Have your character mention their support group.
Describe the effects of this condition on your character, yet leave out what the cause is for the party.
Else, let everyone know about your condition up front; and while you will CDG every fallen enemy or ally, even if you just watched them endure a CDG, and risk yourself to do so immediately, you are not a "bad" guy.
Just have a condition, ya'know?
Things to perhaps consider:
1 - How sadistic?
2 - What form?
3 - What response is generated to stimulus?
4 - How integrated?
You could be a Lawful Good character that is worried about seeing spilled blood, insists on using non-lethal damage, and has to change their pants after every fight.
The greatest kobold's name is Tucker.
Have one quiver equipped at a time.
Force your archers to rely on scouting in order to stash quivers in tactical locations, such as fall-back points.
Trying to play a dedicated arrow turret should not be feasible without a +2 Endless Ammunition enchant, whereas managing weight and the Action economy of quiver rotation is intrinsic to the archer experience.
Roll or otherwise determine weather.
With the release of the Unchained Rogue and the lingering comments of it proving underwhelming, maybe the class could be buoyed by combining it with, and improving upon, what is likely the most maligned Combat Feat line in the game: Vital Strike.
Sneak Attack appears almost common these days, and Vital Strike seems closest to 2ndED and priors' flat multiplier to damage that the Rogue used to enjoy. My hope is that if sufficiently improved, Vital Strike may become a viable option, if not signature to the class, and overcome the lack of BAB, ineffective iterative attacks, and poor performance at range. The general theme is to improve Vital Strike while balancing against Finesse Training and having it only available once each round. Wording has been chosen to not exclude the use of ranged attacks.
All changes are intended to be added straight to the chassis of an Unchained Rogue.
Level 2 - Patient Precision
Level 7 - Practiced Precision
Level 13 - Intuitive Precision
Level 17 - Effortless Precision
I'm just spit-balling here and have not run numbers or modeled scenarios, although I have been playing a lot of BG2:EE of late which roused the damage multiplier nostalgia.
Thoughts or flaws anyone?
It may be of use to list what is considered iconic or thematic to the class before adjusting systems.
A rogue should:
1 - Have high busts of damage rather than consistent damage.
2 - Be able to scout, and have it be useful rather than suicide.
3 - Be able to "know a guy".
4 - Have a "hacker" and "maker" perspective to solving problems.
5 - Have the tools for the job.
6 - Be a dabbler and/or a drop-out.
From my experience with Rogues, their greatest obstacle is how most encounters are conducted by player SWAT teams, and that such is most effective. I would hope that having a Rogue on the team is what allows the cutting of corners in encounter difficulty, rather than being a CLW wand sink, yet that is the nature of the game.
Solo Tactics wrote:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feats wrote:
How we've run it is that HiPS and it's variants do not allow you to *Poof*; rather it's utility is in the consequence of having your cover/concealment removed.
You move into a closet and close the door. Assuming stealth is successful, an enemy opens the door:
HiPS then simulates having one guy hot on the heels of another, a corner is turned, and the first guy seems gone. The only time we let it be a *Poof*, is after a Distraction.
HiPS should not allow one to enter a stealth state, rather, it should allow a stealth state to be preserved when it otherwise wouldn't.
I have been in love with stealth since BECMI.
A fighter should wind up with the knowledge and ability to fight anything, not because they have a caster standing behind them. Flying, invisible, and made of fire? A twentieth level fighter should be able to handle it with a signal mirror and a stack of plates. A twentieth level rogue should straight up play like an Urbanomancer from Unknown Armies.
Some things that may help encounters to be more interesting, without having to resort to Tucker's Kobolds
A room of zombies ballroom dancing; only becoming hostile if attacked or the party is impolite.
Have the loot plainly visible when the characters enter, then have the NPCs try to escape with it.
A moonlit glade where perfectly normal owls are stacking themselves as high as they can and then running around.
Replace the rule of magic weapons having a 30% chance to glow with instead a preset prestidigitation. Maybe you smell like birthday cake when that uber-gothic greatsword is drawn, maybe your holy avenger must loudly play gnomish pop songs.
Have fights in knee deep mud.
A Half-Orc Rogue uses Cleave to Sunder two targets. This Rogue has Surprise Follow-Through.
Surprise Follow-Through (Combat) wrote:
Does Sneak Attack damage get added to the second Sunder?
Surprise Follow-Through (Combat) wrote:
Magic Item Descriptions wrote:
The following descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item's effective Dexterity of 0. If a creature holds the item, use the creature's Dexterity modifier in place of the –5 penalty.
#2An object, like an Aeon, is immune to Critical Hits yet still vulnerable to Precision Damage. Compare an Aeon to an Elemental, then both to objects.
Oddly, the spell Animate Objects converts a thing immune to Critical Hits into a creature that now is subject to them, as a Construct.
Smashing an Object wrote:
Immunities: Objects are immune to nonlethal damage and to critical hits.
Aeon Subtype wrote:
Elemental Subtype wrote:
#3As to the "pick out a vital spot" requirement of a Sneak Attack; that requirement seems a matter of being able to view or perceive, whereas the lack of a vital spot is handled in specified immunities. Objects have no immunity to Precision Damage.
I can see the fluff of using Feint to have the opponent commit momentum in a direction that is favorable for your Sunder, or using this feat to catch the shield rim of the next guy when he's turning a direction favorable to the Sunder.
The second guy eats a Sunder, yes?
Skill Unlock - Disguise wrote:
Does this Full-Round Action give a disguise and a Diversion, with you then having to find a place to hide with a 5-Foot Step?Do you no longer have to find a place to hide, with you staying in one spot and suddenly looking like a different person?
Heretic (Inquisitor) wrote:
Does the Heretic using this Judgement also have to find a hiding place with a 5-Foot Step?
Street Performer (Bard) wrote:
With this Quick Change to create a Diversion with movement, how far would you be able to move with this Swift Action?After using Quick Change to create a Diversion with movement, would you then be able to take a normal allotment of Actions as long as they don't involve movement?
Are you allowed to use this Swift Action for movement not to find a hiding spot but to move to a target, then Full-Attack?
He explicitly never mentions killing fallen characters. And sees the game as a story where the players succeed. Maybe you should reread it?
#2The game does not run itself. That is a CRPG
The game has narrative and characters. Without, it is wargaming.
A litmus test of whether a campaign was good or not, is for how long do the players keep talking about it. The dice inform the narrative; as the narrative is repeated for years after, no dice are involved.This game makes stories.
To quote a different game:
Human Occupied Landfill wrote:
If you want the campaign to last -- don't kill off the players. Yes, unless the drama dictates you should for the purpose of the story, it's best to let them keep kickin'. Let them develop into their characters -- torture them all you want, tease them with the scythe -- but if you're going to dice 'em, do it in a way that makes them want to spew epic poetry. (Or whatever). Remember -- f%#$ rules, the play's the thing.
The point of playing this, or most any, RPG is to tell the story of how this weird improbable group of characters succeeds.The GM needs to kick out the crutches of characters, needs to put them in unusual situations, else the players have no real stories of how they overcame.
Yes, gear should get broken.
No, the GM should not grease you in the first round of combat whilst shrugging. They are doing it wrong.
Here are some minor changes as to how some skills interact with each other, and with casting. The goal is to speed things up, add a more tactical approach to combat, and to help Stealth be a valid choice for all characters.
::Stealth and Detection::
*Stealth and Cover (Hide)
*Stealth and Concealment (Hide)
*Stealth and Movement (Sneak)
*Active Perception (Search)
*Spells and Stealth
Street Performer (Bard) wrote:
This power may prove problematic. A Diversion is normally an Action of unspecified type, and may or not include Movement as part of the Diversion Action.
Heretic (Inquisitor) wrote:
If a Diversion does not include any Movement during it's Action, then the Heretic may only use this Judgement to hide in places within 5 feet, which is underwhelming.If a Diversion does indeed include Movement, then the Street Performer ability is incredible.
If you discount the Heretic, and have no Movement included in a Diversion, then this ability is one of the best in the game if you've a good speed as it is (Ex) and cannot be countered by magical detection. If your GM allows use of a Diversion to allow others to hide, then so the better.
There's a sadness that after so many years of Pathfinder being out, that they still have yet to have Bluff->Stealth actually work.
As it stands, it is an Action of undetermined type, with nebulous content. The Distraction may or may not itself contain an amount of allowed movement.
Street Performer (Bard) wrote:
Heretic (Inquisitor) wrote:
If the Diversion does not include movement within its Action, then the Heretics ability is unusable; otherwise the Street Performer's version becomes too good.
In the face of such ambiguity, rolling Stealth once you hit the bushes at least works, even if observers know which direction you went.
Option 1 is how you "Batman" your way out. e.g. "WTF. He asks for a coffee, and now is gone?". They can only guess as to where to start looking. Maybe he slipped into a closet, maybe he hunkered behind a potted plant. (Most times Batman is under the desk). It is harder to do, but does great at deterring pursuit.Option 2 is how you loose a tail in a crowd, bushes, tall grass, etc. They know where to start searching, but not where you are. It is easier to do, but does little to deter pursuit.
Cover and Concealment interfere with observation. If you are out in the open, and want that to be the last place anyone knew where you are, go Bluff. If you are less interested in if people know where you went, and more just want to be unobserved pronto, find some bushes or a crowd.
Unfortunately, this is not true.LINK
You need the distraction from Bluff if you are not in a square granting Cover or Concealment, yet are within 10 feet of such. This causes observers to not know where you went.
Hopping into some bushes of mere Concealment while pursued and attempting Stealth, has observers loose track of you are yet be aware of where they lost track of you.
There also isn't a rule requiring quivers, only that you get a free one everytime you buy 20 arrows; you can have 1000 arrows tucked into your hair and be ready to rock, RAW.This isn't any sort of game I would take part in.
DnD, and its current incarnations, have always had resource management as a core part of its design. You track ammo, and pause to reload. It's the trade off for not having to run up to something to attack it.
Hell, I only grudgingly agree with Spell Component Pouches. If you can't be arsed to figure out what your spells need and buy/plan accordingly, then being a caster isn't for you. I truly miss the days of 2ndED and when in a seriously tight spot, trying to figure out what you can get done based on what you had on hand.
Not tracking ammo is at best, shockingly lazy.
Abrisene: What kind of awful archer only equips 1 quiver at a time? Also, your imitation of archer players is downright insulting. There's no call for that.
Um, every archer? o.O
How many quivers are you allowing a person to have equipped? Acrobatics check to balance a cask of 200 arrows on your head? Archers are not endless arrow machine guns, and trying to hand wave that they have a free +2 value enchantment is terrible cheese. Are you giving melee folk free Wounding or Holy enchantments?
You get 20 arrows each equipped quiver.
If you want to play your archer as intended, you place quivers in fall-back positions, and prepare some out already around where you intend to fight. Else, it is finding cover to reload. Ya'know, behaving like an archer.
Tracking arrows -> tracking quivers -> action economy
Not tracking ammunition causes the most powerful martial style to be even more powerful. Oh noes! I must interrupt my 200' Full-Attacks to reload? Knot FARE!
If you want to play an archer and already be very powerful, ffs track ammo. No bonus actions for you.
How to track?
Many thanks for the help and ideas.
I am aware that an uncontrolled fall cannot count as a charge, yet:
When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall.
Talent: Expert Leaper wrote:
Benefit: When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
If the fall is deliberate, within a safe range, and a successful Acrobatics check is made, you land safely on your feet; how is this fall uncontrolled?
Does the Slow Fall ability of the Monk work for a falling Charge?
Slow Fall wrote:
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
What of Tumbling Descent from the Rogue Archetype: Roof Runner?
Tumbling Descent wrote:
At 2nd level, a roof runner can use her Acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as she has at least two surfaces no farther than 10 feet apart to bounce against, she can ricochet her body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. If she fails, she falls the full distance.
This Talent doesn't seem to treat the distance as falling at all, unless the roll is failed. While it would likely ruin Stealth, the implied horizontal movement during the descent isn't counted against a character's movement, so may it count as traversing a straight line for a Charge?
Leopard (Cat, Great) wrote:
The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions—what differentiates these big cats from the similarly sized cheetah is primarily their habitats—leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks.
How does the Leopard achieve it's Pounce in this way, mechanically? If the fall is controlled, must a character jump 10 feet horizontally for this to work?
I am trying to design an encounter, and want to be sure of all the rules interactions.
The idea is to have Goblins in the canopy of a heavily forested area harassing the party below.
Goblins: Tree Runner, Cave Crawler.
Warrior: Hold ropes tied to other Goblins. Move Action to Haul (Climb) upwards, Standard Action to use "Lead From the Back".
Rogue: Has ropes tied to self and held by others and is Hauled (Climb) back into the canopy. Uses "Death from Above" and has both Rogue Archetypes of Roof Runner and Scout.
Assuming Medium sized Targets:
This tactic is not expected to be highly effective, just unusual; catastrophic failure is expected.
On a critical hit, the sword plays "Pump Up the Jam", in Goblin, in a continuous loop and at an intolerable volume for the next 24 hours. (Or, use song of choice. Something to "shoulder dance" to, yet quickly becomes tiresome would be what to aim for).
This applies a -10 modifier to all Perception and Concentration checks within 30 feet. The same penalty applies to any task that requires fine motor skill or close attention, including Craft checks.
Goblins receive no penalty and enjoy a +1 to Hit, and +1 to all Saves as a Morale bonus.
No creatures, excepting Goblins, attempting to rest within 100 feet of the sword are able to gain the benefits of rest. One foot of wood, six inches of stone, or 3 inches of metal reduce this radius to 10 feet.
As you are in a Demon involved game, switch it to Demon instead of Goblin. If the curse activates in combat with Demons, have all Demons in range spend their next turns doing the cabbage-patch while commenting their feelings regarding their jam, then continue per normal. They, slightly buffed yet having lost an action, while the party sorts through their various WTFs.
A GM must remember that when the group sits down at the table, it is to tell the story of how these characters succeed. All tension, reward, and even character death, is to further that aim. If the group decides to ditch the carefully crafted grimdark plot in order to explore the dreams of being an epic fantasy boy band, the GM must help keep it interesting to the players instead of shutting them down.
Keeping it interesting... I've been made to stand on a table at a con and sing/dance "I'm a little teapot" to save my character. Players were made to draw "progress reports" for their circus goblins by using a crayon in their offhand. The players of a barbarian Dwarf party had to stand up and act out their adventures in charades to a tribe of lizardfolk. I cannot fail to remember these, in the face of so many bland throw-away games.
Roleplaying is more than what you choose to say at the table. It is also what your GM has the player do; to stand up from the table.
In my experience, it is not the feedback from player to GM that is most important. It is the reaction a player receives when they talk about the game to one who was not at the table. The moment when you realize that another has envy for your frustrations as a player, is golden. That is when having four, three hour sessions of being tied to a tree naked for six months in game, with all the gear you can chew off said tree, realizes its worth.
In our games, I took to having Dragons exhibit more and more extreme OCD traits as they age, yet only upon a single subject. I'd have the horde of one be an exhaustive collection of, and accompanying library on the study and history, of barrels. Another may be obsessed with clergy to the point of massing a library, collecting props and magic items, or even keeping a few for study. My intent was to spread out the wealth of a horde into not a readily salable format, as well to add to the motivations of dragons and why they would interact with the world.
It was well received.
Blur has no interaction with Stealth.
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
Stealth into your own Blur? Cool, can't be seen. Oops, Blur's effects now ignored. Now seen.
Using Bluff in order to "Create a Diversion to Hide" has no listed Action, though it would most likely be a Standard Action. Also, it does not note whether the Action includes movement.
Total Cover or Total Concealment is not required in order to enter stealth whilst observed.
Using Bluff to "Create a Diversion to Hide" does not have a listed Action, although it should probably be a Standard Action. Nor does it state whether movement is included in it's use.
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
We had a jerk/fun GM that started using other effects of equivalent power in place of boring old light. This started with a munchkin Paladin that kept bothering him for a holy avenger; he eventually found one that played "Pump Up the Jam" at an uncomfortable volume; much frowning ensued. Good times.
Abjuration: Chalk, Mirror, Salt
Conjuration: Circles (People holding hands, drawn, arranged)
Divination: Animal Remains, Food Remains, Pendulum, Writing Implements
Enchantment: Herbs, Jewelry
Evocation: Pointing Stick, Weapons
Necromancy: Coins, Dice, Dishes, Paint
Transmutation: Trade Tools, Scales
Action is faster than reaction. An armed subject can lift a weapon from their side, aim, and fire faster than you can recognize the action, process it, and then respond. This is a scientifically proven fact... If you guys are interested in this type of thing, check out This Website for a wealth of knowledge on the subject, it's a very interesting field. Perhaps it might make you think about situations like this a little differently. Or maybe not, but that's your decision.
Science isn't with you on that: The quick and the dead: when reaction beats intention
This version has confusing language as to whether a Distraction is needed when attempting to enter Stealth while Observed.
There should be around four levels of defined awareness.
Unaware - Has no awareness of anything amiss or hidden.
Presence - Suspicion of something amiss or hidden.
Direction - Confirmation of something amiss or hidden, and which direction of movement would bring you closer or farther.
Pinpoint - Knowledge of which square a thing is in.
Entering Stealth while Observed:
An Observer must be at least 10 feet away to be affected by an Observed Stealth attempt.
Concealment - Impossible
Cover - Direction
Covered Stealth is generally superior to Concealed Stealth. If a Square offers both Concealment and Cover, the creature using Stealth my elect, when the check is made, to use either or both sources as the basis of their Stealth.
Cover itself may be used as Concealment or Cover whenever a Stealth check is made. (Sniping behind some rocks, or hunkering behind the same rocks).
Distraction should be further defined with an Action type, whether or not someone can make use of a Distraction from another creature, and both Range and Duration. It should cause Observed Stealth attempts to allow Observers to know only the Presence of the creature using Stealth, and allow Observed Stealth attempts within ten feet of an Observer.
Much like Damage forces penalties to Concentration checks, it should also force penalties to Perception checks. Spell casting should also force a penalty equal to the level of the Spell.
Sniping should have rules for both the Surprise Round and Readied Actions; or leave it as is and have a Rogue Talent, Feat, or something allow the Stealth check.
Casting a Spell with Somatic Components should force the caster Flat Footed during casting, with the option to abandon the spell when an attack roll is made against the caster and prevent themselves from being Flat Footed. A caster does not have this option against attacks from an enemy that is not Pinpointed.
Elf - LN - Organized unto absurdity. Should have a sight penalty in dark/dim light, a bonus in lit areas. Prefer high elevations.
Orc - TN - Liberated elven slaves. Newly founded nation-state. Like open areas.
Grippli - TN - Conquered and marginalized by dwarves. Live near dwarves, or drow.
Goblin - CN - Fringe dwellers and opportunists. Live anywhere/everywhere.
Drow - CN - Freedom obsessed, live on surface. Exist in small family groups. Prefer areas with lots of cover.
Dwarf - LN - Organized, profiteering, rowdy. Surface cities based around mining operations.
Halfling - TN - Urban, clan based. Large, yet disorganized groups. Prefer old or abandoned cities.
Our group preferred "theme" games that had some restriction on race or class to both tie the group to the setting, and also simply as a challenge.
Party of Dwarven Barbarians. Group worked for an NPC transmuter that wanted samples of exotic food and drink from far and dangerous places to replicate for sale. It was our longest and most fondly remembered campaign. Highlights include proving adulthood to a lizardman tribe by being tethered to a tree, disallowed from touching the ground, and having to wait (roll random encounters) until they could get a horn from some lizard. They were up there with no gear except for gnawed together stickmail and crappy spears for two years. Afterwards I had the *players* pantomime out their adventures, as was custom of the lizardmen tribe, whenever they would visit.
Party of Dwarves. The monk stole the show with his explanation of monks in the Dwarven world. It was a delightful combo of the shaolin monks from the Kung Fu tv show, and Iron Chef.
Party of Bards. We'd been watching Metalocalypse, and had a great short campaign that subverted the normal D&D&P business model of "B&E, murder, profit" and turned it to "B&E, rock out, depand payment from a bewildered vampire/owlbear/otyugh/etc, wreck house if refused, profit".
Party of Goblin Barbarians. Circus goblins that were part of a strong-man act with a Bugbear that was the main part of their act. When he went missing, they went to find him armed only with a royal pardon (for being goblins) and profound ignorance. They had to give progress reports back to the circus in the form of enchanted stationary that would fly letters to the recipient. I've a stack of them somewhere, kept as I disallowed words and insisted the players draw it out with their non-dominant hand. F'n hilarious. They would subdual brawl to pick the direction of travel, or settle anything really; the losers would simply wake up in a new place.
Party of Rogues. Our long standing campaign world has about half the world as continuous urban sprawl. Weird rogue guild/cults abound. With house-ruled deadly smog and acid rain, everyone that wasn't noble kept their faces covered. It was a very claustrophobic and paranoid campaign; it also was the only time multiple players had confessed to how close they were to selling out or abandoning the party when games were done.
I've found it odd that only Acrobatics offers upgrades once possessing a certain number of Ranks; that being the bonus to Fighting Defensively and Total Defense at Rank 3. Maybe those bonuses should be extrapolated further, and explored in other skills? My thought is to limit these Skill Bonuses to only those that have the Skill listed as an actual Class Skill. This may allow Classes that do have a lot of Class Skills available to have utility that cannot as easily be replaced with Spells.
This is just a Copy/Paste of what's been worked on, and is in no way complete.
The format includes what I consider to be themes of each skill.
Acrobatics: Fighting Defensively, Total Defense, Falling, Balance
3 Defensive +1/+2
6 Fall 15'
9 Total Defense: Immediate + Next Round
12 Defensive +2/+4
15 Fall 20', Not Prone
18 Total Defense: Keep AoO
3 Item: ID Magic Abilities (Takes Hour)
6 Purchase Limit +1
9 Item: Normal = Swift within 10'
12 Item: ID Magic Commands (Takes Hour)
15 Appraise Horde: Auto
18 Item: Bypass Magic Obscurement
3 Distraction: For Allies
6 Secret: Normal Time
9 Feint: Target + Adjacent
12 Distraction: Swift
15 Secret: Half Time
18 Feint: All
3 Haul: 1/2 Speed
6 Handholds: Full-Round
9 Catch: +5
12 Haul: Full Speed
15 Handholds: Standard
18 Catch: +10
3 First Aid: +Wis HP
6 Deadly: +1/Day
9 Poi/Dis: Roll Twice, Take Highest
12 Deadly: +Con (Target)
15 Deadly: +2/Day
18 Poi/Dis: Roll Twice, Use Both
3 Decipher: Spoken (Listen)
6 Save +1 vs Scrolls, Verbal Spells
9 Decipher: Spoken (Speak)
12 Save +2 vs Scrolls, Verbal Spells
15 Decipher: 1 Full-Round
18 Save +3 vs Scrolls, Verbal Spells
3 Asleep: +5
6 vsSniping: +5
9 Search: Swift
12 Asleep: +10
15 vsSniping: +10
18 Search: +5
3 Assess Group: 1 min, DC 20 + Average HD; Anticipate Starting Attitude
6 Sense Enchant: Detect "You" Targets (Spellcraft ID)
9 Assess Group: Initiative +2 (For Group = Full Round)
15 Assess Group: Initiative +4 (For Group = Full Round)
18 Sense Enchant: Detect All Buff/Debuff (Spellcraft ID)
3 vSchool +1
6 Concentration: +1
9 Learn Spell: Retry 1 day
12 vSchool +2
15 Concentration: +2
18 ID Spells: Roll Twice
6 Combat: Allow Standard
9 Accellerated Swim: -5
15 Combat: Allow Full
When searching for names, I have found this to be a fantastic resource:
I am partial to names taken from Gnostic theology; these among others, may be suitable for a female death deity:
Armozel: First of the Four Archangelic Lights. Aeon of Grace, Ruler of grace, truth and form.
Athoth: “The reaper.” Ruler of Saturn. Ruler of Saturday. Has a sheep’s face.
Nenentophni: Ruling Demon of “grief” passion. Bearer of envy, jealousy, distress, trouble, pain, etc.
Ouriel: One of the seven Ruling Authorities of the Body’s Activity.
I believe it was a mistake to -not- have every class be MAD. There should be class features that support most stats, with individual character allocations be what determines which abilities to emphasize. I believe that a lot of class disparity arises from some classes having most, if not all, of their class features rely on a single stat.
Actual ranks in Skills that are also Class Skills should come with tangential benefits similar to how Acrobatics at Rank 3 gives Fighting Defensively a +1 Bonus, and Total Defense a +2 Bonus. At higher ranks, those should improve or unlock other things such as being able to enter Total Defense as an Immediate Action. Other Skills should allow their own bonuses. Sense Motive could allow being able to determine motivations and Starting Attitudes of groups that are studied at around Rank 3, with bonuses to Initiative for your party when engaging those groups at Ranks 9 and 15.
These bonuses would be most plentiful for the Rogue, with their large list of Class Skills combined with their high rate of Skills/Level.
Rogues should also have access to Talents that are Su in nature and emulate Spells, although with caveats. Perhaps an Advanced Talent that requires the Rogue to be both in an Urban environment and in a crowd of at least 10 people for each person that is to be teleported to another Urban environment. The catch is that you can choose the destination environment but you arrive in the largest crowd (wherever that is), with your group disguised as appropriate for wherever you land. The disguises drop for each person when they are hostile or are unobserved be anyone that did not travel this way with them.
I believe that after a certain point, every Class should have access to SPL/Su powers. A typical adventurer winds up having magic used on them every day, if not several times each day. That should give them cancer if not weird abilities.
1 - Every Class should be MAD. This can only be fixed by changing how other classes function.
2 - Skills ranks in Class Skills should grant bonuses and uses besides a +3 to your total.
3 - Rogues, and Fighters, should start developing variants of Spells at some point in their career.
The task of summarizing the Stealth rules is impossible as the rules have gaps and conflicts. If you may want to include those for how to enter Stealth while observed, yet without special Class Abilities:
Stealth Skill wrote:
If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
Stealth Skill wrote:
Note: The Action to do this is undefined. When the Action is successful, what is exactly gained is also undefined.
There are two Classes that I am aware of that modify this action. How each one interacts with the undefined Creating a Diversion to Hide Action creates oddities:
Heretic(Inquisitor 1) - Judgement(Escape) allows Diversion as a Move Action, but requires a Standard to use.
Street Performer(Bard 5) - Quick Change allows Diversion as a Swift Action.
It seems that RAW, the Heretic has but a 5'Step to find Cover/Concealment while making a Stealth check. If the Heretic is allowed actual movement from the Move Action to create a Diversion, then the Street Performer would also be granted movement from its Swift Action to do the same. In this second case, how much movement is expected from a Diversion? Would the Street Performer retain their Move Action, but be denied being able to use it for movement; or would it be extra movement?
Being able to answer these questions informs how to adjudicate Creating a Diversion to Hide for those that do not have any ability to modify its use. It needs be FAQed.
This recently came up in another thread.
Creating a Diversion to Hide:
In order for the Heretic to use the Judgement(Escape) ability at all, they would need to use a 5'Step to find Cover/Concealment, making a Stealth roll while doing so.
The wording is near identical between the Heretic and Street Performer. Creating a Diversion is not the same as making use of that Diversion, or the Street Performer version is broken.
My guess is that different authors had different understandings of how "Creating a Diversion to Hide" works, both in its Action and effect.
This is why it should be FAQed.
I would imagine that all the Stealth using players would be clamoring for clarification, as the ability to re-enter Stealth during combat is highly important for Stealth utility. The lack of prior discussion on this point, or more voices here, is surprising.
Where are all the big-brained rules nerds when you need em?
Stealth Skill wrote:
Stealth is part of movement, not a part of any Move Action.
I guess that 5 feet had best be enough to find cover/concealment for it's ability to work.
Speaker for the Dead wrote:
Why do you have the Heretic getting movement and stealth when creating a Diversion, yet the Street performer doesn't?
Or, are you having the Heretic allowed a Diversion as a Free Action?
Unfortunately that doesn't address the issue of what a Diversion entails.
If the Diversion Action itself includes the "While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind" portion of it's write-up, how much movement is allowed, and is it extra movement?
If a Distraction does not include movement, then the Heretic is broken, if it does include movement, then the Street Performer's use is OP.
As a side note:
Stealth Skill wrote:
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
Stealth Skill wrote:
Street Performer wrote:
What action is "Creating a Diversion to Hide", and what all is allowed? Is it's action only the diversion, and another action is used to move and hide? Does a diversion action include stealth in it's use on that action?
A Heretic hits with a judgement (Standard) and then creates a diversion to hide (Move), does the Heretic get stealth only if they already have Cover/Concealment? Do they gain no stealth that round, but can make the stealth check the next round? How does this work?
If the Heretic gains steath when using a move action, does the Street Performer gain stealth when doing the same action as a swift? Would the Street Performer have up to a full round of actions (minus that swift) left?
My intention is to make a Halfling Filcher that withdraws after Sleight of Hand checks using Fast Getaway. I'd like to enter stealth doing this.