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After a full 8 hours of rest, the Rogue wakes with no known Talents.
Talents are gained each day in the order used, chosen freely from all Talents that the Rogue qualifies for.

Would this improve the Rogue?


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
When a Rogue uses a Readied Action that attacks a Target during their turn, a bonus to Hit is gained equal to the number of Sneak Attack dice available to the Rogue, even if the attack does not qualify as a Sneak Attack.
[This is to address comments concerning a lack of self-buffing of the Rogue's +Hit modifier, while letting it scale without being dip-bait.]

Level 7 - Practiced Precision
Bonus Feat: Vital Strike
When making any action what includes only a single attack, such as Spring Attack or Charging, the Rogue may use Vital Strike (including Improved or Greater) with that attack. This ability only works if a single attack is made during the Action, and only with a Finesse Trained weapon or one that normally requires Dexterity to Hit.
[Let the Rogue use Vital Strike when others cannot. Yes, pretty much the Rogue gets Vital Strike anytime only one attack is made that round.]

Level 13 - Intuitive Precision
Bonus Feat: Improved Vital Strike
When the Rogue gains the benefit of both Patient and Practiced Precision, the attack ignores an amount of DR equal to the higher of the Rogue's Intelligence or Wisdom Modifier (if positive)
[This this would recoup some efficacy lost by being a more than slightly MAD class, while encouraging the use of Vital Strike. The benefit here may actually be too low. Initially I intended this to instead of a +Hit bonus, yet wasn't confident in granting two +Hit abilities]

Level 17 - Effortless Precision
Bonus Feat: Greater Vital Strike
Whenever the Rogue gains the benefit of both Patient and Practiced Precision, the Rogue may apply Sneak Attack damage even if the target is not Flat-Footed, Flanked, of Dexless.
[This is when it comes full circle. The old version of multiplying damage combines with the current mild damage spike yet doesn't rely on Sneak Attack's situational nature, to become the Voltron of hopeful Rogue relevance.]

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?


A Half-Orc Rogue uses Cleave to Sunder two targets. This Rogue has Surprise Follow-Through.

Surprise Follow-Through (Combat) wrote:

When striking one opponent, you catch its ally off guard.

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +1.
Benefit: When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.

Does Sneak Attack damage get added to the second Sunder?

#1
An attended object uses the creature's Dexterity modifier, which is denied by Surprise Follow-Through.

Surprise Follow-Through (Combat) wrote:

When striking one opponent, you catch its ally off guard.

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +1.
Benefit: When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.
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.

#2

An 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:

Aeons are a race of neutral outsiders who roam the planes maintaining the balance of reality. Aeons possess the following traits.

Immunity to cold, poison, and critical hits.
Resistance to electricity 10 and fire 10.

Elemental Subtype wrote:

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.

#3

As 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?


#1

Skill Unlock - Disguise wrote:

With sufficient ranks in Disguise, you earn the following.

20 Ranks: You can create a disguise as a standard action, or as a full-round action combined with a Bluff check to create a diversion to hide.

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?

#2
In general, does a Distraction include movement with it's Action?
What type of Action is a basic Distraction?

#3
Also how does this work?

Heretic (Inquisitor) wrote:

Judgment (Su)

A heretic gains the following judgment in addition to the normal list of inquisitor judgments.

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

Does the Heretic using this Judgement also have to find a hiding place with a 5-Foot Step?

#4
If a Diversion does include movement with it's Action, how does this work?

Street Performer (Bard) wrote:

Quick Change (Ex)

At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.

This ability replaces lore master.

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?

#5
Is anyone, anywhere, able to cite an explanation of how this whole Distraction ability is supposed to work? It seems Stealth is broken on a fundamental level while this remains unsolved.


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::

*Observer
Any creature that has Line-of-Sight to another creature is an Observer, even if the other creature is Hidden.

*Hidden
A creature that has successfully used Stealth against an Observer is Hidden. A Hidden creature attacking an Off-Guard target has a Bonus +2 to Hit, and the target is Flat-Footed.

*On-Guard
Before an attack is made by a Hidden creature, Observers may choose a target square as where they expect the attack to originate. If the square, or any adjacent square does contain the attacking creature, the defending observer is considered On-Guard to that attack. An Observer with no reason to suspect an attack is always considered Off-Guard.

*Off-Guard
An Observer with no reason to suspect an attack is always considered Off-Guard. Also, an Observer that suspects an attack yet chooses the wrong area, as in determining being On-Guard, is also Off-Guard to that attack. An Off-Guard Observer is Flat-Footed to attacks from Hidden creatures, and the attacker has a Bonus +2 to Hit that Observer.

*Perception Rating
A creature has a Perception Rating equal to their Perception modifier +5.

*Stealth Rating
A creature has a Stealth Rating equal to their Stealth modifier +5.

*Stealth
Stealth is rolled against the highest modified Perception Rating of all Observers. Situations such as distance will modify Perception Ratings in use. Stealth is used to improve the degree of Cover or Concealment granted by the space they are in (Hide), and to prevent Observers from noticing when a creature moves to a different space (Sneak).

*Stealth and Cover (Hide)
Successful use of Stealth improves the degree of Cover granted by the space a creature is in by one step, which lasts until they beginning of the creature's next turn when they may Act again to keep its benefits. The minimum degree of Cover that may be used with Stealth is Partial Cover. It is a Move Action to improve Cover with Stealth, or a Free Action if done with a Move Action that included movement into a square that grants Cover.
Partial -> Cover -> Total Cover -> Improved Cover.

*Stealth and Concealment (Hide)
Successful use of Stealth improves the degree of Concealment granted by the space a creature is in to be Total Concealment, which lasts until they beginning of the creature's next turn when they may Act again to keep its benefits. It is a Move Action to improve Concealment with Stealth, or a Free Action if done with a Move Action that included movement into a square that grants Concealment.

*Stealth and Movement (Sneak)
A Hidden creature that wishes to move to a different square without having an Observer notice, rolls a Stealth check at the most unfavorable point of their movement. A creature that has used a Move Action that included movement to enter a square with Cover or Concealment, makes one Hide check when they enter that square and a second check Sneak check afterwards at their most unfavorable square if they wish to prevent Observers from noticing which square they are in after they entered Cover or Concealment.

*Distraction
Creating a Distraction is a Standard Action of a single Bluff roll opposed by Sense Motive of Observers. If the Bluff check is higher than any Observer's Sense Motive Roll, it is treated as a successful Sneak check. The creature causing the Diversion, or any allied creature, must successfully Hide by the end of the current turn or loose the benefit of the Distraction.

*Sniping
Sniping allows the attacker to never actually leave Stealth, and Observers do not know from which square the attack originated. All targets of a successful Sniping attempt are Off-Guard to these attacks, even if they can guess where the attacks are coming from. Sniping may be used as part of a single attack during the Surprise Round, if the Sniper is already Hidden.

*Active Perception (Search)
A creature may roll their Perception as a Move Action to Search. Search is rolled once against the Stealth Ratings of Hidden creatures. A creature is not Hidden against a Observer who rolled a Search result higher than their Stealth Rating. Successful use of Search also grants a Bonus +5 to Perception Ratings of all allied Observers, including itself, until the beginning of their next turn. This is a Circumstance Bonus.

*Spells and Stealth
A creature takes a penalty to their Perception Rating equal to the Caster Level of the Spell being cast, which lasts until the beginning of their next turn. Casting a spell makes the caster Flat-Footed until the end of its turn.

*Feats
Combat Casting:
You may choose when casting a spell to either get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled, or to not be Flat-Foot when casting this spell.


1 person marked this as FAQ candidate.

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:
1) Does using a rope to Haul a load upwards use a Move Action?
2) When using a rope to Haul a load upwards, is there a check?
3) How far may a load be raised after a single Action?
4) How do the "Same Source" rules interact with having multiple Goblins use "Lead From the Back"?
5) If a character deliberately jumps down a height of at least 10 feet above the height of the Target, may it count as a Charge?
5A) If allowed, and the character landed in the same square as the Target, is it true that the character would both Provoke for entering the square, and also be shunted to the nearest adjacent empty square?
5B) If allowed, may an empty square adjacent to the Target be allowed for landing?
5i) If allowed, does the attack take place while the character is still 5 feet off the ground, with 5 feet of falling after the Charge is resolved?
6) If the Warriors start swinging the Rogue around in a circle, does that movement Provoke, and does it count against the movement of the Rogue?

This tactic is not expected to be highly effective, just unusual; catastrophic failure is expected.


4 people marked this as FAQ candidate.

Stealth Skill

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:

Creating a Diversion to Hide

You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Street Performer

Street Performer wrote:

Quick Change (Ex)

At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.

This ability replaces lore master.

Heretic

Heretic wrote:

Judgment (Su)

A heretic gains the following judgment in addition to the normal list of inquisitor judgments.

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

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.

Please FAQ


My wife and I are thinking of getting involved in PFS, and hope to build characters that are built around each other. Assuming any legal resource, this is a build for both of us; we both prefer martial characters. Please advise.

Half-Orc (Favored Class: Rogue +HP)

+Sacred Tattoo
-Ferocity

+Shaman's Apprentice
-Intimidating

+City Raised
-Weapon Familiarity

Traits: Undecided

B.arbarian (Armored Hulk)

R.ogue (Skulking Slayer / Scout)

1 B1 Indomitable Stance, Rage, Feat(Amplified Rage:Team)

2 B2 Armored Swiftness, Power: Quick Reflexes

3 R1 Pass for Human, Underhanded Maneuvers, SA1, Feat(Power Attack)

4 R2 Evasion, Bonus Feats(Talent Options), Talent: Combat Trick(Paired Opportunists:C/Team), +STR(21)

5 R3 Bold Strike, SA2, Feat(Broken Wing Gambit:C/Team)

6 R4 Scout's Charge, Talent: Weapon Training(Falchion)

7 R5 SA3, Feat(Horde Charge:Team)

8 R6 Shifty, Talent: Offensive Defense(SA), +STR(22)

9 R7 SA4, Feat(Combat Reflexes)

10 R8 Skirmisher, Talent: Resilience

11 R9 Unexpected Charge, SA5, Feat(Improved Critical: Falchion)

12 R10 Bonus Feats(Talent Options), Adv.Talent: Feat(Seize the Moment:C/Team), +STR(23)

13 R11 SA6, Feat(Coordinated Charge:C/Team)

14 R12 Adv.Talent: Opportunist

15 R13 SA7, Feat(Raging Vitality)

16 R14 Adv.Talent: Crippling Strike(SA), +STR(24)

17 R15 SA8, Feat(Furious Focus)

18 R16 Adv.Talent: Improved Evasion

19 R17 SA9, Feat(Iron Will)

20 R18 Adv.Talent: Hard to Fool, +CON(16)

Initial abilities:

Str 20
Dex 10
Con 15
Int 10
Wis 10
Cha 7

The though it to be full plate rogues with falchions that eschew dex/stealth in order to charge about and gain extra attacks off of each other.

Any thoughts/help are welcome.
Many thanks.


What term describes when a character (pc or npc) is officially in combat and no longer flat-footed?

Can a character ready an action to attack a target for when they are no longer flat-footed, in order to have the attack happen before they loose the flat-footed condition?

The purpose is to adjudicate hostage scenarios.


Unarmed Strike as a Natural Weapon

>>>>>>>>>>>>>>>>>>
Armed Attack (New Term)

I'm unsure of how exactly this would be phrased, as the term is to distinguish Natural Attacks from those granted by weapons.

>>>>>>>>>>>>>>>>>>
Unarmed Strike (Type: Bludgeoning)

An Unarmed Strike is considered a Natural Attack (Secondary), available to any creature otherwise able to make an Armed Attack. Unlike other Natural Attacks, it provokes an Attack of Opportunity to use and does Nonlethal Damage. Conducting an Unarmed Strike requires no particular body part to use and may be attempted with hands full.

Note: Medium and Heavy Armors (except for a breastplate) that are made of metal, change Unarmed Strikes to deal Lethal Damage. Armor may be enchanted as a weapon for use in Unarmed Strikes, and its cost and bonuses are tracked separately from its normal defensive enchantments.

Note: Bonus attacks of abilities and effects that allow bonus attacks are applied to either it's Armed Attacks or Natural Attacks.

Note: If a creature's base abilities do not allow Armed Attacks, and gains Armed Attacks from any source, it does not automatically gain the use of Unarmed Strike. The creature may take Improved Unarmed Strike if it qualifies, to gain the benefit of both Unarmed Strikes and the Feat.

>Example:

Level 6 Fighter, Strength 10: Longsword +6/+1, Unarmed Strike +1

Level 6 Fighter, Strength 10, Two Weapon Fighting: Handaxe +4/-1, Dagger +4/-1, Unarmed Strike +1

>>>>>>>>>>>>>>>>>>
Slam: (Type: Bludgeoning)

A Special Quality that adds a bonus to damage done by an Unarmed Strike as by Size, and changes Unarmed Strike to be a Natural Attack (Primary).

[I have not worked out this chart yet]

================================================================
Unarmed Strike: Equipment
================================================================

_________________________
Gauntlet: (Simple Weapon)

Cost: 2 gp
Damage (Small): ---
Damage (Medium): ---
Critical: 20/x2
Weight: 1 lb
Type: Bludgeoning

A Simple Weapon that is a metal glove that changes the damage of an Unarmed Strike to be Lethal Damage. Using a gauntlet for an Unarmed Strike may not be done if that hand has been used for an Armed Attack this round. A gauntlet may be enchanted as a weapon.

All Medium and Heavy Armors (except for a breastplate) that are made of metal are assumed to come with a pair of gauntlets. Such Armors, as they cover most of the creature, have not the restriction of being unable to augment an Unarmed Strike if that hand has been used for an Armed Attack this round.

_______________________________
Spiked Gauntlet (Simple Weapon)

Cost: 5 gp
Damage (Small): +1d3
Damage (Medium): +1d4
Critical: 20/x2
Weight: 1 lb
Type: Piercing

A Simple Weapon that is a metal glove that changes the damage of an Unarmed Strike to be Lethal Damage. Using a spiked gauntlet for an Unarmed Strike may not be done if that hand has been used for an Armed Attack this round. Unarmed Strikes used with a spiked gauntlet have their damage increased by an amount based on the Size of the spiked gauntlet.

This increase in damage does not stack with other increases to damage granted by weapons that augment an Unarmed Strike.

All Medium and Heavy Armors (except for a breastplate) that are made of metal and fitted to be spiked armor are assumed to come with a pair of spiked gauntlets. Such Armors, as they cover most of the creature, have not the restriction of being unable to augment an Unarmed Strike if that hand has been used for an Armed Attack this round.

________________________
Cestus: (Martial Weapon)

Cost: 5 gp
Damage (Small): +1d3
Damage (Medium): +1d4
Critical: 19-20/x2
Weight: 1 lb
Type: Piercing or Bludgeoning
Special: Monk

A Martial Weapon that is a glove that changes the damage of an Unarmed Strike to be Lethal Damage. Using a cestus for an Unarmed Strike may not be done if that hand has been used for an Armed Attack this round. A cestus may be enchanted as a weapon. Unarmed Strikes used with a cestus have their damage increased by an amount based on the Size of the cestus.

A cestus is separate from and may be worn with armor.

This increase in damage, and Threat Range does not stack with other increases to damage or Threat Range granted by weapons that augment an Unarmed Strike.

________________________________________
Spiked Armor: (Martial Weapon: Piercing)

Cost: +50 gp
Damage (Small): +1d3
Damage (Medium): +1d4
Critical: 20/x2
Weight: +10 lb
Type: Piercing

A Martial Weapon that is added to armor, and changes the damage of an Unarmed Strike to be Lethal Damage. Unarmed Strikes used with spiked armor have their damage increased by an amount based on the Size of the Armor.

This increase in damage does not stack with other increases to damage granted by weapons that augment an Unarmed Strike.

All Medium and Heavy Armors (except for a breastplate) that are made of metal and fitted to be spiked armor are assumed to come with a pair of spiked gauntlets. Such Armors, as they cover most of the creature, have not the restriction of being unable to augment an Unarmed Strike if that hand has been used for an Armed Attack this round.

================================================================
Feats
================================================================

................................
Improved Unarmed Strike (Combat)
................................

Prerequisite: Any Weapon or Armor Proficiency

Your Unarmed Strikes are considered Natural Attacks (Primary), no longer provoke Attacks of Opportunity, and may deal Lethal or Nonlethal Damage as chosen before the attack is rolled.

A creature that does not have access to Unarmed Strike gains both the use of Unarmed Strike and the benefits of Improved Unarmed Strike with this Feat.

================================================================
Classes
================================================================

____
MONK

[Increased BAB to equal HD. Integrated new Unarmed Strike rules, and made changes to theme the Class on expanding Unarmed Strike abilities. These changes reduce penalties for using Armor or having other Natural Attacks.]

....................
Multiattack: Level 1
....................

The Monk gains Multiattack as a Bonus Feat.

....................
Martialist: Level 1+
....................

The Monk uses their full Strength Bonus to damage when using Unarmed Strike.

......................
Flurry of Blows: Levels 8, 15
......................

The Monk may make extra Unarmed Strikes as part of a Full-Attack Action. One extra attack is gained at Level 8, allowing the Monk to make two Unarmed Strikes as part of a Full-Attack Action. At Level 15 yet another Unarmed Strike is gained, for a total of 3 Unarmed Strikes allowed during a Full Attack Action.

[The number of extra Attacks from Flurry of Blows is reduced to account for Armed Attacks, and how that Natural Attacks have a better chance to Hit. Flurry has purposely been decoupled from armor restrictions.]

>Example

Level 3, Strength 10 Monk: Kama +3, Unarmed Strike +1

Level 9, Strength 10 Monk, Two Weapon Fighting: Kama +7/+2, Sai +7, Unarmed Strike +7/+7/+7

Level 16, Strength 10 Monk, Greater Two Weapon Fighting: Kama +14/+9/+4/-1, Sai +14/+9/+4, Unarmed Strike +14/+14/+14


Fighter Changes

Intent: To address issues regarding lack of utility out of combat, and to hopefully bring combat ability up to that of at least a partial Caster. There is an emphasis on melee, fighting Casters, and having armor play a more important role.

This post only lists changes to the existing Fighter.
Items list with * have been altered, or are new.

=====================
Previous:
Rogue Changes

=====================
Everything is an Extraordinary Ability unless otherwise noted.

HD d10

Use Stealth changes:
Paizo Blog: Stealth Playtest

Skills:
Skill Ranks Per Level: 4 + Int modifier.

=====================
LVL / BAB / Fo / Re / Wi
-----------------------------

. 01 / 01 / 02 / 00 / 00 --- *Battle Ready, Bonus Feat

. 02 / 02 / 03 / 00 / 00 --- Bravery +1, Bonus Feat

. 03 / 03 / 03 / 01 / 01 --- *Armor Training +1, *Armor Expertise v1

. 04 / 04 / 04 / 01 / 01 --- *Dragoon v1, Bonus Feat

. 05 / 05 / 04 / 01 / 01 --- *Weapon Training +1

. 06 / 06 / 05 / 02 / 02 --- *Sacrifice Guard, Bravery +2, Bonus Feat

. 07 / 07 / 05 / 02 / 02 --- *Armor Training +2, *Armor Expertise v2

. 08 / 08 / 06 / 02 / 02 --- *Dragoon v2, Bonus Feat

. 09 / 09 / 06 / 03 / 03 --- *Mettle, *Weapon Training +2

. 10 / 10 / 07 / 03 / 03 --- *Battle Hardened, Bravery +3, Bonus Feat

. 11 / 11 / 07 / 03 / 03 --- *Armor Training +3, *Armor Expertise v3

. 12 / 12 / 08 / 04 / 04 --- *Dragoon v3, Bonus Feat

. 13 / 13 / 08 / 04 / 04 --- *Weapon Training +3

. 14 / 14 / 09 / 04 / 04 --- *Menace, Bravery +4, Bonus Feat

. 15 / 15 / 09 / 05 / 05 --- *Armor Training +4, *Armor Expertise v4

. 16 / 16 / 10 / 05 / 05 --- *Dragoon v4, Bonus Feat

. 17 / 17 / 10 / 05 / 05 --- *Weapon Training +4

. 18 / 18 / 11 / 06 / 06 --- *Improved Mettle, Bravery +5, Bonus Feat

. 19 / 19 / 11 / 06 / 06 --- *Armor Mastery

. 20 / 20 / 12 / 06 / 06 --- Weapon Mastery, Bonus Feat

=====================
Battle Ready: 1

Once each day, with an hour’s worth of work, the Fighter can repair a single set of armor and one shield with the Broken Condition. You can take time during a rest period to restore a set of armor and one shield. This ability can only be used on armor or shields that were Broken while used by the Fighter.

=====================
Armor Training: 3, 7, 11, and 15

When the Fighter is wearing armor, this bonus reduces the Armor Check Penalty by the listed amount and increases the maximum Dexterity bonus allowed by the Fighter's armor by the same amount.

=====================
Armor Expertise: 3, 7, 11, and 15

3 The Fighter can move at normal speed while wearing Medium Armor.

7 The Fighter can move at normal speed while wearing Heavy Armor.

11 The Fighter gains Evasion while having a shield equipped. This does not work with a Buckler.

15 The Fighter gains Evasion when wearing Medium or Heavy Armor, or Improved Evasion if using a shield.

=====================
Dragoon: 4, 8, 12, 16

4 The Fighter gains a Bonus to Sense Motive when an opponent attempts to Feint equal to half the Fighter's Level. The Fighter also adds their Dexterity Modifier to the DC of any attempt to use Acrobatics or Cast Defensively by opponents in squares Threatened by the Fighter.

8 Whenever a Fighter moves 10 feet or more during any Action that involves a Melee Attack, the Action deals extra Damage equal to the base Armor Bonus of the armor worn by the Fighter if the Attack hits, excluding any other bonus to the efficacy of the armor worn. This bonus is not Precision Damage, and is multiplied on a Critical Hit.

12 The Base Speed of a Fighter, during any Action that involves a Melee Attack, is increased by an amount equal to the Fighter's Strength Modifier times 5. The Fighter must move at least 10 feet during this Action to receive this Bonus. This is a Competence Bonus.

16 Any Group chosen by the Fighter for Weapon Training has its Damage Die increased by one step, as if by an increase in Size.

=====================
Weapon Training: 5, and every 4 Levels after.

The Fighter also adds this bonus to any Combat Maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against Combat Maneuvers made by weapons from this group.

=====================
Sacrifice Guard: 6

The Fighter may choose to have the Damage of an Attack that does Hit Point Damage instead deal its Damage to the Fighter's armor or shield. If this is enough Damage to cause the armor or shield to be Broken, the remainder to the Damage is applied to the Fighter. This ability may not be used if the Fighter's armor is already Broken. This is a Free Action that be be used only once each round when not Flat Footed, and a number of times each day equal to 1 + the Fighter's Dexterity Modifier (minimum 1). Only when using this ability, the armor or shield used by the Fighter gains a bonus to Hardness equal to half of the Fighters level. This ability may be used when the Fighter's armor or shield are hit by a Sunder Combat Maneuver.

=====================
Mettle: 9

If the Fighter makes a successful Fortitude or Will Saving Throw against an effect that normally has a reduced effect on a successful save, the Fighter instead takes no effect. A Helpless Fighter does not gain the benefit of Mettle.

=====================
Battle Hardened: 10

A Fighter wearing armor gains a Bonus to Armor Class equal to the Fighter's Constitution Modifier when an opponent is rolling to confirm a Critical Hit on the Fighter.

=====================
Menace: 14

When the Fighter hits with a Critical Hit, the target is unable to Cast Defensively until the beginning of the Fighter's next turn.

=====================
Improved Mettle: 18

The Fighter's Mettle ability improves. The Fighter still receives no effect on a successful Fortitude or Will save, but henceforth takes only receives the reduced effect on a failed Saving Throw. A Helpless Fighter does not gain the benefit of Improved Mettle.

=====================
Armor Mastery: 19

The Fighter gains Damage Reduction 5/- whenever the Fighter is wearing armor or using a shield. This ability stacks with other sources of Damage Reduction, and is not applied twice if using both.

=====================

Thank you,
Feedback is welcome.


Proposed changes to Class:Rogue

Intent: To add to the Rogue in a manner that hopefully brings them more in line with the power offered by at least partial Casters. There is an emphasis on making Melee more viable, while maintaining a focus on Stealth and positioning. This was done with the understanding that pure Martial classes are underwhelming in their ability to contribute to the efficacy of the group.

This is not intended to be held in comparison with Classes that lack Casting.

=====================

HD d10

Use Stealth changes:
Paizo Blog: Stealth Playtest

Skills: Add Know:Geography, Ride, and Survival

=====================
LVL / BAB / Fo / Re / Wi
-----------------------------
. 01 / 00 / 00 / 02 / 00 --- Sneak Attack: Damage, Sneak Attack: 1d6, Trapfinding, Adroit Athletics

. 02 / 01 / 00 / 03 / 00 --- Evasion, Talent, Sneak Attack: Competent +1

. 03 / 02 / 01 / 03 / 01 --- Trap Sense +1, Sneak Attack: 2d6, Sneak Attack: Stealth Charge

. 04 / 03 / 01 / 04 / 01 --- Uncanny Dodge, Talent, Rapid Advance +5'

. 05 / 03 / 01 / 04 / 01 --- Knave v1, Sneak Attack: 3d6, Sneak Attack: Unexpected Maneuver v1

. 06 / 04 / 02 / 05 / 02 --- Sneak Attack: Competent +2, Talent, Trap Sense +2

. 07 / 05 / 02 / 05 / 02 --- Sneak Attack: 4d6, Acrobatic Charge

. 08 / 06 / 02 / 06 / 02 --- Improved Uncanny Dodge, Knave v2, Talent, Rapid Advance +10'

. 09 / 06 / 03 / 06 / 03 --- Sneak Attack: 5d8, Trap Sense +3

. 10 / 07 / 03 / 07 / 03 --- Advanced Talents, Sneak Attack: Competent +3

. 11 / 08 / 03 / 07 / 03 --- Knave v3, Sneak Attack: 6d8, Sneak Attack: Nimble Assault

. 12 / 09 / 04 / 08 / 04 --- Talent, Rapid Advance +15', Trap Sense +4

. 13 / 09 / 04 / 08 / 04 --- Sneak Attack: 7d8, Sneak Attack: Unexpected Maneuver v2

. 14 / 10 / 04 / 09 / 04 --- Knave v4, Sneak Attack: Competent +4, Talent

. 15 / 11 / 05 / 09 / 05 --- Sneak Attack: 8d8, Sneak Attack: Falling Charge, Trap Sense +5

. 16 / 12 / 05 / 10 / 05 --- Talent, Rapid Advance +20'

. 17 / 12 / 05 / 10 / 05 --- Knave v5, Sneak Attack: 9d10

. 18 / 13 / 06 / 11 / 06 --- Sneak Attack: Competent +5, Talent, Trap Sense +6

. 19 / 14 / 06 / 11 / 06 --- Sneak Attack: 10d10, Sneak Attack: Passing Charge

. 20 / 15 / 06 / 12 / 06 --- Master Strike, Knave v6, Talent

=====================
Adroit Athletics: 1

Use the higher of Strength or Dexterity for Climb and Swim.

=====================
Sneak Attack: 1 (Similar to Monk's Stunning Fist evolutions)

All effects require the Target to qualify for a Sneak Attack. Sources of Sneak Attack dice stack with those from Rogue Levels, and abilities from Sneak Attack gained by Rogue levels may be used with the total number of dice. Otherwise Sneak Attack does not change from the current version.

-----
Damage: 1 and every 2 Levels after

This is the number of extra dice rolled to figure extra damage from a Sneak Attack

At level 9, the die type for Damage increases to d8

At level 17, the die type for Damage increases to d10

-----
Competent: 2 and every 4 Levels after

This number is added to all rolls to Hit that qualify as a Sneak Attack. This bonus is Untyped.

-----
Stealth Charge: 3

A Stealth check made at -5 that succeeds against a Target allows a Charge against that Target while staying Hidden until after the Attack is resolved. This check is made from the square the Charge begins in, and must begin while Hidden.

-----
Unexpected Maneuver: 5 and 13

Instead of doing Damage with a Sneak Attack against a valid Target, the number of dice may be used as a bonus to CMB when using a valid Combat Maneuver.

At level 13, when a Rogue does damage with a Sneak Attack, they may afterwards perform a valid Combat Maneuver against the same Target as a Swift Action. If during this Swift Action the Target still qualifies for a Sneak Attack, the Rogue may use the benefit of adding Sneak Attack dice as a bonus to CMB.

-----
Nimble Assault: 11

The Rogue may use an adjacent square to determine if the Rogue is flanking. This only applies to attacks made by the Rogue. The Rogue does not need to use the closet square when Charging.

-----
Falling Charge: 15

The number of dice allowed for the Rogue may instead be used as Slow Fall for a Monk. The distance allowed is 5 feet for each die, and this use may be used outside of combat, and without needing the be Hidden or Flanking.

When falling to a square that threatens a Target, the Rogue may treat this fall as a Charge. Landing on top of a Target forces the Rogue to an adjacent square at the end of the Charge. The total distance fallen is counted as starting at the height this Action begins at, and ending at the height the Rogue ends at once the Action is concluded; sideways motion from landing in a Target's square is not counted yet does provoke AoO from enemies that Threaten and are not the Target.

Using this fall as an Attack is a Full-Round Action requiring at least 10 feet of falling above the top of the Target, and must begin with the Rogue being Hidden

-----
Passing Charge: 19

The Rogue does not need to end a Charge at the Target, although the Rogue must continue in a straight line past the Target. Any AoO towards the Rogue that hits due to this movement ends the Charge in that square.

If the Rogue hits with this Sneak Attack and the ending square provides the Rogue with Cover/Concealment, the Rogue may make a Stealth check as a Free Action using the same rules as Sniping as long as the Rogue is at least 10 feet from any enemy.

Abilities that allow Stealth without Cover/Concealment do no work with Passing Charge. If Movement would end in an occupied square, it instead ends in the closest unoccupied square before the Target on the Charge path.

=====================
Acrobatic Charge: 7

The Rogue may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

=====================
Rapid Advance: 4 and every 4 Levels after

Add this number to the Rogue's Base Speed when Climbing, Swimming, or during a Charge. This is a Competence Bonus.

=====================

Knave: 5 and every 3 Levels after (Similar to a Cavalier's Orders)

All abilities granted treat Rogue levels as the cited class for abilities that otherwise list another class. Rogue levels that have these abilities stack with abilities of the same name which are granted by another class.

-----Knave in Grain:

5 Tactician (Cavalier), Favored Terrain #1 (Ranger)

8 Advantageous Terrain (Ranger: Battle Scout)

11 Greater Tactician (Cavalier), Favored Terrain #2 (Ranger)

14 Camouflage (Ranger)

17 Superior Tactics (Ranger: Battle Scout), Favored Terrain #3 (Ranger)

20 Master Tactician (Cavalier)

-----Knave of the Blade:

5 Hardy +2 (Add bonus to Fortitude Saves), Controlled Rage (Barbarian: Urban Barbarian)

8 Crowd Control (Barbarian: Urban Barbarian), Rage Power (Barbarian)

11 Hardy +3 (Add bonus to Fortitude Saves)

14 Greater Rage (Barbarian: Urban Barbarian), Rage Power (Barbarian)

17 Hardy +4 (Add bonus to Fortitude Saves)

20 Mighty Rage (Barbarian: Urban Barbarian), Rage Power (Barbarian)

>Controlled Rage:

Can not Rage as a normal Barbarian. Controlled Rage does not interfere with Stealth.

>Rage Power:

Any Rage Power that requires the possession of, or increase of, a Class ability that is not possessed may not be chosen.

-----Knave of the Post:

5 Poison Use, Veteran +2 (Add bonus to Will Saves), Brew Potion (Bonus Feat)

8 Swift Alchemy (Alchemist), Discovery: Enhance Potion (Alchemist)

11 Veteran +3 (Add bonus to Will Saves)

14 Swift Poisoning (Alchemist), Discovery: Extend Potion (Alchemist)

17 Veteran +4 (Add bonus to Will Saves)

20 Instant Alchemy (Alchemist), Discovery: Eternal Potion (Alchemist)

>Brew Potion:

May use Brew Potion using Scrolls or Wands and UMD. The caster level of the Potion is the same as the Scroll or Wand. The Scroll is destroyed if the UMD is successful, while the Wand expends one charge. UMD is checked after spending the required amount of time and resources to craft the Potion. The crafting of Potions using this ability uses Craft:Alchemy. The level of the Rogue must be at least the same as the Caster Level of the Scroll or Wand used.

-----Knave of the Road:

5 Track (Ranger), Strong Senses +2 (Ranger: Wild Stalker), Mount (Cavalier)

8 Woodland Stride (Druid)

11 Strong Senses +3 (Ranger: Wild Stalker), Quarry (Ranger)

14 Improved Evasion

17 Strong Senses +4 (Ranger: Wild Stalker)

20 Improved Quarry (Ranger)

>Mount:

No Proficiency: Light Armor. If the Rogue is adjacent to or Riding the Mount, the Rogue may make Stealth checks for the Mount, using the Mount's size bonus instead of the Rogue's. All Sneak Attack abilities work with and are usable by the Mount while riding the Mount, except for Falling Charge.

>Woodland Stride:

This applies to the Mount as long as it is adjacent to, or being ridden by the Rogue.

=====================

Note:

Some Talents may be invalidated by these changes

=====================

Thank you,
Feedback is welcome


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

If a Rogue uses Talent:Cunning_Trigger to set off a trap, would they be allowed Sneak Attack damage on the attack? As the attack occurs as the result of the Rogue using an action, I'm having difficulty arguing against this.

Please advise.


Please advise on the following points:

1 - You may TWF using UAS as both first and second weapon.

2 - You may TWF using Armor Spikes as both first and second weapon.

3 - Using TWF with UAS or Armor Spikes has no conflict with
Claw/Claw/Bite other than imposing a -2 Hit for all attacks.

4 - Feat:Gr.Grapple allows Grapple:Maintain:Damage as a Move action,
allowing Feat:Rending.Claws or Feat:Two.Weapon.Rend to be used.

5 - You may use Feat:Gr.Grapple to Grapple:Maintain:Damage as a Move
action, then Feat:Cleave as a Standard action including the
Grappled target and allow Feat:Rending.Claws or Feat:Two.Weapon.Rend.

6 - Animal Companions with an Intelligence of three or higher, may
take Feat:TWF and Feat:Imp.UAS or Feat:M.Weap.Prof:Armor.Spikes (for
barding), and combine them with Natural Attacks with no conflict
other than a -2 Hit on all attacks.

I am designing NPCs for a campaign I am hosting, and am trying to
emphasize unusual yet legal physical encounters. I would appreciate
any feedback towards rulings.


I am designing leveled NPCs for a campaign and would ask for advice and clarification on a couple of points.

Orc Barbarian (Brutal Pugilist)

Elite Array:
Str 19*, Dex 13, Con 14, Int 8, Wis 10, Cha 6 (Leveled Attrib.: Str)
(* = Marked Attrib. gains an even number increase)

1 Imp.Unarmed Strike
2 Animal Fury
3 Imp.Grapple
*4 Lr.Beast Totem
5 Multiattack
6 Brawler
7 Gr.Grapple
8 Gr.Brawler
9 Lunge
10 R.Abandon
11 Power Attack
*12 Beast Totem
13 Cleave
14 Gr.Beast Totem
15 Gr.Cleave

Am I correct on these points?:

1 - At level 15, may have a Raging attack iteration of:
UAS1 +22/+17/+12, USA2 +22, Bite +20, 2x Claw +20
(15 BAB, +6 Str, +3 Gr.Rage, -2 TWF, -2 Multiattack (Nat.Weaps)
assuming no gear.

2 - At level 15 and using Gr.Grapple, may use a Move Action to maintain
a Grapple for damage while using Animal Fury's Bite as a Free
Action on the Grappled target, and use a Standard Action to
Gr.Cleave within 10 feet.

3 - Barbarian Rage Power: Reckless Abandon may be applied at the same
time as Feat: Power Attack, which in essence, displaces the penalty
of Feat: Power Attack from -Hit to -AC.

Feedback on the build are appreciated, though I am limited to the CRB and the APG. Thanks.


Monsters can have fractional CR, but I've yet to find anything about having fractional HD and would appreciate someone pointing out where to find clarification.

For example, the Bestiary pg.288 entry for Zombie has a chart that starts with a listing of 1/2 HD zombies being CR 1/8 and worth XP 50. The same entry has a HD chart that lists that zombies of size Small or Medium gain +1 HD, while Tiny of smaller are listed as having no change in their HD. The direct inference is that in order to keep a fractional HD of the base creature, it would have to be Tiny or smaller; yet there doesn't seem to be any in the Bestiary that don't list having a full HD, eg Familiar:Monkey pg.132 has full 1d8 HD (4hp avg), while being CR 1/4.

Please advise.


The last paragraph on multiclassing reads:

Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.

If an Rogue switches to Barbarian at level 7, then if they also choose Barbarian at level 8, would they be eligible to choose a rage power that requires level 8 despite only having 2 levels of Barbarian?

As I read the Multiclassing rules, a Druid would need 4 levels of Druid to unlock Wildshape, yet needs 12 total character levels to have that Wildshape change the character into a Huge elemental. Wild Shape itself being a class ability is based on Druid level, as are the number of uses each day, but as the scaling types of shaping are all based on an untyped level requirement, they are to use total character level.

What are effects and prerequisistes that rely on a characters Hit Dice that aren't Feats? What are some minority examples of when "most" class abilities are based on class levels? I am unable to find formal rules or examples for this, please advise.