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Hooded Man

Serisan's page

FullStar Pathfinder Society GM. 1,908 posts. 1 review. No lists. No wishlists. 9 Pathfinder Society characters.


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Any GM who runs any of the published material will inevitably find some line that just strikes them as hilarious. Let's share some favorites. Please share only the author's name, not the module/scenario/AP. Much easier to look for similar work this way.

Jason Buhlman wrote:
"The snakes fill the entire corridor and cannot be bypassed."

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BigNorseWolf wrote:
Nefreet wrote:
A 1st level (2hd) Animal Companion can select Extra Item Slot as its first feat.
A familiar is called out within that feat section as being able to swap it out. Its technically not on the list for feats an animal can take without advancing its intelligence as far as I know.

Indeed, from the land of humorous oversights, the Animal Archive did not specifically state that the companion feats are added to the animal feat list. As far as I can tell, the INT advancement is required first.


Two separate answers for two separate materials. Darkwood requires you pay the masterwork cost. Mithral includes the masterwork cost in the material.

Darkwood:

Quote:
To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
Mithral:
Quote:
Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.


Backlash3906 wrote:
Just curious, what was/were the deciding factor(s) in going with the TWF option over the new Thrown Weapon style that ACG introduced?

Great question. The main goal of the combat style is to ignore as many prerequisites as possible, whether they're additional feats or stats. Thrown combat style does a good job of letting you skip prerequisites, but you get feats that you don't necessarily want.

You can make a case for Close-Quarters Thrower as being a useful feat, but you're going to limit yourself to a single type of thrown weapon that this applies to. False Opening depends on CQT to function, which is why it's a prerequisite. Neither Pinpoint nor Shot on the Run are really needed for thrown weapons. That leaves you with the level 2 list, of which you're only skipping prerequisites on TWF and Precise Shot.

The TWF tree allows you to skip the DEX requirement on all the TWF feats that you grab through the style. This means you don't need to have high DEX to grab them, allowing you flexibility in your stats. It avoids painful cuts to the build, which absolutely requires 13 INT minimum and high STR to function. You don't worry about the DEX because hitting blind, deaf, entangled targets is easy, especially with full BAB and Studied Target.

It turns out that you can make a stronger case for the archery combat style than the thrown style for a thrown weapon user simply because of Improved Precise Shot at level 6. This shouldn't be terribly surprising, however, due to the word salad that occasionally crept into the ACG. In this instance, the thrown weapon style was more of a "what feats require thrown weapons?" selection than "what would thrown weapon users actually want?"


I like the Bounty Hunter archetype of Slayer for thrown weapons.

Human Slayer (Bounty Hunter)

Stats:
STR 18 (16+2 Racial)
DEX 14
CON 12
INT 14
WIS 12
CHA 7

F1: Quick Draw H1: Combat Expertise
F3: Improved Dirty Trick
S4: Combat Style (Two-Weapon Fighting)
F5: Improved Trip
S6: Combat Trick (Greater Dirty Trick) [gained via FCB]
F7: Extra Slayer Talent - Combat Style (Improved Two-Weapon Fighting)

Now, to be fair, this is designed only partially as a thrower. The key is that once a target is blind, you can sneak attack it all day long, even at range, so you can swap the SA damage dice for additional Dirty Tricks. In the case of thrown weapons, TWF is equivalent to Rapid/Multi as long as you have Quick Draw.

The draw of this build is that you're still contributing damage, but you're piling on MASSIVE penalties to the target each round. Consistently getting Blind, Deaf, Entangled, and Prone onto a target is pretty much a game ender for them. You can multiclass into Fighter at 7 and beyond if you prefer, which will allow you to start picking up the ranged target options you wanted.

The difficulty with thrown weapon builds is that they're extremely feat intensive. Most thrown weapons have terrible range increments, so you need either Far Shot or Distance Thrower to hit with consistency. Quick Draw is mandatory for non-shuriken users. Want fun weapons, like bolas or nets? Extra feats typically (though not for this archetype!). Throwing into melee? Precise and Improved Precise... you get the picture.

The other downside is that a number of premium thrown weapons are considered Ranged Weapons, but not defined as also being Light Weapons. This means the horrendous -4 penalty when using TWF. Note that you can Rapid Shot with thrown, but you cannot Multishot. This means that TWF ultimately ends up generating more attacks per round. You can stack them together, mind you, but that's an additional -2 penalty on all your attacks.

Your best weapon choices:
Range: Chakram (30'), Light Hammer (20'), Star Knife (20')
Cost: Wushu Darts (2 sp), Chakram (1 gp), Light Hammer (1 gp)
Weight: Wushu Darts (None), Chakram (1 lbs), Dagger (1 lbs)
Damage: Chakram (1d8), Spear (1d8), Shortspear (1d6)
Damage Types: Dagger (P or S), Chakram (S), Light Hammer (B)

Materials (not factored in above): Stone (Light Hammer), Obsidian (Dagger)

Sadly, this puts the dagger in a bad place. We can easily see that Chakram is pretty much #1 here, with Wushu Darts and Light Hammers performing well. Daggers don't have much advantage at anything, though, other than being able to be made out of obsidian and having 2 damage types. The problem is that a combination of Chakram and Wushu Darts costs less and weighs less overall.

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Blackbot wrote:

The whole POINT of an oracle is that it does not have to have a deity. It may have one, but this deity is in no way connected to the powers the oracle receives.

(Also: Serves you right for not reading the Guide to Organized Play! You should be able to recite it if I wake you up at 3 am! ;) )

Repeat after me: "I am not Drandle Dreng."

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I tend to lump these fine folk into The Exchange, on the assumption that they only go for the legitimate trade arrangements.


As a witch gains notoriety, it's reasonable for some enemies to prep this spell. Heck, in a home game, it's reasonable for crafty types to make a custom magic item with that as a permanent effect.

Immunity? None that I'm aware of.


Bran Towerfall wrote:
Orfamay Quest wrote:

All combatants, both PCs and NPCs, are limited to standard/move actions during a surprise round. In general, there are no operational rules that apply differently to PCs than to NPCs (and to do otherwise would destroy verisimilitude).

ty

my gm would rule that since an enemy party was ambushing/surprise on pcs, they would'nt be limited in any way. i can't even tell you how many times mooks and monsters double moved swarm, charge, or full round on our flatfooted pc party

it's good to know

Partial charges are legal in a surprise round.

CRB, Combat chapter wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

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How has nobody mentioned the Jingasa of the Fortunate Soldier? Everybody in my region eventually is wearing an asian hat once they hit level 5 or 6.


I can't find any references that would indicate that ability damage disappears on death. Based on the target for BoL and Raise Dead, you're still a creature rather than an object (curiously, RD targets a dead creature touched, while BoL just says creature touched).

On the plus side, Aasimars and other non-humanoids aren't turned to shadows when killed by a shadow's strength damage. At least you've got that going for you.


My 7 INT Bloodrager has the following tendencies to reflect his low INT:

  • Fails to understand party member and NPC motives.
  • Insists on simple solutions.
  • Will not let the party take actions when there's a major disagreement.
  • Acts quickly on gut instincts with no regard to consequences when his morality is offended.
  • Remembers big words he's heard, but always says them wrong.

We have very similar stat blocks (I have slightly less WIS at 10 and some minor adjustments in the physicals to support Combat Reflexes). I also have a level of Brawler, which colors his combat choices significantly because I can justify it with Brawler's Cunning.

The character is in PFS and I introduce myself to the party by saying that "I explore, I cooperate, you report."


3 people marked this as a favorite.

What does our good friend Torag say regarding paladins in this situation?

Faiths of Purity, pg 27 wrote:

Against my people's enemies I will show no mercy. I will

not allow their surrender, except to extract information.
I will defeat them, and I will scatter their families. Yet
even in the struggle against our enemies, I will act in a
way that brings honor to Torag.

HAMMER TIME!


Tengu with the alternate racial for claws. As far as archetypes are concerned, the only particularly relevant one is Holy Guide from ACG, but it's just as reasonable to go with the core Paladin.


2 people marked this as a favorite.

"I ready an action to dramatically leap towards the camera as the fireball explodes."

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Brigg wrote:

Thread goes from this: щ(゚Д゚щ).......(ノಠ益ಠ)ノ彡┻━┻

to...

This: (/◕ヮ◕)/ \(◕ヮ◕\)
.

Freeeeedoooommmm!!
⊂二二二( ^ω^)二⊃

I wouldn't necessarily go that far. Those guys look too happy for many of the thread's participants. At least there is closure for those folks who will be trashcanning their level 2s.

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1 person marked this as a favorite.

Thank you for saying as much.


Raging Song and, by extension, Inspire Rage are Performances, but they are not actually the Rage class feature. I would assume that your reference to implying that it is refers to this:

Quote:
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage)

If you're playing a home game, talk with your GM about this. If you're playing in PFS, assume that Amplified Rage is not a valid feat choice or expect table variation.

For the second question, that's firmly in ETV territory, as well. It will likely relate to the action in question. From what I see in the FAQs, there is no clarification about that particular clause, which is probably by design. I would expect that the developers wanted to leave that open to GM interpretation as the situations demands.


I am currently running a PFS Emerald Spire group and that just completed the 6th floor. I've looked ahead in the dungeon a bit, as well. My advice:

1. Mounted characters do poorly. Most hallways are either 5' or 10' wide and MANY have obstacles or difficult terrain built in. You will never get to charge. Flying mounts are rarely effective as the floors typically have 10' or 20' ceilings to go with it. 20' is ok, 10' is terrible. You will need to make a large number of Fly checks with the mount and you will not be guaranteed success on that for a surprisingly long amount of time because you will nearly always put them into at least medium encumbrance. Mounts only come into their own once you can get Dragon Style on said mount. Similarly, large-sized creatures are not particularly welcome within the dungeon. There is a halfling cavalier that has gotten only 2 opportunities to charge in the entire dungeon thus far.

2. The light level varies by floor and, in some cases, within floors. This should be more of a race consideration than anything.

3. Most of the encounters are pretty straightforward, particularly for PFS play. Fewer skills are required than normal PFS play.

Honestly, given those parameters, the Alchemist is probably the strongest choice of the classes mentioned.


Nefreet wrote:
Like others have said, no amount of shenaniganry is going to create a "lock". The rules weren't meant to be abused that way, and no sane GM will allow them to work that way.

You can create trip locks, but not 5' locks. The trip locks typically rely on reach and readied actions. I play a character that will be able to do this quite well due to Ki Throw and 15' natural reach on unarmed melee attacks as of 5th level. If I use Ki Throw to position the enemy at the far end of my unarmed threatened area with each trip, I'm able to juggle them into a single spot while still getting ridiculous AoOs. Not only that, but once I have 15' of natural reach (Enlarge + Aberrant bloodline Bloodrager), I'll be able to trip them into taking falling damage, as well.


Buri Reborn wrote:
Nawtyit wrote:
A character that can automatically confirm critical hits crits with a vorpol weapon and Lucifer misses his fortification chance.
Vorpal only activates on a confirmed natural 20 and not just a confirmed crit. But, yes, vorpal would be a potent option.
Ultimate Combat, Samurai class, Ronin "order" wrote:
Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

I agree with Ashiel regarding the ridiculousness of CR 39 monsters. There are plenty of ways to end this encounter, though, if you know what you're facing and what that entails.


1 person marked this as a favorite.

Why isn't this character just using readied actions to trip lock with AoOs, Combat Reflexes, and Enlarge Person? Bonus points if you ready actions to trip the opponent once they are no longer prone so they have to spend their full round getting up and getting bashed.

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Bob Jonquet wrote:

The problem with Intelligence is that we only have one scale applied to all creatures and the low-end of average Intelligence in sentient beings is uncomfortably close to that of non-sentient beings. Is a dog that is three times as smart as the average dog virtually as smart as a human with an Intelligence of 7? In game terms, yes, but that is probably not the best way to equate the two "types" of intelligence. I tend to think of animal Intelligence as a vastly different thing than [human] Intelligence. But in a world where fireballs, wishes, and dragons exist 21st century common sense, logic, or physics may not be the best way to parse the game mechanics.

The charging thing always amuses me. We have taken an analog world and tried to superimpose a digital (5ft squares) system to it, yet try to use both system of measure to simultaneously describe distances. Its kind of idiotic, but I understand how and why it developed this way. IMO, the best solution is to either completely eliminate the "squares" concept and simply use traditional measures of distance (feet or meters), something akin to most miniatures games like Warhammer 40K. This might make mapping more problematic for battle maps, but with the aid of a inset scale, it would certainly give much more freedom to artists and cartographers and might simplify the game mechanics a bit.

Alternately, we could just create our own system of measure called "squares" and eliminate all references to distance by foot in the game. In this version, no extra movement would need to be accounted for with respect to diagonals because three squares diagonally vs. three squares in a "straight" direction would effectively be the exact same thing. Course if you go with this system, it is probably even [more] better to change from squares to hexes or even octagonally shaped "squares" so mapping direction would be a bit more intuitive.

But, I digress and return you to your regularly scheduled forum thread ;-)

Bob, you've just explained why I strongly advocate for hexes. It also gets rid of the mapping phenomenon where rooms get put on angles and suddenly that bridge is 5' wide and all diagonals and no squeeze spaces. Oh, and difficult terrain because why not?

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BigNorseWolf wrote:
Serisan wrote:
BNW, I think the reasonable concern about rebuilds is "who gets them?" It has a significant impact if too broadly applied since it sort of tramples over those who spent PP and gold to utilize the Ultimate Campaign rebuild rules.

Someone getting something isn't the same as you losing something. I also don't think there's a whole lot of rebuilding at level 2-4 is there? Its right after the level 1 rebuild , its a little early to realize you made a mistake and you don't have the prestige to retrain extensively anyway.

Quote:
save for the possibility of extending that grandfathering to level 2s.
I would prefer that option as well, but either one is better than either tossing argentum into the shredder or having to spend 7 dm credits building argentum 2.0 or 7 credits building up enough prestige necessary to retrain him into... a pretty bad character

I think you have made several fair points here and I agree with your recommended suggestions, as well as the order of preference. I think that the extended grandfathering to level 2 characters would not unduly impact GM responsibilities to audit characters while having limited impact on the table experience and being extremely difficult to abuse in the way that was seen with the Aasimar/Tiefling situation.

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BNW, I think the reasonable concern about rebuilds is "who gets them?" It has a significant impact if too broadly applied since it sort of tramples over those who spent PP and gold to utilize the Ultimate Campaign rebuild rules.

As someone who originally fell firmly on the side of letting people rebuild, I'm starting to come around to the decision that Mike and John came to with this issue. I think it is the option of least harm at this point, save for the possibility of extending that grandfathering to level 2s.


My guideline: (Search Area + Notable Containers) / Players Searching = number of rounds required to search a room.

Thus, a 3x4 room with a desk and cabinet being searched by 4 players is ~4 rounds (I round up). Players may opt to take 10 for expediency's sake on the actual rolls. If players are opting to be methodical and using Take 20, that same room would be 80 rounds, or 8 minutes.

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trik wrote:
Serisan wrote:
trik wrote:
Steven Schopmeyer wrote:
What I prefer and what is often do not meet.
To make sure I understand correctly, are you saying that you would prefer to accommodate the rule abiding players affected by this decision in a way that allows them to continue playing and having fun, but that simply is not what is?
I believe that this was a more general statement, but you're certainly free to interpret it as you please.
No need to speak down to me... It looked like it was in response to my post, so I asked for clarification. I didn't want to assume he was saying something he wasn't, so I directly asked.

Apologies if that sounded condescending. It was not intended as such.

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trik wrote:
Steven Schopmeyer wrote:
What I prefer and what is often do not meet.
To make sure I understand correctly, are you saying that you would prefer to accommodate the rule abiding players affected by this decision in a way that allows them to continue playing and having fun, but that simply is not what is?

I believe that this was a more general statement, but you're certainly free to interpret it as you please.


Enlarge really helps, but remember that you get a -2 Dex modifier while it's up. This makes 14 Dex insufficient for AoO builds. I had 16 on my AoO monster to start and I'm pushing it up as I level.

As much as I like Arcane bloodline for Bloodrager, Aberrant is better for AoO builds because it provides an additional 5' of natural reach while raging. This applies differently than the Reach quality on a weapon, so you absolutely need to have something that threatens adjacent to fill the gap. I recommend Improved Unarmed Strike, which you can get at level 1 via the Blood Conduit archetype.

My current build is Brawler 1/Bloodrager 3 and I refer to him as The Ender of Encounters.

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Jiggy wrote:
Serisan wrote:
Just because I have a wizard with 4 xp prior to the cutoff means I can still early entry into MT?
I'm not sure I'm clear on what your worry is here. So imagine someone was planning to play straight wizard, and they're currently wizard2 and have 12-14 WIS. What exactly are you worried they'll do? Lay out the situation for me, and how it qualifies as "abusive".

It's not so much abusive as problematic. Bear in mind that I didn't think early entry was a bad thing. A grandfather ruling like the one proposed does, however, create a situation where a player could reasonably have a grandfathered character that does early entry into MT any time between now and the end of the campaign. Thus, if the player couldn't progress the character until next year for some reason (maybe they're out of scenarios to play or have some personal issues to address), you could find someone doing early entry into MT well after the established cut-off.

Again, not particularly abusive, but bear in mind that for a ruling to be enforced, someone actually needs to enforce it. It's this reason that pushes me towards offering free rebuilds instead of grandfathering characters that don't already have levels in MT.

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Akari Sayuri "Tiger Lily" wrote:
Jiggy wrote:
Although if you can parse the slightly wall-of-text-ish OP of this thread, there's a suggestion in there somewhere. I think there were others elsewhere as well.

I will paraphrase myself in less verbose terms :)

Permit use of SLA for PrC qualification iff:

  • The character was locked in as of the time of the FAQ change (had at least one XP post level 2 earned by an actual game)
  • The character utilizes no retraining between the time of the FAQ change and earning their first level in the PrC

If grandfathering were permitted with those qualifications, the only characters would qualify are those narrow set who are the correct race to have an SLA, the correct stats to work in the PrC, and the correct feats, levels, traits, and boons already locked in to start pursuing the PrC. That long set of necessary conditions defines the pool of those to whom this would apply so narrowly as to nearly completely eliminate everyone except those who were already pursuing the option.

As I mentioned above, I have concerns about enforcement. When auditing a Tiefling or Aasimar, you can simply look at the date on their chronicles. Does a chronicle exist prior to the cutoff? If so, 99% likely that it's ok.

So far, yours is the most simple-to-parse suggestion I've seen for grandfathering, but you start having to question intent of the player at that point, too. Just because I have a wizard with 4 xp prior to the cutoff means I can still early entry into MT? What if I just wanted a decent will save, so I didn't drop WIS?

I think free retraining causes the least auditing concerns, which is the area I'm most concerned about. Players frequently feel singled out when they get audited, even when they pass the audit. If the ruling ends up putting onerous auditing requirements into place to enforce the ruling, it creates a divisive play environment. Everyone wants to assume that players play legally and just get on with the game. I think that's how things would have continued had this ruling not been changed. Situations with grandfathering like this put the community in an awkward spot and I honestly don't know that there was any harm in the prior ruling anyway. What I do know is that this FAQ change has definitely harmed some members of our community and, if we want to actually enforce it, that impacts the attitudes of a lot of players and GMs.

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Hrothdane wrote:
Tancred Desimire

My incredibly dumb Bloodrager intends to mention how he killed Tancred's brother any time I run across Tancred.

Another option for the OP is to use the slot to prepare a lower-level domain spell. You get Confusion at 4th for both of those domains, but it's not a bad spell to have 2 castings prepped.

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The Fox wrote:

For those of you claiming that speed-running MotFF is cheating...

I have speed-played this scenario. It was a HOOT! My friends and I had a ton of fun doing so. Since you are calling me a cheater, I'm putting the burden on you:

Which rule did we break?

I'd really like to know.

It's likely related to scrub theory. "It's against the spirit of the rules." When people were doing speed runs for the explicit purpose of grandfathering Tieflings/Aasimars, you can certainly call it an exploit, but I don't think cheating is the proper term. Exploits occur within the construct of the rules, whereas cheating is willful violation of the rules.

In tabletop games, it's frequently conflated with the Stormwind Fallacy.

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Like graypark, I don't have a horse in this race, though I preferred the old early entry ruling. Honestly, I would have liked to see it more universally applied (i.e. removing skill rank requirements in some fashion) so that the prestige classes would see more play.

That said, any change in ruling like this is going to cause both confusion and cheating. On the cheating side, you'll find some unethical players who backdate chronicles, but you'll also find players who play primarily in home games and didn't hear about the FAQ change and played as though it didn't happen. There are all sorts of things that happen here and it becomes a question of enforcement. If a Mystic Theurge sits at my table, do I suddenly need to audit that character thoroughly? If I don't, am I abetting an environment of cheating? If I do, am I harassing a player? How does this impact the community in the region?

I honestly think that most players will ethically and competently handle the change, which is why we're seeing such a backlash on this FAQ change. I also think that campaign management was right to have a firm ruling in place before the FAQ was published. That said, I think that denying rebuilds to affected characters encourages cheating.

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Torch.


Well, the obvious answer is some sort of divine caster. Maybe an Inquisitor or Hunter? Ranged damage appears to be needed, as well.

Ye olde Forge of Combat says you've got an Arm, an Anvil, and 2 Hammers. I'd lean towards Hunter to provide Hammer/Arm functionality.


havoc xiii wrote:
Godwyn wrote:
I always thought that is part of how he got so far solo, by using it when he was alone. He had the ability from the start, just didn't always use it. Which works well with a strength build as I can 2h for the extra strength and power attack damage when necessary.
Just wanted to point this out he got the unique skill "dual wielding" in the last 6 months of SAO he says this when Klein asks him about it after beating ** spoiler omitted **

Specifically, "the ability just appeared one day."


I like to think that the greatest challenge I face is minimizing minutia and maximizing the party's actions as they impact the story. I run for some very experienced players who are good with rules, but I make an effort of not having to reference anything during play, even in PFS. Time spent on my tablet is time not spent interacting with my players. Part of this is preparation in general. I printed off spell cards for an enemy wizard for the last session so the rules would be immediately in front of me when I needed them. This meant better resource tracking and less tablet time to make the encounter keep rolling.

Same scenario had interesting floor mechanics involving levers. Rather than bogging down the game by shifting everything, I left areas that the party wasn't near alone until they went there and made the NPCs react in non-combat, non-interference ways to what they were doing. This let them continue to explore, think things were happening beyond their control, and yet not actually be impacting the players with any mechanical effects. Sometimes the story is its own effect, after all.

When playing under other GMs, I value these things, as well. The other thing is controlling table talk (something I'm historically bad at), which can distract and detract from the game itself.


Definitely talk to your DM. In a home game setting, I would not allow this item because of how powerful it would be. At-will Fortune, Healing, etc. is overpowered, IMO.


DEXRAY wrote:
If an enemy uses an aoo to grapple it uses Grab (Ex) and Grab doesn't provoke. Normal Grapple is a standard action or did I missed something?

You're right that grapples cannot be initiated via AoOs without some special stuff going on since they are a standard action and not an attack action. Trips, however, will certainly do it.


Charon's Little Helper wrote:
voska66 wrote:
Just steal from the rogue instead. Pick up the sleight of hand skill yourself. It's not like rogues are good a perception for anything other than traps. So you won't need the highest skill to do it.
If no PVP is allowed - why even bother with sleight of hand? Just grab his stuff with strength/manuver checks. He's not allowed to do anything about it anyway.

That's brilliant.


HoneyBadger92 wrote:

My group recently started a a new campaign together and so far everything is going fine, the group is awesome and the GM has not killed us all...yet.

The main problem is our skill monkey rogue.

So it has finally been revealed to me that the rogue is stealing my items, wondrous items, and gold regularly and has sold it for for gp.

My first reaction was to confront the rogue in game and stop him. He supposedly does and then later keeps stealing my gear.
Normally i went to the GM to get it sorted out after the session and he doesn't care and tells me to deal with it myself.
I later asked if i could just force the rogue player to reroll by either kicking his rogue out of the group or killing him,
both of which i could do extremely well. The GM, after running the idea by him, says that i can't. I asked if i could pin and tie him up and just carry him everywhere, still the GM says no.

So after looking around on wondrous items and forums i can't think of anything to stop the rogue reliably or make everyone else want to kill him.

So here i am asking this question, how do you defeat a skill monkey rogue without killing him?

Notes about situation to help-

-the rogue in question gets a +26 to all sleight of hand roles and normally takes 10 when stealing from me.
-i am a grabble based brawler and he has no ranks in escape artist
-i have 14300gp and we are in a metropolis so i can buy anything i want including wondrous items

The next time the rogue goes unconscious in combat, strip him of his gear, stabilize him, and leave him behind. You've done nothing that he hasn't done to you in this case.

If you absolutely need to, picking up Improved Trip and Combat Reflexes will allow you to Martial Flex into Ki Throw, which will let you put the rogue into some bad positions on the context of "helping him flank." You just happen to leave him prone and adjacent to monsters at the same time. If you need a fast way into Imp Trip, the easy option here is one level of Blood Conduit Bloodrager, which can pick it up as a bonus feat with no prereqs. You also get rage to help with your grapples in a pinch.


WilliamInnocent wrote:
Serisan wrote:
I would probably take Black-Blooded and ignore the Planar and Stargazer archetypes. The archetypes don't really contribute much to flavor and they certainly detract from playability. Stargazer is, I think, being discounted on the mid to high level spells (losing Black Tentacles is no fun!), but it does get Glitterdust, which is an encounter ender in a 2nd level slot.

If i do ignore those archetypes and choose Black-Blooded that does not alter my spells for the Dark Tapestry Mystery. Which curse would you think would be more beneficial Black-Blooded or Waking Dream? Black-Blooded has very few downsides while Waking Dream has more Flavor for the character. The Hallucinations could be Eldritch nightmares and dreams received from the elder gods.

Because end game not telling anyone i want to use the Gate Spell to summon Cthulhu breaking the rule that the stars need to be aligned and have it as the Final Encounter of the session.

If you take the Black-Blooded archetype, you don't get to choose a curse. You have Black-Blood, which is the curse.

You can be crazy in character, have dreams, etc. without having a mechanical thing tied to it.


I would probably take Black-Blooded and ignore the Planar and Stargazer archetypes. The archetypes don't really contribute much to flavor and they certainly detract from playability. Stargazer is, I think, being discounted on the mid to high level spells (losing Black Tentacles is no fun!), but it does get Glitterdust, which is an encounter ender in a 2nd level slot.


Ki Throw is of critical importance. It is less restricted than the Reposition maneuver and piggybacks off of Trip, which is highly effective for debuffing many opponents. Of critical importance, Ki Throw lets you throw people off cliffs or into other hazards that Reposition does not allow and also is not dependent on particularly high CMB results to move them. You merely have to succeed at the Trip attempt to move them anywhere that you threaten with unarmed attacks.


It will do unarmed damage appropriate for a creature of its size. You are going to have to justify how a wolf is making unarmed attacks with

Monk Unarmed Strike class feature wrote:
fist, elbows, knees, and feet.

Maybe you can talk about headbutts, but that would likely preclude bite attacks.


The Dragon wrote:

Also, Aasimar(that bit is important for the 3rd level SLA) Sorcerer 1/Fighter 1/Eldritch Knight 10 is a nice and legal way to do what you want while actually being half-decent at fighting. It does give up sorc bloodline and stuff, but you're in it for the buff casting, not the bloodline.

Once you're full up on EK, go back to sorcerer for the remaining 8 levels.

You will have 9ths at level 20, and a base attack bonus of +15, so equivalent to a cleric.

I see you have missed the FAQ of Rages, which reversed the early entry via SLA FAQ from a while back. You can't use the racial SLA to qualify for EK.


I use the Abellius sheet, which is a modified version of the Neceros form-fill sheet.


Human Eldritch Guardian with a monkey familiar (Mauler archetype)

1: Point Blank Shot
1: Precise Shot
3: Rapid Shot
4: Weapon Prof: Longbow (this lets the monkey have it since your class feature proficiency doesn't count as a feat)
5: Deadly Aim
6: Manyshot

Just build the archer like normal from there. Give the monkey a +1 adaptive longbow as soon as you can afford it. Congrats! Your monkey adds to your already impressive DPR. Just make sure to drop a quiver for him so he can fire medium-sized arrows instead of watching them shrink when he enlarges himself every combat. Make sure you fit in Weapon Focus and Weapon Specialization at some point so he gets the static damage bonuses, as well.

Sure, you lose 2 feats. You gained 2 additional shots per round at level 4, though, and 4 at level 6 (the monkey has your BAB).

*

This was honestly one of my major concerns when the blog post came out. I didn't expect someone to come in all troll-style about it, though.

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