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First thing first, thank you both for the suggestions!

I forgot to mention, but we're restricted to "Core" only books, so Core, APG, ARG, UM, UC.
That cuts off the Divine Fightning Technique Feat, but not the Spirit Guide Archetype wich i completely overlooked and seems a really nice choice actually.

Thanks again!


Hi folks,
i'm in trouble.

I've to build a Full Caster Oracle (8th Level) for a Player of mine who has a great Background Story concept but little Game Knowledge.

Right now what we have is a Dual Cursed - Haunted/Tongues - Dark Tapestry Oracle with the following Stat Array:

11 (1) -> 11 (Mostly for encumbrance)
12 (2) -> 12
12 (2) -> 14 (+2 Belt)
12 (2) -> 12
10 (0) -> 10
17 (13) -> 23 (+2 Human, +2 Headband)

The problem i'm facing is that the Oracle spell list, which is great in terms of versatility, seems to me lacking options to be of use during combat situation exept for very few spells wich are SaveOrDie mostly.

There are a lot of Threads about Caster Oracle (and Guide also), but i can't really see how they could work out in combat situation. So i'm here asking for suggetions to avoid building up a character wich spend most of his in combat time doing sub-optimal things.

Thanks in advance.

R.D.


Thank you guys


Hi guys.

Here building a Pally and asking myself. What if i take UMD (maybe with the +3 of the Focused Study human alternative trait)?

It seems a good skill to take in terms of versatility, considering also the high CHA of the class, but maybe is not so strong for a 2 handed melee character.

What do you think?

Thanks in advance!


As alredy being said, trip doesn't provide a condition to sneak attack, but you can combine it with a feint build, to get Sneak AOO.

Human Swashbuckler/Scout Rogue, FCB Extra Rogue Talent (starting at 4th level):

Feats

1: Improved Initative
1 Bonus: Combat Expertise
3: Improved Feint
5: Improved Trip
7: Combat Reflexes
9: Greater Trip
11: ?

Talents:

2: Finesse Rogue
4: Weapon Training - Rapier
6: Combat Trick - Surprise Maneuver
8: Combat Trick - Greater Feint
10: Opportunist
10 Bonus: Crippling Strike
12: ?

At 9th level you can Feint/flank an opponent and gain the benefits of Surprise Maneuver to Trip him (also ignoring the Dex Bonus to CMD if you feint). Thanks to Greater Feint all your AOO caused by the tripped enemy ignore the Dex Bonus to AC resulting in Sneak Attack.

Not an optimized build but i think it could be fun.

CMB (Trip) Bonus at lvl 9:

Bab: +6
Dex: +5
Trip Feats: +2 (improved) +2 (greater)
Weapon Ench: +2
Surprise Maneuver: +5
Tot: +22 (+24 if you flank)

Average CMD by this level is around 32, let's say 30 without Dex Bonus, resulting in an average 60% chance of success.


Rennaivx wrote:
I'm not an expert, but I don't see why it wouldn't work. The first specifically says you can use Bluff instead of Intimidate to demoralize a foe, and the second specifically says you're using Intimidate to demoralize a foe. Sounds like it could be a fun character. :)

Thanks, i'm also the idea it will work, i just wanted to be sure because with all the "specific overwrite generic" rule one can never sleep good.

Thanks again


Bump


Hi guys.

Simple but not so obvious question (for me at least). Can i combine the following things?

Paizo wrote:

Taunt

Prerequisites: Cha 13, Small size or smaller.

Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.

Paizo wrote:

Bravado’s Blade (Ex)

When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.

This ability replaces trapfinding.

Thanks in advance


Hi guys,
a question comes to my mind after reading the sound striker bard archetype from Ultimate Magic.

In particular i'm wondering about the Workstrike ability:

Ultimate Magic wrote:

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

This performance replaces inspire competence.

The question is if it is possible or not direct the damage towards a weapon (or shield) an enemy is holding?

Thanks in advance

R.D.


Harley Quinn X wrote:

Sometimes they will have a rough go of it. Dawn of the Scarlet Sun is fairly notorious for it being rough on the Pregen iconics, due to several factors like damage reduction that few of the PCs can deal with effectively. If you're planning on running a module, maybe skim the comments on the product page for hints as to whether the pregens can cut it.

I'd say that they are usually able to get the job done, but some may have a rough time of it.

Many thanks

R.


Hi guys,

just wondering if the Iconic Characters that are presented at the end of a Pathfinder Module, are able to run it from the beginning to the end. Obviously i know they're not optimized so it would be easier to do that with a well composed party, but i'd like to know how much hard could be to play as them.

Thanks in advance.

R.


1 person marked this as a favorite.

Wow, so many replies.
Before i say everything let me thank all of you for the answers.

For what i can tell by now we are at risk in falling out oof the topic starting a classic "Rogue sucks" thread.

About what i collect by now i can tell that:

1) Going for a single weapon is better than going whit TWF due to hit penalties. Not a great news but still an important factor.

2) If you play in a high optimized contest or with a strict DM, you'll have an hard life with the rogue even having great system mastery.

3) For a Rogue it is mandatory have the party work togheter. It is important for every class but even more for the Rogue.

4) Out of Combat despite not being the best at skills we could be usefull specializing in those skills in wich the other members lack.

5) In combat we shoul have other option than flanking-damage.

What about other ways to be of some use in combat like for istance Intimidate, Disarm, Dirty Tricks, ...? Maybe someone has tried a Disarm/Trip/Dirty Tricks build? How does it scale against CMD?


Thanks for both your replies!
Beware, i'm not trying to save a class, i'm just trying to collect experience for players who whant to play a Rogue (now or when PF Unchained cames out). I think by what i read now that you both agree that a rogue is unable to keep up with the damage of other classes (and i think that is part of the class flavour).

So, for those who have played succesfully a rofue, what is the strateguly they adopted to remain useful and not outshined in and out of combat?

About the "out of combat part" which skills must be trained until a certain point (or trained at all), or to what extend Trapfinding is useful for magical Traps?

Thanks in advance


1 person marked this as a favorite.

Hi guys.

I've read tons of thread about rogue building,rogue issues and so on but i've found a lot theorycrafting and not that much personal experience.

The goal of this post is to collect some real play tips, like for instances, the trouble you found in your adventure with a certain build (i.e. "TWFighting i found myself in trouble after reaching level X due to ..." or "I think is a good idea spend some skill points in Y because ..." or again "Having an Improved Maneuver is a good/bad idea after/before ..." and so on).

I think it could really be useful to learn wich tactics are good to apply, wich enemies cause the biggest problem, wich stats/skills/feats are handy to have and other things like that.

That because the large majority of the threads i read seems to think that to be good as a rogue you must have an optimized build (and the general consensus is also that there isn't such a build for a class like the one we're talking about). With this thread i hope we could group suggestions and tips&tricks to show that play a rogue could be viable, fun and revarding, even though they're not a strong class.


Claxon wrote:

See this [url=http://paizo.com/threads/rzs2qifj&page=last?Greater-Feint]thread where it is discussed with no conclusion.

If this is for PFS I would suggest you only take the feat if you okay with the more conservative interpretation (ie. that they target of greater Feint is only denied dex to AC versus you). If this is for a home game ask you GM how they interpret the feat and proceed from there.

Thansk i'll talk it throught with my DM.


Donovan Donovan wrote:

Rather than Sohei Monk, consider taking the first level in a Divination Foresight Wizard.

You retain the ability to act in the Surprise Round and gain access to Cantrips and first level spell (True Strike cames to mind). Beside you also gain the Wizard spell list so you can make most of UMD without the check.

The Prescience power of the Foresight school could be used to know in advance if your Trip attemp could work.

Doing so you lose the Bonus Feat of the Monk and a +2 to Fort Saves.

While the second hurts a bit, i think it's a nice deal.

D.D.

Thanks for the interesting suggestion. It seems to me that Wizard/Rogue fit better my concept than Monk/Rogue, and seems also more powerful thanks to the UMD bonus!


belmondo_89 wrote:

Assuming that this is just an enhancement of the feint ability, so that it only works for the feinter and not for every one in the party who strike the feinted enemy.

Are you sure it does remove the bonus only for the feinter? As far as i'm reading the feat, i'm quite sure it is designated to remove the Dexterity bonus to AC (i agree that it doesen't remove the DEX bonus to everyting) for everyone and ALSO for the next attack of the feinter.


belmondo_89 wrote:

Human Sohei Monk 1 / Rake Bandit Rogue 11:

Single-wielding a Rapier and using a Shield

STR: 8 (Base)
DEX: 20 (15 Base + 1 4th, 8th, 12th level)
CON: 14 (Base)
INT: 14 (Base)
WIS: 14 (Base)
CHA: 10 (Base)

Init: 9

HP: 85 (With 4HP thanks to Favored Class Bonus)
AC: 15
ST: 9/14/9

BAB: 8/3
CMB: 7
CMD: 22

Skills Points per Level: (7 Monk, 11 Rogue)

Feats:
Monk-Bonus: Improved Unarmed Strike
Monk-Bonus: Combat Reflexes
1st Level: Improved Initative
Human Bonus: Combat Expertise
3rd Level: Improved Feint
5th Level: Improved Trip
7: Iron Will
9: Greater Feint
11: Great Fortitude

Rogue Talents:
2: Weapon Finesse
4: Weapon Focus
6: Offensive Defense
8: Feat: Greater Trip
10: Crippling Strike
10 Bonus Fav.Class: Opportunist

You're right, i like it. With the standard items it seem an effective build, and also not so fragile. I think i'll give a try to it!

What about being a Goblin instead of Human to take advantage of his favourite class bonus?

Paizo wrote:
Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.

They also have very nice racial modifiers and Darkvision!

Thanks a lot!


Flawed wrote:
The point of dipping sohei was to get devoted guardian so you can always act in the surprise round not to get flurry. Devoted guardian + Ambush is a great combo if you like to get the drop on people or don't like being ambushed. It also adds all martial weapons should you want more options there along with a single bonus feat that could be mounted skirmisher should you choose. It has merits for builds beyond flurrying in armor.

I like a lot the concepts Sohei/Bandit. It gives just a -1 penalty to Bab (wich hurts) but grants great versatility.

Act in the surprise round is always a bonus. Then you can choose if flurry (SA aids increasing attack damage) or going with just one weapon avoiding penalty. And i'm starting to like the idea of doing a combat maneuver in the surprise round.

Do you think that a Trip build is too hard to pull off because of the increasing of the monster's CMD?

Belmondo_89 wrote:
For a Trip build you can also look at Disourientin Maneuver feat, since Trip will became harder as you advance. Fury's fall would be grat too, but it is not part of the material allowed (as the use of a Wayfinder with a Dusty Rose Prism). Maybe talk with your DM.

Disourienting Maneuver is nice but the Dodge prerequisite kinda hurts. I'm alredy feat starved. As you say before Fury's Fall and the Wayfinder could really help but being outside the PRD are not really an option.

Thanks a lot for the help!


fretgod99 wrote:
Yup. If it applies to an attack roll, chances are it applies to a trip, disarm, or sunder roll (because those are attack rolls).

Thanks. This is great.

fretgod99 wrote:

Also, all this theorycrafting got me to thinking that a Slayer focusing on feinting and vital striking with a Greatsword might something of an interesting build. Not really relevant here, I'm just thinking outloud ... uh, by typing things ... on the internet.

Shut up. It makes sense to me.

Slaye are something Rogue should have been from the start, so i think it's still relevant at least for future readers :)


Ninja is a solid class, i admit it, especially for the Vanishing Trick. The issue with it is that it's a bit peculiar in term of characterization, not fitting very well my idea of fantasy-world character.

About the flanking buddy i think the barbarian in our group can be a solid choice. In absence i can also count on the summoned monster of the wizard, so i should be able to flank 8 times out of 10. At least i hope so.

Just a question. Flanking bonus, apply to CMB using the weapon (such as disarm, trip, sunder ...)

Thanks again


AndIMustMask wrote:

A few rogue builds of my own (while not TWF users) that seem fairly well-rounded.

The first build is really an interesting one. I didn't know of the existance of the Dimensional Dervish feat (and its prerequisites) but surely it's a really cool way to build a character. It's a bit feat intensive but seems it will bring a lot of fun at the table.

Going for it at low level seems sadly a bit difficult since until 13th the build potential doesen't fully shows up. And the fact that Dervish Dance is out of the PRD is problematic.

But still i like the build :)

Thanks also for the advices. I've almost decided to avoid the TWF-Route due to its "to hit" penalties.


blackbloodtroll wrote:

Underground Chemist Rogue, with a few Alchemist levels, probably Vivisectionist, and two weapon fight with Splash Weapons.

You will be able to Quickdraw them.

Is the Underground Chemist able to draw alchemical items with Quick Draw thanks to his Chemical Weapons ability? Cause Quick Draw says "Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat" and i'm not so sure that the statement "an underground chemist is able to retrieve an alchemical item as if drawing a weapon" is enough to overcome it.

But if possible i find it a really good idea for a build.

Concernig the build creation we are allowed to use only the matiarl from Paizo PRD and a 20 point-buy sistem, but all the build posted can be rearranged in term of point buy with no problem, so i'll concentrate on the ideas :)

THe build posted by Flawed is peculiar. I never thougt of using the shield as a second weapon. Seems viable and versatile, i will look deep into it!

As i said earlier i like a lot the Monk/Rogue build posted by Rynjin, even in its variant form without monk level, maybe yet pairing it with the Bandit Archetypes for taking advantage of the Ambush ability (to start Dirty Trick or Trip in the surprise Round, so that opponents CMD won't benefit from DEX).

What do you think about something like:

Rake/Bandit Human Rogue Lvl 8:

STR: 10
DEX; 20 (15 Base, +1 4th Level, +2 Belt)
CON: 14
INT: 14
WIS: 14 (13 Base, +1 8th level)
CHA: 10

HP: 55
AC: 26 (5 Dex, 3 Mit. Buckler +2, 6 Mit. Chain Shirt +2, 1 Ring of Protection, 1 Amulet of Natural Armor)
ST: 6,13,6 (Cloack of Resistance +2)
Init: +9

Favored Class Bonus: Skills for the first 4 level, and then +1/6 Rogue Talent (so at level 10 we get 2 Advanced talents)

Melee: Rapier +2 -> +14/+9 - 1d6 +2 // 5d6 +2 if SA
Trip CMB: 6 (Bab) +5 (Dex) +2 (Weapon) +1 (W. Focus) +2 (Gauntlets) +2 (Improved Trip) = +18

Feats:
1: Improved Initative
1 Bonus: Combat Expertise
3: Improved Feint
5: Improved Trip
7: Combat Reflexes

Talents:
2: Finesse Rogue
4: Weapon Training - Rapier
6: Offensive Defense
8: Combat Trick - Greater Feint

Other Gear:
Boots of Elvenkind
Circlet of Persuasion
Gauntlets of the Skilled Maneuver (Trip)

Skills (some):
Acrobatic +21 (8 Ranks, 5 Dex, 3 Class Skill, 5 Boots)
Bluff +16 (8 Ranks, 3 Circlet, 3 Class Skill, 2 Rake)
Diplomacy +16 (8 Ranks, 3 Circlet, 3 Class Skill, 2 Rake)
Intimidate +14 (8 Ranks, 3 Circlet, 3 Class Skill)
Perception +11 (8 Ranks, 3 Class Skill)
Stealth +16 (8 Ranks, 5 Dex, 3 Class Skill)
S.O.Hand +16 (8 Ranks, 5 Dex, 3 Class Skill)
UMD +16 (8 Ranks, 3 Circlet, 3 Class Skill)

Feinting and Tripping we should be allowed to make an Sneak Attack of Opportunity when the target stand up with also a free intimidate thanks to the Rake ability.

Obviously we don't have to Trip always, because Flanking and Feinting could also be a decent way of dealing with most enemies. Trip, Intimidate and later Crippling Strike will allow to debuff while still doing some damage.

Don't know if this build could work especially because of the weak saves (Iron Will, Grat Fortitude and Hard Minded will help a bit later).

Again thanks for the big help you're giving me.


Lemmy wrote:

I don't think the OP is even following this thread anymore...

Hi guys, sorry but due to work i've been away from the forum.

Now i've read all the material up to here and i start saying you're really a big help for me.

I appreciate also the suggestion as "don't play a rogue but look for X or Y instead". Ok, they doesn't answer my original question, but as i said, i'm quite new here, so i appreciate any kind of suggestion even for my future character (as i said now i'd just try to play a rogue, kind of nostalgia play) and most of all because you surely had some experience i don't have and just don't go around the forum writing something like "rogue sucks" in all the post you find about them.

About yours other suggestion, i can say the majority of you agree that TWF is not the OPTIMAL way to go. Viable but really hard.

I've looked at the Monk/Rogue build posted by Rynjin and it seems quite a nice way to go with TWF.
Looking the build, i was wondering how could it work mixing a Sohei and Bandit archetypes just to have the possibility to act in the surprise round and try to Trip/Dirty Trick or similar the enemy guy i'm facing, so that we can take advantage of him being unaware (if he doesen't spot us obviously).

Other way to go TWF, as for the classical dual-wielding shortsword/daggers, seems still viable (looking at CR encounters by level) but i agree quite hard to pull off, due to cost of weapons and difficulty of recreating the optimal condition for flank/sneak attack. So with a TWF build i still like more the idea of the Unarmed Strike One (Vivisectionist would be better but, at least for now, i'll stay with the rogue).

Obout the two handed build, as i said earlier, i've seen in another post (Ladies and Gentlemen ....) a lot of them and all seems to work quite well, but those are not the build i'm looking for by now, just because of flavor, no more, no less.

What is intriguing me also is to go with just one handed weapon (rapier) and going for a debuffing build (feint, dirty trick, disarm, intimidate, crippling strike), so that we can still do some damage thanks to sneak attack (at least at not so high level), but we still be useful even without it. We could afford a better "to hit" due to the lack of penalty, have a better AC thanks to the use of a shield and also build a better rounded character. I'll try to post my idea as soon as i pull it out of my mind, so we can see if it could be effective and fun, or just a waste of time.

About that build i've a question. If i attempt a dirty trick with the hand in wich i'm holding the shield (buckler), i'll loose his bonus to AC for that round as if i'm casting?

By now, thanks again for your effort. I really appreciate it.


ElementalXX wrote:

Its viable altought underwhelming probably

You know slashing grace dont work on shortswords right? you need sawtooth sabres for this

Yes i know and it was a concession from my DM wich i forget to say.

Thanks for the tip :)


Thanks agai for the effort.

Some answers:

Thac20 & Fruian wrote:

... Butterfly's Sting ...

Butterfly's Sting is an amazing feat and i like it a lot in a situation as the one you described. It is on a "Non Core" Book, so i'll have to ask my DM, but thanks a lot for the suggestion since i like it very much.

Charon's LH & Davor wrote:

... what you said ...

I agree with both of you and you give me a lot of things upon wich reflect. I started liking the idea of not being just "the guy with two sword", despite being effective as for what has been said in this post, also with the great help of Slashing Grace.

But still i don't like wearing an heavy armor and using STR, so i'm thinking about going for a single elegant weapon (rapier maybe) and focusing on intimidate, perform. feint, disarm, trip (still have to choose). Seems rather a most versatile and fun kind of character.

Still have to write down the sheet, but it seems an intriguing idea.


I undestand what you're saying about Slashing Grace and i'll talk again with the DM to see if he prefer half the damage of the off-hand.

But let's skip it for a moment and suppose i'm going to build a character for PFS, so that i won't pick Slashing Grace.

It will be still viable go TWF (relying on flanking and Two-Weapon Feint) or i'll face too high AC. Cause in this scenario i'll try to build a better rounded character (not focusing all my feats on TWF) and not a one trick pony with a flourish of misses :)

Again, thanks for the patience and suggestions!


Thanks for the answers guys, i really appreciate :)

Ok, i'll try to answer your questions now:

Umbranus wrote:

Before going into any detail I have to ask: Why do you want to take the rogue class when other classes fill the fluff as good but are mechanically stronger?

I've played a rogue as my first 3.5 character, so it's more like something i'd like to re-try, also because we've rebuild our old 3.5 party. I'm not interested in optimizing, but since TWF is quite intensive as build, i'd like to avoid wasting so many feats on it if it's not entirely worth.

The group with whom i'm playing is more fun-oriented than min-maxing, but still i'll have to be useful :)

Sarrah wrote:

I mathed out TWF feat chain earlier on someone elses post. According to math, the only time TWF is inferior to not TWF is when you need to roll an 18 exactly to hit (with not TWF)

That's a relief to hear. My only doubt is that if avoiding the TWF feat chain, in a situation like that (hitting on a 18) i could've done something else.

Paulicus wrote:

Slashing grace is definitely a bonus. And if I read it right the +dex isn't halved for the off hand? Might want to check with your GM if he's already handwaved the weapons (which is very fair, I believe)

Yep, i talked it throught with the DM and we decided it won't be halved for the off hand.

Wraithstrike wrote:

I know rogues get a bad rap around here, but they can be viable in a game. It depends on the table, and how well the player knows the game. If your GM is the type to be somewhat lenient, and you are not sitting at a table with optimizers the rogue should be ok. Otherwise I would suggest slayer(if allowed) or another class that fits the background.

Also make sure you have a willing flanker to help you get sneak attack off, and be sure to do something about your fort and will saves.

PS:You can actually do the same if not more damage with a rogue by using a two handed weapon.

I've read a lot of post expressing the rogue bad rep :)

About the new Advanced Classes i prefer the Investigator over the Slayer, and sure i'll give them a try maybe in future, after i fail/succed with the rogue.
Concerning the flanking buddy i've an angry barbarian with whom flank.

I agree about the more damage output given by the THW route, and i've read in a post here, lot of powerful build that way. It's just i can't make it fulfill my ideas of rogue :)

Sarrah wrote:

Out of the races for rogues, halflings are the most viable to overcoming hardness and DR.

I'm a bit confused here, how are supposed halflings to help against hardness and DR? (sorry i'm still a bit new to PF)

Thanks again to all. I owne you a debt ^^


Solidchaos085 wrote:
The only advice I can give is in concern to your weapon choice, slashing grace refers to the one handed category of weapons, which the shortsword is not, and it requires a slashing weapon, which the shortsword is piercing.

You're right :)

I forgot to mention it is a concession from my DM to remove Slashing Grace's prerequisites in term of weapon choice (not the one about Weapon Finesse and Weapon Focus).

Thanks a lot.


Hi guys,
sorry to bother you but i've a simple but not so obvious question.

I know that the TWF Feats-Chain is inferior to the standard way "Power Attack with one big weapon" because of the damage output.

But, theoretically, with a Rogue we can make TWF viable thanks to Sneak Attack and maybe the use of Slashing Grace (with Shortsword).

Slashing Grace:

paizo wrote:

Slashing Grace (Combat)

You can stab your enemies with your sword or another slashing weapon.

Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.

Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

Let's build a simple rogue (level 7)

BAB: 5
Dexterity: 20 (+5)
2x Shortsword +1
Weapon Finesse, Weapon Focus

Melee: (not flanking) +12 or +10/+10 - (flanking) +14 or +12/+12

Damage (no SA): 1d6 (shortsword) + 1 (enhancement bonus) + 5 (dexterity) for each attack and each weapon = 9.5

Damage (with SA): 1d6 (shortsword) + 1 (enhancement bonus) + 5 (dexterity) + 4d6 (sneack attack) for each attack and each weapon = 23.5

Ok now, without considering all the issues about getting sneack attack, i'm wondering if the TWF route is viable not only on the paper, cause it has two great problem:

1) Getting full attack: obviously is quite hard getting full attack in the right position, and without full attacking we lose a lot. Despite that we still are able doing some decent damage thanks to Slashin Grace even with just one attack (assuming SA).

2) Hitting: this is my biggest problem. Reading in the forum peaple say it will be to hard to sustain the penalty of TWF with a class with 3/4 BAB and no way of improving the "to hit" roll. We can only use Weapon Focus and the weapon enhancement bonus (flanking is conditional as feinting) and i don't know if it will be enough.

So i'd like to know your experiences about the hitting problem with TWF, cause by now i'm quite confused and don't know if it will be a bad choice follow the TWF route (starting at lvl. 7).

Thanks in advance.


wraithstrike wrote:

With most caster hitting them is the problem, and if you can get that close you can kill them assuming they are poor BAB casters. So I would not worry about dispelling strike, or step up and strike.

Thank you for the advice, i'll go for a classical TWF Rogue :)

ohako wrote:

For help getting into position, I would look at Friendly Switch.

My favorite sneak attack rider is offensive defense, but that's personal preference.

Didn't know about friendly switch, i'll may consider it in the future, cause first i'd like to try without it, but nice poit :)

Offensive defense is strong, no doubt, i'm thinking about it a lot ^^

Thanks again guys


Small Edit:

Paizo wrote:

Step Up

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Following Step

When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Step Up and Strike

When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.


Hi folks,
i'm still here because i need some advice for the rogue i'm building.
I'll start at 7th level with a 15 point buy and no traits and by now i've done something like that:

Half-Elf Knife Master Rogue

STR: 10
DEX: 20 (15 +2 Racial + 1 Level 4 + 2 Belt of Dexterity)
CON: 14
INT: 14 (13 + 1 Headb. of Intellect)
WIS: 10
CHA: 10

HP: 49

INIT: 9 (5 Dex +4 Improved Init)

AC: 21 (10 +5 Dex +6 Mithral Chain Shirt +2)

FORT: 6 (2 + 2 CON + 2 Cloack of Res)
REFL: 12 (5 + 5 DEX + 2 Cloack of Res)
WISD: 6 (2 + 2 Dual-Minded Half-Elf + 2 Cloack of Res)

Feats:

1 - Improved Initiative
3 - Two-Weapon Fighting
5 - Shadow Strike
7 - ?

Rogue Talents:

2 - Finesse Rogue
4 - Weapon Training (Dagger)
6 - Fast Stealth
6 (Human Favoured Class Bonus) - ?

Attacks:

Dagger +1: +12 | +10 (if using Two-Weapon) : 1d4 +1 +4d8 (if Sneak Attack)

Now i'm a bit stuck in my build since i was looking at the Scout Archetype, wich i like a lot especially for the Skirmisher ability.

Paizo wrote:

At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.

So i was thinking if it could be worth following the "Step Up", "Following Step" and "Step Up and Strike" feat tree, so that if an enemy would move 5 feet away from me i can follow him (moving 10 feet) and Sneak-Attack him thanks to the Skirmisher ability.

The problem is that at 9th level i'd like to pick also Improved TWF, so to achieve both of them i need to give away Improved Initiative and do something like that:

1 - TWF
3 - Shadow Strike
5 - Step Up
7 - Following Step
8 - Rogue Talent, Combat Trick: Step Up and Strike
9 - Improved TWF

So i'm here to know if you think it's worth. I'm not looking to optimize the character to his extreme, but if it is a waste feat tree i'll avoid it :)

The other question is about the "Dispelling Attack" Advanced Rogue Talent:

Paizo wrote:

Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level.

The prerequisites are Minor and Major Magic, so it's another tree of talents i've to take. Do you think this could be worth (maybe getting "Arcane Strike" as a feat after Minor Magic) or it's better to leave the dispel-thing to casters?

Thanks in advance and have a nice day.


Thanks :)


Hi folks.

I'm here to ask you a clarification about how the "Quick Draw" feat work.

Paizo wrote:

Quick Draw (Combat)

You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

I'm wandering if, with it, i can draw an hidden weapon as part of a movement or charge. I think the answer is no because it doesn't say that explicitly, but i'd like to be sure about it.

Thanks in advance


Gregory Connolly wrote:
I see you playing a Half-Elf without Skill Focus or Exotic Weapon Proficiency. Did you trade the Skill Focus for something?

Dual Minded, a +2 Will Save seemed to me a better option than SKill Focus or a Weapon Proficiency :)


Ok, thanks to all for the suggestion, very usefull :)

I was thinking in getting a second Archetype in Urban Barbarian, so i can use "Controlled Rage" and avoid the need of the Raging Vitality feat.

Also, with it i can split my skill point in:

Acrobatics (6), Intimidate (6), Perception (6) and UMD (6).

Intimidate sinergize well with "Crowd Control" while UMD is usable in Controlled Rage, so it seem a good choice.

Light armors hurts but not that much considering the future of the build (Come and Get Me and so on ...)


Hi there,
i'm currently building a Barbarian (level 6) for an upcoming campaign.

The character idea is to build an Half-Elf Barbarian that has been trained by Elves thus not feeling himself part of them and hating their addiction to spells or magic in general.

The party is composed by:

Melee Paladin
Ranged Grenadier Alchemist
Offensive DPS Sorcerer

So the build i came up is the following (15 point buy):

Half-Elf Invulnerable Rager 6

STR: 18 (14 Base, +2 Half-Elf bonus, +2 Belt of STR)
DEX: 14 (13 Base, +1 at 4th level)
CON: 14 (14 Base)
INT: 10
WIS: 12 (12 Base)
CHA: 10

HP: 56
DR: 3/-

AC: 19 (+2 Dex, +7 Mithral Breastplate +1) // 12 // 17

Fort: 9 (+5 Base, +2 Con, +2 Cloack of Res)
Refl: 6 (+2 Base, +2 Dex, +2 Cloack of Res)
Will: 7 (+2 Base, +1 Wis, +2 Dual Minded (Half-Elf), +2 Cloack of Res)

While Raging: +5 for Superstition (with the Human favoured class bonus)

[I talked with my GM if i can take the +1/3 bonus at level 1 thus not having yet Superstiotion, and he gave me the "ok"]

Weapons: +1 Greatsword (+11/+6 - 2d6 + 13)
MWK Comp, Longbow (+9/+4 - 1d8 +4)

Feats: Improved Initiative
Power Attack
Improved Sunder

Rage Powers: Superstition
Witch-Hunter
Spell-Sunder

Skills: Acrobatics (6 Ranks)
Perception (6 Ranks)
Survival (6 Ranks)
Know. Nature (6 Ranks) // Use Magic Device (6 Ranks)

So, here are my questions:

1) Do you think that 18 STR (with the belt) is too low? I can get a 20 lowering INT, CHA or WIS, but i was trying to build a balanced character. If 20 is better i'll change it.

2) My Feat/Rage-Powers progression will be:

7: Extra Rage: Reckless Abandon
8: Lesser Beast Totem
9: Extra Rage: Beast Totem
10: Greater, Beast Totem

So basically i can't get "Raging Vitality". Do you think it is a big deal? I Like the feat but i can't find space for it (maybe sacrificating Improved Sunder or Reckless Abandon, but i'm not sure about it).

3) Skills:

I know Survival isn't that great if we don't track, but it seem a cool ability for a Barb. The real question is about UMD if it is worth or not. I can use it telling i've been trained by Elven so it won't be out of background, but i don't know if it's worth not being a class skill.
The same i was wandering about Knowledge Nature, it seems cool for a feral Barb but maybe not as good as UMD. What do you suggest?

I'm not going to build an optimized character, but i don't want either to build an ineffective one :)

Thanks in advance


Claxon wrote:
As far as I am aware, yes you can take it at level 1. Nothing in the rules indicates that you can't.

I asked because itt just seems strange to increase an ability i didn't alredy have.

leo1925 wrote:
RAW i don't think that you can, i personally allow it in my games.

I'll ask my DM so.

Thanks both guys, you really helped :)


Hi guys,
a simple question about the Human's Alternate Favored Class Bonuses (Barbarian):

Paizo wrote:
Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstition rage power.

Can i start taking the +1/3 bonus to superstition even if i still don't have that rage power?

Example, Human Barbarian:

1st Level // +1/3 Favored Class Bonus
2nd Level // Pick Superstition Rage Power // +1/3 Favored Class Bonus
3rd Level // +1/3 Favored Class Bonus => +1 to Superstition Rage Power

Or i've to do:

1st Level // +1 HP Favored Class Bonus
2nd Level // Pick Superstition Rage Power // +1/3 Favored Class Bonus
3rd Level // +1/3 Favored Class Bonus
4th Level // +1/3 Favored Class Bonus => +1 to Superstition Rage Power

Thanks in advance


Ok, thanks!


Hi everyone.

If a Neutral Wizard (or any arcane caster) cast a spell with the [Evil] or [Good] description, does his alignment change in that direction or, it affects only divine casters?

And if the same Neutral Wizard decide to cast an [Evil] spell, how does a Paladin React?

Thanks in advance.

R.


I've added a Warrior and a Monster just for a background contingency, the thing i was worried about if i would have been able to coordinate Familiar's and Wizard's actions :)

Thanks again :)


Akerlof wrote:

I'm thinking no, you're not flat footed because you've had a chance to act, and it seems like delaying is a "not an action" type action

I agree with your point.

Thanks a lot :)

R.


Thanks a lot!

Shame on me that i missed that part of the rules, it is extremely useful!

Just a minor doubt.
If i decide to delay my action, am i considered flat-footed because i've not yet acted or the delay action count as having acted (my english is terrible, i know ^^)?

Thanks again.

R.


Hi everyone,
just a simple question (maybe a silly one), to be sure about how initiative order works.

Let's suppose we have a Fighter (F), a Wizard (W), the Wizard's Improved Familiar (WF) and an ugly and terrible monster (M).

Rolling for initiative would result in a W > M > WF > F.

My question is, can the Wizard decide to delay his turn and act for instance in the following order: M - F - WF - W, or once the order is rolled it is unchangable?

Thx in advance.

R.


@Flamdri: I don't like Cleave either, i'll try to change the Summoner's mind about it :)

@Snorter: HP is rolled (except the first one (half-dice)) every level.

The two extra evolution points came from the "Extra Evolution Feat" taken twice (i don't like that choice either but he is firm about it).
So it has 9 + 2 evolution at 6th level.

I beg pardon for not showing the free evolutions (bite, 2x legs).

@Ryric: Sorry for the Sting, my fault it is obviously a d4 (1 less damage in average).

About the TS it is not 4 (base) + 2 (con)?

------------------------------------------------------------------------

The real thing that worries me is that the Fighter and the Wizard are really upset by the Eidolon.
Wizard is an illusionist one, while fighter is a two-handed-"tank".

I agree with you that Summoner is quite brainless and in not a long time it will be surpassed by the other members of the group (expecially the Wizard and the Cleric).

By now i'll follow your advice to let'em encounter un-pounceable monster or situation in wich a mindless "Go Eidolon" would result in a semi-disasater for the Summoner, or maybe some sleep addicted monster who use to cast Slumber on the poor guy :)

You reassured me a lot, and i owe you a debt ^^


Hi everyone.

I'm here because in the last few sessions that i'm mastering, i've encountered some trouble with the eidolon of one of our party member.

The problem is that they're at lvl.6 and the Eidolon is just too powerful, meaning the other party members usually just wait for him to get rid of enemies (getting tired and nervous).

It is a quadruped Eidolon:

HP: 39
AC: 22
TS: 6/8/1

BAB: 5

STR: 20
DEX: 18
CON: 14
WIS: 10

Feats:

Improved Initiative
Power Attack
Cleave

Evolution (with 2 extra evolution):

Claw (1p)
Improved N.Armor (1p)
Pounce (1p)
Tail (1p)
Sting (1p)
Ability Increase STR (2p)
Ability Increase DEX (2p)
Energy Attacks (2p)

Items:
Belt of STR +2

Attacks:

Bite: 5 (BAB) + 5 (STR) + 2 (Charge) - 2 (P.Atck): +10
Claws (x2): 5 + 5 + 2 - 2: +10
Sting: 5 + 5 + 2 - 2: +10

Damage:

Bite: 1d6 + 5 (STR) + 4 (P.Atck) + 1d6 (Energy Atck): 16
Claws (x2): 1d4 + 5 + 4 + 1d6: 30
Sting: 1d6 + 5 + 4 + 1d6: 16

Tot: 62 Damage when charging.

What should i do to conciliate the power thirst of our Summoner with the Balance desire of the others party members (Wizard, Cleric, Fighter)?

Thx in advance, and sorry for my english :)


Thanks, i'll try to persuade the DM :)


Thank's both for the answers, very useful.

Just a doubt about the Agile enhancement and the Piranha Strike feat. They're both out of the core set of books (core, apg, um, uc), so i've to discuss with the dm to get them or are they "legal" :) ?

Looking the Arcane Duelist i don't like it a lot (too little bardish ^^), so i think i'll go for a base bard and take Arcane Strike at lvl 1 as a feat, but Agile and Piranha are amazing!

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