Eagle Knight

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Looks really interesting! A copy would look awesome in my collection


Just adding to this as it is an ancient thread - any up to date of groups in the South Wales region?


Count me in, sounds interesting.


Lissa Guillet wrote:
OK. So we've not been getting a lot on this today but I thought I'd update anyway so you guys know what to look for. I replaced remote1 today and those that were downloading a file when I replaced it will be getting not founds and should repersonalize. All of the download servers should now support tlsv1.1 and tlsv1.2 with perfect forward secrecy so that should fix people who had problems because of lowered tls versions. I've set the servers to have a relatively even distribution amongst our visitors so while speed will not improve, initial connections should improve quite a bit. For the time being we have a lot more capacity to handle the downloads so thanks for your patience everyone. I know some of this has been steadily and incrementally getting better but this should be the final stage. Feel free to let us know if you see anything else weird. After tonight. =)

Huh?

Good news is that I am just downloading the last of the bundle. So I think that means something like you fixed it. Anyhow, thank you for your work and effort.


Many thanks Joana :)


WWhat is this Hells revenge players guide people are talking about I can't find it in my list.


I am still not able to download with firefox, even after using the workaround. I am getting stuck at the personalising point. What is worse, and really starting to grind my gears is that this website keeps logging me out and sending me to a page saying "I am not a witch, I am your wife". This just isn't good enough. I paid the $25 pack and I cant even get the physical copy as postage is $60!!!! There should be very clear explanations that postage is absolutely extortionately expensive!!!


Aelryinth wrote:

I did say Pick it, not file the thing smooth and open it. And picking a lock does take a lot more time then it shows on TV. They skip past the boring parts, I think.

==Aelryinth

Actually no, it would be a very poor lock picker that broke the lock in the process. If you have tools the average padlock or house door lock can be picked in under 15 - 20 seconds, if you know how. A master one a bit longer. The lock will be perfectly functional afterwards as well.


Thanks all, yes the bit Sniggevert quoted was what made me think they did, but it was the comment about a SP not being based on a spell that made me pause as the SP in question was the Transmutation specialist force punch ability. The specific event was using that punch at range to avoid getting into the creatures increased range due to it's size, while riding on a horse. It was the first time using it as it was a middle of the night encounter after a day of heavy fighting and the only spell I had left was sleep and cantrips :-)

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Sniggevert wrote:
PRD wrote:

Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted.


Hi all, I have had a look at the rules for using a spell like ability and concentration checks. What I have found would suggest that they do require concentration checks in the same way that spell casting would, but I can't find anything concrete regarding it. Could someone clarify please with a book ref for the rule?

Many thanks.
E.


leo1925 wrote:
It's a bard archetype in the inner sea magic.

Thanks


Arachnofiend wrote:

The Dawnflower Dervish Bard is arguably the best dex character. You get dex-to-damage right from level 1, 6 level spellcasting, and an alternate Bardic Performance that buffs you to the point of competing right with the straight martials in pure damage.

Don't worry about getting Evasion as a class feature, you can just pay for it.

If you really want Uncanny Dodge, the Urban Barbarian is another great choice.

Where does it say you get dex to damage at level 1 please? I looked at the dervish dancer prestige class but it isn't in there anywhere.


wraithstrike wrote:


So basically you have to change the rules to force the rogue to be useful. That is not evidence in your favor or the rogue's.

With that aside even in core you don't need a rogue. Summon an animal to set the trap off, or just use dispel magic unless the GM is trying to force you to have a rogue in the party. Traps are normally set up in their location so you just make sure you are not in the room when it goes off.

How is playing with the core book / rules changing the rules or as someone else said earlier playing a different game? All the other books are optional extras, just because they have been published doesn't mean that they 'must' be used.

As far as the summon animal suggestion - well that is great as long as you have enough of them to cover the entire adventure, because in most dungeons you shouldn't get chance to rest and recover. Also doesn't help if traps are not one time only. For example when there is an area of a 'revolving floor' trap that revolves with anyone stepping on it, dropping them into a pit and is too far to jump. Now sending your summoned critter across sets off the trap and drops to it's doom, then seconds later the lead pc walks across the trap because it is safe now right and, oh crap I am falling into a deep spike filled pit.... A rogue on the other hand could have used disable device to jam the mechanism and everyone could then walk safely across. It sounds like your gm's have no idea how to construct traps.


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Play a game with the base book only, no trapper rangers, or bard archaeologists or alchemists. Play with an old school group with an old school GM that always ratchets up the traps to the point where in the first few levels a trap can 1 shot you. Then stop whining about how sub-par rogues are. They are only sub-par because paizo trivialises traps and the value of trap finding so that any tom dick or harry can get it with a trait. You can't get animal companions or rage or spells with a trait, shouldn't be able to get trap finding either.


Wow! Come and play at our table and you will see just how much rogues DO NOT suck! The only thing that is wrong with rogues is that Paizo trivialised them by allowing multiple character classes to get trap finding and even granting it via a trait. :( If you simply don't use all of the splat books the rogue class instantly gets it's mojo back.


SMIB wrote:

The flanking w/ranged weapon is what we all thought to be suspect. But didn't bother going to the books right away. He's often mistaken on rules details. I'm new myself, but stick the KISS method.

Would the SA damage still land from distance if Enemy is engaged in mele?

Yes he can get sneak attack at range but it is difficult to do and the basic range for it is within 30 feet, though there are some abilities that can increase that. However he can't get flank with a bow so won't get the +2 bonus or sneak attack that way. He will need some other method, stealth is one way but after the first shot the difficulty to stay hidden is huge. Another way is for another party member to cause the mob to lose it's dex bonus.

Also he will be at -8 to hit if firing into melee unless he has a clear shot - firing through another party members square grants a cover bonus of -4, and firing at a mob in melee is an automatic -4. That can be fixed by taking the feat precise shot to get rid of the -4 for firing into melee, and movement to get a clear shot - he would need to be significantly higher than ground level to shoot downwards or be out to the side or even behind the enemy lines to get a clear shot.

Rogue's aren't terrible as has been suggested, but they have to be built well, and you have to know how to play them to their best advantage. I love mine but you have to work out what you are doing. My party barbarian just charges in and uses cleave or greater cleave and smushes without much need for thought. I have to plan my movement and positioning to max my bonuses. At times I can decimate mobs with 4 attacks, flanking bonus, sneak damage etc, other times like in our last fight I was using my tertiary weapon set with no flank or other bonuses and my biggest contribution was that I didn't get hurt so didn't need healing from the cleric.


My half elf rogue was brought up in a temple to Calistria, I have tried doing the courtesan thing through in-game rp. I ended up in a Taldorian Noble's home sleeping in a puppy pile with 7 men of the nobles guard after a party (they were off duty) the other players weren't impressed in game, even when I told them that the assassins who were hired by a rival noble would have to get through the 7 guards who were in my bed and would be quite loyal to me after our shenanigans, before they could get to me, giving me time to cast shield, mage armour and then grab my swords rather than fight in the buff. Hedonism can be great fun, but only if the other players are not too prudish!


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You could also try something radical like banning books. There are a gazillion posts about how anyone can be a better rogue than the rogue class, because they use options from all over the place. Limit your game to the basic book and suddenly the rogue becomes far more interesting, without an archaeologist bard, or trapper ranger or alchemist blah blah.


There is a prestige class called Horizon Walker, where one of the powers - Terrain Dominance (plane of water) allows the person to act completely normally underwater - cast spells, attack etc at no penalty. The divine spell Freedom of movement does likewise, but is cast on an individual not on ammunition. That is the only thing that I can think of that allows normal underwater actions.


Bard or Rogue have the best range.


blackbloodtroll wrote:
Otm-Shank wrote:
blackbloodtroll wrote:
Eldmar wrote:
Tell them that what they thought was going to be a free return sea voyage turns out to be a working as unskilled sailors voyage, swabbing decks and peeling potatoes etc. That's what our GM did to us last session.
Like the British Navy did.
Except you didn't so much think it was a free voyage as were kidnapped from outside a pub in the dead of night...
Both tactics were used.

What was even more funny was that the local pathfinder Captain thought that our int 8 barbar was the leader of our group and let him sign us up for an archaeological dig in Rahadoum, without checking with us first. Our party consists of the barbar, myself as a rogue with arcane dabbling and a very devout, very anti-slavery cleric..... For those that know the Rahadoum setting, you will understand how much fun we had roleplaying telling our cleric the details after we were on the boat and in open water :-)


Tell them that what they thought was going to be a free return sea voyage turns out to be a working as unskilled sailors voyage, swabbing decks and peeling potatoes etc. That's what our GM did to us last session.


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Maklak wrote:
Personally, I'd dump 1 point into it to unlock it and on later levels get it to where I can take 10 on a DC 20 check.

As far as I understand the rules, you can never take 10 on the UMD skill.


What level are your player characters? This adversary seems quite powerful for beginning characters. Also just pointing out that a ranger doesn't get access to the sleep spell, so he would need a good UMD and either a scroll or a wand. Either way he wouldn't be doing it stealthily as there are verbal and somantic components. Also the sleep spell has a full round casting time meaning that the npc would begin casting it on his initiative of round 1, but would not complete the casting until his initiative on round 2. All the while verbally casting and waving his hands around in arcane gestures. I would give the pc on watch a good chance to see / hear this.

Also, as well as the ranger not having the spell, neither would a rogue, and neither would they have the ability to 'put' the spell onto an arrow. Only an arcane archer could do that, which would require a minimal level of 7 for the ranger or 9 for the rogue, and that is only if you chose a cheating race with sleep as an arcane spell like ability as part of the race package. That would be a little high for a beginning party, unless they start out at higher levels. Finally the arcane archer would only be able to attach the sleep spell to a single arrow, and would only be able to fire that single arrow and not use manyshot.


The street magician looks pretty awful to me, it takes away many of the most important rogue abilities and replaces them with a much smaller number of very meh abilities. You would be much better simply being a caster and dipping rogue if that is really what you want.


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Me too, I think that they are thoroughly underestimated, and if played correctly can be a great deal of fun. I don't go with the common opinion you will find here that unless something is optimized to within an inch of it's life then it is useless. I like to play for fun. In our game several sessions ago, we were in Taldor helping a minor noble and staying in their mansion. Like the good little follower of Calistria, my rogue spent a considerable amount of time wrapped up in a 'puppy pile' of virile male guards and servants. Of course the fact that the assassins would have to get through my locked chamber door without alerting any of the men in my characters bed and have to fight through all of them to get to me had nothing to do with it. The cleric in our group was not amused, and our other party member a barbar thought it quite funny.


Also composite bows are not made from a single piece of wood, but multiple strips of wood, held together by glue and lacquer. If a comp bow gets wet such as from being submerged then it will fall apart. They should be kept in a special water tight case like a scroll case but designed for the bow.


Why arcane trickster? Poor BaB, low HP, class abilities not that great. The Arcane archer has good BaB, good HP, decent skill points and only loses 3 caster levels. The class abilities aren't too shoddy either. Also it will be much better in melee combat. Just because it has archer in the name - the BaB and extra HP will apply when attacking in melee as well.


You could take a level in Wizard, and then aim for arcane archer, you will get some half decent casting abilities and keep your bab etc up too. As there are no arcane casters in your party then your all be it limited arcane spells will be handy


Some prestige classes actually require a profession skill, an example is pathfinder chronicler from the main book. It lists profession: scribe 5 ranks.


Out of curiosity how old are you and the rest of the players. At just age 11, I think that this kind of thing should be encouraged - reward a child for A) reading up on any subjuct, B) actually going to the library to do real research and learn things. These are great skills that will stand him in good stead as he grows up. Deffinately something to be encouraged! Perhaps getting him to make an appropriate knowledge skill check before he uses the knowledge in game and shares it with others. I would give him a bonus to the check as well. But then if he fails the check and uses the OOC knowledge - penalise his exp and explain to him why.


Do you by aany chance have a vacancy for a new cabin boy on the ship?


Thanks Wasum, I get it now. No you are spot on, neither the barb or our cleric is optimised, I guess I have tried to make a build to cover as many of the gaps as I could.

Will take another peak at AA now when I get 2 minutes.


Nothing wrong with the maths, I meant I have no idea what it is as I have never seen it worked out like that before. Not meant as a criticism or anything, it is just totally new to me to see it. I got the 2x as I make two attacks but this bit (0.05*11*8*(1+0,1)) I haven't the faintest clue what it is :)


Sorry should have been clearer about the feats; I plan on taking 2 consecutive levels of fighter and then the rogue. I will get 2 feats at level 5 (1 norm and 1 fighter bonus) then the fighter bonus at level6, the normal feat at 7 (rogue level) and at level eight combat trick. I have kinda micro managed it down to getting something every level like that.

XP is the standard (medium) one in the core rule book. I had been thinking of increasing dex at level 8 for the bonus to hit, reflex, skills and AC, with the charisma increase at level 12. We suck at ranged combat, I am the only one with a ranged weapon in the group, and I use a hand crossbow (which I conceal with slieght of hand) Pretty much all our fights so far have happened at close quarters, with a move or charge action getting you into melee so in terms of ranged attacks - precise and point blank become pretty important in that setting. :-) As for flying - well I can't see that happening at all - maybe at end game but not really. In our last game of D&D we ended up flying dragons as mounts, but it just became a power gamers wet dream, and so we ended the campain. Now we are doing something far lower powered, with just the very basics.

I really liked the dragon disciple, but the lack of skill points will make things tricky - four per level will let me max Stealth, Perception, Acrobatics and Disable only. All the knowledges, performance and social skills then go out the window, so we will not have anyone to cover those areas. But +4 to strength, +2 to con and intelligence are neat, and with the caster level bonus, a 4/4/2 build with 10 DD would give me a caster level of 12 and 4th level spells as well as decent fighting ability. I will meet the pre-req's for DD at level 6 so could take it then, just need 1 more rank of knowledge arcana at level 5.


I have no idea where that math comes from so I will just agree, it seems about right as with the average mob I kill in 2 hits and the barb kills in 1 hit. But then that disparity was always going to happen when you compare a full bab melee with a 3/4 bab melee, even more with the fact that his strength is 12 higher when he does rage. I am not arguing that point. Her initial concept was a sneaky socialite, using seduction and charm to get access to the enemy plans, or climbing walls and in through windows, not as a front line fighter :-)

What I am saying is that we can't get by with just 1 melee - in one fight we were out numbered by 4 to 1! Our cleric has a 13 AC from studded leather and no shield as she uses a pole arm. With an attack of +3, so she is even further behind me in the melee stakes. My AC is 16 without a shield, and I make 2 attacks at +3 or +5 with flank which is more often than not. Plus I have quite a few more hp than the cleric. My main focus at the moment is letting the barb smash his way through the mooks while I use acrobatics and speed to get to the enemy caster in the back. The cleric usually stands behind and burst heals while the barb and I fight, she throws aid and the like at us so we get a bonus to hit.

In one fight with 2 vargoille's both the barb and the cleric failed their saves, and I had to try and fight while using the countersong to try and end their paralysis. So while I understand the value of the spells, and will be intending on using them when I get them, at the moment I have to focus on us staying alive - one of the reasons I have cure light is so the cleric can cast aid / bless / command etc without panicking over healing. I think the cleric player might be taking a fighter level for level 4 but I hope not. I will find out at our next session as we levelled to 4 at the end of the last session.

Soundstriker isn't in the basic book unfortunately so not available to us.


The barb has a strength bonus of +5 giving him a +7 for the greatsword. He does get +10 on the very rare occasions he does rage. Our cleric has had really bad luck with the dice rolls and has something like 12 str, 10 dex and con, 12 int, 18 wisdom and 14 or 15 charisma. She definitely has no con or dex bonus and a +1 to hit and damage, so combat wise she is miles behind in HP, AC and attack bonus.

Yes - I am aware of the fact that I have a lot less hit points than the barbarian, or a fighter or ranger, but I get the same as a monk, and the same as a cleric. Plus I get a con bonus and our cleric doesn't so that actually gives me much more HP than the cleric. The decent buff spells are haste, good hope and rage, I wouldnt have those yet if I had stayed a pure bard, but when I do, then yes I will definitely be using them. My current spells are sleep, cure light and identify. Sosleep helps in the bigger number of mob fights but otherwise none are that useful. Starting out with inspire courage for the +1 is the best buff I have - even had I gone pure bard. There is no point comparing my build to what could be done by other classes or builds, this is what I have to play with and what I need to try to optomise.

If you read my first post you will see I gave a detailed breakdown of the character levels stats etc. Umm Arcane archer does give good skill points, but I dont have the feats for it until quite late in the game, so not really thinking of taking that. The trickster is just too weak IMO and would make a bad choice for a frontline melee, but I think shadow dancer will prob be pretty decent if I take 2 levels for dark vision, improved uncanny dodge and Hips . My final build is looking like 8 bard / 7 rogue / 2 fighter / 3 shadow dancer. Or 1 fighter and 4 shadow dancer. More cool abilities, but delays my feat aquisition.

In the last combat we were fighting a 'thing' with a claw claw bite attack I took all 3 as I got its agro from the barb and still had more than half my hitpoints left after a full round attack. It was a single mob so the cr was higher than our level and it had DR 10/magic which is why it focused on me with my wand of magic missiles :-(

In terms of fighting, we had at least 9 battles in a single day, a couple were easy, several were tricky and a couple of really hard ones. The hardest 2 fights became easy when I used our scroll of grease on 1 sorcerer and charged the second caster - divine I think, using acrobatics to get past his bodyguards. The casters dealt with, we were able to mop up the body guards, the barb and cleric in the front and me coming at them from behind.


Wasum wrote:

I'd focus on support. This character will not bring anything to the battle as TWF'er.

Get to bard 7 as soon as possible.

Wow, great advice, if it were true. Ok just so you guys know, with a combination of acrobatics, and tactics, I get sneak attack a fair bit, and in most fights I am usually not far behind our barbarian in kill count and sometimes take the lead. So as far as melee combat goes, she is currently fairly decent. Remember that this is a low magic game, so the item creation feats are mostly going to be a waste as well.

So far we have had a trap heavy game - some were really fun ones as well, and there have been multiple locks for me to get to grips with. In most of our adventuring I am on average 20ft in front of the barb and cleric, stealthing ahead and taking down the traps so letting any of the roguey skills fall below max is obviously a no no. And the rogue side was always the primary class, with bard just for the knowledges, some useful low level buffs and songs. The only reason I took bard over sorc or wiz, is the casting in armour ability meshes nicely with evasion and the extra skills and knowledges.

Ranged combat is on the cards and I have plenty of feat space to pick up point blank and precise shot, but that wont be for a few levels yet. My next couple of feats are improved initiative and mobility at level 5, Spring attack at 6, combat expertise at 7, whirlwind attack at 8, combat reflexes at 9 and then 3 levels of shadow dancer.

I think she is going to hold up well, sure she will be less effective than our barbarian with his 24 strength, but I will still be playing with a 15 Bab, and with TWF and all other penalties and buffs my attacks will be 21/21/16/11 at level 20. Which combined with catching mobs flat footed / flanked in most fights means I will be hitting for a D6+1 +4D6 sneak so 5D6+1 compared to the 2D6+9 from the barb, giving me a range of 6 to 31 and him 11 to 21 damage per swing. Now please explain how I will be useless in a fight?

Following that with maxed UMD, traps, perception and stealth allows me to function fully in the rogue role, with multiple knowledges, some maxed some not, a maxed bluff and sense motive for the social side making this a very capable alrounder - yes it isn't optomised for max damage, nor does it probably meet the standards of having every class and any magic item you want for true munchkinism - but then this isn't a munchkin game. It is a bunch of grown ups playing 3 dimensional characters as opposed to 1 dimensional and useless at anything outside that 1 dimension.


To be honest the bard abilities haven't really gripped me, 1 versatile performance gives me what I need, 2 would be a bonus but after that I already have points in the skills they cover. Soothing performance is looking good, but after that there is little of interest. Plus the spells of 5 - 6th level are not so great. Party buffs at level 3 are probably the best for the group, with greater invis at fourth. My main interest is to be a competent TWF backing up the Barb, get the traps etc, plus provide some arcane and healing support.

The extra feats and talent from the fighter and rogue levels will really help in combat, plus give a much better BAB. With only 3 players We can't have 1 front line fighter and 2 support toons. I need to keep as combat effective as possible whilst still being able to do rogue stuff in a trap heavy, tactical and recon heavy game.


Hi all, looking for advice relating to character advancement. Here is some background firstly.

Relatively new game - couple of months only. 1 reasonably experienced player and 3 new players with the pathfinder system. Many years of other RPG systems though. Basic core rule book only. Stats rolled. Currently level 4. Very low magic setting currently - a wand of CLW, wand of MM, Grease and FF scrolls and a potion of bulls strength. Just got our first magic weapon - a minor axe.

Party comprises a barbarian who got really lucky with stat rolls and is a pretty solid though basic THF. A cleric of Shelyn and myself. No archetypes, no traits, no splat books.

Character background - daughter of a female Varisian pickpocket and an Elven travelling minstrel. Father did a runner after finding out about the pregnancy, mother died in childbirth. She was dumped in a basket on the doorstep of the nearest temple immediately following her birth. Turned out to be a temple of Calistria. With her good looks she was initially trained to be a courtesan, but as she grew older her genetics came to the fore and she became a very charismatic and agile young girl. Her training changed and she was groomed to be a spy / agent of vengeance.

Race: Half Elf.
Level: 4.
Class: Rogue 2 / Bard 2 (both favoured)
Party role: dungeon scout (barbarian covers wilderness survival), trap springer, arcane caster, face, 2nd melee, 2nd healer, knowledge gal.

Str: 12, Dex: 17, Con: 14, Int: 14, Wis: 10, Chr 15.

Skills: DD / Per / Stealth / Acro and UMD maxed, multiple ranks in knowledges, performance, spellcraft etc.

Feats / Talents: Weapon finesse, TWF, Dodge.

Now then here are the questions.

I was aiming for taking rogue 4/ bard 4 to get AT, then after maxing AT taking the last 2 levels as rogue. This gives me fairly decent spell casting - as the only arcane caster in the party, but it seems lame as the second melee, as I will be too squishy..

Shadow Dancer fits the initial theme of the toon, and comes with some very nice abilities but will leave minimal arcane caster support with only level 1 bard spells. Though thematically this is my favourite choice.

Dragon Disciple is rocking the hit points and with the stat bonus, armour bonus, and bloodline powers, plus the increased caster levels to help cover a lot of buffs with 3rd level spells like haste / rage etc melee and arcane caster role is covered. But, thematically it doesn't seem to fit right, plus with only 4 skill ranks per level, my ability to function as trapper / scout / knowledges will be massively hindered.

So Should I take either? My other plan was take 12 bard levels for level 4 spells and soothing performance, 4 rogue levels and possibly 4 fighter levels. The fighter levels will get me 3 extra feats, some extra hit points, weapon and armour prof, and importantly armour training - the reduction in armour penalty meaning I can wear a masterwork chain shirt with no armour penalty.

So what say you all? What path is better given the huge variety of roles my poor half elf is covering?


Why start afresh with new characters and a new story? Why not simply create a new story for the current characters?


Some of the talents are pretty good. You only get to chose 4 normal talents anyway before you get the advanced ones at level 10. So Combat trick - a free combat feat, Weapon focus - oh another free combat feat, weapon finess - useful for the dex builds. That leaves you with either 1 or 2 to chose. Surprise attack is pretty nice as it lets you ignore dex bonus to AC even if you lose the initiative in the surprise round. That leaves possibly 1 talent to chose...... There are several other decent ones. As for advanced feats - opportunist, improved evasion, skill mastery. Dispelling strike is pretty nifty for debuffing in big boss fights.

I think the real issue behind the percieved 'weakness' of the rogue class is that people dont realise what they are and what their trole is. The class is not meant to be the main front line fighter type. It clearly states that the rogue is a support class. The rogue does a lot of different things reasonably well but does not compare to a specialist in any area.


Lord Twig wrote:

Eldmar, you may have missed the change from 3.5, but in Pathfinder skill points from Intelligence is retroactive. Also you get skill points from magic items like a headband.

So at 20th level a Wizard starting with 18 Int will have an Int of at least 29. So that's 12 skill points per level including a favored class bonus.

20x12=240

Oh, sweet, where does it say that in the core book please? I bumped my rogues int - we hit level 4 after our last game session. I can get an extra 3 skill points.


Jeff Wilder wrote:


It's not often it's worth a feat for Alertness or Skill Focus (Perception), but this might be one of those times.

I assume you're not a half-elf? 'Cause, if so, Keen Senses and Skill Focus (Perception), plus your 3 class-skill ranks, plus your Trapfinding ... +12. Take 10 FTW on most low-level traps.

Yup I took HELF. But I put my free skill focus into UMD, and it has really saved our bacon twice now so no regrets. Plus - we rolled stats rather than bought them and I ended up with a 10 wisdom so no stat bonus to perception. Even with taking 10 my skill is too low (9) to get DC's over 20 without a roll of 12+


Well assuming that the rogue has a higher than 10 intel - my rogue has a 14, so I am getting 11 skill points with the favoured class bonus. A wizard with a starting intel of 18 gets 7 so that is 4 points less. Even if they put all 5 level up points into intel that would only net them an extra 2 skill points, getting them to 9 at level 20, which is still less than the 11 that my rogue is getting from level 1. Even with a 2 point difference that equates to 40 skill ranks over 20 levels, but in reality it will be much more than that as the Wizzy is only getting 1 extra skill rank at lvl 8 and 16. My rogue will net 62 more skill ranks than a max intel wizzy at level 20.

Wizard: (7*7) = 49 + (8*8) = 64 + (5*9) = 45 for a total of 158

Rogue: 20 * 11 = 220

Sure versatile performance makes a huge difference in the skill points a bard gets, but remember several of those skills overlap. A bard can get a total of 5 versatile performance choices but with the overlap you get;

Act (bluff / disguise),
Oratory (diplo / sense motive),
Dance (acrobatics / fly),
Percussion (handle animal / intim).

So if we work on a 14 intel just like my rogue and taking into acount VP;

lvl 1 = 9, 2-5 = 11, 6-9 = 13, 10-13 = 15, 14-17 = 17 and 18-20 gives you 19. Total skill points = 290

So a bard does indeed beat rogue in skill points by a whopping 70 skill ranks at level 20 - as long as equal int bonus..


We have just been running Crown of the Kobold King, plenty of pretty nasty traps in there. Some my rogue was able to get, some I didn't. There are several traps with a perception DC greater than 20, which can be pretty tricky for a level 3 character with an unfortunate score of 10 in wisdom, and a penchant for rolling less than 4 on a D20 at least 60% of the time :(


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Roberta Yang wrote:


Indeed, we should stop trying to shore up the rogue's weaknesses and focus on the rogue's positive qualities, which are as follows:

> Almost as many skill points as bards and wizards

> Doesn't have a d6 hit die?

> I'm drawing a blank here

Rogue 8, Bard 6: 8>6 = win for rogue.

Rogue 8, Sorc/Wiz 2: 8>2 = win for rogue.

Even with an 18 int the Wiz gets 2+4+1(favoured class) = 7. A Rogue would need an 8 intel to get the same.

The problems with the rogue class stem purely from all the splat books. If you use purely the core players guide then nothing comes close to doing what the rogue can do. Rogue is the only one of the core classes that gets disable as a start. It has the highest number of skill points, with the Bard only taking over at higher levels due to versatile performance - which is pretty fruity, but has got a massive overlap with the skills that the performances cover. Personally I find a well built, well played rogue can be a massive boon to any party. Generally it is only when you make one thinking that you are going to be the uber killing machine that you get dissapointed.

Rogues are support characters, they can easily cover ranged, traps, scouting, melee, be the socialite and via umd be a useful wand / scroll user for buffs and healing. Hell in the last game session we played my level 2/1 (rogue/bard) used a magic missile wand to kill a mob that had a fairly hefty DR/magic and we had no magic weapons, so things were looking pretty touch and go. In a previous session our cleric was on negative hit points and I was able to umd a wand of cure light to get him back up (pre bard level).


Roberta Yang wrote:

Regardless of your point-buy, by second level bards are functionally getting 8+Int skills per level due to Versatile Performance. This continues to scale up through 14th level, when they start getting 11+Int skills per level, and that's counting the four different Performs you're maxing as only one skill.

How are you maximising your multiple perform skills as if it were just one skill? What have I missed? Our game uses only the standard players guide, no other material. I could save a lot of skill points if that is in the base book!


I quite like the idea of using the major magic talent to pick up the mage armour spell. It lasts for 1 hour per level and can be used twice a day, so even at level 4 that covers 8 hours of adventuring. The +4 to AC would be really useful and as far as I understood it, there is nothing in the spell description to stop it stacking with light armour. So with an 18 Dex and leather armour you are looking at a 20 AC before you add things like dodge or magic items into the mix.