Not sure I have ever posted a build before, but this one intrigues me so I am asking for help.
This is for PFS and the reason I am trying it is specifically because the rules are so slanted toward using bows and therefore everyone uses them.
Disclaimer / things I already know:
This is a bounty hunter type of PC who masquerades as a barmaid. I chose slayer because of the ability to snipe and the vital strike feats for the ability to stack with sneak in sniping. I threw in some magic item ideas that would fit the build but am open to suggestions on that too.
So, can it be viable even if not powerful?
Female Human Slayer 12
Skills Acrobatics +20 (+25 to jump), Bluff +11, Climb +9, Diplomacy +1, Disguise +8, Heal +6, Intimidate +11, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +6, Knowledge (history) +3, Knowledge (local) +11, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +4, Perception +15, Profession (barmaid) +4, Ride +9, Sense Motive +11, Sleight of Hand +8, Stealth +25, Survival +14, Swim +5, Use Magic Device +16;
slayer talents (bonus feat, combat trick, fast stealth, ranger combat style, ranger combat style, stealthy sniper)
Languages Common, Jistka, Minkaian, Osiriani, Tien
SQ combat styles (crossbow), swift tracker, track +6
Combat Gear +1 clustershot adamantine crossbow bolts (50), +1 ghost touch silversheen crossbow bolts (50), hand of glory, masterwork cold iron crossbow bolts (50), sniper goggles, unfettered shirt, wand of invisibility, greater, smokestick (5); Other Gear +4 comfort shadow mithral agile breastplate, +3 mithral buckler, +1 holy seeking darkwood underwater heavy crossbow, belt of physical might +2 (Dex, Con), boots of striding and springing, cloak of resistance +3, efficient quiver, ring of protection +2, 150 gp
Sound of Mind +2 trait bonus to saves vs mind-affecting effects.
I didn't want to post this in the tactics thread. Sorry if this has all been argued before - I am not a frequent board-er.
By rule, invisibility modifies stealth checks so that creatures are visually undetectable (barring special abilities, spells, etc.)
Also by rule, it is impossible to use stealth while attacking, running, or charging. Therefore, while an invisible (assumed greater, whatever) creature attacks, it cannot have this bonus to stealth because stealth does not apply.
reality (whether or not it belongs is up to you)
Hearing someone walking is a DC10, modified for distance and conditions of course.
A tactic for locating an invisible creature for a party could be everyone immediately holding and readying an action to move to or attack the square from which they hear sounds of the invisible creature when it attacks. This would eliminate the excess noise of combat interfering with the party's perception check to hear the invisible creature.
Break that one up and tell me why it doesn't or won't work.
I can't seem to find a list of all of the PFS Sanctioned Scenarios and Modules on the site. I see some scenarios for purchase but not all of them and they are in a random order each time I try a different search.
What I need is a link to a list (if there is one) that shows the descriptions and levels for each event. Help?
I play an enchanter and find this spell to be interesting, but it has some issues. Could someone explain how this spell actually works?
It says: "You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present."
I see two major problems. First, this spell when used as described above would not occur during initiative, making "turns" pretty subjective.
Secondly, by the description it doesn't appear to work if "turns" are allocated equally.
Example - PC attempting to pick pocket of NPC.
PC's "turn" - flubs pick pocket roll.
NPC's "turn" - reacts to said flub however appropriate (calling guard, etc.)
PC - casts memory lapse, taking NPC's memory back to beginning of its last turn, yet still after the flubbed roll and therefore, reaction happens in the same way, all over again.
Is there an errata I don't know about or is this spell just hand waved that you get a do-over?
Should the spell read ...back to the *PC's* last turn prior to the casting?
Or was this spell never intended for use by the person making the action?
In other words, you have someone else completing the pickpocketing in question while having the spell readied, which would require two people for the successful use of the spell in each case.
PC #1 makes pickpocketing roll (flubs)
But again, this all happens outside initiative so it requires a friendly GM to even work cooperatively.