BigNorseWolf wrote:
I can't argue with that. One more idea for the trash bin. Thanks guys.
Happler wrote:
“Against most creature finding cover or concealment allows you to use stealth” (Core 106). This is without reference to lighting conditions and as I understand it assumes opponents are trying to observe you. The cloak of displacement provides concealment which allows me a hide check for free with my movement.
The feat Step up and Strike (ADV 170) allows a rogue to take a single melee attack at highest attack bonus when successfully using the feats Step up (Core 135) or Following Step (ADV 160). A hide check can be attempted with any movement so that it does not require an action (Core 107). Using Following step a rogue can move up to 10 feet along with an adjacent opponent. It is impossible to use stealth while attacking (Core 106), but if the rogue does not attack, a stealth check is possible assuming the rogue can make use of concealment. The Cloak of Displacement, Minor (Core 507) provides 20% concealment continually. Based on this combination a rogue should be able to cover 10 feet to stay adjacent to an opponent and take a stealth check providing the rogue does not attack beforehand or as part of the same action. If the adjacent opponent then provokes an attack of opportunity and the rogue has not exhausted his attacks of opportunity, the rogue then gets an attack of opportunity from stealth at his highest attack bonus. As far as I can tell this consumes your ability to take an immediate action this turn. You still have your standard and move equivalent actions available. I think you still have the option of taking a full round action. I think you can still 5 foot step in the round that you used the step up maneuver.
Drejk wrote:
I guess not being a spellcaster at all answers the item creation question. The rogue will not have the requisites for an item creation feat without Master Craftsman. Thanks for shooting me down. It was informative.
There are two talents (Core Rules 68) Minor Magic and Major Magic. Taking these two talents gives me access to a first level wizard spell which I can cast twice a day. The caster level is my rogue level. I do not have two talents before fourth level unless the rogue spends a feat to get an extra talent. If I understand this correctly, taking these two rogue talents makes me an arcane spell caster equal to my rogue level. The chief benefit of this interpretation is that if I take Major Magic I do not have to take Master Craftsman (Core Rules 130) in order to craft magic items as a pure rogue. Taking Major Magic should subject me to a -4 Penalty to my saving throw vs. a Feeblemind spell (Core Rules 281). Major Magic should qualify me to wear and benefit from the Robe of the Archmagi (Core Rules 527) starting at 4th level. The robe only requires that I be an arcane spell caster. There is no class or level requirement. Major Magic should qualify me to take Craft Wondrous Item (Core Rules 120) at 4rd level since I cast my wizard spell as a 4th level caster and Craft Wondrous requires only a 3rd level caster. Major Magic should qualify me to take Craft Magic Arms and Armor (Core Rules 120) starting at 5th level since I then cast as a 5th level caster which is the only requirement of that feat. Thanks in advance for all comments.
Nightwish wrote: Are you referring to the Amulet of Proof Against Detection and Location? It mimicks the nondetection spell. Page 500 of the core rulebook. This is true. Also true, the nondetection spell says nothing about blocking detect magic. What might save the poor stealth character is the notion that you need line of sight to use detect magic on an opponent and the fact that you are currently hidden prevent this.
Vigil wrote:
Excuse me Vigil. That is interesting for you to say. Please tell me if this rule is specified in either the Core Rulebook or the Advanced Player's Guide.
Thazar wrote:
I suggest you strictly adhere to a policy of requiring a character to meet the CL to make a magic item. Without any XP cost the CL is the most important barrier to making any given magic item. Gold and DC are casually bypassed in character design. Let me give you one example.Make a rogue with high intelligence. Let that rogue take one level of Oracle. For the level of Oracle take Focused Trance. Now this rogue can add 20 to any intelligence based skill check.
Don’t make these other items. Make poison. The feat Master Alchemist lets’ you make poison very fast. Thanks to this feat poison is the fastest thing you can make to multiply your gold, faster than magic items.
Because of your bonuses to the craft check, there is no poison between the Core Rulebook and the Advanced Player’s Guide that is difficult for you to make. Selling this poison over time will bring you a king’s ransom in gold. If you can make your own magic items, gold is no longer a barrier.
Without the CL as a barrier a low level character can make himself a robe of the Archmagi.
According to the Advanced Player’s Guide the Scabbard of Stanching is a belt slot magic item. According to the Core Rules book the Belt of Strength is also a belt slot magic item. This seems to suggest that one cannot wear a magical scabbard and a magical belt at the same time. Is this what the game designers intended? |