This question about two 2nd level operative exploits interacting. Alien Archive: Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. Jack of all Trades: You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks. So my question is, how large is the bonus a 20th level operative with no ranks in mysticism gets from operatives edge when identifiing a creatures abilities? +12 because it's essentially the same bonus type so it shouldn't stack. +18 because two doubling effects are treated as a tripling. or +24 because two doubling a doubled number is really 4x who needs ranks anyway? My thoughts are leaning toward the +18 but I'm searching for clarification. Thanks in advance.
Varun Creed wrote:
Raw this is correct, and I am inclined to agree, but there was an early quote from Seifter that put a big question mark on that. Do you have a link to a qoute from the designers to finalize that? If so I would appreciate it as it would settle a contentious point in my group. This one post right after the original discovery of the accidental +4 to ghost has lead to more than one headache in my group.
It seems like these two issues were among the first to hit the forums and no one is willing to clearly state it one way or the other. The FAQ just went up so I'd prefer to give them week or two to get through Gencon and then FAQ this if it's still neccesary. Operative: Ghost +4? y/n
Jimbles the Mediocre wrote:
It has also been stated that Skill Focus was not intended to be an insight bonus. It is strongly suspected that when a FAQ is released in a few months that it will be changed.
Kinda disappointing that slayers didn't get more love. I picked up the book mostly because it's a relatively new class with few options compared to classes that have existed longer. This product description advertised slayers archetypes along with all of the other classes that got several new options. Slayers only received one archetype. From product description:
The book does have lots of cool rp powers and and new ideas in it. I'm sure it will see use. Slayers need love too :(
(Bringing the thread back to house rules) Well, I wouldn't say its a house rule, but one of the most commonly ignored rules I see is the time required to use disable device on a trap. In PFS and in home games. It's not something the GMs go out of their way to do, it just tends to not matter 90+% of the time. If you are checking for traps usually you have time to do so because there are no other immediate threats in the area. If there are no other threats, and you find a trap, it generally isn't worthwhile to track how long it takes to disable the trap. It just seems unnecessary. So without even discussing the idea of dropping the rule it just gets ignored because it is simply invalid and or inconsequential.
Alex Mack wrote:
It's a matter of some debate. There is a thorough discussion on here somewhere that I believe is inconclusive. It leaned toward requiring a move action after attacking to re-stealth in plain sight after attacking. However it was never completely clear if hiding actually required the move action. If I can find it I'll post it.
Scott Wilhelm wrote:
Vivisectionist will not grant more SA dice than a Rogue of the same level.
Thank you all for the responses. I haven't had a chance to check in on the thread since the posting. You have all given me alot to think about and I appreciate the various points of view. It sounds like the best thing to do is have frank discussion with the GM and with the other players. If things remain the same I'll likely use retraining rules to shift build choices in favor getting additional re-rolls rather than static bonuses. I still enjoy the group and enjoy playing with them most of the time. As stated in the OP I'm not sure how many other players are bothered by this practice so it is possible that I am not the only player who doesn't like this practice. I'd like to point out a few things that varied during the thread that may not have been clear at first. -The DC's are not raised all the time just when the GM wants it to be a slim chance This may result in only one scene per level (usually crucial story points involving things of custom design like BBEG, custom room environment; and has been applied to: Disable Device, Caster level Check, or Hardness Break DC etc) -The GM is not Floating DCs for every player independently, the DC's are raised to the Best mod+15. -This practice is not a secret. However It was not disclosed before the game began. It was implemented during the course of the campaign. I suspect, as a response to players specializing in specific tasks and achieving numbers clearly above the normal range. However the GM made no attempt to keep it secret from the players after they figured it out and asked the GM directly. -I still don't support this position as it ignores all character build choices. Choices that were made by the player to benefit them. Thanks again for for your responses, there are several perspectives on closely related topics I had not considered.
I play in a home game where the GM is very fair-minded (Most of the time). However there are times when the GM wants to up the challenge of the situation for I guess what they would call "story" or "drama". During these times the GM will adjust a DC to what he feels is a challenge for our characters. In practice this means taking account of our modifiers and setting the DC such that we can only succeed on a die roll of 15 or better. What I find unfair about this is it completely ignores all of the choices and investments the player has made to improve that particular roll. For example if a player has Skill Focus, the bonus is disregarded because the number you have to roll on the die with or with out the feat is still 15. So while the feat helped get the player through many trials earlier in the game, when it comes to a time of "drama" say a "Boss Fight" the feat is not really beneficial at a time when the player probably needs it the most. For the most part I've been quite about it and just been going along with it. What I would like to know is; Does anyone else do this type of thing when they GM? How common is this kind of thing in other/your home games? If you witnessed this as a player what is the right thing to do? PS: I'm not sure how many of the other players, if any, are bothered by this practice.
Richard McGuffin wrote:
Upon further inspection I'm even more befuddled. the diadem specifically states not to apply the extra damage dice from it to form infusions like K-whip. If the 13d6+13 is a result of the empower that would make sense to me. However I have no idea how you get that total before hand?
Mark Seifter wrote:
I' a little confused. How did the character get 13d6+13? Are we talking about a 19th level character here? The diadem only adds d6s. Sorry, still learning the ins and outs of the class.
Mark Seifter wrote:
I just want to clarify that nothing reduces the burn cost of Utility Talents, correct? Because otherwise Kinetic Healer would be infinite healing.
Ascalaphus wrote: Does unchained sneak attack stack with chained sneak attack? What if the enemy has concealment? I think the unchained sneak attack dice get through and your standard dice do not. Of course neither type works against total concealment. I've been proven wrong though, many many times.
Sorry if this has already come up before but I didn't see it anywhere. In Society rules if a class like Investigator, Slayer, or Ninja has the option to choose a Rogue talent are they obligated to choose the original version of the talent, the unchained version of the talent or can they choose either one? Also if they choose one type or the other does that mean the character has limited its future options to one type or the other? Thank you in advance.
Sean K Reynolds wrote:
By any chance is it possible that the original write-up for the vanguard archetype Vanguard's Bond ability was meant to grant a bonus equal to studied target and not the 1/2 value it received? The reason I ask is it feels similar to the Ranger freebooter archetype. I was wondering if somewhere in the design processes when switching from the ranger bonuses to slayer bonuses the numbers dropped from +2 favored enemy to +1 studied target and were not meant to be halved again in the vanguard's bond ability.
Ventnor wrote: Why does it take a million feats just to fake someone out? Ha, thats nothing. Play a rogue and try to take something from an NPC. You might think your starting out with a skill check and end with CMB on a dex based 3/4 BAB character. Only to find out that the thing you are taking is subjectively not permissible by the GM. Good things Rogue's have never been known to do that kind of shady stuff. /rant Sorry had to get it out.
Ravingdork wrote:
I agree with Ravingdork, the new abilities are nice but they don't go far enough. The one consistent issue rogues have is the ability to hit. Giving the class an ability that activates after a hit is not an improvement on that front. It always comes down to the fact that any other 3/4 BAB class will have assets to help them hit. Burning a class ability like minor/major magic and taking a turn to cast a spell that ensures a single hit isn't good enough when you are back where you started the turn after the hit. The higher the level, the more apparent the absence of an attack bonus becomes. The class needs a built in attack bonus. Period.
There is no guide. Everyone just says use a ranger build. Heres one of my preferred builds. Feel free to modify it how you want. 20 pt. buy 16,14,14,10,14,10 half-orc
Traits: (i forgot the names but here's what they do)
1 Iron will
*With this build your will save should keep up with your other saves until level 9 or 12 depending on how closely you follow it. your saves should always be around your level or higher if you keep up with the cloak of resistance.
You get a variety of attack options using the dire flail power attack and two weapon fighting. Few other classes can accomplish this. (fighter, ranger) With Studied target you can choose to balance out your negative modifiers a number of ways. When you pick up Blood Reader It really starts to pay off to have the math ready so you can choose the correct attack option and not suffer more penalties than you need to. By level 6 your attacks should look something like this
norm:+13/+8
Damage varies by 1 handed and 2 handed math, double slice is highly recommended and completely worth it when you can pick up. Biggest drawback is the same as all TWF fighters, you spend twice as much on you weapon as anyone else. However your combat options reflect that.
Measured Response is definitely not a first choice on anyone's list. However, the simplest use for it is for characters with high damage variability. If you roll large die types(d10,d12), or large pools of dice (sneak attack) you can avoid the extreme low rolls that sometimes undermine your effort. Possibly not the best use but if you have the "Blood Reader" ability from Slayer you can decide to use Measured Response to deliver the calculated amount removing chance from the equation altogether. You will know in advance if average is all you need or if average will fall short of your goal.
Cavall wrote:
So you think that a character with the first two abilities would roll a knowledge check like this? Int + Wis + ranks + d20? Why would it replace one Int mod but not the other? Sorry I'm not that good with replacement effects but would like to understand whats going on here.
Hi guys, by RAW does this work? Mindchemist 2 Perfect recall:
Shaman Lore-Benefit of Wisdom:
Would a Character with these two abilities add double their Wisdom Modifier to Knowledge checks? And would that also stack with the Shaman Lore Spirit Ability? Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Does anyone else find it odd that "Telekinetic Finesse" lets you use Disable Device but none of the elements have Disable Device as a class skill? The reason this is particularly important is that you cannot use Disable Device untrained. I really hope it gets a fix that in the final version. It offers a great concept, but it needs to be backed up with proper game mechanics.
By that logic doesn't that mean a Slayer who choose Ranger combat style at level 2 doesn't get the benefit of a Ranger Bonus Feat when he later takes two levels of Ranger? I'm not really convinced this particular example of slayer rogue would result in a "redundant ability" either. Would the same happen in a Investigator/Slayer combo? There would be no parent class to conflict with and each time the character selects the option it is coming from a different class. So no I don't see it as the character selecting the same talent more than once. It would be Slayer talent, Rogue talent, Investigator Talent.
If a character has enough levels in Rogue and Slayer the character could potentially select Trap spotter twice and get the same effective benefit again from sleepless detective. So the question is how many times would the GM have to roll? just twice or it is three times? Rogue Talent: Trap Spotter (Ex)
Sleepless Detective:Eye for Detail (Ex) At 4th level, a Sleepless detective's keen eye for detail helps her notice hidden traps, doors, and clues. The detective is entitled to an immediate Perception check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking. This check should be made in secret by the GM. If the detective would already receive such a check because of an ability from some other source (such as the trap spotter rogue talent), the GM should roll the Perception check twice whenever the Sleepless detective is within 10 feet of a trap and use the higher result.
DM_Blake wrote:
You mean beside a lich who uses an adamantine shield/sword/helmet as a phylactery? Point is when you do a normal sneak attack you are not required to explain the nature of your attack. The rules only require a a die roll. Any explanation is just flavor. DM_Blake wrote:
I'm tempted to buy into this except that sunder reads "if your attack is successful deal damage to the object normally." For some characters Precision Damage is part of their normal attack. For other characters precision damage is also sneak attack damage. DM_Blake wrote:
I can't buy into this. You base your example on a rule that doesn't exist. There is no rule that says you cannot sneak attack the unattended shield. There is also no rule that says you can. The confusion is never clearly addressed. A character can sneak attack a construct made of Iron armor but we are never told its impossible to sneak attack the same pile of armor when it is not a construct. I wouldn't use sneak attack on an object. But not because of anything you said here. I wouldn't do so because there rules don't exist for it as a definitive yes or no and I despise table variation.
Unless there is a rule to affect casting spells into water (which there could be but I don't know about) then if the caster has LoS there is no reason to believe the spell would not function as intended. If you don't think grease makes a floor slippery try taking a shower with baby oil on the bottom of the tub. No reason to over think it. Its only a game its called magic for a reason. The player is using a limited resource, its bought and paid for. No reason to hamper the game by trying to apply "real world" logic to a fantastical thing like magic spells.
There is a goblin feat that lets you use sneak attack on unattended objects. However, that does not "prove" that you can or cannot sneak attack an object. Until someone finds a clear definitive statement somewhere it is not RAW that you cannot sneak attack an object being held. Goblin Vandal
Benefit: You treat unattended objects as if they were vulnerable to your sneak attack, but you only deal half as much damage as you would against an actual creature. For instance, if you rolled 12 extra damage from the sneak attack you would deal an extra 6 damage to the object. This only applies when attacking unattended objects.
Couple Questions but first here is the important Text. Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list. Q) Can a character who chooses a different slayer talent at level 6 choose it at a later level or is the option gone forever? Thing is most talents don't call out specific levels, so I'm not sure.
ShadowcatX wrote:
I found the Troll. We already addressed your red herrings and I'm not going entertain your argument that helping a victim in a bad situation is sexist. If you want permission to harass women you are not going to get it from me. If you have anything constructive to say that adds to the conversation rather than derails it please do so. Up to this point you've only contributed one-liners that serve to detract. Don't be surprised if I ignore your future comments.
thejeff wrote:
Even if it was about just her, wearing provactive clothes does not equal an invitation for Harrasment.
ShadowcatX wrote:
Not if it risks their safety.
Simon Legrande wrote:
Someone's right to and @$$hole does not exceed someone else's right to feel safe.
Caineach wrote:
If you stand by and do nothing your are basically condoning the action by remaining passive. By not speaking up you are reaffirming the other persons inappropriate behavior. If you speak up you are drawing attention to the fact that they are doing something that is not acceptable. The goal is not just to get the target to recognize their behavior as inappropriate/unacceptable but also to the target of their behavior can benefit from that fact that they are not the only one who is aware and they are not alone.
GinoA wrote:
Nebten wrote: It would be a waste of gold to buy a wand for this reason. It depends on the situation. If you're playing in PFS and the +5 can give you the best possible outcome. (150gp) then the wand will pay itself off at the end of 5 sessions. Only 1 casting required. I have seen a few alchemist in PFS use the spell on their check at the end of the night so it is legal. If you seek a reference you can find it in the "Organized play Guide" it is a free download. It specifically calls the spell out as being one of the few way to increase your check. OPG:
Also if you want to start earning gold of the wand from the start you can spend 2 prestige points and get a level one wand for free. Also although you cannot take 10 on a UMD check there is no penalty for failure when activating a wand or other spell trigger item and may continue to attempt the check until you succeed assuming you are not pressured to do so. The DC is only 20 so just make sure you are training in it and you are good to go.
Wow! Thanks for doing all the research guys. I guess there is a lot of variance within headbands and how they can be worn. It'll just have to remain in one of those categories of things subject to highly situational modifiers and not guaranteed to be easy, hard, or even impossible. Sometimes that as clear as the rules get and you just have to deal with it. Thanks again guys I appreciate the effort.
Artanthos wrote: If planning on using this against a player, don't expect it to work more than once. After the first gotcha, every player in the campaign will specify they are using a secured helmet. Being in the rules forum I assume anything that works well for me might eventually get used against me, be it as a player or a GM. I'm just trying to find out what is considered a fair ruling on either side. Like I said It would be nice if it works well but not too well. On the other hand as has been pointed out there doesn't seem to be much use for the steal maneuver in general.
|