Mask of the Mantis

Sigard Spleenbiter's page

Organized Play Member. 76 posts (78 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.


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I read all those as Alternate Weapon Training class features. Therefore, gloves of dueling would add +2 to those, Gun Training included. It's obviously weapon training, just weapon training with a more specific weapon.

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Dwarves are short and round. They roll well.

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Great wyrm gamers scare the younglings and we don't understand their music.

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Abraham spalding wrote:
Grick wrote:
Malachi Silverclaw wrote:
The only reason you even need one hand is to actually satisfy the 'touch' range;

Lay On Hands (Su): "a paladin can heal wounds (her own or those of others) by touch."

"By touch" also includes the Paladin healing her own wounds.

A paladin needs one free hand to use the ability. There's no exception for when the paladin targets herself.

Except my hand is already touching me.

May I make a suggestion? Do a search for paladin using lay on hands on himself as that topic has been covered already too and gets down to the crux of the matter.

But I would like to point out simply having a touch component doesn't mean the supernatural ability has a somatic component. After all at that point any creature with a touch supernatural ability couldn't use it in a grapple including attack supernatural abilities.

No. You can use somatic components and attack in a Grapple. You can't do either in a Pin. Having a free hand is obviously somatic and a physical action. You can only do verbal, mental, or escape actions in a Pin. It seems quite clear a Paladin can't Lay on Hands in a Pin.

In a Grapple, sure.

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Is the game at Cinci State only open to Cinci State students?

I've been considering joining a PFS game in the Cinci area myself.

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Now once you've pinned the succbi, she may not be able to use her power to drain you. She'll be at your mercy then.

Thoughts?

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What music was the Bard playing when the grappling was occurring? This would help me immensely.

To make a ruling, I mean!

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RAW according to this post, the DBL-BARREL pistol would work as described in the OP. As in, both barrels can fire with every attack, not just one extra attack on a full action.

So, I believe the OP was generally correct. Personally though, I'd think they'd have added that precision damage couldn't be added when firing a weapon that shoots multiple barrels at once.

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Ssalarn wrote:
Sigard Spleenbiter wrote:
The hit penalty for shooting two barrels would not get any higher on iterative attacks for the same reason that the penalty for Power Attack isn't doubled and tripled on iterative attacks.

That is not the case. Power Attack specifically denotes that it is a single penalty applied to all attacks, essentially a "mode" that you activate before an attack. The penalty for firing both barrels simultaneously shares none of the same verbage, and is listed only as a penalty to each shot. Penalties, as noted in the CRB, usually stack.

I'm not putting my own opinion in there one way or the other, but Power Attack has nothing in common with the Double-Barrel penalty.

Firing two barrels is also a mode. Nothing in the rules suggest they'd by cumulative and logic clearly argues against it.

While penalties stack, there are not penalties here, only one penalty - from shooting double-barreled.

The idea you're putting forth is clearly wrong, and I'm shooting it down.

Since you were playing devil's advocate, you should be thankful :)

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Sounds legit.

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The hit penalty for shooting two barrels would not get any higher on iterative attacks for the same reason that the penalty for Power Attack isn't doubled and tripled on iterative attacks.

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From the hiding people from the guards example, I think this is an example where NOT lying would be an evil act.
As such, I'd not have the Paladin fall from this single lie so long as he cleansed himself afterwards.

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From the text that says "a paladin who wilfully commits an evil act, or" it seems very clear that a single evil act is enough to make a paladin fall. Not all requirements must be met, only one which is why it says "or" not "and."

I do like the poster who said that if you have to ask if the paladin should fall, he doesn't. Burning down an orphanage for fun is surely a single qualifying act for which it shouldn't matter if the GM warned the player or not.

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This oddly coincided with her exclusive contract with DC expiring.

Batgirl is one of the few books I've been reading, largely because Simone is one o my favorite creators since she made Birds of Prey great with Barbara Gordon, now Batgirl.

Her Batgirl run has meant a lot to people dealing with trauma and survivors guilt, as various reviews have indicated. Maybe DC wanted a simple hero book and not something deep.

Would have loved to see her bring in some of her characters from other series. Secret Six was awesome.

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Diego Rossi wrote:


A better example is a scatter weapon:

Scatter Weapon Quality: A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a [/QOUTE]

That's a big leap with several different rules that I don't believe apply to Scorching Ray. Better to treat SR as an iterative attack which isn't sequential and is aimed.

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I guess I could see that being true.
However, I was concerned about wielding a 2-h reach weapon and being able to attack/threaten adjacent with armor spikes. In the AS thread, the answer was you can, and I believe you can qualify that as a kick. And you wouldn't need unarmed strike for that bec spikes are a weapon.

Boot blades are those blades that spring from boot tips. ASs would cover your chest, legs, boot tops, elbows, etc.

Though, I can also see allowing TWF with AS for that reason.

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There's already a thread for the bastard sword (answer was a large one needs 3 hands to use as a martial weapon for a med creature or have the exotic weapon feat to avoid exotic penalty for using it in two hands). Argue it there please.

Thanks for the other ideas on threatening adjacent. Most helpful. I didn't realize you could quickdraw in an attack of opportunity. Awesome if that works.

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blackbloodtroll wrote:

You can't wear two pairs of Armor Spikes.

Weird that you would reply to my six month old thread.

Well, I wasn't looking into this subject 6 months ago.

I don't understand your reply about two pairs of amor spikes. Spikes cover your whole armor, that includes all your limbs.

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Dire Mongoose wrote:
DeathSpot wrote:

I completely agree. The mount charges. The rider doesn't. Both Ride-by Attack and Spirited Charge use the phrase 'charge action.' Neither feat says 'when you charge,' which is the text Pounce uses.

I thought I knew what ridiculous was, until this day.

I see a clear difference between "being in a charge" and "when you charge."

One is being part of a charge action (such as riding a charging mount) and the other is when you do the charge yourself.

As a GM, I'd rule this way if ragelancepounce became an unbalancing issue and also possibly because pounce doesn't make sense to me if you're not the one doing the pouncing.

So maybe if the mount had pounce, you could do it, but then you'd be too close to use a lance unless the mount had reach for it's attacks.

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This is meant as a surprise stealth weapon and not as a battlefield weapon. If you want that, get Armor Spikes (covering your armor including boots) which don't have the movement penalty.

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Anyhow, my question is whether the consensus is that if I'm equipped with a two-handed reach weapon and have Armor Spikes, do I threaten adjacent with my Armor Spikes, such as from a kick?

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Mike Lindner wrote:


Note that the ability to attack with any part of your body and with your hands full is granted by the monk ability, but not by the improved unarmed strike feat.

I think of IUS as having taken a basic self defense course or boxing lessons. You aren't going to be doing fancy kicks, head butts, and such; you just know enough to not open yourself up to attack when you try to punch someone and know how to not accidentally kill someone when you do hit them.

That doesn't seem to be true.

Improved Unarmed Strike isn't called Punch. It's called Strike. The ambiguity is there for a reason. There's nothing to suggest that " A monk's attacks may be with fist, elbows, knees, and feet." isn't simply an expanded description of IUS as available to all. Nothing in IUS suggests otherwise.

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I just want to add that if a group decides that Scorching Ray is a volley and only gets Sneak Attack once, then that means that if a natural 1 is rolled on the first ray, the other rays still get to roll to hit.

This is because there is no 1st ray as they're all simultaneous.

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Malachi Silverclaw wrote:

I'm not sure what Martians are doing here! I have enough trouble with ninjas!

Anyway, the clause about using it in two hands only requiring martial weapon proficiency does not mean you are able to use any bastard sword no matter how big! The 'weapon size' rules still apply and must be followed!

In order to be using a weapon in two hands, you must be able to use it in two hands!

Unusable<--light<--one-handed-->two-handed-->unusable

A medium creature using a medium sized one-handed weapon (such as a bastard sword) treats it as a one-handed weapon. The same creature using a large sized one-handed weapon (such as a bastard sword) treats it as a two-handed weapon. The same creature trying to use a huge sized one-handed weapon (bastard sword or not) finds it unusable, and the special clause does not change that.

If you are able to use a bastard sword in two hands, then you only need the MWP to do so!

Simples!

No, because the requirement in the description about being able to use it in two hands is also subject to the size change. Therefore, two-handed --> Unusable. You can't just look at some of the stats of the weapon, ignoring those which are unfavorable to your argument.

A medium guy would need 3-hands to wield a large Bastard sword as a martial weapon.

What you're arguing is that if a one-handed weapon says in its description that it can be wielded with one-hand, then it can be wielded one-handed by a Medium creature even if the weapon is sized up to Huge. What you're doing is using the description text to flagrantly break the physics of the game. What you need to do is also modify the description text appropriately to the weapon size which is what you're not doing.

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Shinigaze wrote:
Sigard Spleenbiter wrote:

Very simple.

As hands needed for proper wielding increase with size, a large bastard sword may be wielded by a medium creature as a martial weapon in three hands or two-handed as an exotic weapon.

Even James Jacobs agrees.

The hand requirements in the description must also be sized up. Claiming none of that matters because it's a one-handed weapon when medium-sized is some loony stuff no good GM should allow.

Unfortunately under the rules for inappropriately sized weapons the explicit RAW says nothing about the hand requirements.

** spoiler omitted **

All it says is that the weapon increases a size category to two-handed and the description under bastard sword says that using it with two hands is allowed using MWP. This is a RAW argument and the only one that is being made. Is this a loophole? Yes. Should this be allowed? No. Per RAW is this allowed within the confines of the rules? Yes.

I believe the RAW do specify the hand requirements. If size increases, change one-handed weapons to two-handed, and two-handed to *impossible*, then a Large bastard sword would require *impossible* hands to wield as a martial weapon instead of two. So, a M creature could only wield a Large bastard sword with two hands with the Exotic WP Feat (or the penalty for not having it). My wording may be off, but it the gist seems very clear.

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There seems to be some disagreement above about whether a M(edium) creature with a M double-weapon can hold it in one hand and make an attack with one end.

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I agree with Seraphimpunk.

If the rules say you can sometimes be your own ally, sure.

So long as you can draw your weapon and attack on your attack following your TWF attack.

I don't believe spellstrike (not familiar with magus) can be used as one of many attacks in a full attack. If you can, sure. But extra dice from spells aren't mutliplied on Crits (like the dice from Flaming/Frost weapons).

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I'd never argue a character should have immunity due to a good/long backstory, but I feel a Hero Point award should be given to such players.

If a DM said a four page backstory was too long or looked down on back stories in general, I'd not want to play in such a hack n slash centric game. If the DM said at the start to keep all backstories to 2 pages or less, that'd be different.

A backstory should be there to give the player RPing guidance and the DM story hooks. The two sentence backgrounds pimped earlier in this thread are lacking in the specific details that I and other DMs find more helpful.

Additionally, I'd allow a player to reuse a background so long as the names of people and places are changed. Being too strict comes across as unfriendly which isn't a good environment for fun. Friendly but fair is preferred.

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Very simple.

As hands needed for proper wielding increase with size, a large bastard sword may be wielded by a medium creature as a martial weapon in three hands or two-handed as an exotic weapon.

Even James Jacobs agrees.

The hand requirements in the description must also be sized up. Claiming none of that matters because it's a one-handed weapon when medium-sized is some loony stuff no good GM should allow.

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RPG books - Still not as expensive as getting into Games Workshop Miniatures.

People who play Warhammer and complain about being poor . . . The W.H. bit just explained why they have money problems.

As I merely play Pathfinder, the only cost to me is gas to get to the GM's house and time. Even if I were to run it, all the rules are on this site or the prfd20 wiki.

Likewise, I've written my own game which I run and also own plenty of old game books which still work :)

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I have personally been great under Obama's presidency and have numerous reasons (from personal to general) to support him for four more years.

I'll go ahead and share those reasons here with links to more on each subject (the links are full of links to support evidence):

The business I work in has seen many jobs lost to cheaper South American competitors. My own job is in constant threat of this outsourcing.

The American Jobs Act is the sort of bill that could help protect my job. It provides tax incentives to bring jobs back to America, among other things. Republicans have been blocking it for a year.

I'm not a rich guy and will likely need to rely on Social Security and Medicare in old age even if I become more wealthy. Romney and Ryan have been talking about privatizing (or partially privatizing) Medicare which non-partisan economists agree will double the out of pocket costs for future retires.

Republican policies are bad for my wife's education and job. When the Republicans cut spending, they cut funding for schools and education. This is what happens when state aid is cut. She still needs to finish college for her job in education-related fields.

It'll be awfully hard to not take personally anyone voting for Republican scumbags this election. Why? Republican policies will cause personal injury to me so those votes are essentially personal attacks on me.

I guess the "positive" side is that the GOP platform will prevent gays from getting married which is none my business nor anyone else's except for the gay couple and the religious freedom of whoever wishes to officiate the ceremony. Also, the GOP will protect the zygotes and fetuses of rapists from the horrible women who wish to abort them. Wait, those aren't good things. There is no positive side to the GOP platform.

Reason #1: Conservatives Suck at Economics

Republicans (and Libertarians) argue that we need to give more tax breaks to the wealthy and corporations, not incentives like the American Jobs Act. Fun Fact: Giving corporations more tax breaks doesn't give them any incentive to hire more. It doesn't create more demand for their product or make labor in America any cheaper compared to overseas.

Reason 1 Link

Reason #2: Republican Bigotry Disqualifies Them as a Political Party

It's the easiest litmus test of all to realize that people must not be listened to if they support the oppression or marginalization of any minority in the USA. It's distinctly un-American. Two consenting adults should be able to marry. Religious institutions that want to marry them should have that freedom. It's personal freedom and religious freedom at stake here. Under the guise of religious freedom, Republicans claim that their religious tyranny is otherwise.

http://borazondrill.blogspot.com/2012/10/the-obama-option.html#two

Reason #3: Obama's Foreign Policy Is An Example of How It Should Be Done

Libya is where Obama has shined. As part of a UN force requested by Libyan citizens, we helped the Libyan people win their freedom from terrorist supporter Muammar Gaddafi whom Ronald Reagan failed to kill. We did that without any U.S. military casualties (though journalists did die) or troops on the ground. Although our ambassador was killed by an al-Qaeda affiliaetd group using protests against an anti-Islamic movie as a cover, the Libyan people then rallied in support of America and kicked the extremist militias out of their city. Helping people win their own freedom from dictators and gaining the support of people is how an international community should behave.

http://borazondrill.blogspot.com/2012/10/the-obama-option.html#three

Reason #4: We're Better Off

Under the Obama administration, I've gotten married and bought my first new car. That seems pretty good for me. We're also better off as a country.

Obama is one of only five Presidents to see the stock market gain over 50% in 3 years. That's a free market capitalist's dream.

Shortly after Obama took office, the Dow hit 6626. It's now at 13,066. The stock market has DOUBLED.

Obama's administration saved the auto industry (without the massive layoffs the Romney plan endorsed), passed universal health care (which Romney endorsed in 2006), and killed the top terrorist in the world (whom Romney says he'd have gotten except that he clearly said he wouldn't have been looking for).

http://borazondrill.blogspot.com/2012/10/the-obama-option.html#four

Reason #5: GOP Report Card: Grade F

What have the Republicans done since they were elected to a majority in the House in 2010?

Instead of focusing on jobs, Republicans have been intent fighting abortion rights, gay rights, and worker rights. Apparently, they think the solution to our economic problems is to degrade worker's rights. I guess they'll be happy once we're like China. Battles have been fought in Wisconsin and Ohio, and Indiana. The Republicans have so lost their way on this issue, that they look to Reagan to remind them that: "Where Free Unions and Collective Bargaining are Forbidden, Freedom is Lost."

http://borazondrill.blogspot.com/2012/10/the-obama-option.html#five

Reason #6: The GOP Has Been Willing to Hurt the USA in Order to Regain Power

There's evidence that Mitch McConnell sabotaged our government for political gain. Numerous sources have corroborated that he orchestrated obstruction of every vote that Democrats supported. That's right, the Republicans decided to oppose the Democrats on everything before the Obama administration even took office.

http://borazondrill.blogspot.com/2012/10/the-obama-option.html#six

Reason #7: Obama and Romney Aren't the Same

Some people claim all politicians are the same, that Obama and Romney are the same or that Obama is Bush the Third. They're fed up with Washington and think nothing ever changes or get done. All one has to do is look at Obama's record and see that change for the better can happen. However, not much gets done when a President has a Congress that won't cooperate or that is gridlocked by obstructionists.

How is it that George W. Bush and Obama are similar?
Did they both drop the ball on defense, letting terrorists attack us on American soil, and then retaliate by invading the wrong country? Did they both then attack civil liberties and religious freedom by trying to ban marriage for a minority? No, those were both only Bush. Who was it who tried to take the first step in eliminating Social Security by privatizing it? Again, that was only Bush.

How is it that Romney and Obama are similar?
Do they both want to curtail civil rights for minorities? Do they both want to provoke a war with Iran? Do they both belong to parties that suck at economics? Do they both belong to parties that increasingly feel that Welfare, Social Security, Medicare, and Medicaid are unconstitutional? Do they both want to change government to lift the burden from the wealthy by increasing the burden on all the rest? No, those are only Romney.

http://borazondrill.blogspot.com/2012/10/the-obama-option.html#seven

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If corporations are people as Romney and the conservative Supreme Court say, some corporations practice murder and cannibalism.

One thing that worries me about a Romney Presidency is that the next President will likely appoint two new Supreme Court justices.

So, that could lead to more extreme decisions than corporations are people, strip searches can be done for no reason, and money is free speech. The latter having led to the unprecedented money spent in this election. Imagine all the good that money could have done if it were actually used to improve this country or people's lives instead of on ads and junkmail!

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blackbloodtroll wrote:

How the heck would Weapon Focus(Longsword), and Weapon Specialization(Longsword), apply to one Longsword, but not the other?

If I have those feats, I can pick up any Longsword, and they will apply.

That's right, every single Longsword, even if it's inappropriately sized, or broken, or made of some odd material.

All of them.

Or two, and it will apply to both.

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Yes, since each Scorching Ray has its own attack roll, it's not a volley-spell anyway. So, each ray would get the Sneak Attack bonus.

This is how I'm reading it.

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Interesting. It certainly adds to the flexibility which I like.

It's certainly more extreme than other suggestions I've heard.

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I recommend instead letting proficiency feats apply to weapon categories (axes, chains, etc., per the fighter lists) instead of single weapons.

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By all means, let's take away high HPs and overpower magic-users over fighters even more!

I don't think so!

There's nothing wrong with high HPs. They represent both durability and ability to avoid damage. A high level hero should have both!

If in some rules version, a fighter can run across lava by only sacrificing a little luck (hp), that just says to me he's reached Wuxia level. That's good because the game has criticized for having wizards exist in high fantasy while fighters are forced to exist in realism.

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I hope this opens the door to accepting gamer characters and look forward to the first openly gamer character.

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Continuing my previous post:

Torture, like most things, is neutral. It depends how it's used. It could be a just punishment for a very evil act.

However, a wise philosopher once said, "There are some acts of justice that corrupt those who perform them." Kind people would damage themselves by torturing others.

Likewise, there's nothing inherently evil in poisoning. We use it today to execute criminals and call it humane.

The soldier who enjoys killing, who doesn't care who he kills so long as it's legal, would be Lawful Evil.

Now, the character Dexter Morgan who only kills evil people could be either Neutral Good or pure Neutral.

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The alignment system is pretty clear in most cases of what is good, neutral, and evil.

However speaking in non-game terms, selfishness is the root of all evil and itself evil (though there are degrees of evil).

Evil is when you pursie your happiness at the expense of others who are unwilling. Casting a spell on them to make them unwilling doesn't make it better if they were unwilling to have the spell cast on them. There are greater evils and lesser evils. For example, stealing is generally less evil than murdering children.

When determing how evil stealing, the rightful ownership of something is important. Such, stealing something back that was stolen could be good and taking something that won't be missed wouldn't actually harm another person or infringe on their happiness.

It is the disregard of others which is evil. Now, actions taken to stop evil, in defense of others or oneself, are good when the actions are an appropriate measured response. Killing a murderer is an appropriate response.

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What if I charge while on a boat?

I am on a boat.

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oneplus999 wrote:
Double chained kamas pretty clearly should be finessable, but it isn't. That, plus spiked chain not having reach anymore makes me assume for balance purposes they don't want finessable reach weapons other than the whip.

That is also a conclusion I've drawn. However, it's a conclusion I've sarcastically. The whip weapons reach, though they have two hexes of reach and do 1d4 damage or less.

It more reasonably seems to me that the designers just don't like Weapon Finesse and don't want to support it (or it's just become an accidental oversight).

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Parka wrote:
Sigard Spleenbiter wrote:
However, all flexible weapons require coordination to use in the real world over Strength so they should all be usable with Finesse. Perhaps, they should even require Finesse.

In the real world, Strength aids your ability to finesse weapons as well. Stronger muscles make any object you hold easier to maneuver, quicker to move, and quicker to recover or ready.

However, most gamers seem to have some sort of aversion to acknowledging the role of strength and practiced skill with regards to graceful varieties of combat, and simply want to use inherent coordination alone.

That may be so, but that doesn't mean Srength ALONE should be the stat to be used. If one must be chosen, Dexterity should be the one because it's role is greater. At the very least, make them a Weapon with which Finesse is an option.

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Dabbler wrote:
Problem is finesse weapons have to be fairly light and rely on precision over power, and the longer you make a weapon, the heavier it gets. The elven curveblade is the only two-handed weapon that is finesseable, otherwise it's only a few one-handed (like the rapier) and all light weapons.

However, all flexible weapons require coordination to use in the real world over Strength so they should all be usable with Finesse. Perhaps, they should even require Finesse.

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Tim4488 wrote:
This may not solve the problem exactly (and honestly, I'm partial to Int to damage myself), but what about a feat that let you add Dex to damage when your opponent is flat-footed or flanked? It seems like that would be a nice balance between "Dex does too much already" and "it's too hard to be Dex-based." Of course it would make rogues brutal, but A: make it have a BAB requirement and B: I'm kind of okay with that, personally.

This is already covered by the Rogue and Ninja's Sneak Attack dice.

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I think a big help to Finesse characters would be more weapons that can actually use Finesse. For example, many of the Eastern Weapons are flexible and/or chain weapons which should be Finesse Weapons, even if they aren't Light. Coordination, not Strength, is used to fight with flexible weapons.

Of course, Weapon Finesse not requiring a Feat would be a big help (or simply taking a Trait).

If Dervish Dance could be applied to other weapons. Having it only be for scimitars is obviously not for balance, but because of Drizzt :)

I support a +1 Bonus Magical Weapon enhancement:
Graceful: Allows Weapon Finesse to be applied to a weapon.

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Kolokotroni wrote:
Sigard Spleenbiter wrote:
Feral wrote:

Dex is already the best stat in the game. There's no reason to make it better for free. Would allow you allow strength to be usable in place of dex when calculating AC?

Heavy Armor alone does not give one good AC. You need some dex to have a meaningfully high armor class.

It's more than just a better reflex. You're also getting Initiative, bonuses to a pile of skills (more than strength), ranged attack bonus, and touch AC.

Not true that Dex is necessary for a high AC.

If you look at the ACs that armors provide and their Max Dex Bonus, most add up to to a +8 AC, combining the armor and Dex.

The notable exception is full plate which gives a +9 WITHOUT any dex bonus (it also lets you add +1 Dex bonus), meaning if your Dex is higher than 12 it's wasted. So heavy armor does give the best AC in the game WITHOUT any Dex.

Well aside from the fact that 12 is not 'without any dex' I believe he was refering to using things like mithral or fighter armor training in conjunction with heavy armor.

That said, many classes, specifically the rogue (which the op mentioned) dont get heavy armor from the start. So they have to, spend feats to get that heavy armor bonus you are talking about. So if strength based rogues have to spend two feats to get heavy armor, why shouldnt dex based rogues have to spend feats to get dex to attack and manuevers?

That's because Rogue's don't start with proficiency in Heavy Armor. They're also losing several abilities (evasion, tumble) by wearing heavy armor so it's foolish (my OP). However, most importantly it's because people can actually use their agility because they're born with it. They're not born with heavy armor. Likewise, that's why there are weapon proficiencies.

I'm not sure why you're pointing out a Dex of 12 is not without any Dex bonus. Without Dex, full plate gives the highest AC of standard armors (+9). If you add 1 point of Dex, it's 2 higher than the highest standard armor. A Strength-based guy can still do without any Dex, and depending on the class, may eventually be able to move at full speed in it (heavy armor). That's not to say having a little bonus in every stat isn't a good thing.

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Gnomezrule wrote:
It is likely not a game breaker, but it does mess with balance. There is a network of reasons why they chose weapon finess the feat and did not give it to rogues. In 3.5 there was "Intuitive Attack" that lets you use wisdom as opposed to STR do we let all do we just give this to all wis based classes and assume they all get divine insite in battle?

I don't believe that logic applies.

While Weapon Finesse and Agile Mnvrs should be automatic options, not Feats, because they represent natural behaviors, using Wisdom for damage sounds more supernatural.

For example, it's silly to think a Dextrous person need special training to not rely on brute strength to fight, such as trying to club someone with a rapier with which that character is proficient. No, that Dextrous person would naturally rely on his/her agility.

As it is, I'd say non-Light Finesse weapons would require Dexterity be used, not Strength, and let the weapon the determine the proper attribute to be used (and add all flexible weapons to that list since using those are a function of coordination).

But basically, I believe Str should rightfully stay the stat that determines damage. WP Finesse for free doesn't mess with balance how most think it does; however, using a different stat for damage should require a Feat because that would.

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Feral wrote:

Dex is already the best stat in the game. There's no reason to make it better for free. Would allow you allow strength to be usable in place of dex when calculating AC?

Heavy Armor alone does not give one good AC. You need some dex to have a meaningfully high armor class.

It's more than just a better reflex. You're also getting Initiative, bonuses to a pile of skills (more than strength), ranged attack bonus, and touch AC.

Not true that Dex is necessary for a high AC.

If you look at the ACs that armors provide and their Max Dex Bonus, most add up to to a +8 AC, combining the armor and Dex.

The notable exception is full plate which gives a +9 WITHOUT any dex bonus (it also lets you add +1 Dex bonus), meaning if your Dex is higher than 12 it's wasted. So heavy armor does give the best AC in the game WITHOUT any Dex.

Dark Archive

The OP is correct in his opinion that making these feat automatic functionss of combat should be the rule because it doesn't hurt game balance and only punishes Dex-based fighters.

The argument over AC isn't particularly relevant since Str based fighters can have equally good AC by taking heavier armor.

Speaking of attributes from a point buy perspective if we're discussing balance, one is sacrificing a damage bonus from Strength by putting points into Dex instead and gaining a better reflex save (though a worse defense against grapple).

Full Name

Vedika Bhatia

Race

Vishkanya

Classes/Levels

Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

Gender

Female

Size

Medium

Age

25

Alignment

Neutral

Languages

Common (Taldane); Draconic, Vishkanya

Occupation

Cook

Homepage URL

Inspirational Picture

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 11
Charisma 17

About Vedika Bhatia

Vedika Bhatia
Female vishkanya unchained rogue 3/sorcerer 2
N Medium humanoid (vishkanya)
Init +3; Senses Perception +10, trap spotter

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 31 (3d8 + 2d6, +5 Con)
Fort +2 (+1 base, +1 Con) {+1 vs. poison}, Ref +7 (+4 base, +3 Dex), Will +5 (+4 base, +0 Wis, +1 trait)

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Offense
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Speed 30 ft.
Melee Kukri +6 (1d4+1; 18-20/x2; slashing; finesse)
Melee Punching dagger +6 (1d4+1; x3; piercing; finesse)
Melee Masterwork sap +7 (1d6+1; x2; bludgeoning; finesse)
Ranged Shuriken +6 (1d2+1; x2; piercing)
Spells Known (CL 2nd; concentration +5)
• 1st (5/day)—disguise self, vanish
• 0 (at will)—detect magic, light, mending, prestidigitation, read magic

(b) indicates a sorcerer bloodline spell.

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Statistics
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Str 12, Dex 16, Con 12, Int 13, Wis 11, Cha 17
Base Atk +3; CMB +4; CMD 17
Languages: Taldane (Common); Draconic, Vishkanya

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Feats
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Level 1
Cunning: You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Unchained Rogue 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Sorcerer 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 3
Deadly Kiss: You can change your venom to poison those it touches.
Prerequisite(s): Toxic racial trait, vishkanya.
Benefit(s): As a swift action when applying your venom to a weapon or object, you can alter it to become a contact poison for 1d4 rounds. In its contact form, your venom has an onset time of 1 minute, and remains indistinguishable from your saliva or blood.
In addition, you can use your toxic racial trait one additional time per day.
Normal: Vishkanya venom is an injury poison.

Level 5
Sleep Venom: You can change the nature of your toxic spittle to put your enemies to sleep.
Prerequisites: Vishkanya.
Benefit: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.
Normal: Vishkanya venom deals Dexterity damage.

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Traits and Drawbacks
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Fast Talker (Social): You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Missing Child (Campaign): You suspect that a child you know has been abducted.
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.

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Adventuring Skills
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Total skill ranks: 30/8 (24 rogue, 4 sorcerer, +5 Int, +5 Cunning feat, +3 favored class; 10 background)

Acrobatics +8 (2 ranks, +3 Dex, +3 class skill)
Bluff +11 (2 ranks, +3 Cha, +3 class skill, +2 race, +1 trait)
Climb +6 (2 rank, +1 Str, +3 class skill)
Disable Device +12 (5 ranks, +3 Dex, +3 class skill, +1 trapfinding)
Disguise +8 (2 ranks, +3 Cha, +3 class skill) {+4 to pass for human}
Escape Artist +10 (4 ranks, +3 Dex, +3 class skill)
Knowledge (arcana) +9 (5 ranks, +1 Int, +3 class skill)
Knowledge (local) +6 (2 ranks, +1 Int, +3 class skill)
Perception +10 (5 ranks, +3 class skill, +2 race) {+1 vs. traps}
Spellcraft +9 (5 ranks, +1 Int, +3 class skill)
Stealth +13 (5 ranks, +3 Dex, +3 class skill, +2 race)
Swim +6 (2 rank, +1 Str, +3 class skill)

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Background Skills
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Profession (cook) +8 (5 ranks, +3 class skill)
Sleight of Hand +11 (5 ranks, +3 Dex, +3 class skill)

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Untrained Skills
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Diplomacy +3 (+3 Cha)
Intimidate +3 (+3 Cha)
Sense Motive +0

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Gear
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Total starting wealth: 240 gp

Traveler's outfit (free)
Courtier's outfit (30 gp)
Jewelry (50 gp)
Kukri (8 gp, 2 lbs.)
Punching dagger (2 gp, 1 lb.)
Shuriken, 10 (2 gp, 1 lb.)
Masterwork shuriken (300 gp 2 sp, 0.1 lb.)
Masterwork sap (302 gp, 2 lbs.)
Mithral shirt (1,100 gp, 10 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Thieves' tools, masterwork (100 gp, 2 lbs.)
• Extra thieves' tools, masterwork (100 gp, 2 lbs.)
• 1,092 gp, 227 sp, 40 cp
]

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Special Abilities
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Vishkanya

Ability Score Racial Traits: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Vishkanyas have a base speed of 30 feet.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Deceptive: Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Subtle Appearance: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.

Unchained Rogue 3

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Chosen weapon(s): Kukri

Unchained Rogue 2
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Level 2 talent: Trap Spotter (Ex)—Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Unchained Rogue 3
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Sorcerer 2

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Chosen bloodline: Serpentine
Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.
Class Skill: Diplomacy.
Bonus Spells: hypnotism (3rd), delay poison (5th), summon monster III (reptiles only) (7th), poison (9th), hold monster (11th), mass suggestion (13th), summon monster VII (reptiles only) (15th), irresistible dance (17th), dominate monster (19th).
Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff), Stealthy.
Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Powers: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.
Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

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Backstory
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Description: Vedika looks like a woman of indeterminate mixed heritage, with an olive complexion, slightly curly black hair, and dark eyes. She frequently accentuates her features with elaborate make-up, including dark eye shadow with wingtips. Tiny features—the ever-so-irregular shape of her eyes, the faintest hint of something scale-like along her hairline—give away her vishkanya heritage, but not to the degree of most of her kind. She assiduously works to keep these features disguised while moving and working among humans.
Vedika is slim and not especially muscular, but very agile.
When armed for the road, Vedika wears dark leather armor and a brown traveling cloak with a hood. She carries a heavy-bladed chopping sword that is crude but effective, as well as several small throwing stars. In casual settings she wears a simple corset, blouse, skirt, and stockings.

Hair: Black
Eyes: Brown
Height: 5' 9"
Weight: 134 lbs.
Age: 25 years

Personality: Vedika seems like an effusive, confident and capable woman. She keeps her secrets close, but on the surface is engaging and very good at small talk.
As with most vishkanya, she is actually keenly aware of her differences from humanity, and has some of the culturally-ingrained sense of superiority, though she does not have the arrogant disdain that some vishkanya show. Having blended extensively with many people in Korvosa, she has learned to appreciate "wondrous variety."
Vedika likes cucumbers, onions, mutton, and seafood. She likes children in small doses. She is indifferent to domestic animals except for snakes, which she coddles. She values her privacy and her freedom. She has had a few brief relationships, the last one a love triangle brought to a halt when her boyfriend was executed for various criminal activities. (He had, in fact, actually murdered several people, which is not uncommon among those with the adventuring lifestyle but less acceptable when you're doing it as part of a household robbery in the city.)

Background: Korvosa is one of the largest and most cosmopolitan cities in the West, so strangers from other parts of the world are not uncommon. Vedika, though, seems to blend in as someone who's from "just at the edge of anywhere." With her pleasant demeanor, indeterminate complexion, and disarming ability to redirect suspicions and conversations, she's always been hard to pin down—which served her well as she often worked to blend in. Her family had come from very far to the east and tried to lose themselves in Korvosa, for nebulous reasons that were never well explained to her. She suspects perhaps they were on the losing side of a political struggle with a vishkanya secret society, or maybe they were sent as sleeper agents for some conspiracy.
Recently, Vedika's younger sister, Sita, was abducted, and Vedika has spent the last several weeks trying to track down any leads to Sita's whereabouts.