Ephemeral Echo

MottekeSF's page

Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Rogue (Scout) ability.
Skirmisher - At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack.

Spring-Heeled Reaping feat
While using Spring-Heeled Style, whenever you use Shot on the Run or Spring Attack, you can attack two different creatures at any point in your movement.

Though it says "only applies to the first attack", would it be reasonable as a DM to house-rule that if you move 10 feet between each attack they would both count as a Sneak Attack?


Dang, I was hoping that the death from negative level accumulation would be considered a penalty of the negative level


I'm going to be using Hallow on a building to be able to place a Death Ward effect.
The plan is having many clerics channel into Meditation Crystals to perform as many Raise Dead spells as I can via Ultimate Mercy.
I would be taking the temporary negative levels and those raised gain the 2 permanent ones.
If inside the Death Ward effect would you still die from the accumulation of negative levels or are you protected from it via the negating of the effects of negative levels.

Links
https://www.d20pfsrd.com/magic/all-spells/h/hallow/
https://www.d20pfsrd.com/magic/all-spells/d/death-ward/
https://www.d20pfsrd.com/feats/general-feats/ultimate-mercy/
https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Meditation%20crystal


Rogar Valertis wrote:

Ok, it took me a while. Anyway, here you go:

JACK Mc STABBY

Looks like a lot of fun!

Another boon this site has given me, I had no idea about this Myth-Weavers editable character sheet! The wonders of technology xD

Two things, I may take out Iron Will for Spring Attack and Hammer the Gap for Circling Mongoose, just because that would be awesome. Improved initiative ---> Canny Tumble maybe, but I like having a huge initiative modifier.

Thank you guys both so much for the builds, it's given me a LOT to think about and to work with :)

As for who won, I'd say Jack wins but that's because if the two fought Jack has 8 levels on him xD

I will have to put Secret Wizard's build through the math machine known as my brain when I build that one, but other than that I like both of them very much.

For Jack McStabby do you think taking one more level of rogue would allow for the Grand Mutagen (is it just the pre-req of total character level that's missing? I don't get why I need to hold a level to get it since I'm not too familiar with it)


I made an Unchained Rogue Knife Master Scout with 5 levels of Stalker Vigilante for the startling appearance and at 4th Up-Close and Personal. It was also an acrobatic based build getting as many attacks as it could.... I think I have a preference towards roguelike acrobatic characters.

Thanks for all the help by the way, I'm still interested in the build Rogar was going to present :D


Secret Wizard wrote:

If you are in love with that feature, take the build I posted and make these changes -

ARCHETYPE: Rather than going base Fighter, take this archetype: Dawnflower Dervish.

I've never seen the Archives of Nethys before!

How do you feel about the Step Up and Following Step feats?

I'll start working on getting these builds fully built out and calculated, might even just make each of the builds, pick the one that synergizes with my playstyle the best and then have the rest be a random encounter to present a challenge to the party.

Could you imagine fighting all of these build variations of T-W-F brigands of death?


Secret Wizard wrote:
Thanks for being a sport, Motteke!

No problem~!

I admit I like your builds, and it will work EVEN better with our campaign because we roll 4d6, reroll 1s and keep the highest 3. We make 4 sets of 6 stats like this and this tends to give us higher than average stats. However we've also had a poor bastard roll nothing higher than 10 on EVERY STAT on EVERY SET. We were laughing so hard that night.

I think the biggest factor for the reason of 3 Rogue levels is just for the extra Sneak Attack, DEX to hit and DEX to dmg all in 3 levels.

I love all the other Fighter Archetypes, but I absolutely am in love with the 11th level bonus for Mobile Fighter w/ the combination of a move action and Full-Attack action.

With the current advice here I'm thinking of making multiple builds, mutagen fighter, full rogue, base fighter, what are your thoughts on the TWF fighter?


Holy hell, my second advice thread and we have a BUILD OFF!

Why did I never come to this site sooner?

I do like your fighter build Secret Wizard, and it's well thought out!

With my build, and 20 point buy at level 12

STR 12, DEX 20, CON 12, INT 13, WIS 10, CHA 7

Traits: Dirty Fighter, Ice Walker

1) Unchained Rogue BAB 0 Fort 0 Ref 2 Will 0


2) Unchained Rogue BAB 1 Fort 0 Ref 3 Will 0

3) Unchained Rogue BAB 2 Fort 1 Ref 3 Will 1

4) Mobile Fighter BAB 3 Fort 3 Ref 3 Will 1

5) Mobile Fighter BAB 4 Fort 4 Ref 3 Will 1

6) Mobile Fighter BAB 5 Fort 4 Ref 4 Will 2

8) Mobile Fighter BAB 7/2 Fort 5 Ref 4 Will 3

10) Mobile Fighter BAB 9/4 Fort 6 Ref 5 Will 3

12) Mobile Fighter BAB 11/6/1 Fort 7 Ref 6 Will 4
  • DEX +1
  • Leaping Attack +2

So at 12
HP: (Do we do Averages or assume Max?)

  • Average: 3d8 + 9d10 +12(1 CON) +9(Favored Class Fighter HP) = 72 HP
  • Max: 24+90+12+9 = 135 HP

AC: +6(bracers) +8(DEX) +1(Dodge)

Items: Starting gold of 108,000g

Saves

  • Fortitude: 7+1+3
  • Reflex: 6+8+3
  • Will: 4+0+3+2

To Hit:

  • Base 11/6/1
  • W/ DEX 19p/14p/9p
  • W/ TWF 17p/17o/12p/12o/7p
  • W/ TWF + Speed 17p/17o/17p/17o/12p/12o/7p
  • W/ Daredevil Softpaws 19p/19o/19p/19o/14p/14o/9p
  • W/ Circling Mongoose + Canny Tumble: 23p/23o/23p/23o/18p/18o/13p and target is denied their Dexterity, +2 to damage on each hit (flanking is already added in and +2 from Leaping Attack)

Damage:

  • Base Weapon Damage 1d4+1+8(DEX) (13-20/x3)
  • W/ Circling Mongoose (assuming acrobatics success): 1d4+1+1(Dirty Fighter)+2(Leaping Attack)+8(DEX) +2d8 Sneak Attack (13-20/x3) +20% Concealment vs ranged attacks


Rogar Valertis wrote:

I'd go Unchained Rogue (Swashbuckler) 3 and Fighter 17(Mutation Warrior). Then go for double kukris from the beginning.

Mutation warior allows you to keep Weapon Training and to increase your dex by +8.

Not bad, I never considered the Mutation Fighter, I might go 4 UCR(Swash) and 16 Mutation Warrior so I can get debilitating strike as well like previously mentioned


Scavenger1977 wrote:

Well lets say enemy combatant spells they no longer feel bothered with.

So spells that still have a partial effect even if they make a save... Instead of baddies just wasting round after round doing nothing effectively.

Like Tar Pool or Icy Prison

Stuff like that. Also done a Horrid Wilting alteady (cause its a Fortitude save so Evasion doesn't work against it)

Not out to flatout hoze them, just keep it interesting instead of a roll over.

That Witch betrayal ia a nasty one but would be hard to pull off. The monk has snake style and as such has her sense motive maxed out.

Level of the party is 14, soon to be 15

Hot damn, no wonder you're having a hard time. I personally haven't ever proceeded past 7-8th level.

I do love the Witch betrayal style, because that's part of the reason why I haven't made it past 7-8th yet. My main character in our at home campaign is a Witch with a curse that forces an alignment shift to a random alignment everytime I regain consciousness whether from near death, sleep etc

I tended to land on the Chaotic Evil side of things a lot (we rolled a D10 and 1-9 on the spectrum starting at 1=LG, through 9=CE, 10 was DM's choice)

I end up stalling the party a lot, but they don't know about the condition, and they also don't know I'm the one stalling them. Whenever we tell them to roll twice they assume it's for Fortune and when the DM says, damn you still didn't make it they just think the enemy is tough as hell.


Secret Wizard wrote:

1. Yes but your sneak attack is anecdotal. It's good for rogues, not dudes with two sneak dice.

2. Yes.

3. Very bad.

4. Are you playing 10pt. Buy? Otherwise, you have the CHA to spare. With neutral CHA, you should succeed at every feint... not that you'll fight many enemies that can be affected by that, mostly everyone is immune.

5. Lightning Stance only works when taking move actions but yes all attacks.

6. They aren't.

7. I still don't get why you don't go full fighter or rogue. You are washing away the best features of both classes with this build.

DEX based TWF build, DEX to damage with both weapons, and an Extra 2d8 with every flanking hit?

I know it's not a full rogue setup, but the rogue couldn't really cut it at least for all the feats I saw and wanted. I could try a Rogue Circling Mongoose specific build.

Also, the Fighter alone gets me Full-Attack + Move and taking 10 on acrobatics checks, which means I can also take 10 on the feints (as I can perform a feint with an acrobatics check) even when threatened. However I wouldn't get any Dexterity to damage, so I'd have to split focusing with a STR/DEX build.


GM Rednal wrote:
Unless I can find something closer, I'd probably price it around one of those amulets

Amulet that grants a Rage Power

This is only 8,000gp and it grants a Rage Power (under the condition you were a barbarian) and adds minor bonuses to saves and an immunity while raging.

Using this example I'd say granting an unrestricted Bloodline Power would be equal to just under this considering it is also just a level 1 Bloodline Power.


Scavenger1977 wrote:
Thoughts, suggestions?

I'm going to assume you need help debuffing an over-powered party you're running? Or just something to make it interesting.

Introduce a friendly Witch NPC, try to tie her into the story or make them trust her (of course this can all go awry and turn into a fight right away with sense motive checks etc)

THEN, have the Witch suggest scarring, so that she may cast her healing Hex and fortunes on them from any distance and help the flow of the upcoming boss (also a debuff themed boss maybe?)

Then BAM, betrayal, instead of Fortune it's Misfortune, instant roll twice on everything and take the worst result. However once they're affected the debuffs can be placed and as long as the Witch cackles while flying near them to avoid fighting directly then you've got them stuck with debuffs considering the first Misfortune will likely be willingly accepted.


I'm not too savvy with item creation/pricing but it kind of seems like the cost of granting a feat, or class ability. Don't think specifically a bloodline arcana effect, think more along the general case.

I hope that helps somewhat, since I don't even personally know of any magic items that do that either, but I figure there MUST be one. I think there's an amulet of evasion? I'd make the price equal to that.

EDIT::It was a Ring of Evasion

Since this is equivalent to granting a class ability, which I think granting a bloodline arcana power would be equivalent to, this is a perfect starting stone for determining the price of your amulets.


Imbicatus wrote:
There are a few issues. Unchained rouges aren't proficient with kukris, how are you getting proficient before your fighter levels? Second, you really should take one more level in unchained rouge. Debilitating injury is very good. Three, mobile fighter is killing your potential as it trades out weapon training, preventing you from gloves of dueling and more importantly, advanced weapon training.

I know, I hate it too. I can see taking one more level of Unchained Rogue, I could also do 2 UCRogue, 1 Mobile Fighter, 2UCRogue, 15 M.Fighter.

EDIT: ALSO, I don't need to be proficient for Finesse Training, as Kukris are selectable because they are Finessable.

I'm also no worried about early levels with this build as I'm jumping into the campaign at 8th level (due to a recent death with a my poor Cleric who kept rolling 3 and under for will saves against fear versus Yeth Hounds)

The reason for Mobile Fighter is the base land speed increases, the ability to ALWAYS perform a move action then full-attack rather than having magic items that give X/day uses. That paired with the ability at 15th to always take 10 on an acrobatics check since I'm going to be rolling so many in combat, I figure the 20th level "capstone" of just taking 10 on all my acrobatics checks seemed nice.


Class Level Guide
1) Unchained Rogue BAB 0 Fort 0 Ref 2 Will 0


2) Unchained Rogue BAB 1 Fort 0 Ref 3 Will 0

3) Unchained Rogue BAB 2 Fort 1 Ref 3 Will 1

4) Mobile Fighter BAB 3 Fort 3 Ref 3 Will 1

5) Mobile Fighter BAB 4 Fort 4 Ref 3 Will 1
  • Agility: +1 to saves vs effects that cause paralysis, slow, entanglement (+1 every 4 lvls after)
  • Fighter Bonus Feat: Slayer’s Feint
  • 5th level Feat: Spring Attack

6) Mobile Fighter BAB 5 Fort 4 Ref 4 Will 2
  • Armor Training 1: Reduce armor check penalty by 1, and increase max DEX by 1 + Move at normal movement speed in medium armor

7) Mobile Fighter BAB 6/1 Fort 5 Ref 4 Will 2

8) Mobile Fighter BAB 7/2 Fort 5 Ref 4 Will 2
  • Leaping Attack: +1 to attack/damage rolls if you move at least 5ft before attacking

9) Mobile Fighter BAB 8/3 Fort 6 Ref 5 Will 3

10) Mobile Fighter BAB 9/4 Fort 6 Ref 5 Will 3
  • Armor Training 2: Reduce armor check penalty by 2, and increase max DEX by 2 + Move at normal speed in heavy armor

11) Mobile Fighter BAB 10/5 Fort 7 Ref 5 Will 3

12) Mobile Fighter BAB 11/6/1 Fort 7 Ref 6 Will 4
  • Leaping Attack: +2 to attack/damage rolls if you move at least 5ft before attacking

13) Mobile Fighter BAB 12/7/2 Fort 8 Ref 6 Will 4

14) Mobile Fighter BAB 13/8/3 Fort 8 Ref 6 Will 4
  • Rapid Attack: Combine Full-Attack with a single move, forgoing atk w/ highest bonus however you can make the remaining attacks anywhere in the movement. Can hit multiple enemies through the movement.

15) Mobile Fighter BAB 14/9/4 Fort 9 Ref 7 Will 5

16) Mobile Fighter BAB 15/10/5 Fort 9 Ref 7 Will 5
  • Leaping Attack: +3

17) Mobile Fighter BAB 16/11/6/1 Fort 10 Ref 7 Will 5

18) Mobile Fighter BAB 17/12/7/2 Fort 10 Ref 8 Will 6
  • Fleet Footed: +10 base speed, can take 10 on acrobatics check even while threatened

19) Mobile Fighter BAB 18/13/8/3 Fort 11 Ref 8 Will 6

20) Mobile Fighter BAB 19/14/9/4 Fort 11 Ref 8 Will 6
  • Leaping Attack: +4

I just wanted to make sure everything here works together and if there are other optimizations that would help.

1) Canny Tumble + Circling Mongoose is obvious, every time you make the 5ft movement you make an acrobatics check and are considered to be flanking the foe, this does in fact work yes?

2) Now Canny Tumble + Two-Weapon Feint + Circling Mongoose: Can I now forgo the first attack, and gain flanking and have the target denied their Dexterity bonus?

3) How good is Hammer the Gap? I figure if I use it in conjunction with setup 2 as above, while I lose the one point from the first hit, if they're denied their DEX and considered Flanked it should be easy to get consecutive hits in.

4) Slayer's Feint works with Two-Weapon Feint I would think, so I don't need any CHA because this is literally an Acrobatics build~!

5) Wind Stance gives 20% concealment to RANGED attacks, but Lightning Stance gives 50% concealment, it doesn't specify ranged only so I assume it's for all attacks?

6) Lightning Stance, would it be considered multiple move actions with Circling Mongoose? Would it seem reasonable to house rule that if it doesn't?

Weapon Setup
In the longrun I'm probably going for a buildup of
+5 Keen Kukris of Speed
The base Kukri will be Serrated and Laminated Steel from the D&D 3.0 Mercenaries book

  • Serrated: +1 to base Crit range of the Weapon (stacks with Keen)
  • Laminated Steel: +1 damage and increase the Critical Multiplier by 1

For those wondering the cost it is like this;
  • Masterwork = 300g
  • Serrated = 300g
  • Laminated Steel = 900g
  • Now you take the total cost of the weapon properties (300g+300g+900g) and multiply by the number of properties, in this case 3 as Masterwork counts as a property.


Claxon wrote:


Spell Resistance checks are made as 1d20 + caster level. At level 12, let assume most things you fight are going to be at least equal level. That gives them a caster level of 12. So they have to roll a 9 or better to affect you with a spell, which is 55% of the time. Now let look at a boss enemy, lets say level 15 (3 above you). He has to roll a 6, success 70% of the time. At level 20, he will automatically succeed since a roll of 1 isn't an automatic failure for caster level checks.

Then why the heck is it 90,000g for that mantle? :(

Actually, just so you know, it's all YOUR fault.... I'm gonna be converting this UCRogue/Fighter ---> UCRogue Scout Knifemaster/Stalker Vigilante

Those damn Kukris are amazing now, and I wish I wasn't so arrogant and offput by "low damage weapons" before


Claxon wrote:

Also Bracers or Armor don't stake with any actual armor worn, and are more expensive for the AC provided. You character should wear Celestial Armor, which has a max dex bonus of +8 and is +3 chainmail (+9 AC total).

If you upgrade to +5 celestial armor that would give you +11 AC from armor +8 from dex for 19 AC total. Vs +8 Bracers of Armor and +12 from Dex. Which gets you 20 AC, however bracers of armor +8 cost 64,000 gp versus the 22,400 for celestial armor. Not to mention you have to actually get your dex all the way up to the point where it overcomes the base difference by wearing armor.

I'm wearing the Ceremonial Armor not for the armor bonus but so that I can wear the Mantle of Spell Resistance over it (must be worn over armor)

Also, it's +8 Braces with an infinite DEX score to AC
That's +8 Bracers, +12 DEX, +5 Natural Armor, +5 Deflection for a 40 AC and no check penalties with a 21 SR

but I do see your point about the costs....


So it looks like I can't edit my OP to reflect changes? (Not giving me the EDIT option, new to the forums here BTW)
ALL WEAPON FOCUSES/SPECIALIZATIONS/TRAININGS = KUKRIS
1st lvl Skill Focus ---> Dodge
3rd lvl Combat Expertise ---> Mobility
5th lvl Two Weapon Feint ---> Spring Attack
7th lvl Accomplished Sneak Attacker ---> Circling Mongoose
8th lvl Bonus Feat (Improved T-W Feint) ---> Combat Expertise
14th lvl Acc. Sn. Atk ---> Pirahna Strike
15th lvl Acc. Sn. Atk ---> Two Weapon Feint
16th lvl Penetrating Strike ---> Improved Two Weapon Feint
18th lvl Improved Penetrating Strike ---> Greater Weapon Specialization?

Weapons will either be Sun Blades (enhanced if I can)

or

+4 Keen, Serrated and Laminated Short Swords of Speed

Claxon wrote:
KUKRIS >:3

I see your point with Kukris, I've just personally been steering away from "1d4" damage die because I've been shafted in the past by it due to DR, but your point of +4 really sells it. (I'll be honest my DM didn't even KNOW about the enhancements counting as bypassing DR)

So if I choose Kukri through-out all of this (save for levels 1-2)
I could do 2 +4 Serrated & Laminated Kukris for a 1d4+1+4+DEX+W.Mastery (17-20/x3) weapons which I could then put +1 more and Keen, then finally at higher levels Speed on for a 13-20/x3 range


Claxon wrote:

You can't take Accomplished Sneak Attacker more than once, I'm pretty sure I saw it at least 3 times.

Also worth noting, it's generally not worth taking Greater Two Weapon Fighting because a 3rd attack at a -10 (really a -12 with penalties for TWF) for the cost of a feat.

Also, in general since Sneak Attack isn't multiplied on a critical hit it's not necessarily worth it to focus on critical hits. However, if you do want to focus on critical hits you should really be using Kukri for the 18-20 crit range, with levels in fighter you are proficient in them.

You also probably want to add in Piranha Strike to add more static damage to your attacks.

Oh, I was not aware you couldn't take the feat more than once!

Thanks for pointing that out to me, I have since looked and seen that I can only take a feat once unless it specifies in the feat that I can take it more than once.

The reason why I'm not going Kukri is because I'll likely be starting at 12th level which will allow me to begin play with two Sun Blades (at base cost), my main question with that though is since it counts as a Short Sword for all intents and purposes if I choose Short Sword as an unchained rogue for my Finesse Training then these Special +2 Bastard Swords now do DEX to attack and DMG


10 STR :: 20 DEX :: 10 CON :: 13 INT :: 10 WIS :: 14 CHA (25 Point Buy +2 DEX Human Racial)

Traits:

  • Killer (+Weapon Crit Mod to Damage when you crit),
  • Unpredictable (+1 Bluff and is a class skill)

Un-Ch. Rogue:


Un-Ch. Rogue:
  • Evasion
  • Rogue Talent (Stand up): Stand up from prone (swift = no AoO, free = risk AoO)

Fighter:
Fighter:
Fighter:
Un-Ch. Rogue:
  • Finesse Training(DEX to Shortsword damage)
  • Danger Sense +1

Un-Ch. Rogue:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:

880,000g starting gold :: Item Costs 879,350g

10 STR :: 34 DEX :: 10 CON :: 13 INT :: 10 WIS :: 24 CHA

Sun Blades :: (Count as Short Swords for DEX to DMG w/ Rogue)

  • +4 Bastard Sword 1d10 +4 +5(W.Mas if full-attacking) +1(Laminated Steel) +12(DEX) +2 (W.Spec)
  • +6d6 Sneak Attack
  • Ignores 10 DR, or 5 DR for un-typed DR (DR/--)
  • (15-20/x3 Critical Threat(Serrated Weapon Property + Keen))
  • ((x4 Crit and Double Damage vs Negative Energy Plane or undead creatures))

To Hit: +4 (+6 vs Evil) +19(BAB) +5(W.Mas if full-atk) +12(DEX) +2(W.Focus)
BASE w/ Greater T-W-F: (19p/19o/)from speed 19p/19o/14p/14o/9p/9o/4p
Full-Attack Action: (42p/42o/)from speed 42p/42o/37p/37o/32p/32o/27p
Double Strike (standard action) and Equal Opportunity Attacks of Opportunity: 37p/37o
vs Evil targets +2 to all attacks

If it were available I would swap all Unchained Rogue levels with Unchained Ninja (just for the ki ability for another full BAB attack), too bad that apparently isn't a thing (aside from homebrew/3rd party).

I just wanted to be sure of a couple other things as well...

  • 1) Enhancing the Sun Blades, I saw all over the forums "Yes you can" or "No you can't" and good arguments for both sides, but I just want to make sure (assuming I CAN), The Sun Blade is considered a +2 Bastard Sword normally (as per description), so I COULD in theory add +8 to the weapon, +3 more enhancement and +5 to +8 (losing a +1 enhancement for each +1 special ability) blah blah...
  • Would this cost the base price of the weapon, 50,335 plus the new enhancements on it? So in mine I made them +2 Keen and Speed, speed being +3 and Keen +1 so a total of +6, does this now cost 50,335 + 72,000 for 122,335g? or is it the +8 Cost for the Sun Blade (since it is already +2 as well) for 128,000g?
  • If I wanted to buy the Sun Blade at 50,335g as is, then enhance it later would it just cost 72,000g to enhance (for +6) or 128,000g - 50,335g (not much of a difference but I just like to figure stuff out and understand more).

  • 2) Since my Unchained Rogue would select Short Swords as the weapon that gains Dexterity to Damage and the Sun Blade counts as a short sword for wielding purposes it does in fact gain Dexterity to hit and damage yes?

  • 3) If I wrapped an EFFORTLESS LACE around, say a Falcata, the weapon now counts as a light weapon and is weapon finessable does this also mean that when the time comes I could choose that specific Falcata as a Dexterity to damage weapon with unchained rogue?

  • 3.5) If I did the same thing but instead then got it enchanted would it qualify for Agile, since it is now a finessable weapon?

Thanks for input and lemme know what you think of the build (should it work as intended) and tips/tricks would be great. THIS IS MY FIRST BUILD EVER, aside from just taking the base classes and playing them as is and taking feats that seem "good" back when I first started.

FYI Serrated and Laminated Steel are from the D&D 3.0 (possibly 3.5 can't remember 100%) MERCENARIES book, figured converting should be easy.
+300g for Serrated +1 threat range on the base weapon (must be made with it, thus alters the base weapon and works WITH Keen/Improved Crit)
+900g for Laminated Steel +1 Damage +1 to Crit Multiplier

You multiply the cost of the weapon (not including the enchantments) by how many weapon properties are on it, Masterwork is a weapon property.
So if you have a Masterwork Serrated Laminated Steel Dagger it should be (2g + 300g(MW) +300g(Serrated) +900g(L.Steel))x3(# of properties) = 4,506g for a 1d4 +1 18-20x3 dagger


This may be a silly question, but my current build looks like this:

(FYI stats are rolled in presence of DM not a point buy system)

Android (Background, was previously a Half-Elf accidentally killed by parents in an explosion due to faulty alchemical laboratory, father built clockwork robotic body, mother (cleric) kept remaining organs, skin etc that was left intact and with father's help grafted it onto the clockwork body and fused to work together: This is why I have the Half-Elf racial trait)
STR: 15
DEX: 19: 17 +2 Racial
CON: 14
INT: 18: 16 +2 Racial
WIS: 14
CHA: 10

Levels:
-4 Unchained Rogue (Knife Master + Scout archetypes)
-5 Vigilante (Stalker)
-remaining levels in Unchained Rogue

Traits:
-Elven Reflexes +2 Initiative
-Strong Arm, Supple Wrist: Move 10ft, gain 10ft range

Feats: (we get as a house rule a bonus feat for our specific race, if it could be found on a CR 1 of your race in the Bestiary if none exist you can take one of 4, improved initiative, weapon focus, skill focus or weapon proficiency)

Racial: Improved Initiative
1st: Two-Weapon Fighting
-Major Drawback (or Flaw): Spell Vulnerability: -2 Penalty to all saves vs Evocation
Flaw gained Feat: Opening Volley

2nd: Rogue Talent: Combat Trick: Point-Blank Shot

3rd: Charging Hurler

4th: Rogue Talent: Powerful Sneak

5th: Dodge

6th: Vigilante Talent: Close the Gap

7th: Disorienting Maneuvers

8th: Vigilante Talent: Up Close and Personal

9th: Precise Shot

Now with my main question;
- Up Close and Personal (Ex): When the vigilante attempts an Acrobatics check to move through an opponent's space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante's hidden strike damage as if the foe were unaware of the vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC. Only a stalker vigilante of at least 4th level can select this talent.

Should I succeed in my acrobatics check, and make that attack as though they were "unaware" of the vigilante, would I also gain my rogue's sneak attack damage?

If not directly through the ability, but if should the acrobatics maneuver make me flanking would I then get the sneak attack damage on this swift action attack?


1 person marked this as a favorite.
Rysky wrote:
Scaling with Character level over Class level is such a rarity that it is spelled out when it does so

Awesome, thank you very much! It's too bad though, I was making an Unchained Knifemaster Scout Rogue with 4 levels Vigilante for "Up Close and Personal", if I took that talent at 2nd level and got the uncanny dodges from the level up (that I lost with the archetypes of Rogue) it'd be really great.

Thank you again!


I'm not the most experienced character creator, however; the first level spell "Longarm" might help for your threat range! Gives you an additional 5ft reach, grab a wand of it or get it permanencied?


1 person marked this as a favorite.
Risen Demon wrote:
Having never played in PFS before, I'm not too certain on the ramifications of the roleplay of something like the Vigilante. Do you think it would be difficult to utilize both personalities?

Personally, I like to roleplay vigilantes in adventures as always in their vigilante identity, then at random points in time my social identity shows up and "helps out these poor adventurers" or tasks them with jobs that would boost my vigilante's renown.

Eventually I'll reveal my social identity to my party as a huge "HOLY S@@% IT WAS THAT GUY ALL ALONG!?" moment, especially since (thanks to my epic GM) none of them know I'm a vigilante, they all think I'm a rogue.


1 person marked this as FAQ candidate.

Hi there, this is actually my first question I haven't been able to find via google or these forums without making my own thread. So here goes nothing!

Stalker Sense (Ex): The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent.

For vigilante talents such as this one it states: at 6th level and at 12th level

Does this mean vigilante 6th, or character level 6th etc? Most of the time I see it specified such as with class abilities or rogue talents, though some rogue talents also vaguely say just a general level.

If it is just character level that'd make my build really amazing, but either way it would just be great knowing what the rules are.