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Hi,

I am not sure, if a thug/assassine can use his brutal beating ability to reduce the FORT save of a victim of the death attack by 2 (sickened).
What do you think?

"At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies."

"If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds."


An alchemist ... not my first choice, but the class seems to be interesting.


I considered building a thug / scout.

BUT:

- Skirmishing and Spring Attack cannot be used together. (GM confirmed)
- Using Intimidate to demoralize enemies is a standard action, with dazzling display full round. The thug seems to be a good choice to use shatter defense, but it needs one round for positioning and intimidating and a successfull hit in round two, to be used in the 3rd round with SA (hopefully a full-round action. Without a viable ranged combat option I have to stay next to the enemies -> easy prey.
- Using daggers, I really prefer weapons I can hide, in melee seems to be ok with Sneak Attack until I want to throw them to hit somebody (low range increment, no magic enhancements).

It seems to me thug / scout is viable for archer rogues, but not that good for a melee.

I started my level 6 Tiefling build with:

14 STR (13 +1 at 4th level)
20 DEX (16 +2 racial, +2 with belt)
13 CON (13)
14 INT (12 +2 racial)
12 WIS (12)
08 CHA (10 -2 racial)

Feats I considered:

basic feats:
- weapon finesse (with rogue talent)
- two-weapon fighting
- quick draw

feat options:
- weapon focus, dazzling display, shatter defense, skill focus intimidate
- point blank shot, precise shot, far shot
- skill focus umd
- improved initiative

Fighter (weapon master) 3 would offer better defense (mithral agile breastplate), more talents but delays better Sneak Attacks and rogue talents.

Perhaps I read to many threads but I am no longer able to see this rogue perform well in a teamfight (or survive a single opponent alone)


Hi,

after nearly 18 months of adventuring our group decided to create a new band of "heroes".
I made a stupid mistake: I tried to roll a combat rogue.

My goal was fighting with daggers in melee and throwing one or two occasionally.
After reading a lot of threads I am fresh out of ideas to build an efficient character. I need your help.

Restrictions:
Level at start: 6
Daggers (or similar) as main weapons
Sources: CORE and APG (I know it is difficult, but let us see this as challenge.)
Races: No humans (I prefer Tiefling)
Some skill points for fluff and utility
Traps are highly unlikely


Thanks for the input.

Can I aspect to hit oponents with Power Attack at later levels (around 10 oder 12)? I know, I can spend another feat for Furious Focus and a second one for Weapon Focus. Sure, this would help me to hit, but are 1d8+24 damage points (give or take 2) instead of 1d8+14 per hit worth to invest two feats?

So, I could invest in Spell Focus and Greater Spell Focus and use more control spells but what about the dc? At level 11 the dc for a 4th level spell would be 21.


Hello,

after reading a lot of threads about bards in all their glory and consulting treantmonk's helpfull guide to bards, I still have no idea how to build my little bard up from level 8.

I like to stay the skill monkey in the campaign (kingmaker).
I like buffing and fighting with my longspear.
Debuffs would be nice, but the lack of a good DC for my spells makes them kind of "unreliable".

Half Elf
Bard (standard) level 7 (= starting level for this character)
20 point buy

STR: 16 (15 +1 at 4th level)
DEX: 14
CON: 13
INT: 10
WIL: 8
CHA: 17 (15 +2 racial)

Feats:
Improved Initiative (1)
Skill Focus (Perform: oratory) (1)
Arcane Strike (3)
Lingering Performance (5)
Power Attack (7)

Our team consists of a wizard, a witch, a summoner, a fighter/rogue and my bard. None of the players is experienced with pathfinder or dnd.

I am looking for advice and suggestions.

Thank you