hogarth wrote:
So lets take that trait in context of a ocean campaign. I assume the feat really reads you get a + 1 trait bonus and the skill becomes a class skill. So if you spent one point on the acrobatics skill you get a feat that is better than skill focus until level 10. That fighter did go first but know he is prone while the enemy moved across the deck and is now attack the prone fighter. I see that as a great trait. If anything simply use the traits as the DM to make the players see how great they can be if used in the right way.
It is simple you house rule the 10 +1 rule, and never look back. Your stander non-professional baseball player can watch a ball leave the pitcher’s hand going 80-90mph, catch the impact point to get a the jump on the ball, then run a good distance while keeping their eyes on a diminutive item that started its little vacation 300 feet away. This great feat of perception can be done by a 16 year old kid playing ball in a field, and get this, a drunk man setting in the standing that is another 300 feet from the ball can also see the same thing happen. If the item is standing in the open the perception check to see them is 100% ZERO at any range below a few miles. The horizon will get in the way before your eyes will run out of power.
If a spell caster is currently under the effects of Ventriloquism they should have the power to use the stealth skill as prescribed in this play test, otherwise pinpointing their location from audible voice should be as perception check of 10 or so. http://paizo.com/pathfinderRPG/prd/spells/ventriloquism.html#_ventriloquism
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. If you do not have cover or concealment, as a swift action, you can attempt a Bluff check opposed by the Sense Motive of opponents that can see you. If you are successful, you are considered to have concealment from those creatures (but you do not gain the percent miss chance from concealment) until the end of your next action, you make an attack (as defined in the Attacking while Hidden section, above), or the end of your turn, whichever happens first. The attack portion of this one needs to be removed otherwise you are breaking the entire feint feat tree.
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast. The odds of using most spells and staying hidden is very low.
Enaris wrote:
I really want to say no. Snipe is a standard action while shot on the run is a full round action. If the player would have simply not moved in the first place it would have worked.
I do not think we want to talk about Feint due to the fact you would have the power to Feint with a ranged weapon, and that breaks part of the Fighter(archer) class. Creating a Diversion to Hide:
The new stealth rules should not allow ranged feint with sneak attack.
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. If you do not have cover or concealment, as a swift action, you can attempt a Bluff check opposed by the Sense Motive of opponents that can see you. If you are successful, you are considered to have concealment from those creatures (but you do not gain the percent miss chance from concealment) until the end of your next action, you make an attack (as defined in the Attacking while Hidden section, above), or the end of your turn, whichever happens first. This needs to be changed. Bluff should only allow you to negate the observed clause of stealth, meaning you must end your turn in a location that provides cover or concealment, which would imply a full move action to change your location. That is only a momentary diversion. I will also say any sequential usages of this action should be done with a cumulative -10 to your bluff check. Sure you can trick a person one time or even two times but for 3,4,5 rounds should be effectively impossible. Spells The arcane spoke voice is not a whisper, so you will be using stealth with a very nasty listen modifier. Hear the details of a conversation is a DC of zero, so generally speaking without a silent spell or other silent effect you are not going to use stealth and cast spells.
Here is a better question. Ninja Trick:
Ninja Trick (Ex): A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. As you can see there is nothing in that trick excluding ninja tricks with the same name. Rogue Talent:
Rogue Talent: The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times. As you can see there is an exclusion on the ninja side. Was this done in error?
I know I must be reading something wrong, but I have looked it over a few times and cannot find anything that would make me think otherwise. Take a simply rogue and take the following rogue talents. Ki Pool:
Ki Pool (Ex): A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja's ki pool, but the rogue's ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn. Ninja Trick:
Ninja Trick (Ex): A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue would take Forgotten Trick from the ninja list. Forgotten Trick:
Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses. With this combination a Rogue can use any of the Ninja tricks which includes combat trick (any combat feat) for a number of rounds equal to their level. The fact that forgotten trick has such a high price is really not all that bad. A player having the power to use any combat fear or ninja talent even if it only will last a few rounds is broken.
I am looking for your input on this scenario. I set out at level 1 to build something as near to a modern day sniper as possible within the pathfinder world, and now I am setting at level 9 with plans going all the way to level 15. Here is a simple description of what I should/could have at level 15. Class: Fighter (4), Rogue (8), Shadow Dancer (3) Weapon: Seeking Distance + 5 Heavy Auto Crossbow.
Yes depending on DM interpretation the effective range could be shorter due to perception rules, but I see the +1/10 rule as nonsensical. If this rule is used than his max range would be nearer to one range increment, which would invalidate the max range of every bow and crossbow in the game, so you more or less get to pick what rule you want to break. As a real world example the +1/10 rule invalidates the font size of every speed limit sign on the face of the plant. Yes it will also be very hard to get line of site to shot at this range the effective range would be much shorter most of the time.
Bascaria wrote:
You need to hit that with a 2X due to the fact the spell has a duration of minutes.
Shield Fighter (Ex): At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1. That is the only way you are not going to have the massive negative for TWF.
I took the time to make a spell use ring of Vanish and it really comes in handy but getting such a small number of rounds means a full Ring of Invincibility is a good item. 10,000gp for 2 minutes and 30 seconds of invisibility is nothing when thinking you could simply stay invisible all the time. It does not even last that long due to the needed to caste again so you only get 120 seconds.
NOTE TO ALL:
*You said it more than one time the boy is very scared and more or less in a panicked state. He was in the middle of a break down and would have done just about anything to keep his head, so it was pointless to speak with him anymore. Smedor leaves after getting this information. * There is a large escalation and Smendor comes back to see the boy setting on the ground with a major head wound not due to the spell, but to the fall, but there is no way for Smendor to know how he got the wound. He just knows there is a boy with a fractured skull twitching on the ground. *Than a few others checked on the boy and said he is not dead but he will be a vestibule. * Smendor apprehended the assumed attacker and neutralized his power to cast more spells, so Smendor can find out what has been going on.
* Than more than one person in the group concluded that Alaric was in the wrong. * A person (Brett) Smendor has known for less than a few hours than stand there with a gun telling him he needs to release a criminal, and he will be back in 20 minutes. * Well that is not going to work. Smendor will be attacking Brett with deadly force. Smendor does not have his armor on but he would have his ax and shield. * Well that is not a good start to a game. we need to (A) not kill the boy that was due to a miss read. (B)Someone say in an audible voice I think the boy will be fine. (C)Brett must not point his weapon at Smendor and attempt to leave with a criminal.
Dain GM wrote:
Yes there was a error there the boy was not really dead, but that really was a toss up due to DM bleed rules. I would love you to change your post because my character will need to react. You just made yourself out to be one of the bandits hands down. Smendor will go after you point the weapon at him.
There is a lot here I may need to fix it a little. Character Survey: Where was your character born?
Who raised him/her?
What was happening in the region when your character was growing up?
Does your character have any relatives?
Motivation
What are your character’s immediate goals? What would she like to do in the coming year?
What are her long-term goals?
What type of person would be her ideal mate?
Who is her patron deity? Is she a devout worshiper?
Is she a devout member of any nonreligious cause?
Is there any race, creed, alignment, religion or the like against which she is strongly prejudiced?
What is her greatest fear?
What is the one task she absolutely refuses to do?
Idiosyncrasies
What is your character’s motto or favorite saying?
What is her favorite color?
Describe what she would wear if money were no object?
What is her favorite food? Drink?
What is her favorite animal?
What habits of her friends annoy her most?
Traits:
Miscellaneous What well-known media figure from sports, movies or politics most closely resembles your character?
What would be her theme song?
If her friends were to write her epitaph, what would it be?
What would be her job in modern society?
Introduction Questions Do you have any nicknames, street names, titles, or aliases?
What is your full birth name?
Where do you live?
Why do you live there?
What is your citizenship status?
What is your most obvious blessing or strength?
What is your most obvious flaw or weakness?
Was there any event or cause to cause these weaknesses?
Physical Traits What is your general body type, frame, bone structure, and poise?
What is your skin colour?
What is your hair colour?
What is your hairstyle?
Do you have any facial hair?
What is your eye colour?
Does it change?
How attractive are you?
What is your most distinguishing feature?
Do you have any scars, tattoos, or birthmarks?
What is your handedness (left/right)?
Do you resemble some currently known person?
Do you wear a uniform?
What kind of clothing do you wear?
What is your clothing's style or level of sophistication?
What sort of vocal tone do you have?
Do you get sick? Maybe you catch the flu twice a year and that's it? Or maybe you have a weak immune system and catch anything that goes around?
History Where is your homeland?
What are its people like?
Are you aware of its history?
Are you patriotic or a social outcast?
What are your opinions of home?
Did you witness any historical events?
Are your real reasons for becoming an adventurer different from what you tell others?
How do you feel about other races?
Were there any traumatic experiences in your early years (death of a family member, abandonment, orphaned at an early age, etc.)?
Did you have any childhood friends?
Are you still close to them or have you grown apart?
Which toys from your childhood have you kept?
What conflicts might arise from your past?
Do you have any sort of criminal record?
Family Who were your parents?
Were you raised by them?
What did your parents and/or foster parents do for a living?
What was their standing in the community?
Did your family stay in one area or move around a lot?
How did you get along with your parents?
How would your parents describe you?
Are any or all of your family still alive?
Personality/Beliefs Do you, or did you, have any role models?
Do you have any great rational or irrational fears or phobias?
What, if anything, would it take for you to be able to overcome this?
How do you react when this fear manifests itself?
Are you willing to discuss, or even admit to, the situation?
What are your attitudes regarding material wealth?
Are you miserly with your share of the wealth, or do you spend it freely?
Are you greedy or generous?
Do you see wealth as a mark of success, or just as a means to an end?
How do you generally treat others?
Do you trust easily (perhaps too easily) or not?
Are you introverted (shy and withdrawn) or extroverted (outgoing)?
Are you a humble soul or blusteringly proud?
Do you act differently than you feel (concealing your true thoughts)?
What is your favorite type of animal?
Is there anything that enrages you?
Do you enjoy "roughing it", or do you prefer your creature comforts?
What would you do if something were stolen from you?
What would you do if you were badly insulted publicly?
What do you consider to be the worst crime someone could commit and why?
Do you support the current government of your homeland?
What form of government do you believe is the best (democracy, monarchy, anarchy, aristocratic rule, oligarchy, matriarchy) and why?
Have you ever been persecuted for your political stance?
Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed?
What is your most treasured possession?
Do you have a good luck charm?
Do you prefer to tear down or build up?
Are you deliberate or spontaneous?
Do you prefer the town or the country?
If made to decide, would you rather be deaf or blind? Why?
Describe your worst nightmares.
Given Name: Smendor Iron-Face
Stats:
Traits:
Feats:
Key skills at level 1:
Description:
Personality:
Back-Story: Smendor was born into a merchant family from the town of Brunderton. His father Morvack Iron-Face was a road warrior of the region. He was the founder of several long term trade agreements between his small privet mercantile establishment, and many of the surrounding towns.
He left thinking those two year where a complete waste of time, but before he could leave for the trip home he was confronted by a young member of the Garess family. Morgan McGregor of house Garess was a tall very charismatic individual that had a very strong influence with the ladies of the area. Morgan was very low in the noble line so he had no hope of ever really making it anywhere without hard work. Morgan toke a chance and he was really worried so he went looking for help. Morgan new that Smendor had a lot of natural talent when it came to the mercantile field, and also a good right cross so he went right to the point. He asked Smendor to help him make a trade before he left town. He told Smendor that he knew a guy that knew a guy that had a great opportunity, but the deal was looking so shady Morgan wanted some muscle. Morgan made the right move getting a dwarf for the trade. The other group was attempting to push gold planted metal bars.
Role:
Given Name: Smendor Iron-Face
Stats:
Traits:
Feats:
Key skills at level 1:
Description:
Personality:
Back-Story: Smendor was born into a merchant family from the town of Brunderton. His father Morvack Iron-Face was a road warrior of the region. He was the founder of several long term trade agreements between his small privet mercantile establishment, and many of the surrounding towns.
He left thinking those two year where a complete waste of time, but before he could leave for the trip home he was confronted by a young member of the Garess family. Morgan McGregor of house Garess was a tall very charismatic individual that had a very strong influence with the ladies of the area. Morgan was very low in the noble line so he had no hope of ever really making it anywhere without hard work. Morgan toke a chance and he was really worried so he went looking for help. Morgan new that Smendor had a lot of natural talent when it came to the mercantile field, and also a good right cross so he went right to the point. He asked Smendor to help him make a trade before he left town. He told Smendor that he knew a guy that knew a guy that had a great opportunity, but the deal was looking so shady Morgan wanted some muscle. Morgan made the right move getting a dwarf for the trade. The other group was attempting to push gold planted metal bars.
Role:
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