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Artemis Entreri

Salhesh's page

948 posts. 2 reviews. No lists. No wishlists. 1 alias.



I covered a lot of what PF rogues cannot do. How about some things a splat-enabled 3E rogue CAN do? I already covered the awesome flask + ring of blinking core-enabled combo. SA in a can...err...flask, gotta love it.

Penetrating Strike (Dungeonscape): Rogue trades his trap sense for the ability to say, "You're immune to SA? **** you, you're taking half my SA damage anyway!"

Augment Crystals (Magic Item Compendium): You can store one at a time on your weapon, move action to remove or put a new one on. There was a 10,000 gp one to let you SA undead (and some other boons) and a 6000 gp one to SA constructs (and some other boons).

Staggering Strike feat (Complete Adventurer): Anyone you SA in melee has to make a fort save based on damage dealt (ie, really friggin' high) or be staggered for 1 round. This feat single-handedly made melee rogues viable. Even w/ SA, a full attacking rogue would lose by attrition against most level-appropriate monsters full attacking him back. But with this feat, he no longer had to concern himself with his performance in a fair fight!

Acrobatic Backstab skill trick (Complete Scoundrel): Once per encounter if you tumble through someone's space (DC 25), your next attack is automatically a SA.

Craven feat (Champions of Ruin): Doesn't actually help you get SA, but +HD damage on each of them certainly makes it more scary!

Maneuvers/stances (Tome of Battle): Lots of awesome here. Cloak of Deception gave you Greater Invis. till end of turn as a swift action. Island of Blades stance made you count as flanking with anyone else threatening the foe, regardless of positioning. Distracting Ember let you summon a 1 round indestrucible flanking buddy as a swift action. Assassin's Stance just gave a nice +2d6 SA damage boost.

Just some tools in the rogue's arsenal off the top of my head.


Hello.
I'm going to create a new character to begin a new PF campaign.

I'd like to build a rogue and i was wondering between the classic TWF build or the Spring Attack/Scout one.

Until now, i was sure the first one would be the best, but then i read a lot of posts about the poor chance to hit at high level witch cause the damage output to be not as amazing as it could seems.

So i was thinking about changing into the Spring Attack version because it seems at least fun to play (not a Brute one however).

The party is composed by a Destined Sorcerer, a Cleric (Heal/Fire) and a Summoner.

What do you think about it (any other suggestion as "rogue sucks" would be appreciated ^^).

Thanks in advance


I played a lot of 2e, and recently jumped on board again and started hoarding 3.5 books. I don't like the looks of 4e, so am not interested in that. I like campaigns that stress roll playing and creative solutions to problems when possible.

I have lots of free time this summer and would love to play! (the rest of the time, I should be doing Mars research)

aka Sir_Wulf *** (Venture-Lieutenant, Arizona—Tucson)

On November 21, 2010, the Chapterhouse Baja Pathfinders will meet at Hat's Games in Tucson. This month's scenarios will include:

The Beggar's Pearl

Among the Living

Sign up on Warhorn.net.

Discussion and planning of future meetings will happen at The Tucson RPG Guild's web page.

We're still trying to put together a team of GMs to meet for regular slot-zero games, so we can be sure to have plenty of gamemasters ready for Pathfinder events. If you're interested, let me know!

I can be reached at

Spoiler:
Escutcheon (chopthisout) at (cutthistoo) AOL dot com.

- James ("Sir Wulf") MacKenzie

(Pathfinder Adventure Path Subscriber)

Figured I'd get off the PFS in Phoenix thread and start a new one.

I am with the Southern Arizona Gamers Association which sponsors the Tucson RPG Meetup held on the first Saturday of every month.

I am looking at running PFS during the monthly meetings if there is interest.

Of course, if I can get someone else to help DM, I might be able to play from time-to-time as well, which is a good thing. A very good thing.


I've been running a campaign where the Elves of my campaign world developed technology via arcane magic. Think sci-fi done with magic items that look... well sci fi.

A few examples have been "night vision goggles" as a set of lenses of darkvision.

Most commonly found in the game has been spell-rifles of scorching ray (I just re-flavored wands to be honest. Usable without prereqs or UMD if you are an elf. Two hands required.) though others might exist.

I was planning on using Privateer Presses Liber Mechanika and Iron Kingdoms core to stat out other items, however it ends up being a lot of work.

The players in my campaign have recently come across a military outpost that should contain military arcanatech (the name we use for magi-technology in the campaign) and I need to let them know what they found.

The elite forces of the elves are are called Wraith in my campaign and now I find myself needing to stat out their cool toys...

Wraith use an arcanatech broach that can call their armor (usually mithral breastplate) message spell their team and project a shield spell. Their weapons come from a storage cube that is about fist sized and holds a composite bow and a longsword. These items are called out when needed and stored when not. Arcanatech gauntlets contain an item (ring slot) that generates arrows for an attack, I used a 0-level spell called devlin's barb.

I'm thinking the cube could just be a re-fluffed handy haversack.

As the items are all arcanatech they require recharging so I'd like to keep that aspect. Might keep accumulators from Iron Kingdoms.

What other cool toys would an elite elf soldier commonly need? What spells could be used as a basis for the item(s).

Any help or brainstorming would be great. If anyone has already done something like this then I'd like to hear about it as well.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber)

Detect magic detect only 2 things:
- Functioning spells
- Magic items

Plus lingering auras of the same.

Look the table at the end of the spell description. It show all that it can detect and there aren't supernatural effects there.

Even the much more powerful Arcane sight spell don't give you that kind of information:
"If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use."


Hooray for human fighters!!!
It's nice how the feats show an ability humans have to adapt and learn that separates them from the rest of the world.
I look forward to the "alternate class reward"s in this book

On that note ....
Using "Fast Learner" can you only choose the skill and hit point or can you choose the hit point and the "alternate class reward"?
Also can you just choose to get 2 hit points? it's most likely no but I thought I'd ask.

Oh yeah and 1st


This product, apprentice level characters has a good way of starting with "1/2" level PCs. It allows the players to start at -500 xp and they level up to 1st level at 0.

The advantage over playing NPC classes is that they start in their own classes.

If you look on my profile under Pbp campaign there is one called FW Forest Force which used the original rules from the first edition scenarios Treasure Hunt and Under Illefarn to produce Pathfinder 0 level PCs. I think they also appeared in the hardbook, Grey hawk Adventures, if memory serves me right. I have used these adapted rules several times in various campaigns and they suit my style, but that may not suit everyone.

Cheers


Then check out the Downloads section of d20pfsrd.com. We've got downloadable copies of the PRD and other things in 31 different flavors! Well not really 31, but one of them might suit your purposes.

Here you go!


Super Genius Games has worked out that a feat is worth about 5,000 gp. However, that's not "feat of choice" its more "assigned feat". IIRC the racial guide puts a bonus feat of choice about 4x the cost of an assigned feat. So if I was to do it, I'd probably charge 20,000 gp for training and misc. expenses / feat trained.

But honestly, I wouldn't ever allow it. Feats are the fighter's thing, if anyone can buy a class feature the class that has it is devalued.

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

This is an application I created for myself a few months back and have been slowly improving. It's a simple initiave manager linked with the monsters data pulled from the SRD (as posted at d20pfsrd.com). I've also got tabs for Searching Spells (updated for APG) and Feats.

The application runs on Windows XP, Windows Vista, and Windows 7, and requires the .Net Framework 4.0.

Combat Manager site

I've got screenshots here so you can take a look before installing.


Al Rigg wrote:
Any chance you can also clarify how delay poison works in the above, Jason, if the poison isn't neutralised before the spell wears off?

Delay poison simply stops the process in its tracks, but you should still track the order in which new poison is applied to the target. When delay poison ends, all of these initial saves happen in order, then then character must track rounds as outlined above.

Hope that helps

Jason Bulmahn
Lead Designer
Paizo Publishing


8 people marked this as FAQ candidate. 2 people marked this as a favorite.

I think I have found a solution.
First Piece of Evidence is Sneak Attack:

prd/rogue wrote:

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......

Now according to this a denial of dex to AC sets someone up for sneak attack. This is what I call point 1. If anyone refutes point one please address it as point 1 in your counter claim.

Second Piece of Evidence is the Dexterity Ability itself:

prd/dex wrote:

Dexterity (Dex)

Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

You apply your character's Dexterity modifier to:
.....
Armor Class (AC), provided that the character can react to the attack.

Point 2: In order to not be denied dex you must be able to react to the attack.

If anyone has a counterclaim please address it as point 2.

Third Piece of Evidence is the Perception skill:

Quote:
Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Point 3: If you fail this check you can not react accordingly. If anyone refutes this please address it as point 3.

Final Conclusion:
If you do not succeed in an opposed check against an opponents stealth then you can not react accordingly.
Since you can not react to the attack by using your dex bonus, due to the fact that you are unaware of the opponent even being there, you lose dex to AC according to point 2.
Being denied the bonus to AC means you are now a legal target for sneak attack.

PS:I apologize if this has all been combined before, because while I have seen this subject come up before I have not seen these 3 points all put together.


This is something that needs clarifying in a PRPG FAQ. Until then, I recommend going with the 3.5 ruling, which *was* clarified in their FAQ.

3.5 FAQ wrote:

If a rogue has successfully hidden behind some bushes and fires an arrow at a target less than 30 feet away from her, does she deal sneak attack damage?

Yes. The rules don’t come right out and say this, but a character who has successfully hidden from an opponent is considered invisible for the purpose of rendering that foe flatfooted, and thus deals sneak attack damage.

Your God of Knowledge,

Nethys




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