Rogue

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LazarX wrote:
Razh wrote:

I agree that using it on someone evil to do charity (something he probably would never agree to) isnt a bad thing, I would even say that its a good thing as you're making him pay for his actions withouth a more extreme punishment like death.

If I rob someone and give the money to charity, does that change the fact that my initial act was theft one iota? Having your ends justify your means is a slippery slope. Disregarding the will and desires of others is a classic path of how good and intelligent beings slip into evil.

It's no different if you make someone give to charity by overriding his free will and/or judgement. It's an act of coercion and theft.

Some laws enforce community work on a person to pay for his crimes, like theft, even if its against his will to do so. Its not so different when you're forcing him to do charity, he's paying the community for something that he did, it just so happens that instead of being locked up on a jail for refusing to do so, the magic just doesnt let him to refuse it in the first place.

Another example: the BBEG is going to kill a innocent person, but also knows that if he doesnt do this, his boss will kill him. He have nothing against that guy, but he has to do it to survive. Would it be evil to use magic to prevent him from killing that person, even if that means that you will strip him of his free will of chosing his life instead of that of someone else?

The alignment is way too ambiguous, with inumerous corner cases, a lot of things are open to different interpretations. We cant just say that something is or isnt evil withouth analyzing it from both directions.


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By the way, how much experience does he get for ressurecting this? I mean, finding it and using a 9th level spell to bring it back to life must have been a heck of a challenge, dont ya agree?


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Holy Cow, four years necro? Now thats what I call true ressurection!


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I think the summoner should be added to this scenario (I mean for research purposes, obviously!). You know, their eidolon can get really big, so they would have the advantage in a grapple contest, right? Yeah, I dont think the succubus could win in a situation like this. After all, size DOES matters. At least in a grapple, that is.


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What about adding a rogue to flank? Those sneaky attacks on the back gotta hurt y'know... Bonus points if she was also unaware of you! Surprise round?


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Common guys, the OP just want to have a low score on initiative to make funny remarks with the group, it doesnt mean that he will suck at other roles and be dead weight to the team.

He wants to play outside the box, doing something other people dont, for fun and roleplay. Calling it badwrongfun is simply uncool.


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Disclaimer:This is a very long and argumentative thread, and I hope you read everything carefully to really understand all of the points I'll make.

The eidolons appearance had been the source of a lot of arguments about how much freedom the summoner have at designing how it looks like. My objective with this thread is to prove that the eidolon can look like any creature the summoner wants, although he cannot impersonate a specific individual, like Ron The Mad Dwarf. The Ultimate Magic book will be a key point in my arguments.

First, lets take a look a what is said about the eidolon in the class description:

Eidolon wrote:
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

As you can see, there's three key points in here: fantastical creature, specific creature and glowing rune. So, lets go by parts:

*Specific Creature: Specific creature means exactly that, a specific creature. Specific refers to something "unique", "individual", or "only one option". Creature nearly always means a single being, not a group of beings, like sharks or such. In other words, you could make your eidolon look like an elf, but not the specific elf called Kalenz The Archer, or any other specific individual elf for that matter. You can look like someone from that race, but not a specific person. Now you could say that there are others limitations, like fantastical creature and glowing runes, but we will get to those now.

*Glowing runes: That is built within the rules, so yes, your eidolon always have one of those in its forehead, and anyone who sees it will know that something is not right. But, it also specifies that it can be hidden by mundane means, like a hat covering the forehead or something like that.

*Fantastical Creature: Now, this is the main point of the argumentation, and is where the Ultimate Magic comes in. "Fantastical Creature" is a very vague definition, specially in a fantasy game like pathfinder. Before ultimate Magic, it was very hard to define exactly what could be done with it, but the book brought to us a new view over the eidolon's appearance. Lets see a quote from the summoners section:

Ultimate Magic wrote:
The summoner is a complex and unusual class. Its most prominent class feature is the eidolon, a customizable monster that “always appears as some sort of fantastical creature.” What kind of fantastical creature this is remains up to the player. Fortunately, mythology and the Pathfinder Roleplaying Game have many examples of fantastical creatures that an eidolon might resemble, from fish-people to angels, and from spider-centaurs to undead monsters.

As you can see, UM gives multiple examples of what "fantastical creatures" could be, like angels and undeads. This book also brough "Eidolon Models", which are packages with advices for the player to build his eidolon with the appearance of a creature he wants it to be. Lets take a look at some of those packages:

Angel wrote:
The eidolon looks like a celestial being such as an angel, archon, or azata. Angel eidolons usually appear as beautiful humanoids with large, feathered wings.

It specifically states that the eidolon may look like an angel, archon, or azata, reinforcing my last statement that "Specific Creature" refers to a specific individual, not a type or such. Those are considered, as per the Ultimate Magic, fantastical creatures, and as such your eidolon may look like them (although you need the evolutions for the wings and such). Now, lets take a look at the Fey Model:

Fey wrote:
The eidolon looks like a fey creature such as a dryad, nymph, pixie, or satyr. Fey eidolons usually appear as attractive humanoids and may have insect or butterfly wings. An aquatic fey such as a nixie can be created by adding the gills and swim evolutions, resulting in a 24-point model.

Again, it specifies that your eidolon may look like a creature such as a nymph or dryad, but again you would need to spend some points to get wings and such, although Ultimate Magic also states:

Ultimate Magic wrote:
Using a model does not change the eidolon's type or give it special abilities unavailable to other eidolons—it is basically a shortcut to allow a player or GM to quickly create an eidolon with a specific look in mind. Each model states the total number of evolution points required to build a complete eidolon with that model; in many cases this build requires most of the summoner's evolution points, so only a more powerful summoner's eidolon is a close approximation of the intended creature. For a low-level summoner, some of the eidolon's features (such as extra hydra heads) may be cosmetic until he gains evolution points to spend.

With this in mind, you can look like a nymph, but you dont get the Fey type or something like that, its merely a matter of appearance for roleplay purposes. Secondly, the second bolded phrase also states that until you can afford evolution points for things like wings, those will be merely cosmetic, so although you may have the appearance you want right from the start, you cannot gain advantages for this, such as using those cosmetic wings to fly. This should be obvious, im just reinforcing those points.

Now, we got a lot of examples as to what a "fantastical creature" may be, but there are even more specific cases on this matter, which makes us think what exactly is the range that "fantastical creature" may encompass. To explain those questions, we must take a look at two specific models:

Shark wrote:
The eidolon looks like a sleek aquatic predator such as a shark or orca.

Now, many would say that an animal that we may encounter in the real world shouldnt be considered a fantastical creature, right? Well, this model specifically shows a shark or orca as being possible examples for a fantastical creature that the eidolon may look like. This again revolves to one of my first arguments: you may look like even a shark, but cannot have the exact same appearance as the Hungry MacSharking, the specific creature that is the druid's animal companion.

With this in mind, we could safely assume, by having this prior precedence, that eidolons can look like an animal, even an aquatic one like a shark, as long as he doesnt have the same appearance as a specific one, like the monkey he just met in the tree. This also doesnt limit itself for those though, as vermin are also an option for models:

Vermin wrote:
The eidolon looks like a large insect or other vermin. Taking the limbs (legs) evolution an additional time creates a giant spider.

This one also states that you may look like a vermin, such as a giant spider, which means even vermins are also an option.

Now, what about the more common races? Following the previous statements, It seems logical to consider such races like gnomes and elves as an option for the eidolons, each with its own ties to the fey or nature themselves, being essentially fantastical. We have precendence for other races being allowed as an appearance option for the eidolons:

Merfolk wrote:
The eidolon has the upper body of a humanoid and the lower body of a fish. This model can be used to create an aquatic humanoid such as a merfolk or sahuagin.

Essentially, your eidolon may even look like a merfolk or sahuagin by following this model. Again, you can only look like someone from their race, but cannot impersonate a specific individual from them.

Now, what aboult humans? Could they also be considered "fantastical creatures" for the purpose of looking like them? Lets take a look at another model:

Bodyguard wrote:
The eidolon looks like a humanoid warrior. The natural armor of a bodyguard eidolon appears to be a suit of metal plate, though this armor is actually part of the eidolon's body. Bodyguard eidolons are normally trained in a variety of dangerous weapons.

This only states a "humanoid warrior". It doesnt specify races and, as such, could also be a human. He cannot take off his armor as its part of his body, but his appearance is essentially that of a human (or any other humanoid) with armor. He may not bypass as a specific individual, but he may look like someone who belongs to that race.

Now, as I hope my points got well explained, I want to reiterate the arguments of this whole thread: your eidolon may look like any creature you want, even from some race like merfolk, as the models have proven my statements about those being considered "fantastical creatures". What you cant do is look exactly like a specific person of that race or type, and as such you gain no mechanical advantages besides the roleplay aspect of it (you could still specialize in disguise if you wanted, but that comes with the price of spending evo points). Also, dont forget that whatever form you take, you always have the "glowing rune" on the forehead, and as such someone would immediately know that something is wrong with your eidolon, unless you hide it in some mundane form, like a hat or such.

With all that said, I hope that I have enlightened the community as to the near endless choices that are available to them for customising the eidolon's appearance, and thus improving the roleplay aspect of such a great class as this.


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one of his posts about AM+FF:

wraithstrike wrote:

They stack(for lack of a better word). Fury's Fall adds dex to your CMB.

By the normal(base) rules CMB is "STR mod + BAB + size bonus + other applicable bonus"
Quote: wrote:

You can use strength and agility to send foes crashing to the ground.

Prerequisites: Improved Trip.

Benefit: When making a trip attack, add your Dexterity bonus to your CMB.

The fluff/flavor says "use strength and agility "

The mechanics say "add your Dexterity bonus to your". It never says dex replaces strength so now the formula is ""STR mod + BAB + size bonus + other applicable bonus + dex mod".

That is RAW and RAI..

Now we look at "Agile Maneuvers" which explicitly replaces strength in the base formula..

That means you get to use dex in place of strength, and add it to the CMB total.-->double dip dex."

and one of his posts about untyped bonus:

wraithstrike wrote:

A dex bonus is not a named dex bonus in the book.

The specific bonus types are things like moral bonus, insight bonus and so on so a dex bonus would fall under one of those bonues, such as an untyped bonus which always stack unless they come from the same source.


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Sub_Zero wrote:
Lord Twig wrote:

Am I the only one that is depressed by all the two-handed bludgeoning, strength builds? Great clubs and lucerne hammers just don't sound like Rogue weapons to me. Sure you can get them to work, but it feels like you are selling your soul in exchange for combat effectiveness.

My apologies to those that actually like big bruiser Rogues.

As someone who was just trying to figure out a way to use an earthbreaker while mounted and charging (which sadly doesn't work) i completely agree. Sad truth is there's no effective way to have the dagger rogue work efficiently. (so far)

The stealth beyond stealth rogue disagrees with you! Never get detected while sneaking, get a SA on the guy and run back to the shadows! Sure, Scavion build uses a shortsword, but it would work just fine with a dagger, if not even more flavorful!

Edit: link is here, search for his second build, the adjusted stealth beyond stealth rogue. 40 stealth on level 11 baby, you cant beat -that-!


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Take a look at this thread. There are some very nice rogue builds in there, special mentions to the nonlethal-damage-monster and the always-hit-touch-ac builds.


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Instead of going the Big Dumb Fighter route, lets discuss the Smart Handsome one, aka the duelist! No need to dump int anymore, and what is cooler than walking around on the battlefield with finesse and style?

Lets discuss the duelist PrC, his advantages and weakness, and make some optimised builds for fun! The duelist is an awesome class, and I bet we can build some great ideas around it.

I'll start by giving a sample build at level 12, 20 point buy:

Spoiler:

Human Fighter (Lore Warden) 6/Duelist 6
Reactionary, Indomitable Faith
Init +11, Senses Perception +17
Str 10, Dex 20/24, Con 12, Int 14/16, Wis 14, Cha 10
HP: 12d10 +12
AC: 33 (10 +3 armor, +7 dex, +1 natural, +2 deflect, +3 dodge, +3 fighting defensively, +4 Combat Expertise )
Touch: 29; FF: 16
Saves: Fortitude +10, Reflex +15, Will +8
BAB +12; CMB +17 (28 to trip); CMD 31

Rapier +20/+15/+10 (1d6+19, 15-20/x2) [-1 fighting defensively, -4 combat expertise]

Feats (F=Fighter, H=Human, LW=Lore Warden):
1- Dodge, F:Weapon Finesse, H:Improved Unarmed Strike
2- F:Crane Style, LW: Combat Expertise
3- Mobility
4- F: Improved Trip
5- Crane Wing
6- F: Fury's Fall
7- Greater Trip
9- Crane Riposte
11-Critical Focus
13-Staggering Critical
15-Weapon Focus
17-Stunning Critical
18-F:Greater Weapon Focus
19-Iron Will
20-F:Weapon Specialization

Traits:
Reactionary (+2 Init)
Indomitable Faith (+1 Will save)

Skills:
Perception 17 (12 ranks)
Sense Motive 15 (10 ranks)
Use Magic Device 12*
Acrobatics 22 (12 ranks)
Knowledge Arcana 18 (12 ranks)
Knowledge Nature 18 (12 ranks)
Knowledge Religion 18 (12 ranks)
Knowledge History 18 (12 ranks)
Climb 4 (1 rank)
Swim 4 (1 rank)
*Headband of Int

Equipment: Belt of Dex +4, Headband of Int +2, +3 Agile Keen Rapier, Cloak of Resistance +1, Ring of Protection +2, Amulet of Natural Armor +1, Bracers of Armor +3, Gloves of Dueling


With this build the duelist get some pretty good defenses, he can parry two attacks per round and get an AOO at each of them, plus he can trip his opponent, granting an AOO for him and everyone around.

Honestly, crane riposte synergizes so well with duelist that I think its a must have in any build of him. Parry and AOO against two attacks is just too good to pass.

Now, lets start the duelist discussions!


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The Rogue is considered by many one of the most underpowered classes, but thanks to ultimate combat, it’s possible to make a build that would make many damage dealing classes cry. With the combination of feats like sap adept/sap master, it’s possible to make insane amounts of non-lethal damage.
There are some variations to this build like using saps or the bludgeoning feat, in this one I will be using unarmed strikes to combo with some feats, and a dip in unarmed fighter mostly for the bonus feats:

unarmed fighter archetype 1, scout rogue archetype 19

Spoiler:
feats: (H=human bonus, R=rogue talent, F=fighter bonus)
1- Two-Weapon Fighting
1F-Improved Unarmed Strike
1F-Scorpion Style
1H-Enforcer
3R-Rogue Finesse
3- Sap Adept
5R-Weapon Training
5- Dazzling Display
7R-Offensive Defense
7- Sap Master
9R-Combat Trick (Shatter Defenses)
9- Improved Two-Weapon Fighting
11R-Opportunist
11- Knockout Artist
13R-Crippling Strike
13- Gorgon's Fist
15- Medusa's Wrath
15R-Feat (Greater Two-Weapon Fighting)
17-
19-

Using these feats, the rogue can consistently put the flat-footed condition in his targets, combining enforcer/shatter defenses/scout abilities. With this, on level 20 he can constantly get an attack routine like this, considering 28 dex and +5 from amulet:

+28/+28/+28/+28/+23/+23/+17/+17 (+2 attacks from medusa’s wrath), and the damage would be 1d4+20d6+65, obtained from the combination of sap adept/sap master/knockout artist, averaging ~135 per hit, or ~1080 if all attacks hit. Ever wanted to beat a Tarrasque to unconsciousness with your bare hands? This rogue can do that.

Also, to make it even more insane, you can combine offensive defense rogue talent to get +20 dodge AC per turn, or crippling strike to do up to -16 str penalty to your target. Sure, this doesn’t make the class OP, but there’s no doubt that a rogue can be insane in combat with this build, while still maintaining his utility out of combat with his skills.