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Organized Play Member. 99 posts (138 including aliases). 3 reviews. No lists. No wishlists. 5 Organized Play characters. 2 aliases.




I'm in the process of making a general plan for my next PFS character. I'm doing some pretty heavy multiclassing and I need to know whether I need to fit a fighter level into the build to use the sash of the war champion (APG 309).

Armor training is pretty critical to the concept as I need access to full movement in mithral full plate. (Starting with Cavalier)

Liberty's Edge

First off, here's the feat:

Adventurer's Armory wrote:

Sly Draw

You can draw your weapon with suchspeed and finesse that your opponents don’t realize they’re threatened.

Prerequisite: Quick Draw.

Benefit: When you draw a light weapon, you may make a Sleight of Hand check instead of a Bluff check to feint in combat. Other feats and abilities that affect a feint still apply to your feint.

My question is pretty simple: What action does the feint take?

As written, I'm seeing this feat giving you the ability to feint as a part of the act of drawing a weapon. Which the prerequisite of quick draw gives you as a free action.

This usually isn't that big of a deal. Normally people only draw a weapon once or twice in a combat, as weapons tend to be enchanted pretty heavily.

However: If, say, a rogue were to hide several daggers on their person and use quick draw/sly draw to simply continuously feint with each attack, strike their opponent with a sneak attack, then drop the weapon (Free action) to draw another one.

I don't see this being particularly broken as later you're certainly going to have monetary issues with getting enough enchanted daggers and/or other light weapons to keep up with AC values, especially on Rogue BAB.

What say thee, rules experts?

Liberty's Edge

So my gaming group is ramping up for kingmaker.

The GM throws the idea out there that we could run a full group of “demihumans” (i.e. Gnome/Halfling only). The rest of the group gives it the tentative “this could be entertaining”. Personally, I'm fine with the idea, though I think playing gnomes in a “Build a civilization” party would end badly.

Anyway, I had to leave town the next day so I started rolling stats early: Standard die roll, 4d6 drop lowest.

I generated one of the most mediocre stat sets I've ever had to play:

10, 10, 14, 11, 10, 10

You can imagine my dismay. I don't even qualify for more than one of the feat trees.

Anyway, 10 minutes after rolling I finally stop looking up every 3 seconds at the GM with the "You've got to be kidding" look and decide to see if I can make this playable before I start session one with “Mark the Mediocre Midget accidentally commits suicide. Damn, I'll need to reroll.”

So I've come up with a 1-20 plan that I think can make me effective, if a bit pathetic compared to most other characters I expect to be generated. Normally I don't try to min/max this hard, but if I'm going to play a 6 point buy equivalent character then the GM gets to deal with the side of my brain that used to reverse engineer everquest mechanics. Only fair. (Hell, he might read this while I'm out of town. Who knows. Here's your fair warning sir.)

Anyway, I'd like any input people have. Let me know if you see flaws and especially if I'm missing something I should be getting. I present to you the Invisible Ball of Death. Also: I refuse to take heirloom weapon. I already have a character who has it in another game and I will not use a trait as a math patch here.

Invisible Ball of Death: This build doesn't really come together until level 8. Which is going to be pretty lame but such is having a singular stat over 13. Basically I'm abusing the bladed scarf (Cough... spiked chain flashbacks... cough) but with less combat wrecking via trip and more raw DPS. Part of the build requires access to a method of generating invisibility, IE via ring of invisibility as soon as I can get one. Then taking whirlwind attack and lunge and going to town.

Race: Halfling
Class: Pure Rogue

Stat Block: STR 8, DEX 16, CON 10, INT 11, CHA 12

Traits: Reactionary, <Campaign/Racial> Likely Brigand

Rogue 1: Exotic Weapon Proficiency (Bladed Scarf), Trapfinding, Sneak Attack +1d6
Rogue 2: Rogue Talent: Finesse Rogue, Evasion
Rogue 3: Dodge, Sneak Attack +1d6, Trap Sense +1
Rogue 4: +1 Int, Rogue Talent: Weapon Training (Bladed Scarf), Uncanny Dodge
Rogue 5: Mobility, Sneak Attack +4d6, Trap Sense +2
Rogue 6: Rogue Talent: Resiliency, Improved Uncanny Dodge
Rogue 7: Spring Attack, Sneak Attack 4d6
Rogue 8: +1 Int, Combat Trick: Combat Expertise, Improved Uncanny dodge
Rogue 9: Whirlwind Attack, Sneak Attack +5d6, Trap Sense+3
Rogue 10: Advanced Talents, Crippling Strike
Rogue 11: Lunge, Sneak Attack +6d6
Rogue 12: +1 Int, Rogue Talent: Feat: Skill Focus (Stealth), Trap Sense +4
Rogue 13: Hellcat Stealth, Sneak Attack +7d6
Rogue 14: Rogue Talent: Skill Mastery (Bluff, Stealth, Acrobatics, Disable Device, Perception)
Rogue 15: Stealthy, Sneak Attack +8d6, Trap Sense +5
Rogue 16: +1 Dex, Rogue Talent: Trap Spotter
Rogue 17: Improved Initiative, Sneak Attack +9d6
Rogue 18: Rogue Talent: Slippery Mind, Trap Sense +6
Rogue 19: Alertness, Sneak Attack 10d6
Rogue 20: +1 Dex, Master Strike, Rogue Talent: Skill Mastery (Diplomacy, Sleight of Hand, Escape Artist, Use Magic Device, Sense Motive)

I only barely remember reading Hellcat progression in print, and it's a stretch for a kingmaker game. Regardless, HIPS is necessary for the build and the later stealth additions make the Invisible Ball of Death more or less completely invisible. If I can't land it I'm taking trip/disarm progressions and looking for a Ring of Invisibility.

The spring attack progression really just exists to open up whirlwind. Some other threads on this board have implied that the combat trick ability doesn't require prerequisites. If so, I'm taking whirlwind at level 3, which would make no sense.

I had thought about going with TWF scorpion whips, but the bladed scarf gives me more flavor options and doesn't provoke AoOs.

Magic Item Priorities:

Anything and everything that can make me outright invisible. Preferably a ring of Invisibility. Yeah, I'll probably get it around 15 at earliest.

Clearly, stat bonus items would help. Belt of Incredible Dexterity, etc. are almost required to be able to hit much of anything with a flat footed AC.

Elven Chain becomes the armor of choice, though a mithral breastplate also works assuming I take medium armor proficiency when I find it, delaying progression slightly. Though that heavily depends on if a mithral breastplate actually has an ACP, I suppose. Not sure on MWK and mithral stacking. (Moving skill focus &#8594; Hellcat progression.)

Weapon Effects: Mostly +1 bonuses. My attack bonus is terrible unless I bump it to the ends of the earth.

Basic combat tactic is Go. First. Use suprise to get into position and then spin the scarf round and round hitting everything in a 30 ft circle.

Still looking for a campaign or racial trait to really go for. (DM has allowed 1 trait of our choice and one racial trait. I imagine since no halfling racial traits exist a campaign trait would work)

Liberty's Edge

According to the rules for adding spells to spellbooks(wizards) and familiars(witches), the normal 2 spells learned at each level cannot come from any spell level the character can't access. However, the rules for copying spells from one spellbook to another don't specify a level requirement to learn the spell, though you can't cast it.

If that's the case, can a character with a sufficiently high spellcraft attempt to add spells above their maximum spell level to their familiar or spellbook? IE if they got temporary access to a spellbook or library with a significant amount of magical lore beyond their ken, could they scribble as much down as possible and then slowly gain access as they unlocked those spell levels? At the moment that's what the rules text on the adding to familiar (APH 43) and spellbook (PCR 219) rules seems to indicate.