MusicAddict wrote: I'm actually a little dissapointed but the original matter of the articles, because I want paladins moved AWAY from deities , and I think having them have to stick to a deity when that wasn't a real requirement before detracts from the class imo. I've never really thought about his before. All of my groups have required Paladins and Clerics to follow a specific deity, and I wonder if this is where most of the paladin problems come from. We never had a "does the paladin fall" issue because we took each situation and compared it to the paladin's god(dess)' tenets. Does law trump good? Who's your deity? Abadar, yes, law trumps good. Sarenrae, not so much.
I would concentrate on Archetypes that gets you more mileage out of the class. Urban Barbarian can create a completely different beast than Barbarian. Scaled Fist, and Stonelord change the class' primary stats or gets rid of them. Invulnerable Rager and Spellbinder... well I love them and I'm selfish. EDIT: Well shoot a lot has changed since I started writing this post, took to long looking over everything. Only had one even make the list.
Something else I wanted to bring up: Unless you own every 1e book, and have played every AP, module, and PFS scenario that's ever been released for 3.5 and PF 1e, complaining about them not supporting 1e sounds like whining to me. You haven't done what's already there, why does it matter if there's nothing new?
TriOmegaZero wrote:
No we think they've been ignoring it for two years, which I think is the problem.
Ferious Thune wrote: A few things to watch out for... most PFS GMs I’ve run into have rules that you have to have your spellbook out to use Quick a Study. So it goes from a 2 round proposition to a 3 round one. Round 1 move action to take the book out. Whatever you want with your standard. Round 2 full round action to change spells. Round 3 actually cast the spell. What bothers me most about this is you say “most” GMs. All PFS GMs should require you to have it out since that is RAW: “The arcanist must be able to reference her spellbook when using this ability.”You can’t reference it if it’s in your backpack Ferious Thune wrote: Also, expect possible table variation on Nidalese Shadow Veil. While it grants concealment, it never actually says it’s from dim light. This is good and bad. The good is that Darkvision shouldn’t negate it. The bad is that abilities that trigger off of being in dim light, like Scion of Shadows, won’t be guaranteed to work, depending on how the GM reads it. For that reason, I avoided taking Nidalese Shadow Veil, even though in theory it would have also helped me pull of Tenebrous Spells. Darkvision never changes the lighting level, so any ability that says requires dim light works in dim light regardless of who has what vision. Just like being immune to fire doesn’t change the properties of flames.
Chaos Isaac wrote: Now, you may have never played a game with a established setting that actually has it's own thing going on, and i'll list a few of my favorites. Shadowrun, where cyberpunk meets fantasy. Warhammer 40k, where in the grimdark future there is only War. Dragon Age, a modern one that should be familiar. All of these game systems have their setting firmly... So you're complaint is that Starfinder that's been out a little less than 30 days, doesn't have as rich a setting as say Shadowrun, that's been out a little less than 30 years? I mean I guess that's a valid complaint..
Plausible Pseudonym wrote:
I tried casting Fireball the other day, couldn't do that. We should probably just take spells out of the game.
NotEspi wrote: For example, 10 extra HP on level 10 or 2d10+10 temporary HP from Greater False Life for 10 hours is a no-brainer decision for me, personally. That's not really what you're choosing between. Taking the +1HP doesn't prevent you from casting Greater False Life, it saves you 700gp. If there was an item that gave +10 HP for 700gp, that would be a "no-brainer". At 20th level you've saved yourself 25,725 gp, in scroll costs, which assumes you took the highest level you could at each level, 12,000 of that is from levels 16 on, so from levels 1-15 you've saved 13,725gp, at the cost of 15 HP. Is the Toughness feat worth 13,725? I'd say it is. Especially when you consider that an Ioun Stone that grats you +5 HP is worth 20k.
One of my favorites is Burning Disarm especially if you're a crossblooded Orc/Draconic sorcerer with Intensify. They'll either take 10d4+20 automatically, or it will be an automatic disarm, with a chance to take 10d4+20 on a failed reflex save, which I would say, is pretty strong for a second level spell (1st level + Intensify)
I've skipped a lot because there are a lot of unhelpful posts in this thread. Saying "hybrids" are fine, or "27 point buy is your problem" isn't helpful. You may think hybrids are fine and they work in your games the way you play, but you have no idea how the OP plays so you really have no idea if they're "fine" or not. If you read the original post, you'll see 27 point buy isn't the problem with 6 out of 7 players. If you have 7 items and 6 of them work perfectly, you don't change the 6 to fix the 7th. DeadJesterKelsier - Some advice:
BigNorseWolf wrote:
There is no way to argue this with you. You agree that the paladin code is flexible but it can only flex in the way you want it to. The paladin can disobey legitimate authority but only the orders you have decided are worthy of being disobeyed. A paladin can dispatch a threat to innocents, but only in locations, again, you deem worthy. What's funny is even in your Star Wars reference, frontier justice was the way things were done.
BigNorseWolf wrote:
And yet we do it all the time in Pathfinder. Orcs invade a town so you go to their cave and slaughter them is the exact same scenario we have here. An evil threatens innocents so you kill them is the basis for 90% of all Pathfinder adventures. And this isn't a case of "prisoner under your care" this is a case of "do I want to make this enemy combatant a prisoner or kill them" A paladin is under no obligation to show mercy to someone who is still a threat to innocents... just ask Sarenrae.
I got Ninja'd, but I want to address this: "Out and out murder in the middle of a city, executing a prisoner, so tosses out the norms of society, law, and honorable conduct, that it's a boot over* to NG." Again what "norms of society" are you talking about? 21st century Earth or Golarion? You're basing your opinion on what the norms are here on earth in modern times, not what they would be in a medieval-ish setting like Golarion. You're also bypassing the part of the code that says "punish those that threaten innocents".
Reven has already said it, but to reiterate: If cheliax says you wear a chicken hat, then you wear a chicken hat. If cheliax says you swear allegiance to asmodeuous, you mumble something in the crowd, rules lawyer "I swear to bring you into the light of saranrae," mayHAIL strike Asmodeuous or get whipped for remaining silent in a stoic show of defiance. What's the difference between those two orders? They both come from "legitimate authority" and a paladin is required to respect legitimate authority. The code specifically says that, and doesn't even mention the god they worship at all. You agree that a paladin can disregard orders from authority, we just disagree on which orders.
Yeah I disagree with you too BNW. Following that philosophy there couldn't have been any Paladins on the rebellion fighting against the Empire in Star Wars. As far as the current situation, again read the PFS rules. The GM doesn't have the authority to immediately make you evil. At most they can give you an alignment infraction and it takes many infractions to change your alignment to change If the GM decides that you've earned enough to change alignment, he has to get approval from a Venture Officer. It also says that every god will forgive one lapse.
zainale wrote: is the paladin a paladin of that redemption god? No, Sarenrae is the redemption goddess. If it was a Paladin of Sarenrae it would be even less of a debate, and the paladin would kill her without hesitation. Paladin: Repent
Iomedae is a little different, but as I posted earlier, the code says to punish people who threaten innocents, so you're still safe.
I skipped a lot, maybe this have been covered, but the answer is in the Paladin's code in the core rule book: Core Rulebook wrote:
Your code demands you kill her. EDIT: Also read the PFS Guidebook about alignment changes. If after you kill the assassin, the GM tries to change your alignment to Evil (which they can't do) talk your your VC, if it is your VC or your VC doesn't do anything talk to your region coordinator.
PossibleCabbage wrote: Does "taking the item that I obviously should have because nobody else could even use it" cost the same as an item that potentially everybody might want? Yes. If you sold it the whole party could use the money. Again, with my favorite system, the party owns everything, you can borrow things but if sell the item it gets split between the party. If you want to own the item, for example a belt of DEX that you want to upgrade, you have to buy out the other party members (pay the sell cost - what your share would be).
There is no such thing as "overpowered" or "under powered" in a vacuum. Let's say you have a Rogue, a Wizard, a Cleric and a Fighter. If I said the Rogue has a 40 DEX, is the rogue overpowered? Answer: You have no idea. What if the Wizard had a 40 INT, the Cleric has a 40 WIS and the Fighter has a 40 STR? Your player characters can't be more powerful than a GM. I don't care if they have 100's in all their stats, a GM can challenge them. There can only be overpowered if:
Ryan Freire wrote:
It's not as pronounced as you might think. With class abilities and bonus feats, the Zen Archer actually gets more feats than a fighter up to level 11 I believe. In terms of who's winning the DPR Olympics it won't be the Zen Archer, but there are things the Zen Archer can do that aren't quantifiable and are often dismissed. Cover and Concealment are circumstantial so aren't included in any formulas, but I would bet it is an issue in 90-99% of combats. Having Improved Precise Shot at 6th Level is HUGE. This post from Porpentine really does a great job of breaking down the differences between Zen Archer and Fighter. The Inquisitor is an interesting idea, I've never played one, but their abilities seem limited uses per day so not sure how sustained it would be. If you know you'll be facing Undead the majority of the time, it'll be hard to beat the Ranger. Spoiler: Porpentine wrote:
Allow me to quote you when someone asks this question: Ravingdork wrote:
Hope that helps.
Snowlilly wrote:
You see the problem is that people are saying the martial or exotic weapon chosen in the proficiency section HAS to be the Kensai's "chosen weapon". An Elf can't take Rapier as his proficiency from his class proficiency because he's already proficient. That means an Elf Kensai is proficient in Longsword, Rapier, All Simple Weapons, and gets one more Exotic or Martial proficiency of their choice, and according to some, that last unnamed proficiency HAS to be the Kensai's chosen weapon, and it can't be Rapier or Longsword because they are already proficient in those. If you don't agree with the above (and by "you" I mean anyone who thinks a Kensai can't choose a simple weapon), then you're completely making stuff up, because no where else is there any mention of exotic or martial weapon.
One of the flying companions small bird (eagle/hawk) is very useful as a ranged Hunter. The teamwork feats Coordinated Shot, and Enfilading Fire will give you +4 when your bird flanks, which is easy for a flying companion to do and still leave the ground spaces open for the rest of the party. Give your bird Mobility and Reach Defense, use the Alternate Advancement for a higher DEX and the Tiger Focus (Tiger and Snake at 8th level), and it's AC will probably outclass yours, especially for AoO. You'll also want to give it the Low Profile feat depending on how much a stickler your GM is. If you do raise your bird's Intelligence to 3, give it Combat Advice for another +2 to hit, then can use Aid Another to give an ally a bonus to hit or AC. Let's say your bird is flanking, and giving you Combat Advice, you're now +6 to hit (on top of any buffs you've given yourself) you don't you can use your focus for STR and do more damage. EDIT:
Jiggy wrote: You have a very inaccurate understanding of what the people around you think. I recommend asking some of those people for their thoughts, digesting their responses, and rephrasing it back to them; then repeating that process until they say "Yeah, that's what I'm saying". Do that with a few different people and see if your perspective changes. I wish I did, but I really don't. I say it in more negative terms, but it is completely accurate. I can take you though the numerous threads I've used to draw those conclusions. Take a look at all of the "the paladin falls" threads. People want a concrete set of rules to follow that applies to every single circumstance. They want rules to cover what should be the GM's area. People hate the magic crafting system, why? Because it requires a lot of GM oversite. Still not convinced? Look at how many times I've said "The GM can say no to things that are legal in the rules" and see the push back I get for those statements. As soon as I saw Shadow's post I KNEW he was going to get push back, sure enough, and with 5 people hitting Favorite too. Deny it all you want, and maybe you specifically don't feel that way, but the general feel on the boards is that anything that requires a lot of GM input is frowned upon.
Orfamay Quest wrote:
As soon as I saw Shadowlords' post I started laughing, not because I think what he's said is funny, he's 100% correct as far as I'm concerned, but the second you suggest the GM should have some control over his game, this forum goes into an uproar. The problem with all your examples is that you're putting in emphasis on the wrong person. The person in the dentist chair (you) is the Player Character, the Dentist is an NPC. In none of you examples is there a GM to speak of, since they don't really exist unless you believe in a higher power maybe. I'm about to say something that most people on this board hate: As GM you have to right to say no. Even if a player brings a a perfectly rules legal character to the table, you can tell that player "That's not going to work for my game". You have that control as the GM. The players either accept that you're doing it so everyone enjoys the game more, or they don't, in which case, find better players that will trust you as a GM.
The only one that doesn't jive with me is: Do not prey on the weakness of others, and forbid this conduct from others. Typically Irori isn't about telling others what to do. Each must find their own path to enlightenment and all that. I would make it more about setting the example than forbidding others.
Zaetar wrote:
The problem I have the 3PP is that not everyone has access to all the books the other players have. You mistakenly think balance is between the players and the GM, it's not. The GM can do whatever he wants so that will never be balanced. Balance is between players. All players should be relatively the same power level or it creates problems. That said, I do universally allow Psionics from Dreamscared Press. The fact that it's available on d20pfsrd helps, but even it wasn't, I would still allow it. Love that stuff.
Josh-o-Lantern wrote:
Except they're 6th level, so none of that actually. I agree with Heretek. You can't trick him by pretending to gradually repent. Sarenrae gives you one shot, you don't take it, you get smited. there is no:
As far as the "Stop me robbing or save the children", okay I'll save the children, but since we're traveling together, I'll know where you'll be later, and you'll either willingly give everything back, or you'll make a posthumous donation. The real issue though is the one that's spelled out in the core rulebook. Paladin's can't work with evil characters. Yes, yes stopping an evil god, but you can't be like "Okay we need to stop this evil god in 40 years, so we'll just travel together until then" Or even, there has to be a reason why it has to be that character. Couldn't the paladin find a lawful good sorcerer to stop the evil god with?
Another feat you'll want to look at is Shapeshifting Hunter Ranger will stack with Druid for number of shifts per day. Druid stacks with Ranger for Favored Enemy. Here's my build, which is sort of the opposite of yours, I really just took a level of Ranger to get Favored Enemy, and some rogue-like skills. Spoiler:
Druid
Female half-elf druid (world walker) 7/ranger (trapper) 1 (Pathfinder RPG Ultimate Combat 43, Pathfinder RPG Ultimate Magic 65) N Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +27 -------------------- Defense -------------------- AC 25, touch 14, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +3 shield) hp 58 (8 HD; 7d8+1d10+14) Fort +10, Ref +8, Will +12; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 scimitar +10/+5 (1d6+4/18-20) or . . mwk cold iron shortspear +10/+5 (1d6+3) or . . silversheen dagger +10/+5 (1d4+3/19-20) Ranged ranged touch attack +8 (As Spell) or . . sling +8 (1d4+3) Special Attacks favored enemies (humans +4, undead +2), wild shape 3/day Druid (World Walker) Spells Prepared (CL 7th; concentration +12) . . 4th—freedom of movement, life bubble[APG] (DC 19), river of wind[D,APG] (DC 19) . . 3rd—call lightning (DC 18), fly[D], greater longstrider[ACG], water breathing . . 2nd—barkskin, eagle's splendor[D], frigid touch[UM], resist energy, wood shape (DC 17) . . 1st—aspect of the falcon[D,APG], frostbite[UM], hydraulic push[APG], liberating command[UC], liberating command[UC], snowball (DC 16), snowball (DC 16) . . 0 (at will)—detect magic, guidance, light, stabilize . . D Domain spell; Domain Eagle domain -------------------- Statistics -------------------- Str 16, Dex 14, Con 13, Int 12, Wis 20, Cha 10 Base Atk +6; CMB +9; CMD 23 Feats Alertness, Heavy Armor Proficiency, Natural Spell, Shapeshifting Hunter[UC], Skill Focus (Diplomacy), Tribal Scars Traits ease of faith, narrows survivor Skills Acrobatics -1 (-5 to jump), Diplomacy +15, Disable Device +13, Fly +3, Handle Animal +6, Heal +10, Knowledge (dungeoneering) +5, Knowledge (nature) +14, Perception +27, Sense Motive +19, Stealth +3, Survival +14 (+19 when tracking); Racial Modifiers +2 Perception Languages Common, Druidic, Elven, Sylvan SQ aerial evasion, elf blood, favored terrains (underground +4, urban +2), hawkeye, nature bond (Eagle domain[UM]), nature sense, track +1, trapfinding +1, wild empathy +8, woodland stride Combat Gear wand of cure light wounds, blood-boiling pill (10), sharpstone sling bullets (20); Other Gear +2 dragonhide breastplate, +2 darkwood light wooden quickdraw shield[APG], +1 scimitar, mwk cold iron shortspear, ranged touch attack, silversheen dagger, sling, belt of giant strength +2, cloak of resistance +2, goggles of minute seeing, headband of inspired wisdom +2, lenses of detection, ring of protection +2, backpack, bedroll, belt pouch, belt pouch, blanket[APG], fishhook (2), flint and steel, grappling hook, holly and mistletoe, masterwork thieves' tools, sewing needle, signal whistle, soap, spell component pouch, spider's silk rope (50 ft.)[APG], spiritbane spike, string or twine[APG], thread (50 ft.), torch (5), trail rations (5), waterskin, whetstone, 4,975 gp, 9 sp, 2 cp -------------------- Special Abilities -------------------- Aerial Evasion (Ex) While flying you take less damage on a successful Reflex save. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Druid (World Walker) Domain (Eagle) Granted Powers: Your spirit soars with the mightiest and noblest of all winged creatures. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach. Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes. Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes. Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground). Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban). Hawkeye +3 (8/day) (Su) Swift, gain bonus on one perception check or ranged attack. Lenses of detection +5 to track with Survival Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Narrows Survivor You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you. Natural Spell You can cast spells while in Wild Shape. Shapeshifting Hunter Add your druid and ranger levels for favored enemy Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Track +1 Add the listed bonus to survival checks made to track. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- I really went back and forth between Green Faith Initiate and World Walker. Green Faith Initiate would have made it a much better "Face" with it's bonuses to Diplomacy, but in the end having a Druid with Favored Enemy and Favored Terrain was just too enticing. I took the Eagle Domain for the bonus to hit with Ranged Touch Attacks and Perception for Trap Finding. Also a Familiar gives me Ranged Cure spells.
This is my PFS Unchained Rogue at 9th level Spoiler:
06-Rogue
Male half-elf rogue (unchained, swashbuckler) 9 (Pathfinder RPG Advanced Player's Guide 135, Pathfinder Unchained 20) CN Medium humanoid (elf, human) Init +10; Senses low-light vision; Perception +19 -------------------- Defense -------------------- AC 31, touch 18, flat-footed 24 (+7 armor, +1 deflection, +6 Dex, +1 dodge, +2 natural, +4 shield spell) hp 69 (9d8+21) Fort +8, Ref +17, Will +7; +2 resistance bonus vs. disease, +2 vs. enchantments, +3 morale bonus vs. fear Defensive Abilities evasion, improved uncanny dodge; Immune sleep; Resist daring -------------------- Offense -------------------- Speed 30 ft. Melee +1 adamantine gladius +13/+8 (1d6+9/19-20) or . . +1 gladius +13/+8 (1d6+5/19-20) or . . dagger +14/+9 (1d4/19-20) Ranged hand crossbow +14 (1d4/19-20) Special Attacks sneak attack (unchained) +5d6 Rogue (Unchained) Spell-Like Abilities (CL 9th; concentration +7) . . At will—minor magic . . 4/day—major magic -------------------- Statistics -------------------- Str 10, Dex 26, Con 14, Int 12, Wis 10, Cha 7 Base Atk +6; CMB +6; CMD 26 Feats Canny Tumble[ACG], Circling Mongoose, Dodge, Improved Two-weapon Fighting, Mobility, Skill Focus (Acrobatics), Spring Attack, Two-weapon Fighting, Weapon Finesse Traits indomitable faith, reactionary Skills Acrobatics +31, Appraise +5, Bluff +10, Climb +7, Diplomacy +2, Disable Device +22, Knowledge (dungeoneering) +13, Knowledge (local) +13, Perception +19, Sense Motive +4, Sleight of Hand +20 (+22 to conceal the ring in a search), Stealth +20, Survival +0 (+2 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception Languages Common, Elven, Varisian SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue talents (combat trick, combat trick, fast stealth, major magic, minor magic) Combat Gear potion of darkvision, potion of fly, potion of spider climb, potion of touch of the sea, wand of cure light wounds, caltrops; Other Gear +3 mithral shirt, +1 adamantine gladius[UC], +1 gladius[UC], crossbow bolts (30), dagger, hand crossbow, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +3, eyes of the eagle, ring of unquenchable passions, wayfinder[ISWG], backpack, bedroll, belt pouch, chalk (10), cold weather outfit, flint and steel, grappling hook, masterwork thieves' tools, mirror, piton (10), soap, spiritbane spike, thieves' ring, torch (5), trail rations (5), waterskin, 832 gp, 7 sp, 8 cp -------------------- Special Abilities -------------------- Canny Tumble +2 circ bon on melee atk vs. opp whose space you moved through without provoking AoO. Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action. Cold weather outfit +5 Fort save vs. cold weather. Daring +3 (Ex) +3 save vs. fear. Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd. Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd. Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Major Magic (Shield, 4/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability. Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Ring of unquenchable passions +2 resistance bonus on saving throws against disease. Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spring Attack You can move - attack - move when attacking with a melee weapon. Wayfinder (empty) This is the Circling Mongoose two-weapon fighting build. I went swashbuckler archetype because of the bonuses to Acrobatics and the ability to take Combat Trick twice. This is not a simple build, and requires quite a bit of math and figuring on the fly. Building up to Circling Mongoose isn't bad, and Spring Attack is amazing because you can attack from a square an ally is already standing in (see Core Rulebook FAQ) which allows for a lot of sneak attack goodness. I'll try to break down a combat round with Canny Tumble and Circling Mongoose, and two weapon fighting:
Next round, now that you are adjacent to the enemy, you combine Canny Tumble and Circling Mongoose. You take a 5' step, which provokes, so you use Acrobatics. This accomplishes the same thing as above (denied DEX for that attack, sneak attack, and +2 to hit). If you hit, yiy apply your Debilitating Injury: Bewildered (-4 to AC vs You) you take another 5' step and hit with your off-hand. You're considered Flanking, so that's +2 to hit and you get sneak attack, they are at -4 to AC from your Deb Strike. If that hits, you take another 5' step and hit with your iterative attack with the same benefits as before (+2 and sneak attack for flanking, -4 to their AC). If that hits, instead of applying your Debilitating Injury: Bewildered (-4 to AC vs You), you apply Debilitating Injury: Disoriented (-4 to hit you, -2 to hit anyone else). This let's you pretty much get sneak attack every time you attack. If you look my Acrobatics is +31 at 9th level so I don't need much more than a 5 on the d20 to beat most CMD's, but that's with a Half-Elf's Skill Focus and a ring of unquenchable passions. EDIT: I don't take Scout because I can get Circling Mongoose to come online at 8th with the Swashbuckler Archetype (or 9th without it) and the Scout comes online at about the same time. The trade-offs are Scouts keep their Trap abilities, Swashbuckler Archetype doesn't, but Scouts don't get full attacks with sneak attack, Circling Mongoose does.
DM_Blake wrote:
Fair enough, but don't get upset if you're sleeping and you make a 36 perception check to hear the ninja about to kill you and your GM says "Nope, hearing a Ninja while you're sleeping in impossible, so you're dead" Heck while we're add it, don't get mad when the GM tells you can't shoot 4 arrows a round because that's impossible. You can't use your Manyshot feat because any kind of accuracy with two arrows on a string is impossible. Two-Weapon fighting is pretty much impossible too. Gee what a boring game.
Hubaris wrote:
I get that. I get the suspension of disbelief, but what seems less plausible to you: Situation 1:"Wait a minute guys, we're in trouble, someone is drawing a bow on the other side of that 1 foot thick stone wall" Or Situation 2:
Out of those two situations, I would say Situation 1 is much harder to stomach, but we accept it out of hand because of the chart in the Perception skill.
Speaking as someone who's bluffed their way onto more than one military base in more than one country without proper identification, it is absolutely possible. There were times that the guard post was warned ahead of time that someone was going to try to bluff their way past, and was still able to do it. Why are we so selective in this game? Why do we accept magic missiles, and elves being able to hear a bow being drawn through a wall, but we can't accept someone can convince someone else of a lie? We can't accept that some characters have reflexes so quick, that even if you're ready for them, they can act before you (the whole readying out of combat debate) but we accept that a Rapier made of of a special material can poke through an iron bar. Why is one so acceptable, but the other so far from the realm of possibility that we feel the need to dismiss it? I don't get it.
I agree with most of what Mysteroius Stranger said. I don't make Fighters role-play their attack sequence and then say "Meh you didn't impress me, you don't get to attack this round" so I don't do the same to social skills. The part I disagree with is that I believe Bluff can convince someone that the sky is purple even if they're looking right at it. To understand my reason, let's look at something more quantifiable than Bluff, let's look at Perception. I have an 11th level character that has a 35 to perception. If we look at the perception chart, if my character rolls a 1 on a perception check he can hear a bow being drawn from the other side of a 1 foot think wall. Or, again if he rolls a 1, he could sense a creature burrowing underneath him while he was asleep. Now I don't know about you, but that seems pretty far into the realm of superhuman. If perception can do that, why not bluff? Bluff says that if they lie is impossible, i.e. the sky is purple, then your opponent gets +20 to his sense motive. The chart also says that if you possess convincing proof, you get +10, but I also take that to mean if the opponent has convincing proof that you're lying, like seeing a blue sky, they get +10. So if your Bluff can beat your opponents sense motive check +30, then yes they believe the sky is purple. I mean is that really any more far fetched than being able to hear a bow being drawn through a foot thick wall? If you're still not convinced consider the real world example of a man who convinced an entire country all their problems were caused not by a war they just lost and the harsh treaty imposed on them, but by a group of religious people.
Never mind I found it. Mike Brock made a post about it on This thread
Mike Brock wrote:
|