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![]() Hi again folks. The post monster ate this thread yesterday. Hopefully this time it will work. That's the thing, the rogue class is not used in my table anymore from levels 10 to 20. Bards, alchemists and pretty much any class with a good relevant stat and a trait can become a relevant skillmonkey. The rest of their abilities make it a no brainer to choose any class but the rogue. I like the rogue's mystique and I would like to see them more in my games so here's a small upgrade to them. Two abilities to be gained at 1st level, one to substitute and overlap trapfinding and another one as a full add on. This one gives a boost to skills, the usual first to choose should be trapfinding to keep with the usual abilities of a rogue. But swapping it for an archetype is still an option. Then every 4 a levels up to level 20 different thematic boosts hopefully will take the rogue up to its assumed niche of master skillmonkey. Skill Paragon:
Rogues have diverse skillsets. Starting al 1st level and each 4 levels thereafter a rogue can select one of the following abilities.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Deviceto disarm magic traps. Acrobatic: A rogue adds 1/2 her level to Acrobatics and Fly checks (minimum +1). Alertness: A rogue adds 1/2 her level to Perception and Sense motive checks (minimum +1). Animal affinity: A rogue adds 1/2 her level to Handle animal and Ride checks (minimum +1). Athletic: A rogue adds 1/2 her level to Climb and Swim checks (minimum +1). Deceitful: A rogue adds 1/2 her level to Bluff and Disguise checks (minimum +1). Deft hands: A rogue adds 1/2 her level to Disable device and Sleight of hand checks (minimum +1). Magical aptitude: A rogue adds 1/2 her level to Spellcraft and Use magic device checks (minimum +1). Persuasive: A rogue adds 1/2 her level to Diplomacy and Intimidate checks (minimum +1). Self sufficient: A rogue adds 1/2 her level to Heal and Survival checks (minimum +1). Stealthy: A rogue adds 1/2 her level to Escape artist and Stealth checks (minimum +1). This mechanic is obviously inspired by the samurai's resolve which I love. Here we see a theme again. These abilities are designed to give a defensive boost for a class that is supposed to be ahead scouting alone. Luck (Ex): Starting at 1st level, the rogue gains luck that he can call upon to endure even the most desperate situations, but luck is a fickle mistress, and only favors those she finds entertaining. He can use this ability once per day at 1st level, plus one additional time per day for every two rogue levels beyond 1st. Whenever the rogue overcomes a challenging situation through cunning, skill or charm, he regains one daily use of his luck, up to his maximum number of uses per day. Defeating a challenge usually involves overcoming a trap, successfully resolving an encounter through the use of skills or otherwise disabling an enemy without direct combat. The GM is the final arbiter on what pleases lady luck and merits regaining a luck use. He can use this luck in a number of ways.
Elusive: As a standard action, the rogue can spend one use of his luck to remove the entangled, dazzled, or fascinated condition. If the rogue is at least 8th level, he can alternatively remove the confused, grappled, paralyzed, or pinned conditions. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. Glancing blow: Whenever the rogue is required to make a Fortitude or Reflex save, he can spend one use of his luck as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. Comeback: When the rogue is reduced to fewer than 0 hit points but not slain, he can spend one use of his luck as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source. ![]()
![]() Hi people. This was a question that popped up one day after the gaming session. I play in a very sandboxy exploration campaign where environmental rules; eg. encumbrance, fatigue, starvation and thirst are given a fair deal of importance. One of my characters is a dwarven invulnerable rager and when he reaches 6th level will become virtually immune to the negative effects of forced march, starvation, thirst, etc. thanks to his DR6/- vs nonlethal. My DM and I believe that this is an unintended consequence of the application of RAW and pretty unrealistic. Unless we are reading the ability wrong. I can see that this is an issue that is usually handwaved anyway past certain levels and in a world where things like ring of sustenance are at hand it doesn't appear to be very important but nonetheless I would like to hear what the forums have to say about it. Intended? Unintended? Another case of fighters can't have nice things... (edit for spelling) ![]()
![]() How does combine spells, the mystic theurge class abilty, handle the arcane/divine output of said spells?
Quote:
The ability seems to infer that it's cast as an arcane spell; Arcane spell failure chance seems to apply. So the spell is now arcane? If so you could scribe spells from your cleric side that were on the wizard list, like bulls strength, then write the scroll into your spellbook? What seems to be clear is that unless the combine spells ability allows it, there is no way for a divine/arcane multiclass to transfer spells from one spell list to the other? ![]()
![]() Ok, I know they are not either a full fledged wizard or cleric, just something different that I'm willing to try.
I'm going to play in a sandbox type homebrew world. Setting rules:
28d6 divided as wanted between all stats, minimum 3d6. As they fall, no rerolls. Each player has three characters at a time. They are not supposed to adventure together, if this happens only one has PC status, the others are handled as cohorts(1/2 xp and treasure share).
For the record I already have two pure classed characters in this table; dwarven barbarian and gnome fey sorcerer. The last one is a human and it is the one I want help with. At the moment this character is allied with 3 rangers and is out in the wilderness with them, I assume this will continue for at least 2 levels, when this story arc will end and they return to the main city.
He's already level 1 cleric and that cannot change. Background and Stats:
He comes from the oldest city in the setting, this city is ruled by a council of mages and has a great repository of magical lore and artifacts, administrated by the clergy of the god of knowledge, he's a member of that clergy and his main mission is to roam the world in search of knowledge and magical artifacts. He sees himself as some kind of diplomat, acting on behalf of his church and his city's interests so he only resorts to fighting to defend himself. Str 9
Feats: Improved initiative(bonus human), Combat Casting Domains: Magic, Knowledge. Background(wanderer) bonuses:
My plan is to increase Int at 4th level and work towards a wiz7/cle3/MT10 or if stat boosters get too difficult to get; swap MT levels with wizard levels. I have thought of two progressions until 7th level. If I get there we'll see how to continue. 1) Power mode; stick with cleric until 3rd level.
Access to 2nd level spells earlier and better channeling but no arcane/divine versatility until 4th. 2) Versatility mode; alternate wizard and cleric evenly
Scribe scroll at 2nd level, more 0 level spells earlier, where they can make a difference?
So the questions are: a) Which progression should I take? Is there a third path that I'm not seeing? I suppose the first is safer but I want to have access to both magical traditions as soon as possible. b) The feats seem pretty straightforward but advice is welcome too. c) What school specialization should the wizard side take, if taken at all? This one has me heartbroken; MT gets more spells anyway so specialist slots maybe are not so much needed. On the other hand the cleric list can fill in for some banned school spells, offsetting the penalties of specialising. The universalist powers overlap with the magic domain but the versatility it offers goes very well with the character concept of a dabbler in all kinds of magic.
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![]() That's something that came up in the creative spells use thread. Abraham spalding wrote:
So I want to share my doubts with you; How is the unseen servant spell supposed to interact with the enviroment aside rom the effects listed in the spell description? Does it take space, for example? ![]()
![]() Does the increased caster level provided by practiced spellcaster fulfill the prerequisites for item creation feats? Specially the "virtual" ones gained through the use of an arcane bonded item? Is it now too much of a benefit for only one feat? One level dip into wizard or arcane bloodline sorerer plus this feat can give your PC a really big upgrade on a weapon or wondrous item. Since Practiced Spellcaster is not OGL is there any official ruling on this? Will it ever be? |