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Organized Play Member. 65 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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The Eldritch Scoundrel Rogue. Magical tricksters will never not be fun.

The Drunken Master Monk. A dizzying flurry of blows that leaves everyone, even the monk, off balance is a great visual.

The Construct Rider Alchemist. I mean, come on. Who doesn't want to ride a metal dragon that breathes explosives?

The Thundercaller Bard. Stunning enemies with empowered cries of STOP BEING AN A!*~+$+ has been one of my more entertaining gaming experiences.

The Arrowsong Minstrel Bard. This is the only archetype that really caught a Robin Hood vibe in my opinion. Using a Tuned Bowstring to have my bow sing a song of battle is also just cool.


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Rysky wrote:
Snowblind wrote:
Rysky wrote:

I started a similar thread regarding Diehard.

I believe it's completely asinine that any amount of non-lethal can cancel these options out. A trolls claws can't take you down but a pack of preschoolers can?

Even more wackily, while they are on their last legs giving a ferocious/diehard creature a light smack to the noggin is far more effective at polishing them off than stabbing them .

Which if you're playing the Three Stooges is fine, but anything else is absolutely absurd.

Some recurring incompetent goblin NPCs that kept getting inexplicably hired in random professions in PFS would be amazing.


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BigNorseWolf wrote:
No. The entire point of uncanny dodge is to avoid that sort of thing.

Can we try to forget for a second that Uncanny Dodge has historically been used to prevent sneak attacks? Hidden Strike isn't sneak attack. It doesn't benefit from Sniper Goggles and isn't stopped by Jingasa of the Fortunate Soldier. It doesn't qualify you for Prestige classes. It's a different ability that happens to work similarly to sneak attack. If they wanted it to be sneak attack they would have made it sneak attack with adjustments like they did with Knife Master. If they want to have Hidden Strike act in all ways like sneak attack they need to release a FAQ that says so, until then by RAW it doesn't.

Moreover if they wanted Uncanny Dodge to prevent sneak attacks in all situations forever they would have said that. Instead they were very specific about in which ways Uncanny Dodge prevents sneak attacks. It stops you from being flat-footed and later stops you from being flanked. It doesn't say it prevents sneak attacks if you can get them another way like say the Strangler feat. Since Vigilantes can get their Hidden Strikes under different conditions than flat-footed or flanking they get it. It's not stopped by Uncanny Dodge anymore than it's stopped by All-Around Vision even though that ability stops sneak attacks under certain conditions as well.


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darth_borehd wrote:
I see what you are saying, but they are not the same thing. Being caught unaware is losing your dexterity bonus to AC and not acting yet in a surprise round is flat-footed. Those two things are synonymous in all ways except the conditions that caused them. Uncanny Dodge protects against both.

The problem is the ability actually says that one thing happens when the enemy is unaware and a different thing happens when the enemy is flat-footed, so the designers definitely don't treat them as synonymous.

Hidden Strike:
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

darth_borehd wrote:

Really, what is the difference between hiding in the shadows and then attacking, or having a (2nd level) Invisibility spell on you and then attacking? Both are the same in that the target did not see you until you attacked. Uncanny Dodge protects against both of those situations because they are essentially the same thing.

Ultimate Intrigue cleared this up with the new states of awareness rules. Short answer is that you're right there's no difference between those two things but there's a higher level condition called unaware that exists during surprise rounds when the enemy didn't know you existed in the first place.

pg. 188 Ultimate Intrigue

Unaware:
On one end of the spectrum, a sneaking creature can succeed at Stealth well enough that the other creature isn’t even aware that the creature is present. This state allows the sneaking creature to use abilities such as the vigilante’s startling appearance. The Stealth skill description in the Core Rulebook says that perceiving creatures that fail to beat a sneaking character’s Stealth check result are not aware of the sneaking character, but that is different from being totally unaware. This is also true of a creature that has previously been made aware of the creature’s presence or location (see below) but is currently unable to observe the sneaking creature. In those cases, the sneaking creature can’t use abilities such as startling presence.

Aware of Presence:
The next state is when the perceiving creature is aware of the sneaking creature’s presence, though not of anything beyond that. This is the state that happens when an invisible creature attacks someone and then successfully uses Stealth so the perceiving creature doesn’t know where the attacker moved, or when a sniper succeeds at her Stealth check to snipe. A perceiving creature that becomes aware of a hidden creature’s presence will still be aware of its presence at least until the danger of the situation continues, if not longer (though memory-altering magic can change this).


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Carnithia wrote:

For me, it is the first line of uncanny dodge that makes the difference.

Quote:
a rogue can react to danger before her senses would normally allow her to do so
Since they can react before thier senses do, then they are not truly unaware. The hard part is that is can be argued either way. Hopefully paizo will help clarify it.

I think you're extracting a lot from the ability summary. Uncanny Dodge specifies exactly how "rogues can react to danger before their senses allow her to do so", they aren't considered flat-footed before they act in combat or even before they're aware combat has begun. Their dodge is uncanny because they're dodging attacks they were unaware of. However they certainly can be unaware, which is a game term defined under determining surprise not an arbitrary phrase. Uncanny Dodge mentions nothing about surprise or awareness, it only mentions flat-footedness and the ability to add Dex to AC. Because hidden strike only cares about awareness and not flat-footedness it can be used on rogues who don't know a threat exists even though they still get dex to AC.


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I found this too in core.

Unaware Combatants:
Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

So even though Uncanny Dodge stops you from being flat-footed during the surprise round it doesn't stop you from being unaware entirely, otherwise anyone with Uncanny Dodge would be able to act in the surprise round.