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If it were a feat, it would fall into the same trash heap as Jawbreaker or that feat from Ultimate Combat, the one inspired by Fellowship of the Ring.
I think a good rule of thumb here would be "if you liked this one-second shot from a movie, don't make a feat around it."
Also, this is Ultimate Intrigue, the book about skills and how to make extensive use of them. It would be silly if the book were full of classes, archetypes, feats, and spells.
P.S. If you want to start addressing the martial/caster disparity, stop making so many feats! Feats for everything only contributes to the problem!
Unrefined thought here...
The Free Parking Fallacy
This fallacy refers to the notion that a game is poorly designed, when the perceived problem occurs as a result of using house rules. An example would be a GM who claims that the Stealth skill is poorly designed because opposed Stealth vs Perception rolls are too swingy, when that same GM disallows taking 10 on Stealth checks.
I've been thinking about this thread, and I want to reiterate the "no full casters" recommendation. One of the reasons I've been thinking about is that full casters, more often than not, can only participate in the story by casting things. So, they are often locked into interacting with your world in ways that are very disruptive.
Meanwhile, non-full casters have other options for interacting with the story, like skills (ex: Bard, Inquisitor) or through physical combat (ex: Magus, Warpriest). They don't have to resort to casting spells in every scene, so they are most often less disruptive to your story.
Just a thought.
This. It doesn't take a lot of Pathfinder rules knowledge to know that at-will one-shotting big baddies doesn't work. They should know better.
Also, the sort of thing they are doing, making up reasons outside the rules for auto-killing things, they will do that regardless of whether they have spells. They aren't using a deus-ex-machina switch. They are using a cheat button.
That being said, here are a couple of suggestions for you, assuming you will GM for non-cheater players instead of this group:
-Start at level 1.
Its good that you are trying GMing! Just clear out this bad player behavior in favor of good behavior and you will be in good shape!
No worries, man! If ya gotta sleep, ya gotta sleep. My friend should be posting up Lady Gabrielle's cohort sometime today, as well.
To recap that: I have a friend who is really into the concept of this game, but doesn't have the time to really play a full-fledged PC. So, I offered him my cohort slot, with the expectation that if he falls behind, I can take over piloting him as needed.
As for combats... yeah, a full-party combat would be humongous. However, since we are all very capable characters, I can see us doing quite a few small-group fights, as we are going to be splitting the party all the time. We can accomplish so much more apart than we can together.
Off the top of my head... A human or elf Rogue with 16+ Dexterity and 14+ Intelligence can do really well. Feats can go to Combat Expertise, Improved Trip, and Improved Disarm. Talents can go to Finesse Rogue, a bonus combat feat, and whatever else you want. Since you'll have Uncanny Dodge, you can get away with neglecting the Perception skill, as the rest of your group probably all maxes is out. You're safe letting your party find any traps, while you disarm them. That's if you run into any at all. I know my own rogue didn't run into any until she was 13th.
Good luck to you!
Hm, I might have Lady Gabrielle change out her ring of protection for that ring of seven lovely colors. It'll make for a great escape/disguise item.
She would also totally love to have someone she can ask to take down nobles of her choosing.
EDIT: Where the heck are the raven stats published, anyways?
It seems weird that someone would use the nonsensical bit for Gang Up. It's not like Rogues are overpowered. Rogues also don't really have a lot of BAB for a stamina pool.
Also, isn't the point of FAQs to reduce confusion and varying interpretations?
But anyways, so... Nothing on the Improved Feint power?
I'm not sure if this question has been answered. I was browsing through the Stamina section of Unchained and I saw that the stamina power for Improved Feint doesn't actually do anything. It lets the feat-holder spend stamina to Feint as a move action, even though Improved Feint already lets you do just that.
Also, the stamina power for Gang Up does not actually do anything, based on the current FAQ about counting as your own ally.
I know, I'm probably the only player in the world who does characters that are affected by these sorts of things, but...
Does anyone know whether there been any clarification on these particular stamina powers?