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for the sczarni i like to use a gypsy pidgeon kinda like brad pit in snatch


kicking the crap outta Kyuss in the AoW!!!! long drawn out fight, last for like 8 hrs but we finally won...


Does anyone know of any feats or traits in PF or 3.5 that allow non spell casting characters to sleep less over the course of a night?


These are the things I have so far but would like a little outside perspective because these things contribute to allow for the exact personality I want to play the character with so I was looking for some outside additions...

1. I shall show no mercy in combat and always strike to kill.
2. I will openly accept the challenge of any worthy opponent.
3. I shall seek no unfair advantage in combat.
4. I will exact revenge for all slights against me and return favors only for any previous kindness shown me.
5. I shall stay true to my word and carry out any vows or oaths that I speak.
6. I will never speak nor go along with any blatant falsehoods.

Any additions welcome, and I admit 4 is a little neutral but again that's why I'm lookin for the proofread so to speak...


This is combo advice from another thread but basically it was suggested that you use the scout archetype for your rogue which allows you to get a sneak attack off as long as you've moved 10' already in the round, if you also use the knife master archetype it increases your sneak attack with knives to d8's instead of d6's. Scout is in Ultimate Combat and Knife Master is in the Advanced Player's Guide, I think, if not each one is in the opposite book I named. Good luck and welcome to PF, the awesome evolution of DnD!


I agree with Unklbuck, rogue w/ scout archetype, also would recommend the Knife Master archetype, it'll increase your sneak attacks with thrown daggers to d8's, as long as you can use multiple archetypes, which I haven't seen anything to the contrary so...


I was using the called shot system in my RotRL campaign, we've been playing PF since it first came out and have settled into a few common house rules but all of my players have complained that we never adopted a called shot system. So here's where things got messy, we commonly used the Hero Points system for PF which allows you a +8 bonus to a d20 roll if you declare the use of the hero point before the roll so my PC's would wait until they got to the BBEG and then they would all use their first attacks to make called shots, usually to the BBEG's head (which is a -5 penalty) using a hero point (with the +8 and the -5 they net a +3 to their attack). At low levels this was incredibly devastating to the game on my end but the players seemed to be loving it, especially after a 1 hit knockout from a called shot to Chief Ripnugget's dome. I would recommend strictly enforcing the part of called shots under automatic hits if you're already using hero points in your game.

What did you raise the DC's to Kyras, I'd be interested to know?


Oh yeah, TH, I agreed with your post from the start.


Once he moves on to his standard action to attack that's the action that's getting interrupted now, not the move action he used to get there, so his move action is already over for this round. Now if Andy had readied his action for Bob to move up to him then he could finish his move chasing Andy because it would be the move action that was interrupted, not the standard action Bob's using to attack.


I agree with Talonhawke also, Bob could definitely throw his weapon still, or if he had Quick Draw he could pull another weapon and finish his attack with it but otherwise he doesn't have another action to pull a weapon with and he isn't able to simply draw one on the move because he already finished his move for this round.


I had a similar situation come up in the Age of Worms AP and it set the precedent for our usage and understanding of this technique of avoiding attacks. It was during my character's time in the arena fighting for the Free City Belt, we had come up against some tough looking dwarves and my DM had set us up exactly 120ft apart, we rolled initiative which I won. I readied an action to attack the first dwarf that came near me, then the dwarves went. In preparation for the fight the dwarves had downed some potions of fly, so one of them comes soaring across the battlefield at me and when he gets up to me the DM gives me my readied action, I swipe across hitting the dwarf with my kukri then take a 5-ft step back, as per the rules of readying an action. My DM continues and says the dwarf rolls his attack, I stopped him and asked how he could attack me from 5ft away since he didn't have a reach weapon or anything. The DM frowns, looks at the map then says "ok, he continues his charge then attacks you." Again I stop him and ask how, "didn't he use all of his 120ft of movement to get to the square he can't reach me from?" The DM looks at the map again, frowns and says "You're right, you got me." I grinned mischievously and said "I know."

Now, all anecdotes aside, since Andy readied an action vs Bob taking a swing at him (yes, this is acceptable) and using your scenario of Bob taking his move action to get up to Andy, Andy just avoided the attack and Bob is left either swinging his weapon with no target in range to hit or if you're feeling generous with your descriptive flair holding up his swing as he realizes his target ran away from the impending attack. Bob can now continue with his standard action as normal (as per the rules of readying an action) but cannot simply continue his movement and attack since he's already used his move action for this round and had moved on to his standard action which he was using to attack when it was interrupted by Andy's readied action. Now, I wrote this rather matter-of-factly but only because it seems pretty cut and dried but I must admit this is only my interpretation of the scenario. But this is how I see it based on the rules and the set of circumstances you set forth.


On the other side of the coin, I played the Shackled City AP not too long ago with one of my buddies as the DM. Every time we fought any groups, whether it was a group of gang members or a host of goblins someone always got away, no matter what we did to take precautions against it, one of the group always managed to get out of our well laid plans. That was annoying as hell, that we could never just finish off the whole encounter and not have to worry about what the guy who got away was telling the other baddies in the area.


I was running a Shannara themed campaign back in ad&d and, looking back, I'm pretty sure we were running the two-weapon fighting system wrong in our application of the weapon specialization and weapon mastery from combat and tactics. I ended up with a bad ass elf who was phenomenal with two longswords. So I broke one, then proceeded to not allow him to find another one for almost a year of game time afterwards. Every town he went in I either had the smith freak out because elves weren't thought to be in the world at the time or just plain not have any longswords in stock because they were farmers. As rough as it was on him and as annoyed as he was while we were playing he still looks back at that campaign almost every time we talk about d&d and says that that is the one he wants to play again. Mission accomplished, make your player hate you the whole time through while he's playing then 10 years later he can't stop telling you how much fun he had and how much he enjoyed the campaign.


the stealth runs out when the smoke pellet dissipates due to the lack of cover, as blahpers pointed out stealth can't be used if someone is observing you


Sounds interesting, please keep me posted on how things turn out. The one time I tried a gestalt party the players loved getting to play 2 of their favorite builds at the same time. Turned out to be a very fun-filled and rewarding adventure.


yeah, it was in unearthed arcana, I've always been interested in the idea of a gestalt party but could never come up with a good enough backbone for the campaign to support such dynamic characters, I'd be interested in hearing what your plans for the storyline of the session are going to be...