modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reasoned A fighter with this talent uses his Intelligence modifier in place of Strength for melee attack rolls. At 4th level, he adds his Intelligence modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reflect Spell A fighter with this talent who successfully disrupts a spell reflects it back to its caster, where it targets the caster or the caster's square and takes effect normally. A fighter must be 14th level to take this talent. A fighter must have the disrupt spell talent to take this talent.

Relentless A number of times per day equal to 3+Con modifier, a fighter can use a full round action to convert all lethal hit point damage he has into nonlethal damage.

Risk Taker The talented fighter gains a dodge bonus equal to half of his level (minimum +1) vs attacks of opportunity.

At 8th level, the talented fighter takes half damage from attacks of opportunity.

At 16th level, the talented fighter may make a counter attack of opportunity against a creature who has made an attack of opportunity against him. The fighter must be capable of making an attack, and his counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Shrug it Off A number of times per day equal to 3+Con mod, a fighter can make a Fortitude save against an effect they have failed their save against, at the same DC. Success allows them to ignore the effects for a number of rounds equal to their fighter level. A fighter must be 10th level to select this talent.

Size Matters Not The talented fighter can use weapons one size smaller and larger than his size category with no penalty.

Skilled Combat A talented fighter can add his fighter level to a combat maneuver check or to his Combat Maneuver Defense when an opponent attempts a maneuver against him as an immediate action. This ability can be used once per minute.

Stamina The fighter adds his fighter level to his Strength score to determine encumbrance. He may sleep in armor without penalty. He may make a level check modified by Constitution as a swift action to accomplish any of the following tasks.

Delay poison (DC as poison) - delays onset of poison by one frequency unit. Subsequent attempts suffer a -1 penalty.
Ignore Caltrop (DC 20) - ignores caltrop penalties to speed.
Ignore Fatigue (DC 20) - ignores fatigue for 1 round plus 1 additional round for every point of success.
Ignore Exhaustion (DC 30) - ignores exhaustion for 1 round plus 1 additional round for every point of success.
Reduce Exhaustion (DC 25) - treats exhaustion as fatigue for 1 round plus 1 additional round for every point of success.
Remain conscious (DC 20 + negative hit points)

A fighter must be at least 4th level to select this fighter talent.

Stamina, Greater The fighter is immune to magical sleep, fatigue and exhaustion. A fighter must have the stamina talent to select this fighter talent. A fighter must be at least 12th level to select this fighter talent.

Sunder Enchantment The talented fighter can force an enchanted ally who has harmed him to snap out of the effect. To do so, he can make an attack roll as a standard action to dispel the effect as per dispel magic. The attack must hit the ally's Armor Class. If successful, the attack deals nonlethal damage to the ally and dispels the effect. If the attack does not successfully dispel the effect, it deals normal lethal damage to the ally. A fighter must be 8th level to select this fighter talent.

Talented: A fighter who selects this talent possesses a martial education, extensive experience, or a natural talent in a certain area. He gains a competence bonus equal to half his fighter level (minimum +1) in one of the following sets of linked skills and treats them as class skills:

-Profession (soldier) and Sense Motive
-Profession (sailor), Survival, and Athletics
-Knowledge (nature) and Survival
-Knowledge (nobility) and Diplomacy
-Knowledge (arcana) and Spellcraft
-Knowledge (religion) and Spellcraft
-Ride, Athletics and Handle Animal
-Knowledge (local) and Intimidate
-Perform (oratory) and Diplomacy
-Knowledge (dungeoneering) and Survival
-Craft (weapon) and Craft (armor)

The Harder They Fall: A fighter who selects this talent may attempt combat maneuvers normally even against foes who would otherwise be immune to his attempts due to their size.

Two Weapon Fighting: A fighter who selects this talent takes a -2 penalty on attacks when using a weapon in each hand instead of the normal penalties for two weapon fighting. The fighter can make iterative attacks with his off hand if his base attack bonus is high enough.
This talent counts as Two Weapon Fighting, Improved Two Weapon Fighting and Greater Two Weapon Fighting for any prerequisites, if the fighter has a high enough BaB to make use of the latter two options.

Versatile Weapon: A fighter who selects this talent may choose to deal bludgeoning, piercing, and/or slashing damage with any weapon with which he possesses Weapon Focus or Weapon Training, and suffers no penalties for dealing lethal damage with a nonlethal weapon or nonlethal damage with a lethal weapon. At 20th level, the fighter gains these benefits with any weapon that he wields, without requiring Weapon Focus or Weapon Training. A fighter must possess either Weapon Focus or the Weapon Training class feature in order to select this talent.

Warlord When in command, the fighter can grant a number of minions equal to his Charisma bonus the use of his weapon training, armor training and bravery bonuses. A minion is an allied creature with less levels or HD than the fighter.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also don armor in half the normal time and move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls and can draw it as a free action.

If the weapon has a reload time, the fighter can reduce that reload time by one step.
If the weapon is a reach weapon, the fighter can attack creatures in adjacent squares.
If the weapon has a range increment, the fighter increases the increment by +10 feet per +1 bonus.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Diehard
Prerequisites: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than double your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. A character without this feat dies when their negative hit points is equal to or greater than their Constitution score.

Endurance
Benefit: You add your level to all Constitution checks, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation; and to the number of rounds you can hold your breath or run. At 8th level, rounds become minutes. At 16th level, minutes become hours.
Normal This ain't possible

Endurance, Mythic
Benefit: You do not need to breathe or sleep. You are immune to fatigue. You treat extreme cold/heat as normal cold/hot weather.

Toughness
Benefit: You gain gain +1 hit points per Hit Die. (Minimum +3) At 5th level, this increases to +2 hit points per Hit Die. At 10th level, this increases to +3 hit points per Hit Die. At 15th level, this increases to +4 hit points per Hit Die. At 20th level, this increases to +5 hit points per Hit Die.

Inspired by Kirth Gersen, with extensive help from Coriat.

Talented Rogue:
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A rogue cannot sneak attack while striking a creature with concealment. This does not apply if the concealment caused by dim lighting conditions.

Revised
Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. This penalty increases by -1 every 5 levels the rogue possesses.

Distracting Attack (Ex): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed until the beginning of her next turn. Creatures with uncanny dodge are immune to distracting attack.

Powerful Sneak (Ex): Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she gains +1 to each sneak attack damage die. At 10th level, she gains +2 to each sneak attack die.

Sacred Sneak Attack (Su): When making a sneak attack against an undead creature or evil outsider, the rogue’s damage is considered good-aligned for the purpose of overcoming damage reduction. A rogue must have a good alignment to select this rogue talent.

Underhanded (Ex): A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage.

Assault Leader (Ex): When the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action. A rogue can do this 1/day, plus one time for every four rogue levels she possesses.

Camouflage (Ex): A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Esoteric Scholar (Ex) A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill. The rogue adds 1/2 her rogue level (minimum +1) to checks made with untrained Knowledge skills.

Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action or swift action to take the withdraw action. She can move no more than her speed during this movement if she uses a move action, and no more than half her speed if she uses a swift.

Getaway Artist (Ex): A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks. She adds 1/2 her rogue level to checks made with these skills when using them to flee.

Hold Breath (Ex): A rogue with this talent adds her rogue level to the number of rounds she can hold her breath. At 8th level, rounds become minutes. At 16th level, minutes become hours.

Honeyed Words (Ex): Once per day, the rogue can roll two dice while making a Charisma or Charisma based skill check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every four rogue levels she possesses.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. For every five levels the rogue possesses, she can select another 1st-level spell that can be cast two times per day. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent. For every five levels the rogue possesses, she can select another 0-level spell that can be cast three times per day.

Peerless Maneuver (Ex) Once per day, a rogue with this talent can roll two dice while making a Strength or Dex based check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Positioning Attack (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). A rogue with this talent can also use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Quick Trapsmith (Ex): As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than her rogue level - 3 (Minimum 1). To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. If she chooses to roll, she rolls 2d20 and takes the best result. In addition, it takes her half the time to take 20 on a mastered skill. (10x normal time)

A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Stealthy Sniper (Ex): When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

Survivalist: A rogue with this talent adds Heal and Survival to her list of class skills. She adds 1/2 her rogue level to checks made with these skills.

Thoughtful Reexamining (Ex): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Advanced
Deadly Sneak (Ex): This has been rolled into Powerful Sneak.

Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, functioning identically to the spell. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Another Day (Ex): Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from any source), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow and this damage is nonlethal; if it fails, she takes full damage, half of which is nonlethal. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Hunter’s Surprise (Ex): Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Knock-Out Blow (Ex): A rogue with this talent can attempt to knock out an opponent with a sneak attack. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does nonlethal damage, and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

Redirect Attack (Ex): Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

New Standard

Black Market Connections A rogue with this talent gains a network of spies, informants and other ne'erdowells throughout the land.

A rogue selects a number of urban centers equal to one-half her rogue level plus her Charisma modifier. This process takes a week. To select a center, she must have personally visited, or be aware of such a settlement within 10 miles per class level of an urban center she has visited. At 10th level, the range increases to 50 miles per class level. At 15th level, the range increases to 100 miles per class level.

A rogue can drop a center from her list (typically to add another) by spending a week to shift her contacts out to their new place of operations. A DM can determine that a settlement is not appropriate for a rogue to gain access to in this manner, for instance, a CE balor rogue and a city of angels in Heaven may be off limits barring actual roleplay.

An urban center is a settlement at least the size of a small town. A large city counts as a minimum of two settlements. A metropolis counts as a minimum of three settlements. Large cities and metropoli are often broken into smaller districts, each of which can be the size of a small town or larger. If this is the case, each district counts as its own settlement.

When personally within these centers, the rogue also communicate with the other selected centers, making Bluff, Diplomacy, Intimidate, Knowledge and Sense Motive checks at a -2 penalty, and purchases at a 5% markup. Purchased goods from a distant center require 1d4 days for delivery. At 10th level, they require 1d4 hours. At 20th level, they require 1d4 minutes.

When not personally within these centers, the rogue can still communicate with them, making the checks at a -5 penalty, and purchases at a 10% markup.

A rogue with this talent does not suffer capital or business attrition within her selected centers. The rogue is considered "very familiar" with her centers for the purpose of teleport and similar spells. The rogue is considered to have secondhand knowledge of all residents of her centers for the purpose of scrying and similar spells.

The specific nature of this communication and delivery is up to the player and the DM to determine, but can utilize sending, telepathic bonds, teleporting minions, messages sent via birds or secret code, etc, so long as it allows the rogue reasonable access to her centers.

Generally, unless a specific method is being used that is faster or slower, assume that it requires an hour of uninterrupted action to contact a center if outside of civilization. At 10th level, this should be reduced to ten minutes, and at 20th level, a minute. The DM can modify this as needed to account for being off plane, or within a large settlement that is a non-selected center.

Card Sharp (Su) The rogue gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts. The rogue also gains the benefit of the Arcane Strike feat, using her rogue level in place of caster level, but only for the purposes of using Deadly Dealer.

Confounding Blades: When flanked, the rogue gains a +1 dodge bonus to AC. This bonus increases by +1 for every four rogue levels possessed.

Darkness My Ally (Ex) A rogue with this talent adds a 5% to any existing miss chance to be struck by an attack. At 5th level and every 5th level after, the rogue adds 5% to the miss chance. The total can never be increased beyond a maximum of 75% miss chance through use of this ability.

Dextrous A rogue with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Duelist When threatened in melee by only one foe, the rogue gains a +1 dodge bonus to AC against that opponent. This bonus increases by +1 for every four rogue levels possessed.

Heart of the City When within one of her selected urban centers, the rogue gains a +2 bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perception and Sense Motive checks made against residents of the urban center. Likewise, she also gains this bonus on weapon attack and damage rolls made against them. At 5th level, and every five levels after, this bonus increases by +2. A rogue must have black market connections to select this talent.

Infuriating Combatant: Once per day, when missed by a melee attack, a rogue can make a trip or dirty trick attempt against the foe as an attack of opportunity. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Light Armor Training A rogue with this talent learns to be more maneuverable while wearing light armor. Whenever he is wearing light armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 8th level and every four levels after, these bonuses increase by +1 each time. He can don light armor in half the normal time. A rogue must be 4th level to select this talent.

Panache A rogue with this talent uses her Charisma modifier in place of Strength for melee attack rolls. At 4th level, she adds her Charisma modifier instead of Strength for melee damage rolls. At 8th level, she adds 1.5 times her Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. Her damage is not increased from this talent by wielding a weapon with two hands.

Poison Use A rogue with this talent never risks poisoning herself when applying poison. She can apply poison to a weapon as a swift action, instead of a standard action. She gains a bonus equal to half her rogue level (minimum +1) on saves against poison. When making a sneak attack with a poisoned weapon, she can sacrifice any number of sneak attack dice to increase the DC of the poison by the same amount.

Reasoned A rogue with this talent uses her Intelligence modifier in place of Strength for melee attack rolls. At 4th level, she adds her Intelligence modifier instead of Strength for melee damage rolls. At 8th level, she adds 1.5 times her Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. Her damage is not increased from this talent by wielding a weapon with two hands.

Risk Taker The rogue gains a dodge bonus equal to half of her level (minimum +1) vs attacks of opportunity.

At 8th level, the rogue takes half damage from attacks of opportunity.

At 16th level, the rogue may make a counter attack of opportunity against a creature who has made an attack of opportunity against her. The rogue must be capable of making an attack, and her counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Rogue Weapon Training A rogue with this talent gains a +1 bonus on attack and damage rolls when making an attack with a simple weapon, hand crossbow, rapier, sap, shortbow, or short sword. At 10th level and every four levels after, the bonus granted increases by +1. The rogue can draw any of these weapons as a free action.

If the weapon has a reload time, the rogue can reduce that reload time by one step.
If the weapon has a range increment, the rogue increases the increment by +10 feet per +1 bonus.

Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if the rogue has weapon training from other classes.

A rogue also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the rogue's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Soul of the City When within one of her selected urban centers, the rogue is not slowed by difficult terrain. In addition, she treats local citizens as allies, for the purposes of flanking, moving through occupied squares and teamwork feats. This does not apply to creatures with a specific attitude of unfriendly towards the rogue or worse. A rogue must have black market connections to select this talent.

Stealthy A rogue with this talent gains a competence bonus equal to half her rogue level (minimum +1) on Stealth checks. At 10th level, her Stealth check functions, albeit at a -10 penalty, against creatures with supernatural senses, such as blindsight, blindsense and tremorsense. At 15th level the penalty is -5. At 20th level, she takes no penalty.

Wall Climber A rogue with this talent gains a climb speed equal to one-half her base land speed. At 10th level this increases to her full base land speed. The rogue can climb a perfectly flat vertical or inverted surface with no handholds with a DC 40 check.

New Advanced
Charming (Su) The rogue can use Diplomacy to charm individuals who are not hostile. The check DC is equal to 20 + the DC to improve the creature's attitude one step. (Attitude DC + Cha mod for normal games, Attitude DC + 1/2 HD + Cha mod for my game) A rogue uses her rogue level in place of caster level to determine effects. A rogue can target a given individual only once per day with this ability.

Crafty Maneuver (Ex) Once per day, a rogue with this talent can add her rogue level to a combat maneuver check or to her Combat Maneuver Defense when an opponent attempts a maneuver against her as an immediate action. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Greater Magic (Sp): A rogue with this talent gains the ability to cast a 3rd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 13 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 3nd spell that can be cast two times per day. A rogue must have the improved magic rogue talent before choosing this talent.

Harrow Strike (Ex) Once per day, when making a sneak attack, the rogue can draw a random card from a harrow deck they own. If the attack hits, instead of dealing sneak attack damage, a number of points of ability damage equal to the number of sneak attack damage is dealt instead. The ability score damaged is the score affiliated with the suit of the harrow card drawn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

High Magic (Sp): A rogue with this talent gains the ability to cast a 4th-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 14 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 14 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 4th spell that can be cast two times per day. A rogue must have the greater magic rogue talent before choosing this talent.

Improved Magic (Sp): A rogue with this talent gains the ability to cast a 2nd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 12 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 2nd spell that can be cast two times per day. A rogue must have the major magic rogue talent before choosing this talent.

Old School A rogue with this talent gains 1 XP per 100 gp of treasure they find.

Sneak Attack of Opportunity When making an attack of opportunity, a rogue deals half of his normal sneak attack damage. A rogue cannot apply any talents to this sneak attack, nor do any effects that activate on a sneak attack function.

Steal Spell A rogue with this talent can use Sleight of Hand to steal a random ongoing spell from a target. The rogue makes the check at a -15 penalty and the DC is the same as to dispel the spell. If successful, the rogue transfers the ongoing spell to herself.

Suggestive (Su) A rogue with this talent can use Bluff, Diplomacy or Intimidate to replicate the effects of suggestion, using her rogue level in place of caster level. The DC is 20 higher than using the skill on the individual normally. A rogue can target a given individual only once per day with this ability, regardless of success or failure.


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Sushewakka wrote:
Quinn's Lawful Good, through and through. Like any character worth of the alignment, whenever he is forced to make a choice between Law and Good, he chooses Good.

Just like any LN character worth the alignment chooses Neutrality whenever forced to choose between Law and Neutrality...oh wait.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

In that case, 'consent' is the word that we use to determine rape, and 'genuine consent' is a poorly modified version of the term. You start getting into the details, and lots of people have different ideas. Some people, if you've had so much as a single sip of alcohol, you are now judgement impaired, and cannot give 'genuine consent'. Or that if you ask a partner more than once to engage in some act, you are coercing them. Other people, as long as a clearly stated 'no' is not heard (whether or not it is asked for), they consider the encounter entirely consensual. Most people will fall somewhere between those two extremes, some people even outside one of those boundaries.

Who's correct? For the most part, I consider the more reluctant/conservative of the two (or more) partner's positions to be the one you should consider and work around.

In the Arthur case, she gave perfect consent to the person she thought she was sleeping with. It's pretty easy to see why some people would be appalled (and call it rape), some people disapproving (but not call it rape) and others not consider it a problem at all. In one context, it is tricking (not forcing) someone into having sex with you. Is that any worse than obtaining consent under other less than honorable circumstances, like feigning long term interest in a relationship?


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Giving the rogue an ability to increase their armor class rather than their BaB and HD seems to be more fitting with the concept of the agile, dodging rogue.


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Tinkergoth wrote:
pres man wrote:
Jessica Price wrote:
Kain Darkwind wrote:
And whoever did the hot picture of the chubby Osirion chick...kudos. She's overweight, but not a disgusting Jabba monster. I'm glad, and I hope we'll see more of it.
I'm glad you like the art, but how about we don't refer to overweight people as "disgusting" or "monsters."
I reserve the right to describe Mama Graul using those words. :P
To be fair, that's because she's a literal ogre, not because she's overweight :P

^Specifically this, Jessica. I'm overweight myself, and I think it's fantastic that Paizo includes artwork that does not depict overweight people as disgusting and/or as monsters, which up until the Mummy chick...I think accounted for all overweight individuals. Mama Graul, back in PF #3, might have been the last time I noticed an overweight individual in the entire PF run. (The giant from Kingmaker is too, but his race is a bit big in the stomach normally.) So lots of being left out, a single instance of gross and disgusting, and a cutie. Hope to see more of them. Maybe even a male next time.


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DragonBringerX wrote:
Mergy wrote:
It's not technically a feat, but the rogue talent Powerful Sneak should be in the running.

How...i just don't see it. Assuming you have a 20th level rogue with 10 dice of sneak attack. If he rolled a 1, then a 2, then a 3, and so on until he was out of dice we would have... for a total increase of at least 2 damage. Not that bad considering that weapon specialization only does 2 damage. But lets say best case scenario roll all 1's. That's an increase of 10 damage. Not to mention your making a full attack action which means best case scenario that's 10 additional damage per attack (min of 3 attacks by 20th level) not assume two-weapon fighting or haste (possible 7 attacks for a possible 70 damage increase). AND...its not even a feat, its a class feature.

HOW is this class feature bad at all. Not to mention the higher level version (Deadly Sneak). This one treats all 1's and 2's as 3's. That another potential 70 damage for a potential 140 damage (or 60 if your not using TWF or haste).

"The thief DragonBringerX did not find the trap and I declare her dead."


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Jessica Price wrote:
Adjule wrote:

I just wonder where the outrage is concerning the hypersexualized males? Sajan, Seltyiel, and the upcoming (what I assume to be) bloodrager iconic are all 3 in revealing clothing. Many of the old 70s and 80s artwork of fantasy genre all how hypersexualized males as well. Or does shirtless heavily muscled male bodies not count, because their groin isn't overly large like the complaints about rather large breasts?

I am honestly curious, as all I ever hear are complaints about women in revealing clothing, "well endowed", and seductive.

1) The reason, I believe, that you don't hear complaints about blatant sexualization of male characters is because it's comparatively rare. As I keep saying, I don't believe that anyone here is complaining that objectified female characters exist -- they're complaining that it seems to be the norm, or at least too common.

2) Heavily muscled male bodies aren't necessarily equivalent to scantily clad female ones, because they're not necessarily designed to appeal sexually to the viewer. Many of those heavily muscled male barbarians and warriors from 70s and 80s fantasy art aren't designed to appeal to women or gay men -- they're designed to appeal to straight men. They're not sexual fantasies, they're power fantasies.

(This Shortpacked Comic explains it pretty well.)

If you want to get a sense of what women find attractive, it's worth looking at things like the Glamour poll (in which 90,000 women voted on who they thought were the sexiest men -- with that large a sample size, it's worth paying attention to). You're not going to see a lot of wrestlers or bodybuilders there, which is a decent first clue that that 70s and 80s art isn't really designed with a female audience in mind. It's largely art by men, for men.

Wait, wait, wait...so my girlfriend can't keep calling me gay because I like big muscly dudes? Internet, you win again!

Honestly, I like Paizo's approach, though I agree with the OP, in regards to actual scenarios/sexual situations. With the art, I want reasonably covered people, uncovered people, hot people, not hot people, and everything in between.

And whoever did the hot picture of the chubby Osirion chick...kudos. She's overweight, but not a disgusting Jabba monster. I'm glad, and I hope we'll see more of it.


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Marthkus wrote:
The Human Diversion wrote:
3) I've also been pondering a house rule rogue talent that lets the rogue lose dex bonus to AC for themselves in order to apply the same to the bad guy - it would be something like "You can lose your own dex bonus to AC against all creatures to allow you to force a single creature of your choice within 30' to lose their dex bonus to AC against you" - it WOULDN'T allow the rogue to make a sneak attack, but open that rogue up to some pretty brutal counterattacks.
Made a minor change to bring it in line with other rogue talents.

LOL

Add a greater version of the talent that allows 60 ft. range, but only if the rogue succeeds on a Knowledge (local) check.


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Talented Rogue

I've been working on improving existing and the overall list of rogue talents for awhile now.

I'd like to see rogues get back into the game, without just ignoring them for ninjas and slayers.

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