Harsk

Luke O'Brien's page

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Ok, so at Level 1, the Unbreakable Archetype has Tough as Nails, which says, "An unbreakable gains Endurance and Diehard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat." Since both feats are still bonus feats, can I retrain the Diehard away at Level 4 for a different feat?

If so, what happens at Level 5 when I get Heroic Recovery as a bonus feat in place of Weapon Training 1? Do I still get it even though I no longer have Diehard, which is a pre-req? And if I still get it, can I retrain Endurance at Level 8?


After long thought and much experimentation, I've come to see Disable Device as waste of potential versatility in both D&D and, now, Pathfinder. The idea that all Rogues have both the built-in understanding and ability to potentially disable any device or trap is nonsense. It's like saying that a thief that's very good at disabling electronic security systems can also, magically, use this know-how to know which wire to cut to diffuse a bomb.

Instead, I've found, in both realism and playability, the better alternative is to use the appropriate craft or profession skill. This way everyone on the team can potentially contribute to the party's safety.

Foe example, Stumpy McDoorite, dwarf paladin extraordinaire, is the cookie cutter holy warrior in every way but one: His uncle, and mentor, happens to be one of gnome-kind's top experts in clockwork engineering. As such, Stumpy spends one skill point every level in "Profession: Clockwork Engineer" to reflect his continued devotion to his only passion other than smiting evil. Now, when his adventuring party is trapped in an elaborate clockwork deathtrap, it is he, not the party's urban-based rogue, who steps forward and saves the day by disabling the trap.

By abolishing Disable Device, skill point expenditures in Crafts and Professions that reflect a character's background can have a major impact on a campaign, and not be relegated to being just a way to earn gold in between missions or to qualify for a prestige class or feat.

In relation to the game balancing, I've been testing and playing around with allowing Rogues to add their Dex bonus, either full or in part, to their disable checks. My idea is that rogues, thematically, are more experienced in working under pressure with regards to dexterous maneuvers. Whether their experience stems for picking locks, picking pockets, or picking noses (jk), rogues are supposed to be consummate con-men and/or thieves who are past masters at dealing with tricky, stressful and intense situations involving using their digits.

Eg: While the ranger may be a expert in the mechanics of traps, it's unlikely that she's ever had to deal with disarming a trap under any sort of time constraint. For a burglar, on the other hand, it's routine business to picks locks and cracks safes speedily and surely. So when he's presented with a trap that has to be safely disabled NOW (so no taking 10 or 20 for being able to take all the time in the world), his past experiences keep his nimble fingers as steady as can be. Hence, he adds some part of his Dex bonus to his skill check.

Please note: Constructive criticism is most appreciated, flames less so.