Should I take a level in Rogue?


Advice

101 to 118 of 118 << first < prev | 1 | 2 | 3 | next > last >>

If I decide to get it, I'll ask my GM for a ruling.


TOZ wrote:
It still requires the wielder to be able to make another AoO. Nothing in the enchantment says it is a free attack, such as with haste or speed.

other then the line that states it does? it says the weapon grants its wielder more attacks

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

It says it grants a second attack of opportunity. Attacks of opportunity are limited to one per round without Combat Reflexes.


TriOmegaZero wrote:
It says it grants a second attack of opportunity. Attacks of opportunity are limited to one per round without Combat Reflexes.

A fortuitous weapon grants the wielder more attacks of opportunity. doesn't say how many but it grants more then the normal amount but based on the next line its fair to say the weapon grants 1 extra attack of opportunity to the wielder to be used on the 2nd effect as that effect is once per round.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Yes, and that second AoO triggers when you hit on a regularly provoked AoO.


There seems to be a fair bit of ambiguity on the fortuitous enchantment, but perhaps if it gets enough FAQ clicks on it, it might get resolved? The OP of this thread already has a fair amount of requests for clarification, so it might be a good place to start. Alternatively, making a new thread for it might garner more attention, I suppose.


Maybe 1% of faq requests get resolved. And I'm probably dreamin' that it's that high.

Let's just note that there's several existing threads specifically about the issue of Fortuitous and Combat Reflexes, nobody "official" has responded, and move on.


Lady-J wrote:
TOZ wrote:
It flat out says it is a second attack of opportunity, not a second attack. Run as you wish, but I count it against your AoOs per round.
if it counts as a 2nd aoo then you need to have a 2nd trigger for the attack which defeats the purpose of the ability

The enchant states it grants the wielder more AoOs. Normal characters get one AoO. Characters with Combat Reflexes get <DexMod> additional AoOs. This enchant also gives an extra AoO, with a limitation. The limitation is that the extra attack can only be applied to an existing AoO that hit with that weapon.

So if you get 7 AoOs per turn, you can get an eight from the enchant if the weapon hit on an AoO. If you have the enchant on two weapons, you could get a ninth also.

/cevah


Cevah wrote:
So if you get 7 AoOs per turn, you can get an eight from the enchant if the weapon hit on an AoO. If you have the enchant on two weapons, you could get a ninth also.

As noted in my last post immediately above yours, that is a presumption that has not yet been clarified despite multiple messagebase rules-queries and faq-request attempts (where pretty much every pro/con argument has been made ad nauseum) in recent years. Your GM mileage will vary, and most would consider that getting a whole extra attack is already stretching the bounds of brokenness in what a +1 weapon enhancement can reasonably be expected to provide.

If you're in PFS, I recommend having Combat Reflexes, and having any earned Fortuitous freebies tick off a remaining AoO available for that round.


if the intent of the item was to need combat reflexes to work the item would say so it does not so there is no need for it


Lady-J wrote:
If the intent of the item was...

When dealing with RAW, one's guesstimation of RAI doesn't matter, because it's entirely subjective.

(I, personally, do not think that the intent was for a +1 weapon enhancement bonus to grant every steroid oaf with Dex 10 an additional free attack every time he snags an initial AoO with his polearm. In fact, if said oaf's raging AC is horrible anyway, he might as well just dump Dex to 7, throw it all in Str, take Quick Draw, and load his back up with multiple Fortuitous weapons so he can get three or four extra attacks a round. Because the GM would be totally fine with that nonsense at 5th level.)


Slim Jim wrote:
Lady-J wrote:
If the intent of the item was...

When dealing with RAW, one's guesstimation of RAI doesn't matter, because it's entirely subjective.

(I, personally, do not think that the intent was for a +1 weapon enhancement bonus to grant every steroid oaf with Dex 10 an additional free attack every time he snags an initial AoO with his polearm. In fact, if said oaf's raging AC is horrible anyway, he might as well just dump Dex to 7, throw it all in Str, take Quick Draw, and load his back up with multiple Fortuitous weapons so he can get three or four extra attacks a round. Because the GM would be totally fine with that nonsense at 5th level.)

If the GM is giving the oaf enough wealth for three or four +2 equivalent weapons at level 5, there are other problems. :-)

Since the wording states the enchant gives the extra AoO, I will assume it does that until officially changed. Paying +1 bonus to get a single attack at -5 is not too cheap. If it were, you would see a lot more of them in use. Nor do I think that extra attack if unbalancing to the game. For the minimal price of such a weapon, I can get 6 pearls of power (1st). Six extra 1st level spells a day? Could be more unbalancing.

On the other hand, an AoO specialist is willing to pay a little extra to get that extra AoO.

/cevah


Cevah wrote:
Since the wording states the enchant gives the extra AoO, I will assume it does that until officially changed.
Quote:
Paying +1 bonus to get a single attack at -5 is not too cheap.

If it gave any schmoe a free swat after any AoO, it'd be far and away the best +1 enhancement out there. In fact, it is arguably better than any +2 enhancement, and most +3s. The Speed enhancement (granting an additional attack) is a +4 enhancement, and doesn't stack with Haste or Boots of Speed (whereas Fortuitous does).

If my guy unloads 40+ on a swat, getting another 40+ as a freebie is obviously way more powerful than anything else on the +1 list, even Furious. (And if a bone-stock raging/enlarged/polearm barbarian going crazy with his new toy doesn't tax one's imagination, try putting him on a Fortuitous AoMF Greater/Quick Bull Rush gore beast mount while sharing Paired Opportunists. Imagine such a "unit" being attacked by an enemy who provokes; said enemy eats four AoOs (one from each, plus two Fortuitous). The round AoO-counter resets, and TagTeamDuo unloads with Greater maneuvers on its turn, again getting two additional attacks from Fortuitous. Yeesh...)

Quote:
Nor do I think that extra attack if unbalancing to the game.

The GM having to double or triple the monsters, or giving them above-CR-paygrade supernatural abilities, just to keep up the appearance of a challenge ...is unbalancing, and no extra half-dozen PoP1s for the casters is going to be remotely equivalent in terms of output-acceleration off a low-level weapon enhancement.


Slim Jim wrote:
Cevah wrote:
Since the wording states the enchant gives the extra AoO, I will assume it does that until officially changed.
Quote:
Paying +1 bonus to get a single attack at -5 is not too cheap.

If it gave any schmoe a free swat after any AoO, it'd be far and away the best +1 enhancement out there. In fact, it is arguably better than any +2 enhancement, and most +3s. The Speed enhancement (granting an additional attack) is a +4 enhancement, and doesn't stack with Haste or Boots of Speed (whereas Fortuitous does).

If my guy unloads 40+ on a swat, getting another 40+ as a freebie is obviously way more powerful than anything else on the +1 list, even Furious. (And if a bone-stock raging/enlarged/polearm barbarian going crazy with his new toy doesn't tax one's imagination, try putting him on a Fortuitous AoMF Greater/Quick Bull Rush gore beast mount while sharing Paired Opportunists. Imagine such a "unit" being attacked by an enemy who provokes; said enemy eats four AoOs (one from each, plus two Fortuitous). The round AoO-counter resets, and TagTeamDuo unloads with Greater maneuvers on its turn, again getting two additional attacks from Fortuitous. Yeesh...)

Quote:
Nor do I think that extra attack if unbalancing to the game.
The GM having to double or triple the monsters, or giving them above-CR-paygrade supernatural abilities, just to keep up the appearance of a challenge ...is unbalancing, and no extra half-dozen PoP1s for the casters is going to be remotely equivalent in terms of output-acceleration off a low-level weapon enhancement.

1.speed is a +3 enchant

2.this only applies to aoos which generally don't come up very often unless you have a way of forcing them
3.the extra attack at a -5 only takes effect if the 1st attack hits
4.speed provides and extra free attack at no penalty to hit


1 person marked this as a favorite.

This is the Pathfinder forums. Under no circumstances, ever, should you take a level in rogue. ; )


Slim Jim wrote:
Cevah wrote:
Since the wording states the enchant gives the extra AoO, I will assume it does that until officially changed.
Quote:
Paying +1 bonus to get a single attack at -5 is not too cheap.

If it gave any schmoe a free swat after any AoO, it'd be far and away the best +1 enhancement out there. In fact, it is arguably better than any +2 enhancement, and most +3s. The Speed enhancement (granting an additional attack) is a +4 enhancement, and doesn't stack with Haste or Boots of Speed (whereas Fortuitous does).

If my guy unloads 40+ on a swat, getting another 40+ as a freebie is obviously way more powerful than anything else on the +1 list, even Furious. (And if a bone-stock raging/enlarged/polearm barbarian going crazy with his new toy doesn't tax one's imagination, try putting him on a Fortuitous AoMF Greater/Quick Bull Rush gore beast mount while sharing Paired Opportunists. Imagine such a "unit" being attacked by an enemy who provokes; said enemy eats four AoOs (one from each, plus two Fortuitous). The round AoO-counter resets, and TagTeamDuo unloads with Greater maneuvers on its turn, again getting two additional attacks from Fortuitous. Yeesh...)

You may value it higher than others. This extra attack is a +1 bonus vs. multiple extra attacks for a feat (combat reflexes). One does not take that feat unless the dex mod is greater than one, because it does so little if it only adds one extra attack. Generally, you take the feat if you have +3 or more, and you build for generating AoOs. Otherwise, those extra AoOs won't hit hard.

For a DPS optimized character, capable of doing 40+ a hit, getting an extra hit sure helps. But they already had their turn in the round to attack once at full BAB (and extra if iteratives are available) as well as the initial AoO. If they can reliably hit at -5, then they already hit for 80+ even before they get the extra AoO. If they have a single iterative, or are two weapon types, then they hit twice in the round before the AoO, giving 120+ before the extra AoO. This character has no particular need of the extra AoO because they are already taking out their enemy in a single round. Overkill does not make the enchant better than a +1 weapon.

Another comparison to the +1 enchant: The base +1 gives +5% chance to hit vs. a -25% chance to make an extra hit. That is a 30% less chance to hit with an extra hit. DPS wise, I think that may balance out. I don't have average hit and damage numbers, but if you calculate with such, I think it would be close. You can super optimize a character for DPS, but in doing so, you leave it week in other areas. My own group is not super optimized, and I don't think we have ever had anyone hit 30+ let alone 40+ damage in a single hit. And this is at 15th level play. This no doubt colors my valuation of the enchant. If you routinely see 40+ damage per hit, then you play a different game than I play, with a corresponding valuation.

Slim Jim wrote:
Quote:
Nor do I think that extra attack if unbalancing to the game.
The GM having to double or triple the monsters, or giving them above-CR-paygrade supernatural abilities, just to keep up the appearance of a challenge ...is unbalancing, and no extra half-dozen PoP1s for the casters is going to be remotely equivalent in terms of output-acceleration off a low-level weapon enhancement.

The enchant's limitation of the same enemy the AoO hit by the weapon, and the -5 BAB does put a severe limitation on optimization for damage. Even if you have multiple enchanted weapons and use quickdraw, you quickly run out of stored weapons. Just like shooting 7 or 8 arrows each round quickly empties your quivver, so quickdrawing 3 or 4 weapons quickly uses up your available weapons. You must drop the current weapon to quickdraw the next. I don't know if you are allowed to quickdraw a weapon corded weapon, or if it needs a move action to regain, but as a GM, I would have a problem if you tried to have more weapon chords than hands.

The color spray oracle would beg to differ on the availability of extra spells. :-)

As to extra monsters, that 40+ damage oaf is already chewing up all your monsters. The extra attack must be applied to an already chewed monster which is likely already dead. Without some way of forcing AoOs, there just aren't that many AoOs per fight. If you are generating AoOs, then you probably already have the feat and have 4 or 5 AoOs to spend anyways so an extra is no big deal. Also, your GM is already dealing with your high damage output in some manner.

/cevah


1 person marked this as a favorite.
blahpers wrote:
This is the Pathfinder forums. Under no circumstances, ever, should you take a level in rogue. ; )

A level of Rouge, however, might help with your face skills.

/cevah


Welp, I did it. We leveled up today and I took a level in Unchained Rogue. Pack Flanking is now legal again with Combat Expertise and thanks to retraining the extra Weapon Finesse, I also have Paired Opportunists. I'm looking forward to our next session.

101 to 118 of 118 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Should I take a level in Rogue? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice