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1 person marked this as FAQ candidate.

This came up in another thread (the DM wizard hate thread over in general discussion), and I thought I would take it upon myself to seek clarification. The circumstance in particular is an invisible arcane trickster using ranged legerdemain to pickpocket a wizard's spell component pouch, though this could certainly extend to any use of sleight of hand to pick-pocket.

So, here are the background assumptions and info:

Spoiler:
- The wizard is unaware of the trickster, allowing the SoH check.
- The trickster is using normal invisibility, as per the 2nd-level spell.
- A spell component pouch is an attended object.
- Sleight of Hand is a skill check.
- Ranged legerdemain is a supernatural ability.

Here is the pertinent excerpt from invisibility:

Spoiler:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Here is a bullet point summary of the arguments in favor of breaking stealth:

Spoiler:
- Sleight of Hand targets a foe, because the component pouch is an attended object. The type of action is irrelevant, only the targeting.
- The action harms the foe. That harm is direct.

Here is a bullet point summary of the arguments against breaking stealth:

Spoiler:
- Sleight of hand is not an attack as defined by invisibility, not being a spell, spell-like ability, attack action or combat maneuver. There is evidence for this within ranged legerdemain's description, as using sleight of hand at range would incur the -20 sniping penalty for stealth were it considered an attack, but it does not.
- The action does not incur damage, negative modifiers or negative conditions, which seems to be the threshold of "harm" for invisibility.
- Even if stealing a spell component pouch constitutes "harm", it is not direct because it only prevents a caster from casting spells with material components, not prohibiting spell casting directly as would silence or disruption, forcing caster level or concentration checks, or applying negative modifiers to those checks.

The rules themselves include critical omissions of fact or ambiguous statements either way:

Spoiler:
- Skill checks are omitted from invisibility's special targeting rules or for what is considered an attack.
- Invisibility specifies actions against (i.e. attacking) unattended objects do not break stealth. It omits whether this applies to attended objects, but actions such as disarms, sunders or item-targeting spells are already accounted for as attacks and spells.

So, what does everyone think?


I haven't seen one round these parts, and they're always fun. So, I thought I'd make one.

The challenge is to make a silly or joke character. The only optimization necessary is hilarity, but try to at least make a character you would play. Take as many levels as you need to flesh out the concept, but the 8-12 range is preferable to keep posts short. 20-point buy, try to stick to PF rules but if there's something you must have out of 3.5...go for it. Add gear as per WBL if it helps flesh the character out, otherwise don't worry about it.

I'd put the stats in spoiler tags just to keep posts short.

Here's mine: Kiki the Gnome Barbarian.

Spoiler:
Female Gnome Level 10 Savage Barbarian

Kiki is an uncharacteristic member of her race. Lost in the woods as a child, she was raised by wild wolverines and inherited their tenacity and ferocity. She grows claws and fangs when she rages, and in battle she leaps and climbs on her opponents, kicking, screaming, snarling, biting and clawing at their faces and most sensitive parts like she learned from her adoptive parents. People have tried to convince her to use a weapon, but she usually drops it and pounces at the first sign of danger. She has yet to adjust to civilized life and still has minor problems keeping clothing on when unattended by a mindful guardian.

Str 16 (18), Dex 14 (16), Con 18 (20), Int 7, Wis 13, Cha 9
HP 135 (10d12 +50 Con, +10 favored, +10 Toughness)
AC 23 (+2 natural, +3 dex, +2 dodge, +3 deflection, +2 shield, +1 size); Fort +12, Ref +6, Will +4, +2 vs. fear and illusion
BAB +10/+5 (melee +15, ranged +14), +13 CMB, +26 CMD (+4 when grappling)

Feats
1: Power Attack
3: Improved Unarmed Strike
5: Improved Grapple
7: Greater Grapple
9: Toughness

Rage Powers
2: Lesser Beast Totem
4: Animal Fury
6: Beast Totem
8: Powerful Blow
10: Greater Beast Totem

Rage 23 rds/day, Improved Uncanny Dodge, Naked Courage, Natural Toughness.

Alternate racial traits: Academician (Kn. nature), Warden of Nature
Traits: Animal Friend, Suspicious

Goodies: ring of protection +3, ring of force shield, belt of physical perfection +2, amulet of mighty fists +1, 500gp


Hello everyone,

I'm a long-time D&D veteran and just recently switched to the Pathfinder system for a Forgotten Realms drow campaign I'm running. The long story short is that I find myself in need to create a Monk archetype for a canonical order of Drow monks (the Blackened Fist to be exact, which I'll just refer to as BF), who fluff-wise and to give some direction with where I want to go mechanically is more a group of assassins and for lack of a better word "diplomats" (for what that's worth in Drow society) than other monastic orders. Rather than muck about with PrC's and cross-classing, I thought it would be more straightforward and simple for character creation to create an archetype, and I'd like to get some feedback on how well it's balanced given my relative inexperience with the Pathfinder system and its balancing.

So, here's what I've come up with. Only abilities that are altered or replaced are mentioned:

- Perform and Ride are replaced by Bluff, Diplomacy and Knowledge (nobility) as class skills. Skill ranks per level does not change.

- Flurry of Blows is replaced by Sudden Strike. As a full-attack action, the BF may make a single attack against a target’s flat-footed AC, with a BAB equal to their BF level. If this attack succeeds, the BF adds a number of sneak attack dice equal to one-third their BF level (rounding up, meaning 1d6 at 1st, 2d6 at 4th, and an additional d6 every three levels after) as damage. Sneak attack dice from other sources applies to Sudden Strike as well.

At 8th level, the BF gains the ability to automatically make a grapple check against their Sudden Strike target if the attack succeeds.

At 15th level, the BF gains the ability to Sudden Strike a grappled target in lieu of the standard damage option.

One ki point may be spent to roll against the target’s touch AC instead. This must be announced before the attack roll is made. This replaces the Flurry of Blows ki ability.

- Evasion and Improved Evasion are replaced by Uncanny Dodge and Improved Uncanny Dodge.

- Abundant Step is replaced by Vanish from the Mind’s Eye. BF’s may use Invisibility as a supernatural ability at a caster level equal to their BF level by spending 2 ki points.

- Diamond Soul is replaced by Faerzress Infusion. Divinations made against the BF must succeed a caster level check equal to 15 + BF level in order to locate or detect the BF.

Now, my rationales for these changes for additional guidance.

Considering the order itself focuses more on stealth, politics and assassination than your average monastic order, it made sense to me they'd train acolytes to hit harder, less often in surprise attacks than rain blows upon their enemy. So, sneak attack was something of a given, but instead of letting monks off the leash with bald sneak attack dice (which I've seen enough in games to know is a bad move by a DM) I figured I would work it into a full-round combat action to replace Flurry of Blows as the Monk's signature ability. Fluff-wise, they're opposed to the traditional Drow ways (read, priestesses backed up by arcane caster servants), so it's also natural they'd develop anti-caster techniques. Hence, a full-attack action that lets the Monk "automatically" feint-sneak attack, which at higher levels chains straight into a grapple and from there increased grapple damage.

Given drow already possess substantial spell resistance, I also figured they would focus their training elsewhere from evading area-attacks, namely avoiding assassination and being overwhelmed by numbers themselves. Hence, replacing the evasion series with uncanny dodge. Also, given the focus on stealth and surprise and the omnipresence of magic (and paranoia) in Drow communities, replacing the nigh-useless-to-drow Diamond Soul with a permanent Nondetection effect.

The last ability I've been wrestling with. Dimension Door is great and has many uses, and fits very well with a sneaky hit-hard-and-run Monk, but the permanent Nondetection they get a couple levels later is already pretty powerful. I was tempted to replace that with Hide in Plain Sight, but that would limit the Monk's options for spending ki, so I settled on Invisibility (a weaker effect than Dimension Door or HiPS, but still immensely useful for escape or setting up an ambush).