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Touch AC does not include armor, or natural armor bonus, so it is lower on a lot of targets, which is why they keep suggesting things that target touch.


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Sir Thugsalot wrote:
NaeNae wrote:

Str 11

Dex 16
Con 12
Wis 10
Int 14
Cha 14

First thing, play a halfling. Now your stats are:

STR-09
DEX+18
CON:12
INT:14
WIS:10
CHA+16

racial trait: Fleet of Foot
traits: Freedom Fighter, Lucky Halfling

Benefits (versus human rogue):
* AC: +2
* att(ranged or finesse): +2
* saves: Ft+1, Rf+2, Wi+1, Fear+3
* Stealth: +5
* Perception: +2

Still want to be a human? ...put on your Hat of Disguise.

Character is half-elf, not human and player stated not changing anything just trying to find out what choices to make later to fulfill concept effectively. Also most people try to avoid stats below 10 for good reason.


I'm used others thinking the rogue and monk are really powerful, so a lot of this is weird to me, though it supports the changes in Unchained, which is a sourcebook of options that should be reviewed and accepted, or rejected separately. I do believe RP should be a major factor, if people wants overly rules restrictive, or hack and slash play a video game; my best experiences and some of the best results for various actions came from RP. You shine a better light on your GM all the time, do remember you should ask questions when uncertain, or believe something should be considered so long as you don't go too far and start a disruptive argument.


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Sneak attack can make you the most damaging character, I've seen it a lot. Sometimes it takes some setup for a character to do well, so don't be discouraged by taking a turn or two to get into position, though that is a good reason to have range, or good movement. You don't have to be combat effective to enjoy the game, it just helps, though I've seen plenty of characters that weren't that good, but were still very fun, or were able to do something important that nobody else was good at. I do suggest some skill diversification, it can help in unexpected situations.


The numbers on that spreadsheet are a bit high, they scale way too fast, green would be good and blue would be optimized.


You're concept would be skill based, not combat based, you didn't mention combat in your vision of the character. Rogues are skill based to start with, not combat based. A well built rogue usually has a good AC due to DEX, you want Weapon Finesse to expand that to attacks. Bard is a support character and would take more work to match your vision while changing how you act in combat. Common Rogue combat tactic is move to flank to boost attack, give opponent more targets, and get sneak attack. It's a Rogue, not a warrior, just think sneaky, or deceptive, Bluff could be very good.


He didn't say "all checks while casting", rules are not "fantastically" clear (entire reason for question), you demonstrate all the poor argument tactics that you accuse him of, find an undeniable rules statement to support you're argument.


Found the book again, Albion Armitage's Astounding Arsenal


Kingthorn wrote:

I am playing a 3pp race called the urlock. Large sized polar bears. and on this thread of crazy weapons, I'll add my own, in case any of your gms will allow it, it was a little too op for my gm, he doesn't mind crazy, but this sword is strong.

3d12 med size x3, weighs 80 lbs

Behemoth Blade: These swords are enormous
in scale, looking more like a slab of steel than an
actual weapon. A behemoth blade will generally
have a blade six feet in length, a half-inch thick,
and broader than a handspan, with a handle that is
usually a foot or so long of wrapped steel cylinder.
The pommel on a behemoth blade is often as large
and heavy as a mace-head. These weapons require
great strength to even lift, and are far too heavy to
be used by most warriors. Ogres, the more intelligent
giants, and other large intelligent creatures of great
strength may use them without penalty in one hand.
Powerful beings like minotaurs or supremely strong
humans may use them as two-handed weapons. A
Medium creature wielding a behemoth blade has
reach with it so long as they have the Exotic Weapon
Proficiency: Behemoth Blade feat.
These are not merely oversized swords; they are
designed with rather different proportions as well. A
behemoth blade requires a minimum strength of 16
to be able to lift or carry and suffers a -3 penalty to
initiative, attack, and damage for every point of strength
below 20 (-12 at STR 16, -9 at STR 17, etc.). Due to the
sheer mass of the weapon, it has a hardness of 22 and
40 hp; attempts to sunder the blade are at -10 to CMB,
while the blade gets a +10 bonus to sundering attempts.
Just carrying one around automatically incurs a level of
encumbrance regardless of strength, not only from the
weight but from the unwieldiness as well.
Merely carrying this sword gives a +2 circumstance
bonus to Intimidate checks, and drawing/brandishing
the weapon raises the bonus to +5. A behemoth blade
cannot be used by any creature smaller than Medium;
they are simply not made for Small or...

What is this in, I saw it a little while ago and can't find it again.