So I'm going to persuade my friends to join me in this legen- wait for it-dary adventure. I need some help figuring out some characters though. I've already got a few figured out:
Barney Stinson (can also be played as a female named Sue Top) - rogue
The two I need help with:
I love playing rogues and I'm going to have so much fun playing the deceitful, master of disguise, slight-of-hand expert, web-spinner, Barney Stinson. His high charisma is going to be great with all of his innuendos, jokes, and catch phrases. Please, I just need help with Lilly and Robin. I don't want to get them wrong.
Abraham spalding wrote:
I've had this issue before. My GM was especially ignorant to game mechanics and how they pertain to rogues. The other rogue in the party was prone and had a fireball then cast at him. Because he was prone he was not allowed Evasion or his reflex save. The rogue pointed out that not only does it not say this anywhere in the rules about evasion but it also doesn't say losing a saving throw for being prone. GM said it didn't matter because being prone was equivalent to losing your dex which negates a reflex saving throw, which he could not use the book as support for but deemed it so as he was the GM.
The second time was with me when I was wanting to stealth. I originally asked if he'd allow me to take the feat Hellcat Stealth which he rejected since it was created in a specific module and we were not using that module. He instead suggested Shadowdancer so I could use stealth so long as I was in a shadow or dim light of some kind. After taking a level in Shadowdancer, the next game we came up against two werewolves in a dark alley. Our fighters were exchanging blows with the werewolves and I wanted to stealth. The GM said, "What's the point? As soon as you get close they're going to know where you are so you wont get sneak attack anyway." Werewolves have scent, which meant to my GM that so long as I was within 20ft, yeah that's right, 20ft, that they would know my exact location and they would regain their dex to me. Fine. I let it slide since I knew we wouldn't be coming up against anything else with scent in the up-coming games.
Later, during that same game, we came across some orcs with darkvision. Again, I tried to stealth while in a shadow and the GM said I couldn't because they had darkvision and could therefore still see me. This is where I fought him tooth and nail pointing out the exact language and getting opinions from people at Pazio (who were in my favor). I showed him everything and kept on it for a whole week before our next game, but he would not give in. The day before our game I e-mailed everyone that because of differences I was bowing out of the game. The GM replied everyone back and slammed me for quitting after discussing the issue all week and for him "putting up with me" instead of kicking me out after the first time I e-mailed him about it. I just laughed it off hoping everyone would see how two-faced he was. He made it clear we could argue rules with him so long as it did not interrupt game time. I did just that and still got disrespected.
It's very sad to find GMs who obsess over their power and claim ignorance over "the law". Such is the country we live in.
Let me make sure I've got everything correct:
As long as all of that is true, I'd say to create a bad reputation for the rogue, make your party well-known in the metropolis, do something really dastardly crime without being caught and pin it on the rogue, and then quit the group of the GM is gonna be a piece of crap to grant one player favor over another.
I love playing rogues and I have to say, from my experience, the GM often finds a way to make the rogue useless or just ignores the class and focuses on the fighters and spell-casters. This GM is favoring the rogue, but doing so against the other players. If any player does something to another player, so long as the characters find out, all bets are off. It shows how favorable the other player is to the GM than you are. Are the rogue and the GM in a romantic relationship? Does the GM despise you?
When he woke up the fight was already over...Exploiting Underhanded / Sap Master / Always Threatening
Here's your major problem with the Kunai -- the pointy end does slashing damage and the ring on the other end does the bludgeoning damage. You cannot effectively use it at range because throwing it should give you a 50%-50% chance of doing slashing or bludgeoning. It's not weighted like a throwing axe and thusly cannot be mastered like one when it comes to throwing. Why not ditch Bludgeoner and get Throw Anything and throw your sap instead (which does 1d6 damage rather than 1d4 damage)? Or even better, why not keep your sap in your hand and since you're surprising them with the attack anyway (in order to get Underhanded) knock them out while being close to them so you dont have to throw your weapon and be helpless until the next round when you can pick it back up?
Where can you find stats for the katana? The onyl stuff I found is that it is a two-handed exotic weapon but no damage or crit info. To be more clear, a daikatana is a two-handed exotic weapon and is extremely long, thus requiring two hands. A katana is a one-handed weapon often wielded with a washizaki in the off-hand (Japanese shortsword) although the katana can be used with 1 and 1/2 hands with the second hand really just there for balance and control as from the middle finger down the rest of the hand is off the hilt.
Anyway, that's what we do for homebrew for better accuracy of the Japanese blade. Again, where can I find the damage, crit, and other info for the katana?
If you decide to be an elf, you can use the 2h weapon Elven Curve Blade and finesse the weapon to use your dex for attack rolls instead of strength. If you get Agile on it you can use dex for damage instead of strength.
Elven Curve Blade is 1d10 18-20/2x
He doesnt have to be targetable. All you need is a fireball spell and guess what? He is 1 inch tall so no matter how good his reflex save is he can't dodge it, logically :P
I say to let him play it and everytime his character speaks make people roll a perception check to hear him. DC 25 within 5 feet and increase by 10 for every 5 feet further. That'll teach him
Michael Talley 759 wrote:
If you can get away with it, your DM is lacking skills required to make your game fun
I completely agree. You're counting on your victims to be mindless and not deceive you in any way. Also, as soon as your followers start growing in numbers and others from distant places learn what you're doing and find out how weak you are (even if you aren't weak) dont you suppose there is going to be some kind of force or forces that come to try and stop you?
Theoretically it could work, if your DM was as bright as a 1901 penny, but most likely he's going to foil your plot and make the rest of your group happy again.
Lets turn the tables, shall we? Let's say you're a level 1 fighter in a new campaign and your DM tells you guys that there are rumors about a village a few towns over where a sorcerer has the full support of the town, whatever it is, and that he is trying to spread his power across the neighboring town. Don't you think your party of all level 1 characters would have fun squashing a power-hungry caster? Even better, a high level wizard or sorcerer would probably scoff at the level 1 hypnotizing sorcerer and (since they are far wiser than he) would stop him or perhaps hypnotize him and make him do their bidding just for giggles.
Mind-games are never easy, and there is no way a level 1 would rule the world, even by chance, but have fun trying.
Combat Patrol is nice. Would extend your reach capabilities. I would also consider picking up a few levels of Shadowdancer for the explicit purpose of "shadow jumping". You'd get other beneficial class features of the Shadowdancer, such as Darkvision, Hide in Plain Sight (scary as **** for a barbarian to vanish into thin air), Evasion, and Defensive Roll. I would recommend 6 levels Shadowdancer and 14 levels Bloodrager.Both classes are Charisma based for casting purposes so they should really go well together. You could use a scythe as a weapon and..... pretend you're the Grim Reaper.....
Make it a kitsune ninja and play it as if it were a rogue. "Dress" it as a "rogue" and roleplay it as one, too. You'll love the new changes they made to rogue ;)
Cam James wrote:
No, sir. It's not your grandma's tower. It's a massive tower that has a radius of 50ft at the bottom and finally tapers to a 20ft radius at the top. Depending how profitable the specific school of magic was in that region the tower will vary in width and size (should be between 150ft and 250ft given 10ft per floor though some rooms may be taller than others to house a guard dragon)
Le Petite Mort wrote:
Why not make either a pit of spike under or around an enemy? Another great option is to encase them in a 10x10 stone prison (which they will surely suffocate in), or better yet, make a stone wall behind your enemy that has spikes facing them. Force push/punch them into the wall (dealing damage from the force punch AND from the damage of the spiked wall). If you're playing a wizard, GET CREATIVE ;)
The Rogue class only does one thing: for a small party, the rogue can be used to help cover all of the misc skills that might be required for the group to be successful. With 4 players or more, however, the rogue is not needed. The rogue can also be substituted for the bard or wizard in small parties without care. The rogue is dead.
Barachiel Shina wrote:
Because disguise and bluff are rogue only skills, yes. I see your point. Oh, and rogues have magical barriers to protect against Detect Alignment and such.. with high BAB. Ok. Gotcha. Oh, and the traps? Those traps are so very hard to avoid.. so hard to avoid they barely go off. Ever. Because no one sets them off. If they do, they better watch out for the 5d4 damage they do! Lethal!
8. In the many different schools of magic, each school has their own tower. Each tower climbs into the sky with each new floor containing more and more precious materials and items. The tower levels also go as deep as many floors that go upwards. Each tower is controlled by the headmaster of the school, a powerful wizard. One headmaster seeks power and thus must be stopped. His tower, however, is rigged with traps of different sorts (some levels containing very powerful monsters in lieu of a conventional trap). Good luck.
I really enjoy those new rogue talents and how Ruthless Attack works. That seems like a much more viable system, and using a dagger (low damage compared to other available weapons) is strengthened in Backstab.
Please apply to Paizo to fix the rogue.
Sorry, I thought you were quoting those from somewhere (as if to say, "Morons, take these to make your rogue good!"). I tried looking them up and everything..... lol
You seriously don't need to kill him. Play it our RP style. Go to a bar, everyone get smashed (except for you and the others who know the ring is evil), start a fight between the slayer and someone at the bar (no weapons just nonlethal punches) and when the bar gets into the brawl either knock him out from behind and take it or let him fight everyone on his own.
You could also take it in his "sleep", though elves meditate to rest. Just have someone talk to the paladins at night to keep their attention away from him and someone else has the job of removing it from him.
Fighting someone you play with, with weapons, is not what you want to do. Nonlethal damage is the way to go first if anything.
Hello all, I'm attempting to make a pfs toon that is a 100% grappler. Not concorned with striking to much, more submissions, pins, etc. I built it in heolab as a monk with the grappler archetype. Does anyone think I could come out better with another build? Maybe a fighter type or something. Please brain storm for me if you've got the time. Thanks.
Master of Many Styles monk with Cave Druid levels to get ooze form. Look into it.
I see two problems with this down at the bottom of the page you linked. First is this:
The Hide in Plain Sight supernatural ability is contingent on being near dim light. Just because you have Blur on to grant concealment does not give you the ability to hide while observed unless you are near an area of dim light.
Another thing you mention is that dim light is not the same as darkness. Since darkness is indeed a deeper shade of dim light, one could say that in darkness you are in/near dim light. It does not mean that the ability only works near dim light and no other degree of lightless area but rather it can be used in an area within 10ft of dim light or darker. Logic by definition.
Why not Kata Master monk up to level 4, Inquisitor (up to however many levels you want though I would recommend 5 levels), and Ninja 11 levels?
Deeds and panache will be taken from your Ki pool, there aren't any new deed between level 3 and 7, and most deeds don't require use of panache but do require at least 1 panache point in your ki pool. If you took inquisitor as well, your initiative would boost to 2+ your wis modifier and dex modifiers.
You could very easily ignore getting Inquisitor, however, and just get Kata Master and Ninja, focus on getting high dex and cha, though with inquisitor you could also up your armor to medium armor since neither swashbucker deed or ninja deny you any abilities due to armor. The only thing you would lose is the monk's wisdom bonus to AC, fast movement, and flurry of blows. It's really up to you. More beefy and other abilities with Inquisitor, or less beefy and different abilities of the kata master monk (though you could take inquisitor and still use no armor).
I like this idea
You must have missed my link
Merrian Webster Dictionary wrote:
This is why I equate "beefy" with AC and HP:http://www.merriam-webster.com/dictionary/beefy
To me, they are as one, not separate entities.
Antisocial means:-contrary to the laws and customs of society; devoid of or antagonistic to sociable instincts or practices.
-not sociable; not wanting the company of others.
I believe the rogue as a class is not antisocial but instead chaotic alignment is. Please understand critical words you tend to use periodically and how they affect others you may be describing. (These people are not your introverts, but rather your Jeffrey Dahmers and Charles Mansons of the world.
The rogue wasn't "put in" to pathfinder or dnd for any reason you have mentioned. It was a class made so that the Gary Gygax could further increase the suspense and wonder of the world he had created through the use of traps, locks, etc. The class was not made solely for this purpose, however, and was a support melee role in combat (because who wants to go around sneaking all the time just to find traps and not do any fighting?). Over the editions of DnD and changes to the game, like Pathfinder's game mechanics, as well as introduction of new classes and hybrid classes, the rogue has slipped between the cracks as new items, spells, and abilities of other classes have covered the bases that the rogue used to cover.
It's not that it's a bad class or a pointless one. It is a class that has become obsolete due to the fact the class has not gotten any role reconstruction while other classes have taken over different roles the rogue used to have a monopoly over. It's not the rogue's fault. He's always been there, quiet and in the corner, but now the rest of the party has taken notice to the silent creep skulking in the dark and is wondering if he'll ever rejoin the fun.
I dunno what the hell you guys are on about, rogues are great! They're fun to roleplay as a*&@#~#s thief and all arround sociopath! The rogue in my group has been doing quite a lot of damage, its not THAT hard to flank an enemy and get that sweet sweet sneak attack, especially if your team is smart about it and are willing to take a couples of AoO to get in a really good position for the rogue..! Plus, FUN. TO. PLAY. Sometimes you Dpr olympic / munchkins forget about the "fun" part of this game..
The problem with your argument is that it in no way makes the rogue class accountable for your RP skills. You can pick any other class in the game, play it like a rogue, and RP the same as if you were a rogue. You would just limit yourself in appearance by choosing "rogue" armor to look like a thief. I loved playing a rogue before, but now it is sadly pretty pointless.
"You're the rogue, do something!" And my response is always, "I can't get in there for sneak fast enough!" or "I can't go near it because it will wipe me in one hit!"