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![]() Reynard_the_fox wrote: Hey guys, here's a thought experiment: how would you design a Rogue to disable and take out a high-level (10+) spellcaster? Assume the rogue is sneaky enough to get the drop on the caster; how would you take him out without getting leveled by a Dominate Person/Baleful Polymorph/etc., or losing him once he goes invisible and flies away? Called shot + sneak attack seems like a good combo ![]()
![]() For a lvl 8 campaign my friend is going to be hosting soon, I decided to be a Goblin Feral Gnasher. However, I am thinking about adding a template to enhance my character. The only thing he supports is templates published by Paizo (so no 3rd party or fan created templates). My personal two choices are:
However I'm a little confused about the Vetala Vampire. According to the regular vampire template: vampires are weak to running water and sunlight. However, the Vetala Vampires apparently aren't according to the link. Am I understanding this template correctly? ![]()
![]() The rules state for Fighter bonus feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Another words, as long as its a combat feat, you can take it as long as you meet the prerequisites. So yes, you can get Great Cleave at 4th level (assuming you have power attack and STR13 which you should have if you have cleave). ![]()
![]() I was looking at the rogue talents and found something a little confusing. According to the Terrain Mastery talent: Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
According to the special rulings of the talent, that would mean if you selected Terrain Mastery 10 times (10 talents for a lvl 20 rogue), you would receive a +20 initiative, Knowledge Geography, Perception, Stealth, and Survival. Continuing off this logic (for a lvl 20 rogue), that would mean you can get feats that increase your damage, accuracy, perception, and stealth and thus make you the "ultimate" rogue.
Please comment to compliment or argue my logic. ![]()
![]() Hey, just to screw with everyone here and to ask a legitimate question, im gonna pose an interesting idea. If your race was Kasatha and your built a sniper character with bows, does that mean if you shoot both bows at the same time that it counts as one attack with two attack rolls and still be able to stealth afterwards? This logic follows manyshot, able to fire two arrows at once. ![]()
![]() According to a friend of mine, the Dodge feat applies only to one monster/character/elemental/etc that your fighting, making the feat useless in a group fight.
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![]() For the campaign im participating in, i decided to be a summoner with the Synthesist Archtype. Even after rereading the passage about synthesists im still a little confused. Because Eidolons and Summoners are still "seperate" (in the regards that normally i wouldn't have a bite/claw attack before summoning my Eidolon) can i use spells and have my Eidolon attack at the same time? ![]()
![]() My DM allows the use of monster templates that are supported by the Paizo Publishing Co. My question is very simple: Can I use more than one template on one character? There are no specifics in the rules but I would think that I should be allowed to use 1 inherited and 1 acquired template without it becoming unreasonable. ![]()
![]() I have a lvl 10 Ninja with the template Missing (so a total lvl of 13). Considering that the template allows the Ninja to become invisible, that means that Magic Missile would be ineffective because I have total concealment. However, if I was stealthing & the person I was fighting casts True Seeing, would Magic Missile work regardless of how well I'm stealthed? (my overall stealth w/o d20 is 72) My theory is that Magic Missile is like a Line effect (goes only in a straight line) and therefore must be aimed in the general vicinity of where I'm located. If my reasoning if false, then my opponent can cast Magic Missile in the complete opposite direction of where I'm located & still hit me. ![]()
![]() Talonhawke wrote:
What if I was the one who initiated combat? Under that idea, i can snipe, surprise round initiates, then snipe again? ![]()
![]() Lex Talinis wrote: Class? Stats (point buy, rolled?), race, what's allowed as building material and what's disallowed? Such details will help give a much better critique. I apologize for not being clearer. I am playing as a Spitespawn Teifling Ninja (who with bonus abilities where he is considered to be small) with the base stats (not including racial, growth, or enhancement bonuses) of:STR 10 DEX 18 CON 10 INT 14 WIS 17 CHA 13 Theses numbers was used rolling 4d6 and taking the top 3 results. As for what is allowed, as long as it is published by Paizo, it is allowed. ![]()
![]() My DM is making a campaign in the land of Geb with level 13 characters and I decided to make an assassin that is not only good against the living but also the undead. As a result of trying to be a "true assassin" as much as possible, I've made a character with:
I've forgotten most of what I knew 3 years ago and would like some help in making this character better at 13th level. More Info:
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![]() According the the Pathfinder rules for Hellcat Pounce: "Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack against the same opponent using the same attack bonus. The target is not considered flat-footed against this second attack." Does this mean that I can attack twice and still be considered stealthed under the rules of sniping? Expansion on the question:
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